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Skateboarding Fails

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Skateboarding Fails
What is Skateboarding Fails?

Skateboarding fails refer to the humorous or unfortunate incidents that occur while skateboarding, often resulting in falls, crashes, or other mishaps. These moments are frequently shared on social media and video platforms, contributing to their popularity.

Treendly Index Treendly Forecast Google YouTube
MOM: -84%
How much search volume does it get?
Google searches
90/mo

Is Skateboarding Fails trending?

Yes. Skateboarding Fails growing with a month-over-month change of 1.27% over the past 5 years, with approximately 90 monthly searches.


Why is Skateboarding Fails trending?

1
Entertainment Value
Skateboarding fails provide a high level of entertainment, as viewers enjoy the unexpected and often humorous nature of the falls and crashes. This makes them highly shareable content on social media.
2
Community Engagement
The skateboarding community often shares fails as a way to connect and engage with one another. It fosters a sense of camaraderie, as skaters can relate to the struggles and mishaps of their peers.
3
Learning Tool
Many skateboarders use fail videos as a learning tool, analyzing what went wrong in a particular trick or maneuver. This educational aspect encourages skaters to improve their skills while also enjoying the lighter side of the sport.
4
Viral Trends
With the rise of platforms like TikTok and Instagram, skateboarding fails have become a viral trend, leading to increased visibility and popularity. Users are drawn to the quick, entertaining clips that can easily be shared and remixed.
5
Relatability
Skateboarding fails are relatable to both novice and experienced skaters. Everyone has experienced a fall or mishap, making these videos resonate with a wide audience and encouraging more people to engage with skateboarding culture.

What are people saying?

25 threads
AI Insights Negative sentiment
Discussions revolve around the failures of skateboarding games and their disconnect from authentic skate culture, with users expressing frustration over developer incompetence and the lack of community engagement.
Developer Incompetence
Many users criticize the developers for not understanding or caring about skateboarding, leading to poor game quality.
Cultural Disconnect
There is a recurring sentiment that the games fail to capture the essence of skateboarding and its community.
Frustration with Game Quality
Players express dissatisfaction with the gameplay and overall experience, feeling that the games do not meet expectations.
Hope for Improvement
Despite the negativity, some users express a desire for future games to better reflect skate culture and improve upon past failures.
Community Engagement
The lack of community involvement in the development process is highlighted as a significant issue in the current skateboarding games.
Common questions
  • What went wrong with the latest skateboarding game?
  • How can developers better capture skate culture in games?
  • Are there any successful skateboarding games?
  • What features do players want in future skateboarding games?
  • Why do skateboarding games consistently fail?
Pain points
  • Incompetent developers
  • Lack of authenticity in the games
  • Poor gameplay experience
  • Disconnection from the skateboarding community
  • Frustration over repeated failures of games
r/OldSkaters
Sharing a bum bruise 😂 We’ll get it next time :,) #30sec #skate #skateboarding #skateboard #fall #fail [34YO]
submitted by /u/Lsdbrisbane to r/OldSkaters [link] [comments]
Lsdbrisbane · May 17, 2026
r/ShittyAbsoluteUnits
of a skateboard grind fail (he was okay).
submitted by /u/VannCruiser to r/ShittyAbsoluteUnits [link] [comments]
VannCruiser · Apr 28, 2026
r/NewSkaters
Told to leave skatepark. Am I doing something wrong?
Hi, I’m sorry I’m really confused about this situation and I’m at a loss for if I was in the wrong. PLEASE help me out. For context I’m a 22 year old girl 🏳️‍⚧️ and I recently got into skateboarding after I moved to Oregon. I use it mainly for fun, but also if I have to go get something from the store. Sometimes I practice tricks but usually I fail, always wear protective gear to ride. On a ride around my new town, the Big E, I saw a pretty big skatepark under a bridge and there were only 5-6 people there maximum. It was smooth and easy to ride in, because I was a beginner I strayed away from other skaters except for the people who would see me wipe out and laugh about it with me. All going well, I feel like I might be able to actually make some friends here. Then I move over to an area where it’s medium-mild difficulty. Really the only thing there was ramps and some minor ledges. I wanted to practice dropping in in a safe area away from people, so I did. After 3 or four tries this older guy walks up to me, his bmx next to him and he says I’m being very dangerous. I apologize and say I’m fine, helmeted and I am totally making sure not be in anyone’s way or launch my board out from under me at anyone. I’m pretty awkward and lanky so this guy was freaking me out, surely I must’ve done something to warrant him walking up to me. After I apologize and say I’ll stay out of peoples way he keep saying things like “Ehhh, I’m not sure. That doesn’t seem like enough.” And I was so confused. I asked him outright “Are you asking me to Leave? There’s not a lot of people here. Should I come back later when there’s like even less people here?” And this man looks me in the eye and says “I don’t think you ride well enough to be here, maybe don’t come back for a few months-“ blah blah blah whatever. I’m on the verge of tears because I was just having a lot of fun, in a time where it’s been very very hard to do that or make any friends and a man is now mansplaining to me how I suck at skateboarding and shouldn’t be here. Now remember: IVE BEEN ALONE IN THE BEGINNER SECTION PRETTY MUCH THE WHOLE TIME. I said “Oh- uh. I- ok. I guess I’ll get out of here.” Because like, I’m not a regular here, this is my first time trying to do this stuff and I feel so embarrassed about being talked to like this. Then I just skateboarded home. Can someone please help me here, is there some skateboarding culture thing I encroached on or maybe I approached this situation wrong? I can’t stop thinking I should’ve never left the beginner area because I feel too embarrassed to go back now. Some clarification, any clarification would help because I really don’t know what I did wrong. Thanks so much in advance, I really appreciate it. submitted by /u/Positive_Bad_7867 to r/NewSkaters [link] [comments]
Positive_Bad_7867 · Mar 30, 2026
r/deadbydaylight
9.5.0 | All-Kill: Comeback
https://preview.redd.it/5lm6r6rn6mpg1.jpg?width=1920&format=pjpg&auto=webp&s=a7f1251a305acf0fbde7e5ee34cde65a042698ac Content NEW MAP: TRICKSTER'S DELUSION The Sleepless District will be the new Realm NEW SURVIVOR: KWON TAE-YOUNG New Survivor Perks: Flow State Whenever a generator is completed, earn 1 token, up to 5. For each token: You bless and cleanse Totems 8/9/10% faster. You heal 8/9/10% faster. You unhook Survivors 8/9/10% faster. A Place For Us While healing another Survivor, you both gain Elusive. Whenever you finish healing The Obsession, you both gain Elusive for 20/25/30s. When the trial starts, you are less likely to be the Obsession. Five Moves Ahead While you are in the Killer's Terror radius or chased by the Killer: You see the Auras of the 5 closest Pallets and Windows. After you drop a Pallet, you start moving 50% earlier. Whenever you drop a Pallet, cooldown: 40/35/30s. Gameplay Features Killer Updates Killer Update - The Trickster Summary The Trickster now gains Style Points by throwing Blades, injuring Survivors and performing distinct gameplay actions back-to-back The Trickster goes up in Style Ranks by earning Style Points. Each Style Rank improves The Trickster's Blade throw rate and Locker Restocking speed. Main Event can now only be activated once reaching the highest Style Rank. Style Points and Style Ranks are tracked via a new user interface element custom-made for The Trickster. Basekit The Trickster's movement speed decreased to 4.4m/s (was 4.6 m/s). Blade count decreased to 36 (was 44). Decreased Terror Radius to 24m (was 32m). Decreased time to enter Throw State to 0.3s (was 0.35s). Decreased time to exit Throw State to 1.15s (was 1.25s). Increased time between Blade throws to 0.33s (was 0.3s). Decreased base Throw State movement speed to 3.86m/s (was 3.68m/s). After 5 consecutive Blade throws, Throw State movement speed is decreased to 3.53 m/s. After 10 consecutive Blade throws, Throw State movement speed is decreased to 3.16 m/s. Increase Blade throw rate per Blade thrown: After 5 consecutive Blade throws, the throw rate increased by 50%. After 10 consecutive Blade throws, the throw rate is increased by 100%. Laceration Laceration now only counted using whole numbers (previously decayed into decimals). Laceration Meter decreased to 6 (was 8). Laceration Meter decay delay decreased to 12s (was 15s). Increase Laceration stack decay time to 4.4s (was 3s). Laceration visual feedback updated. Now displayed on the Survivor directly, for both Survivors and Killer. Laceration cuts removed from Survivors' user interface. Style Points The Trickster performing combo actions generates Style Points. A combo action is triggered when two back-to-back gameplay actions are distinct. The following actions generate 1 Style Point: Hitting a Survivor with a Blade (first-hit only). Injuring a Survivor (from Laceration or basic-attack). Hooking a Survivor. Basic-breaking a Downed Pallet. Basic-breaking a Breakable Wall. Damaging a Generator. Snuffing a Boon Totem. The following actions generate 2 Style Points: Hitting a Survivor with 4 Blades from at least 4m (without missing or exiting the Throw State). Hitting a Survivor with a Blade from more than 16m away. Interrupting a Survivor. The following actions generate 3 Style Points: Hitting a Survivor with a Blade through small gaps. Style Ranks There are 6 Style Ranks: E, D, C, B, A and S-Rank. Style Ranks each have their respective bonus maximum throw rate and Locker restocking speed modifiers. Higher bonuses at higher ranks. Higher Style Ranks require more Style Points to reach. Higher Style Ranks feature progressively shorter combo timers. Ranks regress to previous in order if combo timer ever lapses. Earning Style Points refreshes the current Style Rank's combo timer. Style Rank combo timers are paused while The Trickster is performing interactions with Survivors or interactable objects. S-Rank When reaching of S-Rank Survivors within 44m of The Trickster are revealed via Killer Instinct for 4.4s. All Survivors are notified across the Trial. While in S-Rank: The Trickster gains a 44m Terror radius. Lullaby is disabled. Laceration Meters decay 50% slower. Blade throw and Locker restock speeds increased to maximum. Main Event can be activated. S-Rank has a 66s combo timer. S-Rank cannot be paused or refreshed (unlike lower Style Ranks). S-Rank always reverts to E-Rank (via timer, or once Main Event ends). Main Event Press the Secondary Ability button to activate Main Event Main Event lasts 10s (was 8s). Main Event movement speed set at 3.92 m/s. The Trickster throws Blades at at 1.67x the default Blade throw speed. Note: not affected by Consecutive Blade Throw and Style Rank Blade Throw modifiers. Survivors near The Trickster are notified. While performing Main Event: S-Rank timer is paused. Each Blade hitting Survivors awards bonus Style Points. The Trickster can cancel Main Even via the Secondary Ability button. When Main Event ends: The Trickster's Power goes on cooldown for 4s. S-Rank resets to E-Rank The Trickster goes up in Style Ranks over time, based on bonus Style Points earned during Main Event. The Trickster's Add-Ons Memento Blades (Rework) Displays a reticle while aiming with Blades. Trick Pouch Increases maximum carried Blades by 4. Start the Trial with 4 extra Blades. Killing Part Chords (Rework) Increases time before Style Ranks from D to A decay by 20%. Inferno Wires (Rework) Decreases Showstopper's cooldown after Main Event by 44%. Ji-Woon's Autograph (Rework) Increases the duration of Main Event by 44%. Lucky Blade (Rework) On every eighth Blade Hit, an additional bonus is assigned at random: Increases Throw Speed by 8% for 8 seconds. Gain 3% Haste for 3 seconds. Gain an additional Style Point. Caged Heart Shoes (Rework) When you basic-break Pallets and Breakable Walls or damage Generators, the next time you enter the Throw State, increase movement speed while in the Throw State by 5% for 10 seconds. Tequila Moonrock (Rework) Increases Throw Speed by 15% for 10 seconds after gaining a Style Rank. Bloody Boa (Rework) Decreases the speed at which Laceration decays by 25%. On Target Single (Rework) Increases time before Laceration starts decaying by 30%. Fizz-Spin Soda (Rework) Increases the number of Blade Throws required to slow movement speed while throwing by 2. Waiting for You Watch (Rework) Survivors whose Laceration Meter fully decays are revealed for 4 seconds. Ripper Brace (Rework) For each Style Rank, you basic-vault Windows, basic-break Pallets or Breakable Walls, and damage Generators 3% faster. Melodious Murder Increases Blade reload speed at lockers by 25%. Diamond Cufflinks Reveals Survivors' auras for 6 seconds when their Laceration reaches one Blade hit from maximum. Edge of Revival Album (Rework) Blade Hits from more than 20 meters away deal 100% more Laceration. Trick Blades (Rework) Blades can ricochet off the environment once. On every eighth Blade Hit after a ricochet, an additional bonus is assigned at random: Increases Laceration by 100%. Reveal Survivor auras within 12 meters for 4.4 seconds. Gain an additional Style Point. Cut Thru U Single (Rework) When reaching A-Rank, Survivors within 32 meters are revealed with Killer Instinct for 4.4 seconds. Death Throes Compilation (Rework) Refills Blades by 50% of the maximum when Main Event ends. Iridescent Photocard (Rework) Increases the duration of Main Event by 100%. When Main Event is activated: reveal your aura to all Survivors, all Survivors’ auras are revealed, and block all Generators for 6 seconds. The First Decreased 2nd phase of the Wordbreaker Timer from 60 seconds to 50 seconds. Killer Base Attack lunge speed adjusted from 6.6m/s to 6.9m/s to be on par with all Killers. The First's Add-Ons Bead Maze Now increases Worldbreaker Timer for 2.5 seconds for each living Survivor. Shattered Wrist Rocket Changed Common Rarity to Uncommon Rarity. Bloody Roller Skate Now Killer gains the Haste Effect for 1.5 seconds upon exiting Undergate Attack. Mid-Century Radio Changed Uncommon Rarity to Common Rarity. Forged Death Certificate Reworked for Each successful Worldbreaker Token placed on a Survivor via Vine Attack Undetectable Status Effect until the next Worldbreaker Mode activation. Rabbit Remains Changed Rare Rarity to Very Rare. Now give Exhausted status effect for 10 seconds, and increase the Upside Down Ability cooldown by 5 seconds. Broken Skateboard Reworked for When Worldbreaker Mode starts, you basic-vault windows 30% faster and auras of Pallets and Windows are revealed to you within 32 meters for the next 65 seconds. Pizza Goggles Changed Very Rare Rarity to Rare Rarity. Reworked for The Undergate Attack's area of effect range is reduced by 90%, and its cooldown time is shortened by 25 seconds. Your exit cooldown time after executing the Undergate Attack is reduced by 80%. Chess Piece Removed the negative aspect of increasing the Upside Down Ability cooldown and the two charges attack radius are now diminished by 40%. The Ghoul Adjusted Reticule stickiness on Survivor from 0.18 to 0.05 seconds when attempting a Kagune grabs. Killer can no longer automatically damages nearby Survivors following a Leap vault. Killer Actions Update Accompanying the new language found in the Perks Description Update (see below), we have expanded our distinction between basic and special actions performed by Killers. Starting in update 9.5.0, the following terms will now appear in Power, Add-on and Perk descriptions: Basic-break When a Pallet or Breakable Wall is broken by the default ability of any Killer. Special-break When a Downed Pallet or Breakable Wall is broken due to an ability granted by a Killer's Power. Basic-vault When a Window is vaulted by the default ability of any Killer. Special-vault When a Window or Downed Pallet is vaulted due to an ability granted by a Killer's Power. Damaging Generators When a Generator is damaged and loses progress due to the default ability of any Killer. Generator Explosions When a Generator loses progress due to an ability granted by a Killer's Power or Perk. With these new terms, we intend to express with increased accuracy when specific gameplay interactions are intended to work alongside one another. Notably Killer Powers and Killer Perks. Multiple gameplay descriptions. been updated to surface these new interactions. The following Killers' Power descriptions have been updated: Basic-break The Singularity Special-break The Shape The Hillbilly The Cannibal The Demogorgon The Oni The Blight The Nemesis The Knight The Dark Lord Special-vault The Legion The Mastermind The Good Guy The Ghoul The Krasue The following Killer Add-on descriptions have been updated: The Wraith - "The Serpent" - Soot The Wraith - "Shadow Dance" - White The Wraith - "Shadow Dance" - Blood The Hillbilly - Lo Pro Chains The Spirit - Kintsugi Teacup The Legion - Iridescent Button The Ghost Face - Olsen's Wallet The Demogorgon - Barb's Glasses The Executioner - Obsidian Goblet The Mastermind - Lab Photo The Knight - Pillaged Mead The Skull Merchant - Geographical Readout The Xenomorph - Self-Destruct Bolt The Good Guy - Hard Hat The Lich - Ring of Telekinesis The Lich - Vorpal Sword The Dark Lord - Pocket Watch The Dark Lord - Sylph Feather The Houndmaster - Gunpowder Tin The Ghoul - CCG ID Card The Ghoul - Red-headed Centipede The Ghoul - Iridescent Eye Patch The Animatronic - Endo CPU The Krasue - Rotten Swine The Krasue - Mysterious Elixir The First - Shattered Wrist Rocket The First - Stained Glass Mural The First - Broken Skateboard The First - Electroshock Collar The following Killer Perk descriptions have been updated: Brutal Strength Overcharge Fire-Up Bamboozle Pop Goes The Weasel Spirit Fury (now "destroys" pallets) Surge Trail of Torment Dragon's Grip Oppression Eruption Scourge Hook: Pain Resonance Call of Brine Dissolution (now "destroys" pallets) Superior Anatomy Nowhere to Hide Game Afoot THWACK! Machine Learning Unbound Unforeseen Undone Dark Arrogance Help Wanted Turn Back The Clock Hex: Hive Mind The following Survivor Perk descriptions have been updated: Alert Blast Mine Wiretap Chemical Trap Bada Bada Boom Survivor Item Update Fog Vial Reworked the Fog Cloud visual effect and rendering method. Opacity inside and outside its bounds is now consistent across all Realms. Always fully opaque when seen from the outside. Adapts to each Realm's unique lighting and color. The following essential Auras are now always displayed through the Fog Cloud: When a Survivor is downed. When a Survivor is hooked. Increased the number of charges to 4 (was 2) for the following items: Apprentice's Fog Vial Artisan's Fog Vial Vigo's Fog Vial Fog Vial Add-ons Potent Extract (Visceral): Increased Fog Cloud increased opacity bonus to 100% (was 5%). Note: the increased bonus opacity is relative to the new Fog Cloud visual effect. Survivor Perk Updates Better Together Plot Twist can no longer force this Perk's effect to activate out of the Survivor's control. Fast Track (Rework) Whenever another Survivor is hooked, you earn 1/2/3 Token(s), up to 9. While repairing, whenever you hit a great basic Skill Check, spend all Tokens. For each Token spent, the Generator gains 2 permanent Charges. Self-Preservation (Rework) When another Survivor is hooked, you gain Elusive for 20/25/30s. The icon has been updated to reflect this change Unbreakable Once per trial, while downed by the Killer, you can fully recover. While downed, you recover 25/30/35% faster. Note: now only grants the Survivor the ability to recover when the Killer was specifically responsible for them entering the downed state. Killer Perk Updates Forced Hesitation Plot Twist can no longer force this Perk's effect to activate out of the Killer's control. Genetic Limits Updated to apply the Exhausted status effect simultaneously when the health state loss is recognized on Survivors, not afterwards. Hex: Crowd Control (Rework) The first time a Survivor medium or fast-vaults a Window, a Dull Totem ignites. The last 4/5/6 Windows Survivors medium or fast-vault are blocked. You basic-vault blocked Windows 15% faster. You see the Auras of blocked Windows within 24m. Pop Goes The Weasel Whenever you hook a Survivor, for the next 35/40/45s, when you damage a Generator, it explodes and loses 15% more progress (was 20% current progress, now total progress-only). Terminus Updated to trigger earlier when Generators are completed to block healing abilities of Survivors occurring simultaneously. FEATURES Perks Description Update All Survivor and Killer Perk descriptions in the game have been updated and revised with simplified and consistent language. Aside from Perk updates above, Perk gameplay has not changed across the board. Our goals were the following: Shorten text and character usage. Ease Player understanding. Reset Perk language for easier future maintenance. To help achieve this, we have added Expanding Tooltips in the user interface: Status Effects can now be expanded separately to display reminders. Status Effects each feature unique colour labels, flagging them as positive or negative. Keybindings associated with a Perk's activated effect are now displayed within a Perk's text description. Examples: Dead Hard, Come And Get Me!, Dramaturgy, etc Auras Customization Auras colors have been updated Players can customize some auras' colors on Beta tab Survivors Killers Hooked/dying survivors Normal Hooks Generators Pallets Windows Store: Players can use a "Clear all" button to remove active notifications New Prestige Menu & Rewards System Added a new way to track and view your rewards when Prestiging your character. Simply clicking on your characters' Prestige level will let you access and track your progress New rewards given at Prestige 25, 50, 75 & 100 per character Bug Fixes Audio Fixed an issue where Haddie's 'Silent Breach' outfit does not have its Lobby theme playing when equipped. Fixed an issue where outfits in the 'Moonrise' collection are missing their Lobby Themes when equipped. Fixed an issue where Junji-Ito' Lobby theme is missing when using the 'Soichi's Party Clothes' outfit for the Trickster in Lobby. Fixed an issue where the generator repair dialog between the Walking Dead characters no longer trigger. Fixed an issue where SFX from the Furin add-on plays from Killer POV when phasing with the Spirit. Fixed an issue where Cage of atonement music is not working properly. Fixed an issue where missing final part of the Audio during a Mori with The Trickster. Fixed an issue where Rift Animations and SFX is repeated when pressing the Rift Pass Button. Fixed an issue where the Trickster's bat swinging SFX are inconsistent between the Camera Pan animation, his M1, and the idle lobby animation. Fixed an issue where the Trickster's Chase music will not return to default after unequipping either of the two special addons. Fixed an issue where some surfaces were playing a metallic sound instead of cloth when hit. Fixed an issue where several of the Trickster's customization outfits will play no sound effects from the weapon while loading into a lobby. Fixed an issue where there was an SFX that triggers every time the Survivors or the Killer enter or exit the radius of the Fog Vial. Fixed an issue where the Generators' progress SFX is missing in the Tutorials. Bot Improvements Fixed issues causing Survivor Bots to not dodge the intended direction. Improved Survivor Bots' dodging against The Trickster. Survivor Bots now have as much control as players when speared by The Deathslinger. Tentative fix for Survivor Bots sometimes automatically revealing Ghostface from anywhere. Survivor Bots are now smarter with what they interact with when playing against The Plague. Survivor Bots now no longer use Plot Twist when infected by The Plague or The Krasue. Survivor Bots will now avoid taunting and blocking the path of other Survivors during chases. Fixed multiple navigation issues in Ormond Lake Mine. Characters Fixed an issue where The Animatronic no longer holds the side of the screen when performing Lobby animation. Fixed an issue where The Animatronic's animation could break when pallet stunned while using Axe Grab on a Survivor. Fixed an issue where Remove Axe could allow Survivors to walk through The Animatronic in some instances. Fixed an issue where The Animatronic could display stretching issues when performing a lunge attack or passing through a security door. Fixed an issue where The Nemesis could hit Survivors with Tentacle Strike after they exited the trial. Fixed an issue where The Trapper could bypass trap placement areas by flicking. Fixed an issue where The Trapper's Bear Trap had inconsistent hitbox detection. Fixed an issue where The Trapper could place traps in inaccessible locations by FPS glitching. Fixed an issue where The Cannibal's power could break during state changes. Fixed an issue where The Shape was unable to Tombstone Mori a Survivor while Bardic Inspiration was being performed. Fixed an issue where The Shape could kill a Survivor during the self-unhook animation while Evil Incarnate was active. Fixed an issue where The Demogorgon would stutter when spamming M2. Fixed an issue where The Demogorgon’s animation would not play properly when channeling the Abyss. Fixed an issue where the Dire Crow could be missing from the Survivor POV during The Artist's mori. Fixed an issue where The Artist's Dire Crow's flight path did not behave consistently around small assets. Fixed an issue where The Blight's turn rate slows down when stunned by Head On. Fixed an issue where The Blight was unable to injure Survivors when performing a Lunge Attack and Rush at the same time. Fixed an issue where The Ghoul's Kagune Leap reticle would change colors when targeting an occupied locker. Fixed an issue where The Ghoul's Enrage Mode countdown continued when a Kagune Mark got cleansed while carrying a Survivor. Fixed an issue where Survivors who unhook themselves started generating Blood Orbs from The Oni immediately instead of 10 seconds after the unhook. Fixed an issue where The Good Guy's Slice & Dice did not always land the hit after releasing the button early. Fixed an issue where the external icon was missing when The Skull Merchant's add-on "Geographical Readout" was active. Fixed an issue where the Survivor Reveal distance was inconsistent between 15 and 32 meters against The Ghost Face. Fixed an issue where The Legion's power could break when blinded while vaulting. Fixed an issue where The Legion's power description incorrectly labelled the movement speed bonus from landing a Feral Slash hit as 0.2m/s. Fixed an issue where The Huntress' hatchets would inconsistently detect collision when attempting to hatchet throw through a window. Fixed an issue where The Krasue was unable to Intestinal Whip crouched Survivors on stairs. Fixed an issue where The First's Vine attack animation would frequently remain in the charged state after spamming Release Vine Attack. Fixed an issue where The First's Mind Break animation sometimes wouldn’t play properly for the Survivor. Fixed an issue where The First's Mind Break animation was missing when two or more Survivors were hit at the same time while the Mini-Mori requirements were met. Fixed an issue where The First became invisible from the Custom Game Spectator point of view after exiting the Upside Down. Fixed an issue where the mend action could not be executed when two or more Survivors were hit at the same time while the Mini-Mori requirements were met for The First. Fixed an issue where The Houndmaster would rubberband when walking after successfully grabbing a Survivor with the Chase ability. Fixed an issue where the application could crash for Survivors and the Killer after The Houndmaster hooked a Survivor. Fixed an issue where the camera could get stuck in Charlotte's or Victor's head, making it difficult to control The Twins. Fixed an issue where The Lich could rarely keep the movement speed of "Fly" when stunned at the same time as casting the spell. Fixed an issue where the flashlight beam would reappear after The Dark Lord changed to Bat From after being previously blinded by the flashlight and the Survivor crafted a Flash Bang. Fixed an issue where The Dark Lord's Hellfire pillar could be visually missing. Fixed an issue where, as Eleven, a texture stretching issue could be seen in the left armpit area of the outfit. Fixed an issue where Survivors could not remove the Reverse Bear Trap if they screamed at the end of a Jigsaw Box search. Fixed an issue where The Pig's HUD prompts change when falling from a ledge while crouched. Fixed an issue where some of The Dredge's Smoke is played over the Map Item light beam. Fixed an issue where generators, TV auras and out of world are visible while the Onryo projects to a TV. Fixed an issue where Survivors were unable to grab The Onryo's VHS Tape after crafting a Flashbang. Characters - The Mastermind Refactor done in the Virulent Bound power. This specifically tackles the desync issues found while using the power. Will also improve responsiveness for most of his power usage. As well changed how we detect a collision with other characters (Survivors, Killers, Zombies) while grabbing a Survivor. It will now properly detect the size of the character collision size. Fixed an issue where The Mastermind’s Virulent Bound could glide off a hill’s ledge when falling Fixed an issue where The Mastermind’s Virulent Bound Speed effect was displayed after vaulting and falling a ledge. Fixed an issue where Survivors were able to use their flashlight while being thrown with Virulent Bound by The Mastermind. Fixed an issue where The Mastermind could initiate a partial vault on a pallet near a hole while falling. Fixed an issue where The Mastermind could grab Survivors through vault locations when using Virulent Bound at a certain angle. Fixed an issue where The Mastermind would briefly float in the air when vaulting from a higher vantage point while using Virulent Bound. Fixed an issue where The Mastermind's supply crate could be climbed on when forcing collision with other players. Fixed an issue where the chase music would end after successfully hitting a healthy Survivor with the Virulent Bound as The Mastermind. Fixed an issue where Survivors could be stuck in rocks after being charged by The Mastermind on Thompson House. Fixed an issue where a Survivor could lose control of their character if The Mastermind used Virulent Bound as they entered a locker. Fixed an issue where players could escape a trial when grabbed by The Mastermind under high latency conditions. Fixed an issue where the collision box was too large when using Charge Bound on a Survivor towards another Survivor as The Mastermind. Environment/Maps Fixed an issue in the Disturbed Wall where there`s not enough space to interact in front of a hook. Fixed an issue in the Treatment Theater where the Plague's Vile Purge was blocked by an invisible collision. Fixed an issue where The Mastermind could bound off a balcony on The Sanctum of Wrath Fixed an issue where The Nurse could blink into the caged bathroom stalls in Midwich Elementary. Moved a simple collision in the tunnel of the Lake Ormond Mine map, in order to correct the issue of survivors who could stand on an invisible collision and become immune to killer attacks Fixed an issue in the realm Autohaven Wreckers where the projectile of the Plague would be blocked by invisible collisions Fixed an issue in the realm Coldwind Farm where the projectile of the Plague would be blocked by invisible collisions Fixed an issue in Garden Of Joy where the legion could not vault one side of a pallet next to the green house Fixed an issue in Dead Dawg Saloon where killers could not kick one side of a generator Fixed an issue in Trickster's Delusion where the camera introduction of the Houndmaster clips inside the character Fixed multiple issues where the guards of The Knight where they would get stuck on the side of hills Fixed an issue in Ormond Lake Mine where the collisions of tires were blocking powers of killers Fixed an issue in Coal Tower where Killers would not be able to navigate between trees Fixed an issue in Garden Of Joy where the killers were able to climb a rock Perks Fixed an issue where the Phantom Fear perk could trigger during the mori animation for The Shape with the Tombstone add-on. Fixed an issue where Survivors held item's rarity would increase when using Blast Mine and the Exultation perk on a cloaked The Wraith. Fixed an issue where Face The Darkness did not activate with Claw Traps and For The People. Fixed an issue where the Recover bar could appear reduced after interacting with a generator while Invocation: Weaving Spiders was active. Fixed an issue where the wolf form pounce special attack did not remove Play With Your Food tokens for The Dark Lord. Fixed an issue where Turn Back The Clock's ability button was briefly visible when several Killers used their power. Fixed an issue where Off The Record failed to activate when unhooked by Shoulder The Burden. Fixed an issue where Thrilling Tremors would trigger Secret Project's Undetectable effect after all generators were completed. Fixed an issue where Hex: Pentimento rekindled totem auras were not revealed to Survivors. Fixed an issue where Blood Warden's aura reading was active before the conditions were met. Platforms Fixed an issue where Survivors were unable to remove Killer Items when the pick up item / interaction buttons were bound to the D-Pad. UI Bottom Navigation menu buttons now display their input prompts for Controllers. Fixed an issue where the Survivor HUD would update whenever a Survivor used a locker against The Lich Fixed an issue where the game would crash if you stayed for extended periods of time in the tally screen. Fixed controller input placeholder in the shrine of secret. Fixed equip button feedback not triggering correctly. Misc Fixed an error preventing Tutorial Bot matches from starting. Fixed an issue where Survivor could unhook themselves in the Tutorial, softlocking them. Fixed an issue where Survivors were unable to use Fog Vials near ledges. Fixed an issue where the Potent Extract Fog Vial add-on had no effect on the duration. Fixed an issue where pink fog appears briefly behind the Killer after previewing a Mori. Changes from PTB New Perks Updates A Place For Us When you finish healing the Obsession, you now "both" gain Elusive for the duration. Five Moves Ahead Increased cooldown by 10 seconds for each perk tier. Clarified the text description of the "pallet-dropping speed" effect. (no gameplay change) Killer Updates The Trickster Increased base Throw State movement speed to 3.86 m/s (was 3.68 m/s). Decreased to after 5 consecutive Blade throws, throw state movement speed is decreased to 3.53 m/s (was 8). Decreased to after 10 consecutive Blade throws, throw state movement speed is decreased to 3.16 m/s (was 16). Updated Blade throw rates per blade thrown Decreased to after 5 consecutive Blade throws, the throw rate is at the 50% point in the curve (was 8). Decreased to after 10 consecutive Blade throws, the throw rate is at the 100% point in the curve (was 16). Increase Laceration Stack Decay to 4.4 seconds (was 3 seconds). Increase Main Event movement speed to 3.92 m/s (was 3.86 m/s). Increase Main Event duration to 10 seconds (was 8 seconds). The Trickster's Add-ons - Updates Inferno Wires Decreases Showstopper's cooldown after Main Event by 44% (was 10%). Ji-Woon's Autograph Increases the duration of Main Event by 44% (was 33%). Tequila Moonrock Increases Throw Speed by 15% for 10 seconds after gaining a Style Rank (was 10% for 8s). Bloody Boa Decreases the speed at which Laceration decays by 25% (was 10%). On Target Single Increases time before Laceration starts decaying by 30% (was 15%). Edge of Revival Album Blade Hits from more than 20 meters away deal 100% more Laceration (was 32 meters). The Trickster's Add-ons - Reworks Caged Heart Shoes When you basic-break Pallets and Breakable Walls or damage Generators, the next time you enter the Throw State, increase movement speed while in the Throw State by 5% for 10 seconds. Lucky Blade On every eighth Blade Hit, an additional bonus is assigned at random: Increases Throw Speed by 8% for 8 seconds (new effect). Gain 3% Haste for 3 seconds. Gain an additional Style Point. Trick Blades Blades can ricochet off the environment once. On every eighth Blade Hit after a ricochet, an additional bonus is assigned at random: (new effect) Increases Laceration by 100%. Reveal Survivor auras within 12 meters for 4.4 seconds. Gain an additional Style Point. Cut Thru U Single When reaching A-Rank, Survivors within 32 meters are revealed with Killer Instinct for 4.4 seconds. Iridescent Photo Increases the duration of Main Event by 100%. When Main Event is activated: reveal your aura to all Survivors, all Survivors’ auras are revealed, and block all Generators for 6 seconds (updated Aura reveal effect to be symmetrical). The First Charge Vine Attack Ready sounds playing slightly in advance for Survivors has been reverted. The Ghoul Removed the automatic hit detection that occurs at the end of a Kagune Leap vault when a Survivor attempts to vault back toward the Killer. The Killer can no longer automatically damage Survivors. The Ghost Face Technical improvement on the Killer's reveal system. Survivors can now reveal Ghost Face more accurately while he is within 18 meters of their location. The Wraith Add-ons "The Serpent" - Soot While Cloaked, uncloak whenever you basic-break Pallets or Breakable Walls, explode or damage Generators (previously included "Generator Damage" events only). Note: updated the add-on's behavior to be more consistent across all existing Generator Damage and Generator Explosion effects that can trigger while The Wraith is cloaked. Survivor Perk Updates Low Profile When all other Survivors are downed or hooked, for 70/80/90s: (updated text in bold) You make no Grunts of Pain. You leave no Pools of Blood. You leave no Scratch Marks. Note: Reverted all previous changes and enabled multiple triggers per Trial. Updated text to more accurately convey previous usage of "last Survivor standing" the Perk's description. Feature Updates New Prestige Menu & Rewards System Resident Evil Prestige Badges have been added. The Prestige Badges for Vittorio Toscano, Nancy Wheeler, and Dustin Henderson have had an update Fixed an issue where the incorrect Prestige Badges were displaying in the Reward track of some Survivors. Bug Fixes Fixed an issue where S Rank could expire during Main Event when playing as The Trickster. Fixed an issue where The Trickster's Memento Blades add-on reticle did not disappear before the cooldown ends. Fixed an issue where The Trickster's Trickshot combo action could be earned too easily in areas with no gaps. Fixed an issue where The Trickster's reload speed time was not affected by Iron Maiden. Fixed an issue where The Trickster's Chase Music would not return to default after unequipping either the Death Throes Compilation or the Edge of Revival Album add-ons. Fixed an issue where generator auras were always blue when revealed by Boon: Illumination. Fixed an issue where injured Survivor auras were not blue when revealed by Boon: Circle of Healing. Fixed an issue where Survivors went beyond the exit threshold when crossing the threshold while being shocked by The Doctor. Fixed an issue where the Anti-Camp meter appeared full when another Survivor was hooked. Fixed an issue where Survivors saw red generator auras when creating a Beam of Light with a Map. Fixed an issue where the red arrow indicator was missing when targeting a generator with Turn Back The Clock. Fixed an issue where Self-Preservation activated when the perk owner was hooked. Fixed an issue where the auras of Blocked Windows was missing before Hex: Crowd Control activated. Fixed an issue where The Pig could see Jigsaw Box auras. Fixed an issue where The Mastermind's charge remained active without player input when quickly double tapping the power button. Fixed an issue where The Mastermind's Virulent Bound charge ability did not allow him to slide off assets. Fixed an issue where The Mastermind could Virulent Bound off obstacles under high latency. Fixed an issue where the Lock (when playing against The Dredge) and Hide locker interactions has the same prompt. Fixed an issue in Trickster's Delusion where collisions are added next to a table in the Nightclub section Fixed an issue in Trickster's Delusion where character would spawn of the map or on top of assets Fixed an issue in Trickster's Delusion where the crates with records didn't have collisions Fixed an issue in Trickster's Delusion where the neon signage connected to generators was inconsistent Fixed an issue in Trickster's Delusion where boxes around the market had collisions that were not aligned to the asset submitted by /u/DeadByDaylight_Dev to r/deadbydaylight [link] [comments]
DeadByDaylight_Dev · Mar 17, 2026
r/deadbydaylight
9.5.0 | PTB Patch Notes
https://preview.redd.it/s7oguee4kglg1.jpg?width=1000&format=pjpg&auto=webp&s=f37e2c3abb56b7464af0e08ca8e4512b89dd74eb Content NEW MAP: Trickster's Delusion The Sleepless District will be the new Realm NEW SURVIVOR: KWON TAE-YOUNG New Survivor perks: Flow State Whenever a generator is completed, earn 1 token, up to 5. For each token: You bless and cleanse Totems 8/9/10% faster. You heal 8/9/10% faster. You unhook Survivors 8/9/10% faster. A Place For Us While healing another Survivor, you both gain Elusive. Whenever you finish healing The Obsession, they gain Elusive for 20/25/30s. When the trial starts, you are less likely to be the Obsession. Five Moves Ahead While you are in the Killer's Terror radius or chased by the Killer: You see the Auras of the 5 closest Pallets and Windows. You drop Pallets 50% faster. Whenever you drop a Pallet, cooldown: 30/25/20s. Gameplay Features Killer Updates Killer Update - The Trickster Summary The Trickster now gains Style Points by throwing Blades, injuring Survivors and performing distinct gameplay actions back-to-back The Trickster goes up in Style Ranks by earning Style Points. Each Style Rank improves The Trickster's Blade throw and Locker Restocking speed. Main Event can now only be activated once reaching the highest Style Rank. Style Points and Style Ranks are tracked via a new user interface element custom-made for The Trickster. Basekit The Trickster's movement speed decreased to 4.4m/s (was 4.6 m/s). Blade count decreased to 36 (was 44). Decreased Terror Radius to 24m (was 32m). Decreased time to enter Throw State to 0.3s (was 0.35s). Decreased time to exit Throw State to 1.15s (was 1.25s). Increased time between Blade throws to 0.33s (was 0.3s). Decreased base Throw State movement speed to 3.68m/s (was 3.86m/s). After 8 consecutive Blade throws, Throw State movement speed is decreased to 3.53 m/s. After 16 consecutive Blade throws, Throw State movement speed is decreased to 3.16 m/s. Increase Blade throw rate per Blade thrown: After 8 consecutive Blade throws, the throw rate increased by 50%. After 16 consecutive Blade throws, the throw rate is increased by 100%. Laceration Laceration now only counted using whole numbers (previously decayed into decimals). Laceration Meter decreased to 6 (was 8). Laceration Meter decay delay decreased to 12s (was 15s). Increase Laceration stack decay time to 3s (was 2s). Laceration visual feedback updated. Now displayed on the Survivor directly, for both Survivors and Killer. Laceration cuts removed from Survivors' user interface. Style Points The Trickster performing combo actions generates Style Points. A combo action is triggered when two back-to-back gameplay actions are distinct. The following actions generate 1 Style Point: Hitting a Survivor with a Blade (first-hit only). Injuring a Survivor (from Laceration or basic-attack). Hooking a Survivor. Basic-breaking a Downed Pallet. Basic-breaking a Breakable Wall. Damaging a Generator. Snuffing a Boon Totem. The following actions generate 2 Style Points: Hitting a Survivor with 4 Blades from at least 4m (without missing or exiting the Throw State). Hitting a Survivor with a Blade from more than 16m away. Interrupting a Survivor. The following actions generate 3 Style Points: Hitting a Survivor with a Blade through small gaps. Style Ranks There are 6 Style Ranks: E, D, C, B, A and S-Rank. Style Ranks each have their respective bonus maximum throw rate and Locker restocking speed modifiers. Higher bonuses at higher ranks. Higher Style Ranks require more Style Points to reach. Higher Style Ranks feature progressively shorter combo timers. Ranks regress to previous in order if combo timer ever lapses. Earning Style Points refreshes the current Style Rank's combo timer. Style Rank combo timers are paused while The Trickster is performing interactions with Survivors or interactable objects. S-Rank When reaching of S-Rank Survivors within 44m of The Trickster are revealed via Killer Instinct for 4.4s. All Survivors are notified across the Trial. While in S-Rank: The Trickster gains a 44m Terror radius. Lullaby is disabled. Laceration Meters decay 50% slower. Blade throw and Locker restock speeds increased to maximum. Main Event can be activated. S-Rank has a 66s combo timer. S-Rank cannot be paused or refreshed (unlike lower Style Ranks). S-Rank always reverts to E-Rank (via timer, or once Main Event ends). Main Event Press the Secondary Ability button to activate Main Event Main Event lasts 8s (was 6s). The Trickster throws Blades at at 1.67x the default Blade throw speed. Note: not affected by Consecutive Blade Throw and Style Rank Blade Throw modifiers. Survivors near The Trickster are notified. While performing Main Event: S-Rank timer is paused. Each Blade hitting Survivors awards bonus Style Points. The Trickster can cancel Main Even via the Secondary Ability button. When Main Event ends: The Trickster's Power goes on cooldown for 4s. S-Rank resets to E-Rank The Trickster goes up in Style Ranks over time, based on bonus Style Points earned during Main Event. The Trickster's Add-Ons Memento Blades (Rework) Displays a reticle while aiming with Blades. Trick Pouch Increases maximum carried Blades by 4. Start the Trial with 4 extra Blades. Killing Part Chords (Rework) Increases time before Style Ranks from D to A decay by 20%. Inferno Wires (Rework) Decreases Showstopper's cooldown after Main Event by 10%. Ji-Woon's Autograph (Rework) Increases the duration of Main Event by 33%. Lucky Blade (Rework) On every eighth Blade Hit, an additional bonus is assigned at random: Increases Laceration by 100%. Gain 3% Haste for 3 seconds. Gain an additional Style Point. Caged Heart Shoes (Rework) Increases movement speed while in the Throw State by 1%. Tequila Moonrock (Rework) Increases Throw Speed by 10% for 8 seconds after gaining a Style Rank. Bloody Boa (Rework) Decreases the speed at which Laceration decays by 10%. On Target Single (Rework) Increases time before Laceration starts decaying by 15%. Fizz-Spin Soda (Rework) Increases the number of Blade Throws required to slow movement speed while throwing by 2. Waiting for You Watch (Rework) Survivors whose Laceration Meter fully decays are revealed for 4 seconds. Ripper Brace (Rework) For each Style Rank, you basic-vault Windows, basic-break Pallets or Breakable Walls, and damage Generators 3% faster. Melodious Murder Increases Blade reload speed at lockers by 25%. Diamond Cufflinks Reveals Survivors' auras for 6 seconds when their Laceration reaches one Blade hit from maximum. Edge of Revival Album (Rework) Blade Hits from more than 32 meters away deal 100% more Laceration. Cut Thru U Single (Rework) When reaching a new Style Rank, adds a stackable 1% Haste bonus. All stacks last until Style Rank decreases by any means. Death Throes Compilation (Rework) Refills Blades by 50% of the maximum when Main Event ends. Iridescent Photocard (Rework) Increases the duration of Main Event by 100%. When Main Event is activated, reveals your aura to all Survivors and blocks all generators for 6 seconds. ** Please note the Trick Blades add-on has been disabled. The First Decreased 2nd phase of the Wordbreaker Timer from 60 seconds to 50 seconds. Charge Vine Attack Ready sounds plays slightly in advance for Survivors. (Charge 0.33 sec; sound activate at 0.18 sec) Killer Base Attack lunge speed adjusted from 6.6m/s to 6.9m/s to be on par with all Killers. The First's Add-Ons Bead Maze: Now increases Worldbreaker Timer for 2.5 seconds for each living Survivor. Shattered Wrist Rocket: Changed Common Rarity to Uncommon Rarity. Bloody Roller Skate: Now Killer gains the Haste Effect for 1.5 seconds upon exiting Undergate Attack. Mid-Century Radio: Changed Uncommon Rarity to Common Rarity. Forged Death Certificate: Reworked for Each successful Worldbreaker Token placed on a Survivor via Vine Attack Undetectable Status Effect until the next Worldbreaker Mode activation. Rabbit Remains: Changed Rare Rarity to Very Rare. Now give Exhausted status effect for 10 seconds, and increase the Upside Down Ability cooldown by 5 seconds. Broken Skateboard: Reworked for When Worldbreaker Mode starts, you basic-vault windows 30% faster and auras of Pallets and Windows are revealed to you within 32 meters for the next 65 seconds. Pizza Goggles: Changed Very Rare Rarity to Rare Rarity. Reworked for The Undergate Attack's area of effect range is reduced by 90%, and its cooldown time is shortened by 25 seconds. Your exit cooldown time after executing the Undergate Attack is reduced by 80%. Chess Piece: Removed the negative aspect of increasing the Upside Down Ability cooldown and the two charges attack radius are now diminished by 40%. The Ghoul Adjusted Reticle stickiness on Survivor from 0.18 to 0.05 seconds when attempting a Kagune grabs. Updated the automatic hit detection that occurs at the end of a Kagune Leap vault when a Survivor attempts to vault back toward the Killer to ensure greater consistency. Killer Actions Update Accompanying the new language found in the Perks Description Update (see UX section below), we have expanded our distinction between basic and special actions performed by Killers. Starting in update 9.5.0, the following terms will now appear in Power, Add-on and Perk descriptions: Basic-break When a Pallet or Breakable Wall is broken by the default ability of any Killer. Special-break When a Downed Pallet or Breakable Wall is broken due to an ability granted by a Killer's Power. Basic-vault When a Window is vaulted by the default ability of any Killer. Special-vault When a Window or Downed Pallet is vaulted due to an ability granted by a Killer's Power. Damaging Generators When a Generator is damaged and loses progress due to the default ability of any Killer. Generator Explosions When a Generator loses progress due to an ability granted by a Killer's Power or Perk. With these new terms, we intend to express with increased accuracy when specific gameplay interactions are intended to work alongside one another. Notably Killer Powers and Killer Perks. Multiple gameplay descriptions. been updated to surface these new interactions. The following Killers' Power descriptions have been updated: Basic-break The Singularity Special-break The Shape The Hillbilly The Cannibal The Demogorgon The Oni The Blight The Nemesis The Knight The Dark Lord Special-vault The Legion The Mastermind The Good Guy The Ghoul The Krasue The following Killer Add-on descriptions have been updated: The Wraith - "The Serpent" - Soot The Wraith - "Shadow Dance" - White The Wraith - "Shadow Dance" - Blood The Hillbilly - Lo Pro Chains The Spirit - Kintsugi Teacup The Legion - Iridescent Button The Ghost Face - Olsen's Wallet The Demogorgon - Barb's Glasses The Executioner - Obsidian Goblet The Mastermind - Lab Photo The Knight - Pillaged Mead The Skull Merchant - Geographical Readout The Xenomorph - Self-Destruct Bolt The Good Guy - Hard Hat The Lich - Ring of Telekinesis The Lich - Vorpal Sword The Dark Lord - Pocket Watch The Dark Lord - Sylph Feather The Houndmaster - Gunpowder Tin The Ghoul - CCG ID Card The Ghoul - Red-headed Centipede The Ghoul - Iridescent Eye Patch The Animatronic - Endo CPU The Krasue - Rotten Swine The Krasue - Mysterious Elixir The First - Shattered Wrist Rocket The First - Stained Glass Mural The First - Broken Skateboard The First - Electroshock Collar The following Killer Perk descriptions have been updated: Brutal Strength Overcharge Fire-Up Bamboozle Pop Goes The Weasel Spirit Fury (now "destroys" pallets) Surge Trail of Torment Dragon's Grip Oppression Eruption Scourge Hook: Pain Resonance Call of Brine Dissolution (now "destroys" pallets) Superior Anatomy Nowhere to Hide Game Afoot THWACK! Machine Learning Unbound Unforeseen Undone Dark Arrogance Help Wanted Turn Back The Clock Hex: Hive Mind The following Survivor Perk descriptions have been updated: Alert Blast Mine Wiretap Chemical Trap Bada Bada Boom Survivor Item Update Fog Vial Reworked the Fog Cloud visual effect and rendering method. Opacity inside and outside its bounds is now consistent across all Realms. Always fully opaque when seen from the outside. Adapts to each Realm's unique lighting and color. The following essential Auras are now always displayed through the Fog Cloud: When a Survivor is downed. When a Survivor is hooked. Increased the number of charges to 4 (was 2) for the following items: Apprentice's Fog Vial Artisan's Fog Vial Vigo's Fog Vial Fog Vial Add-ons Potent Extract (Visceral): Increased Fog Cloud increased opacity bonus to 100% (was 5%). Note: the increased bonus opacity is relative to the new Fog Cloud visual effect. Survivor Perk Updates Better Together Plot Twist can no longer force this Perk's effect to activate out of the Survivor's control. Fast Track (Rework) Whenever another Survivor is hooked, you earn 1/2/3 Token(s), up to 9. While repairing, whenever you hit a great basic Skill Check, spend all Tokens. For each Token spent, the Generator gains 2 permanent Charges. Self-Preservation (Rework) When another Survivor is hooked, you gain Elusive for 20/25/30s. The icon has been updated to reflect this change Unbreakable Once per trial, while downed by the Killer, you can fully recover. While downed, you recover 25/30/35% faster. Note: now only grants the Survivor the ability to recover when the Killer was specifically responsible for them entering the downed state. Killer Perk Updates Forced Hesitation Plot Twist can no longer force this Perk's effect to activate out of the Killer's control. Genetic Limits Updated to apply the Exhausted status effect simultaneously when the health state loss is recognized on Survivors, not afterwards. Hex: Crowd Control (Rework) The first time a Survivor medium or fast-vaults a Window, a Dull Totem ignites. The last 4/5/6 Windows Survivors medium or fast-vault are blocked. You basic-vault blocked Windows 15% faster. You see the Auras of blocked Windows within 24m. Pop Goes The Weasel Whenever you hook a Survivor, for the next 35/40/45s, when you damage a Generator, it explodes and loses 15% more progress (was 20% current progress, now total progress-only). Terminus Updated to trigger earlier when Generators are completed to block healing abilities of Survivors occuring simultaneously. Features Perks Description Update All Survivor and Killer Perk descriptions in the game have been updated and revised with simplified and consistent language. Aside from Perk updates above, Perk gameplay has not changed across the board. Our goals were the following: Shorten text and character usage. Ease Player understanding. Reset Perk language for easier future maintenance. To help achieve this, we have added Expanding Tooltips in the user interface: Status Effects can now be expanded separately to display reminders. Status Effects each feature unique colour labels, flagging them as positive or negative. Keybindings associated with a Perk's activated effect are now displayed in within Perk's text description. Examples: Dead Hard, Come And Get Me!, Dramaturgy, etc Auras Customization Auras colors have been updated Players can customize some auras' colors on Beta tab Survivors Killers Hooked/dying survivors Normal Hooks Generators Pallets Windows Store: Players can use a "Clear all" button to remove active notifications New Prestige Menu & Rewards System Added a new way to track and view your rewards when Prestiging your character. Simply clicking on your characters' Prestige level will let you access and track your progress New rewards given at Prestige 25, 50, 75 & 100 per character The Player Card Badge Menu now includes the option to select between variations on a single Badge (currently used for Prestige Badge Rewards). Bug Fixes Audio Fixed an issue where Haddie's 'Silent Breach' outfit does not have its Lobby theme playing when equipped. Fixed an issue where outfits in the 'Moonrise' collection are missing their Lobby Themes when equipped. Fixed an issue where Junji-Ito' Lobby theme is missing when using the 'Soichi's Party Clothes' outfit for the Trickster in Lobby. Fixed an issue where The generator repair dialog between the Walking Dead characters no longer trigger. Fixed an issue where Reward Gauge Fill SFX is out of sync in Prestige Reward Menu. Fixed an issue where SFX from the Furin add-on plays from Killer POV when phasing with the Spirit. Fixed an issue where Cage of atonement music is not working properly. Bot Improvements Fixed issues causing Survivor Bots to not dodge the intended direction. Improved Survivor Bots' dodging against The Trickster. Survivor Bots now have as much control as players when speared by The Deathslinger. Tentative fix for Survivor Bots sometimes automatically revealing Ghostface from anywhere. Survivor Bots are now smarter with what they interact with when playing against The Plague. Survivor Bots now no longer use Plot Twist when infected by The Plague or The Krasue. Survivor Bots will now avoid taunting and blocking the path of other Survivors during chases. Fixed multiple navigation issues in Ormond Lake Mine. Characters Fixed an issue where The Animatronic no longer holds the side of the screen when performing Lobby animation. Fixed an issue where The Animatronic's animation could break when pallet stunned while using Axe Grab on a Survivor. Fixed an issue where Remove Axe could allow Survivors to walk through The Animatronic in some instances. Fixed an issue where The Nemesis could hit Survivors with Tentacle Strike after they exited the trial. Fixed an issue where The Trapper could bypass trap placement areas by flicking. Fixed an issue where The Trapper's Bear Trap had inconsistent hitbox detection. Fixed an issue where The Trapper could place traps in inaccessible locations by FPS glitching. Fixed an issue where The Cannibal's power could break during state changes. Fixed an issue where The Shape was unable to Tombstone Mori a Survivor while Bardic Inspiration was being performed. Fixed an issue where The Shape could kill a Survivor during the self-unhook animation while Evil Incarnate was active. Fixed an issue where The Demogorgon would stutter when spamming M2. Fixed an issue where the Dire Crow could be missing from the Survivor POV during The Artist's mori. Fixed an issue where The Artist's Dire Crow's flight path did not behave consistently around small assets. Fixed an issue where the external icon was missing when the add-on "Geographical Readout" was active for The Skull Merchant. Fixed an issue where the Survivor Reveal distance was inconsistent between 15 and 32 meters against The Ghost Face. Fixed an issue where The Legion's power could break when blinded while vaulting. Fixed an issue where The First's Vine attack animation would frequently remain in the charged state after spamming Release Vine Attack. Fixed an issue where The First's Mind Break animation was missing when two or more Survivors were hit at the same time while the Mini-Mori requirements were met. Fixed an issue where the mend action could not be executed when two or more Survivors were hit at the same time while the Mini-Mori requirements were met for The First. Fixed an issue where The Houndmaster would rubberband when walking after successfully grabbing a Survivor with the Chase ability. Fixed an issue where the application could crash for Survivors and the Killer after The Houndmaster hooked a Survivor. Fixed an issue where the camera could get stuck in Charlotte's or Victor's head, making it difficult to control The Twins. Fixed an issue where The Lich could rarely keep the movement speed of "Fly" when stunned at the same time as casting the spell. Fixed an issue where the flashlight beam would reappear after The Dark Lord changed to Bat From after being previously blinded by the flashlight and the Survivor crafted a Flash Bang. Characters - The Mastermind Refactor done in the Virulent Bound power. This specifically tackles the desync issues found while using the power. Will also improve responsiveness for most of his power usage. As well changed how we detect a collision with other characters (Survivors, Killers, Zombies) while grabbing a Survivor. It will now properly detect the size of the character collision size. Fixed an issue where The Mastermind’s Virulent Bound could glide off a hill’s ledge when falling Fixed an issue where The Mastermind’s Virulent Bound Speed effect was displayed after vaulting and falling a ledge. Fixed an issue where Survivors were able to use their flashlight while being thrown with Virulent Bound by The Mastermind. Fixed an issue where The Mastermind could initiate a partial vault on a pallet near a hole while falling. Fixed an issue where The Mastermind could grab Survivors through vault locations when using Virulent Bound at a certain angle. Fixed an issue where The Mastermind would briefly float in the air when vaulting from a higher vantage point while using Virulent Bound. Fixed an issue where The Mastermind's supply crate could be climbed on when forcing collision with other players. Fixed an issue where the chase music would end after successfully hitting a healthy Survivor with the Virulent Bound as The Mastermind. Fixed an issue where Survivors could be stuck in rocks after being charged by The Mastermind on Thompson House. Fixed an issue where a Survivor could lose control of their character if The Mastermind used Virulent Bound as they entered a locker. Fixed an issue where players could escape a trial when grabbed by The Mastermind under high latency conditions. Fixed an issue where the collision box was too large when using Charge Bound on a Survivor towards another Survivor as The Mastermind. Environment/Maps Fixed an issue in the Disturbed Wall where there`s not enough space to interact in front of a hook. Fixed an issue in the Treatment Theater where the Plague's Vile Purge was blocked by an invisible collision. Fixed an issue where The Mastermind could bound off a balcony on The Sanctum of Wrath Fixed an issue where The Nurse could blink into the caged bathroom stalls in Midwich Elementary. Perks Fixed an issue where the Phantom Fear perk could trigger during the mori animation for The Shape with the Tombstone add-on. Fixed an issue where Survivors held item's rarity would increase when using Blast Mine and the Exultation perk on a cloaked The Wraith. Fixed an issue where Face The Darkness did not activate with Claw Traps and For The People. Fixed an issue where the Recover bar could appear reduced after interacting with a generator while Invocation: Weaving Spiders was active. Fixed an issue where the wolf form pounce special attack did not remove Play With Your Food tokens for The Dark Lord. Fixed an issue where Turn Back The Clock's ability button was briefly visible when several Killers used their power. Fixed an issue where Low Profile could activate more than once per match. Fixed an issue where Off The Record failed to activate when unhooked by Shoulder The Burden. Fixed an issue where Thrilling Tremors would trigger Secret Project's Undetectable effect after all generators were completed. UI Bottom Navigation menu buttons now display their input prompts for Controllers. Fixed an issue where the Survivor HUD would update whenever a Survivor used a locker against The Lich. Misc Fixed an error preventing Tutorial Bot matches from starting. Fixed an issue where Survivor could unhook themselves in the Tutorial, softlocking them. Fixed an issue where Survivors were unable to use Fog Vials near ledges. Fixed an issue where the Potent Extract Fog Vial add-on had no effect on the duration. Known Issues Custom Game Match Management settings only visually update when adding bots or players to the lobby. Note: This is a visual bug only, the functionality is good. Mori Previews are disabled. On The Trickster's Rank Up UI, rarely, the S-rank effects will blink in and out and remain when S rank ends. The Mastermind's charge remains active without player input when quickly double tapping the power button. submitted by /u/DeadByDaylight_Dev to r/deadbydaylight [link] [comments]
DeadByDaylight_Dev · Feb 24, 2026
r/interestingasfuck
20-storey drop-in by skateboarder in Brazil (failed attempt + successful attempt)
submitted by /u/trubol to r/interestingasfuck [link] [comments]
trubol · Sep 9, 2025
All threads (25)
Thread Source Author Date
RE:Post / Chat whores post here (2026)
two wheel tramp said: Nerded with @N4teTheGreat and the kid. Shot the shit, watched a lot of parallel parking fails, drank the boozes. Meh, thanks for the invite Bike ride Pier 23 to Fort Baker out and back was glorious, as always. Except for skateboarding twats on the bridge in the bike lane. Huge Iran regime change rally on the Embarcadero today.
www.bayarearidersforum.com 900ss Mar 30, 2026
RE:ResetEra Anime of the Year 2025 - Voting Thread (READ THE OP) [Ends March 31st at 11:59 PM EST]
... otherwise, but the show never fails to revolve firmly around the... a friendship, into travel, hiking, skateboarding, food crawls, mangaka life, and...
www.resetera.com Sabretooth Mar 28, 2026
RE:EA skate. developer Full Circle undergoing layoffs
... none of them care about skateboarding at all. It's just a... of years. And when it fails, no worries. Latch onto another...
www.neogaf.com StreetsofBeige Feb 28, 2026
Sharing a bum bruise 😂 We’ll get it next time :,) #30sec #skate #skateboarding #skateboard #fall #fail [34YO]
submitted by /u/Lsdbrisbane to r/OldSkaters [link] [comments]
reddit.com Lsdbrisbane May 17, 2026
of a skateboard grind fail (he was okay).
submitted by /u/VannCruiser to r/ShittyAbsoluteUnits [link] [comments]
reddit.com VannCruiser Apr 28, 2026
Told to leave skatepark. Am I doing something wrong?
Hi, I’m sorry I’m really confused about this situation and I’m at a loss for if I was in the wrong. PLEASE help me out. For context I’m a 22 year old girl 🏳️‍⚧️ and I recently got into skateboarding after I moved to Oregon. I use it mainly for fun, but also if I have to go get something from the store. Sometimes I practice tricks but usually I fail, always wear protective gear to ride. On a ride around my new town, the Big E, I saw a pretty big skatepark under a bridge and there were only 5-6 people there maximum. It was smooth and easy to ride in, because I was a beginner I strayed away from other skaters except for the people who would see me wipe out and laugh about it with me. All going well, I feel like I might be able to actually make some friends here. Then I move over to an area where it’s medium-mild difficulty. Really the only thing there was ramps and some minor ledges. I wanted to practice dropping in in a safe area away from people, so I did. After 3 or four tries this older guy walks up to me, his bmx next to him and he says I’m being very dangerous. I apologize and say I’m fine, helmeted and I am totally making sure not be in anyone’s way or launch my board out from under me at anyone. I’m pretty awkward and lanky so this guy was freaking me out, surely I must’ve done something to warrant him walking up to me. After I apologize and say I’ll stay out of peoples way he keep saying things like “Ehhh, I’m not sure. That doesn’t seem like enough.” And I was so confused. I asked him outright “Are you asking me to Leave? There’s not a lot of people here. Should I come back later when there’s like even less people here?” And this man looks me in the eye and says “I don’t think you ride well enough to be here, maybe don’t come back for a few months-“ blah blah blah whatever. I’m on the verge of tears because I was just having a lot of fun, in a time where it’s been very very hard to do that or make any friends and a man is now mansplaining to me how I suck at skateboarding and shouldn’t be here. Now remember: IVE BEEN ALONE IN THE BEGINNER SECTION PRETTY MUCH THE WHOLE TIME. I said “Oh- uh. I- ok. I guess I’ll get out of here.” Because like, I’m not a regular here, this is my first time trying to do this stuff and I feel so embarrassed about being talked to like this. Then I just skateboarded home. Can someone please help me here, is there some skateboarding culture thing I encroached on or maybe I approached this situation wrong? I can’t stop thinking I should’ve never left the beginner area because I feel too embarrassed to go back now. Some clarification, any clarification would help because I really don’t know what I did wrong. Thanks so much in advance, I really appreciate it. submitted by /u/Positive_Bad_7867 to r/NewSkaters [link] [comments]
reddit.com Positive_Bad_7867 Mar 30, 2026
9.5.0 | All-Kill: Comeback
https://preview.redd.it/5lm6r6rn6mpg1.jpg?width=1920&format=pjpg&auto=webp&s=a7f1251a305acf0fbde7e5ee34cde65a042698ac Content NEW MAP: TRICKSTER'S DELUSION The Sleepless District will be the new Realm NEW SURVIVOR: KWON TAE-YOUNG New Survivor Perks: Flow State Whenever a generator is completed, earn 1 token, up to 5. For each token: You bless and cleanse Totems 8/9/10% faster. You heal 8/9/10% faster. You unhook Survivors 8/9/10% faster. A Place For Us While healing another Survivor, you both gain Elusive. Whenever you finish healing The Obsession, you both gain Elusive for 20/25/30s. When the trial starts, you are less likely to be the Obsession. Five Moves Ahead While you are in the Killer's Terror radius or chased by the Killer: You see the Auras of the 5 closest Pallets and Windows. After you drop a Pallet, you start moving 50% earlier. Whenever you drop a Pallet, cooldown: 40/35/30s. Gameplay Features Killer Updates Killer Update - The Trickster Summary The Trickster now gains Style Points by throwing Blades, injuring Survivors and performing distinct gameplay actions back-to-back The Trickster goes up in Style Ranks by earning Style Points. Each Style Rank improves The Trickster's Blade throw rate and Locker Restocking speed. Main Event can now only be activated once reaching the highest Style Rank. Style Points and Style Ranks are tracked via a new user interface element custom-made for The Trickster. Basekit The Trickster's movement speed decreased to 4.4m/s (was 4.6 m/s). Blade count decreased to 36 (was 44). Decreased Terror Radius to 24m (was 32m). Decreased time to enter Throw State to 0.3s (was 0.35s). Decreased time to exit Throw State to 1.15s (was 1.25s). Increased time between Blade throws to 0.33s (was 0.3s). Decreased base Throw State movement speed to 3.86m/s (was 3.68m/s). After 5 consecutive Blade throws, Throw State movement speed is decreased to 3.53 m/s. After 10 consecutive Blade throws, Throw State movement speed is decreased to 3.16 m/s. Increase Blade throw rate per Blade thrown: After 5 consecutive Blade throws, the throw rate increased by 50%. After 10 consecutive Blade throws, the throw rate is increased by 100%. Laceration Laceration now only counted using whole numbers (previously decayed into decimals). Laceration Meter decreased to 6 (was 8). Laceration Meter decay delay decreased to 12s (was 15s). Increase Laceration stack decay time to 4.4s (was 3s). Laceration visual feedback updated. Now displayed on the Survivor directly, for both Survivors and Killer. Laceration cuts removed from Survivors' user interface. Style Points The Trickster performing combo actions generates Style Points. A combo action is triggered when two back-to-back gameplay actions are distinct. The following actions generate 1 Style Point: Hitting a Survivor with a Blade (first-hit only). Injuring a Survivor (from Laceration or basic-attack). Hooking a Survivor. Basic-breaking a Downed Pallet. Basic-breaking a Breakable Wall. Damaging a Generator. Snuffing a Boon Totem. The following actions generate 2 Style Points: Hitting a Survivor with 4 Blades from at least 4m (without missing or exiting the Throw State). Hitting a Survivor with a Blade from more than 16m away. Interrupting a Survivor. The following actions generate 3 Style Points: Hitting a Survivor with a Blade through small gaps. Style Ranks There are 6 Style Ranks: E, D, C, B, A and S-Rank. Style Ranks each have their respective bonus maximum throw rate and Locker restocking speed modifiers. Higher bonuses at higher ranks. Higher Style Ranks require more Style Points to reach. Higher Style Ranks feature progressively shorter combo timers. Ranks regress to previous in order if combo timer ever lapses. Earning Style Points refreshes the current Style Rank's combo timer. Style Rank combo timers are paused while The Trickster is performing interactions with Survivors or interactable objects. S-Rank When reaching of S-Rank Survivors within 44m of The Trickster are revealed via Killer Instinct for 4.4s. All Survivors are notified across the Trial. While in S-Rank: The Trickster gains a 44m Terror radius. Lullaby is disabled. Laceration Meters decay 50% slower. Blade throw and Locker restock speeds increased to maximum. Main Event can be activated. S-Rank has a 66s combo timer. S-Rank cannot be paused or refreshed (unlike lower Style Ranks). S-Rank always reverts to E-Rank (via timer, or once Main Event ends). Main Event Press the Secondary Ability button to activate Main Event Main Event lasts 10s (was 8s). Main Event movement speed set at 3.92 m/s. The Trickster throws Blades at at 1.67x the default Blade throw speed. Note: not affected by Consecutive Blade Throw and Style Rank Blade Throw modifiers. Survivors near The Trickster are notified. While performing Main Event: S-Rank timer is paused. Each Blade hitting Survivors awards bonus Style Points. The Trickster can cancel Main Even via the Secondary Ability button. When Main Event ends: The Trickster's Power goes on cooldown for 4s. S-Rank resets to E-Rank The Trickster goes up in Style Ranks over time, based on bonus Style Points earned during Main Event. The Trickster's Add-Ons Memento Blades (Rework) Displays a reticle while aiming with Blades. Trick Pouch Increases maximum carried Blades by 4. Start the Trial with 4 extra Blades. Killing Part Chords (Rework) Increases time before Style Ranks from D to A decay by 20%. Inferno Wires (Rework) Decreases Showstopper's cooldown after Main Event by 44%. Ji-Woon's Autograph (Rework) Increases the duration of Main Event by 44%. Lucky Blade (Rework) On every eighth Blade Hit, an additional bonus is assigned at random: Increases Throw Speed by 8% for 8 seconds. Gain 3% Haste for 3 seconds. Gain an additional Style Point. Caged Heart Shoes (Rework) When you basic-break Pallets and Breakable Walls or damage Generators, the next time you enter the Throw State, increase movement speed while in the Throw State by 5% for 10 seconds. Tequila Moonrock (Rework) Increases Throw Speed by 15% for 10 seconds after gaining a Style Rank. Bloody Boa (Rework) Decreases the speed at which Laceration decays by 25%. On Target Single (Rework) Increases time before Laceration starts decaying by 30%. Fizz-Spin Soda (Rework) Increases the number of Blade Throws required to slow movement speed while throwing by 2. Waiting for You Watch (Rework) Survivors whose Laceration Meter fully decays are revealed for 4 seconds. Ripper Brace (Rework) For each Style Rank, you basic-vault Windows, basic-break Pallets or Breakable Walls, and damage Generators 3% faster. Melodious Murder Increases Blade reload speed at lockers by 25%. Diamond Cufflinks Reveals Survivors' auras for 6 seconds when their Laceration reaches one Blade hit from maximum. Edge of Revival Album (Rework) Blade Hits from more than 20 meters away deal 100% more Laceration. Trick Blades (Rework) Blades can ricochet off the environment once. On every eighth Blade Hit after a ricochet, an additional bonus is assigned at random: Increases Laceration by 100%. Reveal Survivor auras within 12 meters for 4.4 seconds. Gain an additional Style Point. Cut Thru U Single (Rework) When reaching A-Rank, Survivors within 32 meters are revealed with Killer Instinct for 4.4 seconds. Death Throes Compilation (Rework) Refills Blades by 50% of the maximum when Main Event ends. Iridescent Photocard (Rework) Increases the duration of Main Event by 100%. When Main Event is activated: reveal your aura to all Survivors, all Survivors’ auras are revealed, and block all Generators for 6 seconds. The First Decreased 2nd phase of the Wordbreaker Timer from 60 seconds to 50 seconds. Killer Base Attack lunge speed adjusted from 6.6m/s to 6.9m/s to be on par with all Killers. The First's Add-Ons Bead Maze Now increases Worldbreaker Timer for 2.5 seconds for each living Survivor. Shattered Wrist Rocket Changed Common Rarity to Uncommon Rarity. Bloody Roller Skate Now Killer gains the Haste Effect for 1.5 seconds upon exiting Undergate Attack. Mid-Century Radio Changed Uncommon Rarity to Common Rarity. Forged Death Certificate Reworked for Each successful Worldbreaker Token placed on a Survivor via Vine Attack Undetectable Status Effect until the next Worldbreaker Mode activation. Rabbit Remains Changed Rare Rarity to Very Rare. Now give Exhausted status effect for 10 seconds, and increase the Upside Down Ability cooldown by 5 seconds. Broken Skateboard Reworked for When Worldbreaker Mode starts, you basic-vault windows 30% faster and auras of Pallets and Windows are revealed to you within 32 meters for the next 65 seconds. Pizza Goggles Changed Very Rare Rarity to Rare Rarity. Reworked for The Undergate Attack's area of effect range is reduced by 90%, and its cooldown time is shortened by 25 seconds. Your exit cooldown time after executing the Undergate Attack is reduced by 80%. Chess Piece Removed the negative aspect of increasing the Upside Down Ability cooldown and the two charges attack radius are now diminished by 40%. The Ghoul Adjusted Reticule stickiness on Survivor from 0.18 to 0.05 seconds when attempting a Kagune grabs. Killer can no longer automatically damages nearby Survivors following a Leap vault. Killer Actions Update Accompanying the new language found in the Perks Description Update (see below), we have expanded our distinction between basic and special actions performed by Killers. Starting in update 9.5.0, the following terms will now appear in Power, Add-on and Perk descriptions: Basic-break When a Pallet or Breakable Wall is broken by the default ability of any Killer. Special-break When a Downed Pallet or Breakable Wall is broken due to an ability granted by a Killer's Power. Basic-vault When a Window is vaulted by the default ability of any Killer. Special-vault When a Window or Downed Pallet is vaulted due to an ability granted by a Killer's Power. Damaging Generators When a Generator is damaged and loses progress due to the default ability of any Killer. Generator Explosions When a Generator loses progress due to an ability granted by a Killer's Power or Perk. With these new terms, we intend to express with increased accuracy when specific gameplay interactions are intended to work alongside one another. Notably Killer Powers and Killer Perks. Multiple gameplay descriptions. been updated to surface these new interactions. The following Killers' Power descriptions have been updated: Basic-break The Singularity Special-break The Shape The Hillbilly The Cannibal The Demogorgon The Oni The Blight The Nemesis The Knight The Dark Lord Special-vault The Legion The Mastermind The Good Guy The Ghoul The Krasue The following Killer Add-on descriptions have been updated: The Wraith - "The Serpent" - Soot The Wraith - "Shadow Dance" - White The Wraith - "Shadow Dance" - Blood The Hillbilly - Lo Pro Chains The Spirit - Kintsugi Teacup The Legion - Iridescent Button The Ghost Face - Olsen's Wallet The Demogorgon - Barb's Glasses The Executioner - Obsidian Goblet The Mastermind - Lab Photo The Knight - Pillaged Mead The Skull Merchant - Geographical Readout The Xenomorph - Self-Destruct Bolt The Good Guy - Hard Hat The Lich - Ring of Telekinesis The Lich - Vorpal Sword The Dark Lord - Pocket Watch The Dark Lord - Sylph Feather The Houndmaster - Gunpowder Tin The Ghoul - CCG ID Card The Ghoul - Red-headed Centipede The Ghoul - Iridescent Eye Patch The Animatronic - Endo CPU The Krasue - Rotten Swine The Krasue - Mysterious Elixir The First - Shattered Wrist Rocket The First - Stained Glass Mural The First - Broken Skateboard The First - Electroshock Collar The following Killer Perk descriptions have been updated: Brutal Strength Overcharge Fire-Up Bamboozle Pop Goes The Weasel Spirit Fury (now "destroys" pallets) Surge Trail of Torment Dragon's Grip Oppression Eruption Scourge Hook: Pain Resonance Call of Brine Dissolution (now "destroys" pallets) Superior Anatomy Nowhere to Hide Game Afoot THWACK! Machine Learning Unbound Unforeseen Undone Dark Arrogance Help Wanted Turn Back The Clock Hex: Hive Mind The following Survivor Perk descriptions have been updated: Alert Blast Mine Wiretap Chemical Trap Bada Bada Boom Survivor Item Update Fog Vial Reworked the Fog Cloud visual effect and rendering method. Opacity inside and outside its bounds is now consistent across all Realms. Always fully opaque when seen from the outside. Adapts to each Realm's unique lighting and color. The following essential Auras are now always displayed through the Fog Cloud: When a Survivor is downed. When a Survivor is hooked. Increased the number of charges to 4 (was 2) for the following items: Apprentice's Fog Vial Artisan's Fog Vial Vigo's Fog Vial Fog Vial Add-ons Potent Extract (Visceral): Increased Fog Cloud increased opacity bonus to 100% (was 5%). Note: the increased bonus opacity is relative to the new Fog Cloud visual effect. Survivor Perk Updates Better Together Plot Twist can no longer force this Perk's effect to activate out of the Survivor's control. Fast Track (Rework) Whenever another Survivor is hooked, you earn 1/2/3 Token(s), up to 9. While repairing, whenever you hit a great basic Skill Check, spend all Tokens. For each Token spent, the Generator gains 2 permanent Charges. Self-Preservation (Rework) When another Survivor is hooked, you gain Elusive for 20/25/30s. The icon has been updated to reflect this change Unbreakable Once per trial, while downed by the Killer, you can fully recover. While downed, you recover 25/30/35% faster. Note: now only grants the Survivor the ability to recover when the Killer was specifically responsible for them entering the downed state. Killer Perk Updates Forced Hesitation Plot Twist can no longer force this Perk's effect to activate out of the Killer's control. Genetic Limits Updated to apply the Exhausted status effect simultaneously when the health state loss is recognized on Survivors, not afterwards. Hex: Crowd Control (Rework) The first time a Survivor medium or fast-vaults a Window, a Dull Totem ignites. The last 4/5/6 Windows Survivors medium or fast-vault are blocked. You basic-vault blocked Windows 15% faster. You see the Auras of blocked Windows within 24m. Pop Goes The Weasel Whenever you hook a Survivor, for the next 35/40/45s, when you damage a Generator, it explodes and loses 15% more progress (was 20% current progress, now total progress-only). Terminus Updated to trigger earlier when Generators are completed to block healing abilities of Survivors occurring simultaneously. FEATURES Perks Description Update All Survivor and Killer Perk descriptions in the game have been updated and revised with simplified and consistent language. Aside from Perk updates above, Perk gameplay has not changed across the board. Our goals were the following: Shorten text and character usage. Ease Player understanding. Reset Perk language for easier future maintenance. To help achieve this, we have added Expanding Tooltips in the user interface: Status Effects can now be expanded separately to display reminders. Status Effects each feature unique colour labels, flagging them as positive or negative. Keybindings associated with a Perk's activated effect are now displayed within a Perk's text description. Examples: Dead Hard, Come And Get Me!, Dramaturgy, etc Auras Customization Auras colors have been updated Players can customize some auras' colors on Beta tab Survivors Killers Hooked/dying survivors Normal Hooks Generators Pallets Windows Store: Players can use a "Clear all" button to remove active notifications New Prestige Menu & Rewards System Added a new way to track and view your rewards when Prestiging your character. Simply clicking on your characters' Prestige level will let you access and track your progress New rewards given at Prestige 25, 50, 75 & 100 per character Bug Fixes Audio Fixed an issue where Haddie's 'Silent Breach' outfit does not have its Lobby theme playing when equipped. Fixed an issue where outfits in the 'Moonrise' collection are missing their Lobby Themes when equipped. Fixed an issue where Junji-Ito' Lobby theme is missing when using the 'Soichi's Party Clothes' outfit for the Trickster in Lobby. Fixed an issue where the generator repair dialog between the Walking Dead characters no longer trigger. Fixed an issue where SFX from the Furin add-on plays from Killer POV when phasing with the Spirit. Fixed an issue where Cage of atonement music is not working properly. Fixed an issue where missing final part of the Audio during a Mori with The Trickster. Fixed an issue where Rift Animations and SFX is repeated when pressing the Rift Pass Button. Fixed an issue where the Trickster's bat swinging SFX are inconsistent between the Camera Pan animation, his M1, and the idle lobby animation. Fixed an issue where the Trickster's Chase music will not return to default after unequipping either of the two special addons. Fixed an issue where some surfaces were playing a metallic sound instead of cloth when hit. Fixed an issue where several of the Trickster's customization outfits will play no sound effects from the weapon while loading into a lobby. Fixed an issue where there was an SFX that triggers every time the Survivors or the Killer enter or exit the radius of the Fog Vial. Fixed an issue where the Generators' progress SFX is missing in the Tutorials. Bot Improvements Fixed issues causing Survivor Bots to not dodge the intended direction. Improved Survivor Bots' dodging against The Trickster. Survivor Bots now have as much control as players when speared by The Deathslinger. Tentative fix for Survivor Bots sometimes automatically revealing Ghostface from anywhere. Survivor Bots are now smarter with what they interact with when playing against The Plague. Survivor Bots now no longer use Plot Twist when infected by The Plague or The Krasue. Survivor Bots will now avoid taunting and blocking the path of other Survivors during chases. Fixed multiple navigation issues in Ormond Lake Mine. Characters Fixed an issue where The Animatronic no longer holds the side of the screen when performing Lobby animation. Fixed an issue where The Animatronic's animation could break when pallet stunned while using Axe Grab on a Survivor. Fixed an issue where Remove Axe could allow Survivors to walk through The Animatronic in some instances. Fixed an issue where The Animatronic could display stretching issues when performing a lunge attack or passing through a security door. Fixed an issue where The Nemesis could hit Survivors with Tentacle Strike after they exited the trial. Fixed an issue where The Trapper could bypass trap placement areas by flicking. Fixed an issue where The Trapper's Bear Trap had inconsistent hitbox detection. Fixed an issue where The Trapper could place traps in inaccessible locations by FPS glitching. Fixed an issue where The Cannibal's power could break during state changes. Fixed an issue where The Shape was unable to Tombstone Mori a Survivor while Bardic Inspiration was being performed. Fixed an issue where The Shape could kill a Survivor during the self-unhook animation while Evil Incarnate was active. Fixed an issue where The Demogorgon would stutter when spamming M2. Fixed an issue where The Demogorgon’s animation would not play properly when channeling the Abyss. Fixed an issue where the Dire Crow could be missing from the Survivor POV during The Artist's mori. Fixed an issue where The Artist's Dire Crow's flight path did not behave consistently around small assets. Fixed an issue where The Blight's turn rate slows down when stunned by Head On. Fixed an issue where The Blight was unable to injure Survivors when performing a Lunge Attack and Rush at the same time. Fixed an issue where The Ghoul's Kagune Leap reticle would change colors when targeting an occupied locker. Fixed an issue where The Ghoul's Enrage Mode countdown continued when a Kagune Mark got cleansed while carrying a Survivor. Fixed an issue where Survivors who unhook themselves started generating Blood Orbs from The Oni immediately instead of 10 seconds after the unhook. Fixed an issue where The Good Guy's Slice & Dice did not always land the hit after releasing the button early. Fixed an issue where the external icon was missing when The Skull Merchant's add-on "Geographical Readout" was active. Fixed an issue where the Survivor Reveal distance was inconsistent between 15 and 32 meters against The Ghost Face. Fixed an issue where The Legion's power could break when blinded while vaulting. Fixed an issue where The Legion's power description incorrectly labelled the movement speed bonus from landing a Feral Slash hit as 0.2m/s. Fixed an issue where The Huntress' hatchets would inconsistently detect collision when attempting to hatchet throw through a window. Fixed an issue where The Krasue was unable to Intestinal Whip crouched Survivors on stairs. Fixed an issue where The First's Vine attack animation would frequently remain in the charged state after spamming Release Vine Attack. Fixed an issue where The First's Mind Break animation sometimes wouldn’t play properly for the Survivor. Fixed an issue where The First's Mind Break animation was missing when two or more Survivors were hit at the same time while the Mini-Mori requirements were met. Fixed an issue where The First became invisible from the Custom Game Spectator point of view after exiting the Upside Down. Fixed an issue where the mend action could not be executed when two or more Survivors were hit at the same time while the Mini-Mori requirements were met for The First. Fixed an issue where The Houndmaster would rubberband when walking after successfully grabbing a Survivor with the Chase ability. Fixed an issue where the application could crash for Survivors and the Killer after The Houndmaster hooked a Survivor. Fixed an issue where the camera could get stuck in Charlotte's or Victor's head, making it difficult to control The Twins. Fixed an issue where The Lich could rarely keep the movement speed of "Fly" when stunned at the same time as casting the spell. Fixed an issue where the flashlight beam would reappear after The Dark Lord changed to Bat From after being previously blinded by the flashlight and the Survivor crafted a Flash Bang. Fixed an issue where The Dark Lord's Hellfire pillar could be visually missing. Fixed an issue where, as Eleven, a texture stretching issue could be seen in the left armpit area of the outfit. Fixed an issue where Survivors could not remove the Reverse Bear Trap if they screamed at the end of a Jigsaw Box search. Fixed an issue where The Pig's HUD prompts change when falling from a ledge while crouched. Fixed an issue where some of The Dredge's Smoke is played over the Map Item light beam. Fixed an issue where generators, TV auras and out of world are visible while the Onryo projects to a TV. Fixed an issue where Survivors were unable to grab The Onryo's VHS Tape after crafting a Flashbang. Characters - The Mastermind Refactor done in the Virulent Bound power. This specifically tackles the desync issues found while using the power. Will also improve responsiveness for most of his power usage. As well changed how we detect a collision with other characters (Survivors, Killers, Zombies) while grabbing a Survivor. It will now properly detect the size of the character collision size. Fixed an issue where The Mastermind’s Virulent Bound could glide off a hill’s ledge when falling Fixed an issue where The Mastermind’s Virulent Bound Speed effect was displayed after vaulting and falling a ledge. Fixed an issue where Survivors were able to use their flashlight while being thrown with Virulent Bound by The Mastermind. Fixed an issue where The Mastermind could initiate a partial vault on a pallet near a hole while falling. Fixed an issue where The Mastermind could grab Survivors through vault locations when using Virulent Bound at a certain angle. Fixed an issue where The Mastermind would briefly float in the air when vaulting from a higher vantage point while using Virulent Bound. Fixed an issue where The Mastermind's supply crate could be climbed on when forcing collision with other players. Fixed an issue where the chase music would end after successfully hitting a healthy Survivor with the Virulent Bound as The Mastermind. Fixed an issue where Survivors could be stuck in rocks after being charged by The Mastermind on Thompson House. Fixed an issue where a Survivor could lose control of their character if The Mastermind used Virulent Bound as they entered a locker. Fixed an issue where players could escape a trial when grabbed by The Mastermind under high latency conditions. Fixed an issue where the collision box was too large when using Charge Bound on a Survivor towards another Survivor as The Mastermind. Environment/Maps Fixed an issue in the Disturbed Wall where there`s not enough space to interact in front of a hook. Fixed an issue in the Treatment Theater where the Plague's Vile Purge was blocked by an invisible collision. Fixed an issue where The Mastermind could bound off a balcony on The Sanctum of Wrath Fixed an issue where The Nurse could blink into the caged bathroom stalls in Midwich Elementary. Moved a simple collision in the tunnel of the Lake Ormond Mine map, in order to correct the issue of survivors who could stand on an invisible collision and become immune to killer attacks Fixed an issue in the realm Autohaven Wreckers where the projectile of the Plague would be blocked by invisible collisions Fixed an issue in the realm Coldwind Farm where the projectile of the Plague would be blocked by invisible collisions Fixed an issue in Garden Of Joy where the legion could not vault one side of a pallet next to the green house Fixed an issue in Dead Dawg Saloon where killers could not kick one side of a generator Fixed an issue in Trickster's Delusion where the camera introduction of the Houndmaster clips inside the character Fixed multiple issues where the guards of The Knight where they would get stuck on the side of hills Fixed an issue in Ormond Lake Mine where the collisions of tires were blocking powers of killers Fixed an issue in Coal Tower where Killers would not be able to navigate between trees Fixed an issue in Garden Of Joy where the killers were able to climb a rock Perks Fixed an issue where the Phantom Fear perk could trigger during the mori animation for The Shape with the Tombstone add-on. Fixed an issue where Survivors held item's rarity would increase when using Blast Mine and the Exultation perk on a cloaked The Wraith. Fixed an issue where Face The Darkness did not activate with Claw Traps and For The People. Fixed an issue where the Recover bar could appear reduced after interacting with a generator while Invocation: Weaving Spiders was active. Fixed an issue where the wolf form pounce special attack did not remove Play With Your Food tokens for The Dark Lord. Fixed an issue where Turn Back The Clock's ability button was briefly visible when several Killers used their power. Fixed an issue where Off The Record failed to activate when unhooked by Shoulder The Burden. Fixed an issue where Thrilling Tremors would trigger Secret Project's Undetectable effect after all generators were completed. Fixed an issue where Hex: Pentimento rekindled totem auras were not revealed to Survivors. Fixed an issue where Blood Warden's aura reading was active before the conditions were met. Platforms Fixed an issue where Survivors were unable to remove Killer Items when the pick up item / interaction buttons were bound to the D-Pad. UI Bottom Navigation menu buttons now display their input prompts for Controllers. Fixed an issue where the Survivor HUD would update whenever a Survivor used a locker against The Lich Fixed an issue where the game would crash if you stayed for extended periods of time in the tally screen. Fixed controller input placeholder in the shrine of secret. Fixed equip button feedback not triggering correctly. Misc Fixed an error preventing Tutorial Bot matches from starting. Fixed an issue where Survivor could unhook themselves in the Tutorial, softlocking them. Fixed an issue where Survivors were unable to use Fog Vials near ledges. Fixed an issue where the Potent Extract Fog Vial add-on had no effect on the duration. Fixed an issue where pink fog appears briefly behind the Killer after previewing a Mori. Changes from PTB New Perks Updates A Place For Us When you finish healing the Obsession, you now "both" gain Elusive for the duration. Five Moves Ahead Increased cooldown by 10 seconds for each perk tier. Clarified the text description of the "pallet-dropping speed" effect. (no gameplay change) Killer Updates The Trickster Increased base Throw State movement speed to 3.86 m/s (was 3.68 m/s). Decreased to after 5 consecutive Blade throws, throw state movement speed is decreased to 3.53 m/s (was 8). Decreased to after 10 consecutive Blade throws, throw state movement speed is decreased to 3.16 m/s (was 16). Updated Blade throw rates per blade thrown Decreased to after 5 consecutive Blade throws, the throw rate is at the 50% point in the curve (was 8). Decreased to after 10 consecutive Blade throws, the throw rate is at the 100% point in the curve (was 16). Increase Laceration Stack Decay to 4.4 seconds (was 3 seconds). Increase Main Event movement speed to 3.92 m/s (was 3.86 m/s). Increase Main Event duration to 10 seconds (was 8 seconds). The Trickster's Add-ons - Updates Inferno Wires Decreases Showstopper's cooldown after Main Event by 44% (was 10%). Ji-Woon's Autograph Increases the duration of Main Event by 44% (was 33%). Tequila Moonrock Increases Throw Speed by 15% for 10 seconds after gaining a Style Rank (was 10% for 8s). Bloody Boa Decreases the speed at which Laceration decays by 25% (was 10%). On Target Single Increases time before Laceration starts decaying by 30% (was 15%). Edge of Revival Album Blade Hits from more than 20 meters away deal 100% more Laceration (was 32 meters). The Trickster's Add-ons - Reworks Caged Heart Shoes When you basic-break Pallets and Breakable Walls or damage Generators, the next time you enter the Throw State, increase movement speed while in the Throw State by 5% for 10 seconds. Lucky Blade On every eighth Blade Hit, an additional bonus is assigned at random: Increases Throw Speed by 8% for 8 seconds (new effect). Gain 3% Haste for 3 seconds. Gain an additional Style Point. Trick Blades Blades can ricochet off the environment once. On every eighth Blade Hit after a ricochet, an additional bonus is assigned at random: (new effect) Increases Laceration by 100%. Reveal Survivor auras within 12 meters for 4.4 seconds. Gain an additional Style Point. Cut Thru U Single When reaching A-Rank, Survivors within 32 meters are revealed with Killer Instinct for 4.4 seconds. Iridescent Photo Increases the duration of Main Event by 100%. When Main Event is activated: reveal your aura to all Survivors, all Survivors’ auras are revealed, and block all Generators for 6 seconds (updated Aura reveal effect to be symmetrical). The First Charge Vine Attack Ready sounds playing slightly in advance for Survivors has been reverted. The Ghoul Removed the automatic hit detection that occurs at the end of a Kagune Leap vault when a Survivor attempts to vault back toward the Killer. The Killer can no longer automatically damage Survivors. The Ghost Face Technical improvement on the Killer's reveal system. Survivors can now reveal Ghost Face more accurately while he is within 18 meters of their location. The Wraith Add-ons "The Serpent" - Soot While Cloaked, uncloak whenever you basic-break Pallets or Breakable Walls, explode or damage Generators (previously included "Generator Damage" events only). Note: updated the add-on's behavior to be more consistent across all existing Generator Damage and Generator Explosion effects that can trigger while The Wraith is cloaked. Survivor Perk Updates Low Profile When all other Survivors are downed or hooked, for 70/80/90s: (updated text in bold) You make no Grunts of Pain. You leave no Pools of Blood. You leave no Scratch Marks. Note: Reverted all previous changes and enabled multiple triggers per Trial. Updated text to more accurately convey previous usage of "last Survivor standing" the Perk's description. Feature Updates New Prestige Menu & Rewards System Resident Evil Prestige Badges have been added. The Prestige Badges for Vittorio Toscano, Nancy Wheeler, and Dustin Henderson have had an update Fixed an issue where the incorrect Prestige Badges were displaying in the Reward track of some Survivors. Bug Fixes Fixed an issue where S Rank could expire during Main Event when playing as The Trickster. Fixed an issue where The Trickster's Memento Blades add-on reticle did not disappear before the cooldown ends. Fixed an issue where The Trickster's Trickshot combo action could be earned too easily in areas with no gaps. Fixed an issue where The Trickster's reload speed time was not affected by Iron Maiden. Fixed an issue where The Trickster's Chase Music would not return to default after unequipping either the Death Throes Compilation or the Edge of Revival Album add-ons. Fixed an issue where generator auras were always blue when revealed by Boon: Illumination. Fixed an issue where injured Survivor auras were not blue when revealed by Boon: Circle of Healing. Fixed an issue where Survivors went beyond the exit threshold when crossing the threshold while being shocked by The Doctor. Fixed an issue where the Anti-Camp meter appeared full when another Survivor was hooked. Fixed an issue where Survivors saw red generator auras when creating a Beam of Light with a Map. Fixed an issue where the red arrow indicator was missing when targeting a generator with Turn Back The Clock. Fixed an issue where Self-Preservation activated when the perk owner was hooked. Fixed an issue where the auras of Blocked Windows was missing before Hex: Crowd Control activated. Fixed an issue where The Pig could see Jigsaw Box auras. Fixed an issue where The Mastermind's charge remained active without player input when quickly double tapping the power button. Fixed an issue where The Mastermind's Virulent Bound charge ability did not allow him to slide off assets. Fixed an issue where The Mastermind could Virulent Bound off obstacles under high latency. Fixed an issue where the Lock (when playing against The Dredge) and Hide locker interactions has the same prompt. Fixed an issue in Trickster's Delusion where collisions are added next to a table in the Nightclub section Fixed an issue in Trickster's Delusion where character would spawn of the map or on top of assets Fixed an issue in Trickster's Delusion where the crates with records didn't have collisions Fixed an issue in Trickster's Delusion where the neon signage connected to generators was inconsistent Fixed an issue in Trickster's Delusion where boxes around the market had collisions that were not aligned to the asset submitted by /u/DeadByDaylight_Dev to r/deadbydaylight [link] [comments]
reddit.com DeadByDaylight_Dev Mar 17, 2026
9.5.0 | PTB Patch Notes
https://preview.redd.it/s7oguee4kglg1.jpg?width=1000&format=pjpg&auto=webp&s=f37e2c3abb56b7464af0e08ca8e4512b89dd74eb Content NEW MAP: Trickster's Delusion The Sleepless District will be the new Realm NEW SURVIVOR: KWON TAE-YOUNG New Survivor perks: Flow State Whenever a generator is completed, earn 1 token, up to 5. For each token: You bless and cleanse Totems 8/9/10% faster. You heal 8/9/10% faster. You unhook Survivors 8/9/10% faster. A Place For Us While healing another Survivor, you both gain Elusive. Whenever you finish healing The Obsession, they gain Elusive for 20/25/30s. When the trial starts, you are less likely to be the Obsession. Five Moves Ahead While you are in the Killer's Terror radius or chased by the Killer: You see the Auras of the 5 closest Pallets and Windows. You drop Pallets 50% faster. Whenever you drop a Pallet, cooldown: 30/25/20s. Gameplay Features Killer Updates Killer Update - The Trickster Summary The Trickster now gains Style Points by throwing Blades, injuring Survivors and performing distinct gameplay actions back-to-back The Trickster goes up in Style Ranks by earning Style Points. Each Style Rank improves The Trickster's Blade throw and Locker Restocking speed. Main Event can now only be activated once reaching the highest Style Rank. Style Points and Style Ranks are tracked via a new user interface element custom-made for The Trickster. Basekit The Trickster's movement speed decreased to 4.4m/s (was 4.6 m/s). Blade count decreased to 36 (was 44). Decreased Terror Radius to 24m (was 32m). Decreased time to enter Throw State to 0.3s (was 0.35s). Decreased time to exit Throw State to 1.15s (was 1.25s). Increased time between Blade throws to 0.33s (was 0.3s). Decreased base Throw State movement speed to 3.68m/s (was 3.86m/s). After 8 consecutive Blade throws, Throw State movement speed is decreased to 3.53 m/s. After 16 consecutive Blade throws, Throw State movement speed is decreased to 3.16 m/s. Increase Blade throw rate per Blade thrown: After 8 consecutive Blade throws, the throw rate increased by 50%. After 16 consecutive Blade throws, the throw rate is increased by 100%. Laceration Laceration now only counted using whole numbers (previously decayed into decimals). Laceration Meter decreased to 6 (was 8). Laceration Meter decay delay decreased to 12s (was 15s). Increase Laceration stack decay time to 3s (was 2s). Laceration visual feedback updated. Now displayed on the Survivor directly, for both Survivors and Killer. Laceration cuts removed from Survivors' user interface. Style Points The Trickster performing combo actions generates Style Points. A combo action is triggered when two back-to-back gameplay actions are distinct. The following actions generate 1 Style Point: Hitting a Survivor with a Blade (first-hit only). Injuring a Survivor (from Laceration or basic-attack). Hooking a Survivor. Basic-breaking a Downed Pallet. Basic-breaking a Breakable Wall. Damaging a Generator. Snuffing a Boon Totem. The following actions generate 2 Style Points: Hitting a Survivor with 4 Blades from at least 4m (without missing or exiting the Throw State). Hitting a Survivor with a Blade from more than 16m away. Interrupting a Survivor. The following actions generate 3 Style Points: Hitting a Survivor with a Blade through small gaps. Style Ranks There are 6 Style Ranks: E, D, C, B, A and S-Rank. Style Ranks each have their respective bonus maximum throw rate and Locker restocking speed modifiers. Higher bonuses at higher ranks. Higher Style Ranks require more Style Points to reach. Higher Style Ranks feature progressively shorter combo timers. Ranks regress to previous in order if combo timer ever lapses. Earning Style Points refreshes the current Style Rank's combo timer. Style Rank combo timers are paused while The Trickster is performing interactions with Survivors or interactable objects. S-Rank When reaching of S-Rank Survivors within 44m of The Trickster are revealed via Killer Instinct for 4.4s. All Survivors are notified across the Trial. While in S-Rank: The Trickster gains a 44m Terror radius. Lullaby is disabled. Laceration Meters decay 50% slower. Blade throw and Locker restock speeds increased to maximum. Main Event can be activated. S-Rank has a 66s combo timer. S-Rank cannot be paused or refreshed (unlike lower Style Ranks). S-Rank always reverts to E-Rank (via timer, or once Main Event ends). Main Event Press the Secondary Ability button to activate Main Event Main Event lasts 8s (was 6s). The Trickster throws Blades at at 1.67x the default Blade throw speed. Note: not affected by Consecutive Blade Throw and Style Rank Blade Throw modifiers. Survivors near The Trickster are notified. While performing Main Event: S-Rank timer is paused. Each Blade hitting Survivors awards bonus Style Points. The Trickster can cancel Main Even via the Secondary Ability button. When Main Event ends: The Trickster's Power goes on cooldown for 4s. S-Rank resets to E-Rank The Trickster goes up in Style Ranks over time, based on bonus Style Points earned during Main Event. The Trickster's Add-Ons Memento Blades (Rework) Displays a reticle while aiming with Blades. Trick Pouch Increases maximum carried Blades by 4. Start the Trial with 4 extra Blades. Killing Part Chords (Rework) Increases time before Style Ranks from D to A decay by 20%. Inferno Wires (Rework) Decreases Showstopper's cooldown after Main Event by 10%. Ji-Woon's Autograph (Rework) Increases the duration of Main Event by 33%. Lucky Blade (Rework) On every eighth Blade Hit, an additional bonus is assigned at random: Increases Laceration by 100%. Gain 3% Haste for 3 seconds. Gain an additional Style Point. Caged Heart Shoes (Rework) Increases movement speed while in the Throw State by 1%. Tequila Moonrock (Rework) Increases Throw Speed by 10% for 8 seconds after gaining a Style Rank. Bloody Boa (Rework) Decreases the speed at which Laceration decays by 10%. On Target Single (Rework) Increases time before Laceration starts decaying by 15%. Fizz-Spin Soda (Rework) Increases the number of Blade Throws required to slow movement speed while throwing by 2. Waiting for You Watch (Rework) Survivors whose Laceration Meter fully decays are revealed for 4 seconds. Ripper Brace (Rework) For each Style Rank, you basic-vault Windows, basic-break Pallets or Breakable Walls, and damage Generators 3% faster. Melodious Murder Increases Blade reload speed at lockers by 25%. Diamond Cufflinks Reveals Survivors' auras for 6 seconds when their Laceration reaches one Blade hit from maximum. Edge of Revival Album (Rework) Blade Hits from more than 32 meters away deal 100% more Laceration. Cut Thru U Single (Rework) When reaching a new Style Rank, adds a stackable 1% Haste bonus. All stacks last until Style Rank decreases by any means. Death Throes Compilation (Rework) Refills Blades by 50% of the maximum when Main Event ends. Iridescent Photocard (Rework) Increases the duration of Main Event by 100%. When Main Event is activated, reveals your aura to all Survivors and blocks all generators for 6 seconds. ** Please note the Trick Blades add-on has been disabled. The First Decreased 2nd phase of the Wordbreaker Timer from 60 seconds to 50 seconds. Charge Vine Attack Ready sounds plays slightly in advance for Survivors. (Charge 0.33 sec; sound activate at 0.18 sec) Killer Base Attack lunge speed adjusted from 6.6m/s to 6.9m/s to be on par with all Killers. The First's Add-Ons Bead Maze: Now increases Worldbreaker Timer for 2.5 seconds for each living Survivor. Shattered Wrist Rocket: Changed Common Rarity to Uncommon Rarity. Bloody Roller Skate: Now Killer gains the Haste Effect for 1.5 seconds upon exiting Undergate Attack. Mid-Century Radio: Changed Uncommon Rarity to Common Rarity. Forged Death Certificate: Reworked for Each successful Worldbreaker Token placed on a Survivor via Vine Attack Undetectable Status Effect until the next Worldbreaker Mode activation. Rabbit Remains: Changed Rare Rarity to Very Rare. Now give Exhausted status effect for 10 seconds, and increase the Upside Down Ability cooldown by 5 seconds. Broken Skateboard: Reworked for When Worldbreaker Mode starts, you basic-vault windows 30% faster and auras of Pallets and Windows are revealed to you within 32 meters for the next 65 seconds. Pizza Goggles: Changed Very Rare Rarity to Rare Rarity. Reworked for The Undergate Attack's area of effect range is reduced by 90%, and its cooldown time is shortened by 25 seconds. Your exit cooldown time after executing the Undergate Attack is reduced by 80%. Chess Piece: Removed the negative aspect of increasing the Upside Down Ability cooldown and the two charges attack radius are now diminished by 40%. The Ghoul Adjusted Reticle stickiness on Survivor from 0.18 to 0.05 seconds when attempting a Kagune grabs. Updated the automatic hit detection that occurs at the end of a Kagune Leap vault when a Survivor attempts to vault back toward the Killer to ensure greater consistency. Killer Actions Update Accompanying the new language found in the Perks Description Update (see UX section below), we have expanded our distinction between basic and special actions performed by Killers. Starting in update 9.5.0, the following terms will now appear in Power, Add-on and Perk descriptions: Basic-break When a Pallet or Breakable Wall is broken by the default ability of any Killer. Special-break When a Downed Pallet or Breakable Wall is broken due to an ability granted by a Killer's Power. Basic-vault When a Window is vaulted by the default ability of any Killer. Special-vault When a Window or Downed Pallet is vaulted due to an ability granted by a Killer's Power. Damaging Generators When a Generator is damaged and loses progress due to the default ability of any Killer. Generator Explosions When a Generator loses progress due to an ability granted by a Killer's Power or Perk. With these new terms, we intend to express with increased accuracy when specific gameplay interactions are intended to work alongside one another. Notably Killer Powers and Killer Perks. Multiple gameplay descriptions. been updated to surface these new interactions. The following Killers' Power descriptions have been updated: Basic-break The Singularity Special-break The Shape The Hillbilly The Cannibal The Demogorgon The Oni The Blight The Nemesis The Knight The Dark Lord Special-vault The Legion The Mastermind The Good Guy The Ghoul The Krasue The following Killer Add-on descriptions have been updated: The Wraith - "The Serpent" - Soot The Wraith - "Shadow Dance" - White The Wraith - "Shadow Dance" - Blood The Hillbilly - Lo Pro Chains The Spirit - Kintsugi Teacup The Legion - Iridescent Button The Ghost Face - Olsen's Wallet The Demogorgon - Barb's Glasses The Executioner - Obsidian Goblet The Mastermind - Lab Photo The Knight - Pillaged Mead The Skull Merchant - Geographical Readout The Xenomorph - Self-Destruct Bolt The Good Guy - Hard Hat The Lich - Ring of Telekinesis The Lich - Vorpal Sword The Dark Lord - Pocket Watch The Dark Lord - Sylph Feather The Houndmaster - Gunpowder Tin The Ghoul - CCG ID Card The Ghoul - Red-headed Centipede The Ghoul - Iridescent Eye Patch The Animatronic - Endo CPU The Krasue - Rotten Swine The Krasue - Mysterious Elixir The First - Shattered Wrist Rocket The First - Stained Glass Mural The First - Broken Skateboard The First - Electroshock Collar The following Killer Perk descriptions have been updated: Brutal Strength Overcharge Fire-Up Bamboozle Pop Goes The Weasel Spirit Fury (now "destroys" pallets) Surge Trail of Torment Dragon's Grip Oppression Eruption Scourge Hook: Pain Resonance Call of Brine Dissolution (now "destroys" pallets) Superior Anatomy Nowhere to Hide Game Afoot THWACK! Machine Learning Unbound Unforeseen Undone Dark Arrogance Help Wanted Turn Back The Clock Hex: Hive Mind The following Survivor Perk descriptions have been updated: Alert Blast Mine Wiretap Chemical Trap Bada Bada Boom Survivor Item Update Fog Vial Reworked the Fog Cloud visual effect and rendering method. Opacity inside and outside its bounds is now consistent across all Realms. Always fully opaque when seen from the outside. Adapts to each Realm's unique lighting and color. The following essential Auras are now always displayed through the Fog Cloud: When a Survivor is downed. When a Survivor is hooked. Increased the number of charges to 4 (was 2) for the following items: Apprentice's Fog Vial Artisan's Fog Vial Vigo's Fog Vial Fog Vial Add-ons Potent Extract (Visceral): Increased Fog Cloud increased opacity bonus to 100% (was 5%). Note: the increased bonus opacity is relative to the new Fog Cloud visual effect. Survivor Perk Updates Better Together Plot Twist can no longer force this Perk's effect to activate out of the Survivor's control. Fast Track (Rework) Whenever another Survivor is hooked, you earn 1/2/3 Token(s), up to 9. While repairing, whenever you hit a great basic Skill Check, spend all Tokens. For each Token spent, the Generator gains 2 permanent Charges. Self-Preservation (Rework) When another Survivor is hooked, you gain Elusive for 20/25/30s. The icon has been updated to reflect this change Unbreakable Once per trial, while downed by the Killer, you can fully recover. While downed, you recover 25/30/35% faster. Note: now only grants the Survivor the ability to recover when the Killer was specifically responsible for them entering the downed state. Killer Perk Updates Forced Hesitation Plot Twist can no longer force this Perk's effect to activate out of the Killer's control. Genetic Limits Updated to apply the Exhausted status effect simultaneously when the health state loss is recognized on Survivors, not afterwards. Hex: Crowd Control (Rework) The first time a Survivor medium or fast-vaults a Window, a Dull Totem ignites. The last 4/5/6 Windows Survivors medium or fast-vault are blocked. You basic-vault blocked Windows 15% faster. You see the Auras of blocked Windows within 24m. Pop Goes The Weasel Whenever you hook a Survivor, for the next 35/40/45s, when you damage a Generator, it explodes and loses 15% more progress (was 20% current progress, now total progress-only). Terminus Updated to trigger earlier when Generators are completed to block healing abilities of Survivors occuring simultaneously. Features Perks Description Update All Survivor and Killer Perk descriptions in the game have been updated and revised with simplified and consistent language. Aside from Perk updates above, Perk gameplay has not changed across the board. Our goals were the following: Shorten text and character usage. Ease Player understanding. Reset Perk language for easier future maintenance. To help achieve this, we have added Expanding Tooltips in the user interface: Status Effects can now be expanded separately to display reminders. Status Effects each feature unique colour labels, flagging them as positive or negative. Keybindings associated with a Perk's activated effect are now displayed in within Perk's text description. Examples: Dead Hard, Come And Get Me!, Dramaturgy, etc Auras Customization Auras colors have been updated Players can customize some auras' colors on Beta tab Survivors Killers Hooked/dying survivors Normal Hooks Generators Pallets Windows Store: Players can use a "Clear all" button to remove active notifications New Prestige Menu & Rewards System Added a new way to track and view your rewards when Prestiging your character. Simply clicking on your characters' Prestige level will let you access and track your progress New rewards given at Prestige 25, 50, 75 & 100 per character The Player Card Badge Menu now includes the option to select between variations on a single Badge (currently used for Prestige Badge Rewards). Bug Fixes Audio Fixed an issue where Haddie's 'Silent Breach' outfit does not have its Lobby theme playing when equipped. Fixed an issue where outfits in the 'Moonrise' collection are missing their Lobby Themes when equipped. Fixed an issue where Junji-Ito' Lobby theme is missing when using the 'Soichi's Party Clothes' outfit for the Trickster in Lobby. Fixed an issue where The generator repair dialog between the Walking Dead characters no longer trigger. Fixed an issue where Reward Gauge Fill SFX is out of sync in Prestige Reward Menu. Fixed an issue where SFX from the Furin add-on plays from Killer POV when phasing with the Spirit. Fixed an issue where Cage of atonement music is not working properly. Bot Improvements Fixed issues causing Survivor Bots to not dodge the intended direction. Improved Survivor Bots' dodging against The Trickster. Survivor Bots now have as much control as players when speared by The Deathslinger. Tentative fix for Survivor Bots sometimes automatically revealing Ghostface from anywhere. Survivor Bots are now smarter with what they interact with when playing against The Plague. Survivor Bots now no longer use Plot Twist when infected by The Plague or The Krasue. Survivor Bots will now avoid taunting and blocking the path of other Survivors during chases. Fixed multiple navigation issues in Ormond Lake Mine. Characters Fixed an issue where The Animatronic no longer holds the side of the screen when performing Lobby animation. Fixed an issue where The Animatronic's animation could break when pallet stunned while using Axe Grab on a Survivor. Fixed an issue where Remove Axe could allow Survivors to walk through The Animatronic in some instances. Fixed an issue where The Nemesis could hit Survivors with Tentacle Strike after they exited the trial. Fixed an issue where The Trapper could bypass trap placement areas by flicking. Fixed an issue where The Trapper's Bear Trap had inconsistent hitbox detection. Fixed an issue where The Trapper could place traps in inaccessible locations by FPS glitching. Fixed an issue where The Cannibal's power could break during state changes. Fixed an issue where The Shape was unable to Tombstone Mori a Survivor while Bardic Inspiration was being performed. Fixed an issue where The Shape could kill a Survivor during the self-unhook animation while Evil Incarnate was active. Fixed an issue where The Demogorgon would stutter when spamming M2. Fixed an issue where the Dire Crow could be missing from the Survivor POV during The Artist's mori. Fixed an issue where The Artist's Dire Crow's flight path did not behave consistently around small assets. Fixed an issue where the external icon was missing when the add-on "Geographical Readout" was active for The Skull Merchant. Fixed an issue where the Survivor Reveal distance was inconsistent between 15 and 32 meters against The Ghost Face. Fixed an issue where The Legion's power could break when blinded while vaulting. Fixed an issue where The First's Vine attack animation would frequently remain in the charged state after spamming Release Vine Attack. Fixed an issue where The First's Mind Break animation was missing when two or more Survivors were hit at the same time while the Mini-Mori requirements were met. Fixed an issue where the mend action could not be executed when two or more Survivors were hit at the same time while the Mini-Mori requirements were met for The First. Fixed an issue where The Houndmaster would rubberband when walking after successfully grabbing a Survivor with the Chase ability. Fixed an issue where the application could crash for Survivors and the Killer after The Houndmaster hooked a Survivor. Fixed an issue where the camera could get stuck in Charlotte's or Victor's head, making it difficult to control The Twins. Fixed an issue where The Lich could rarely keep the movement speed of "Fly" when stunned at the same time as casting the spell. Fixed an issue where the flashlight beam would reappear after The Dark Lord changed to Bat From after being previously blinded by the flashlight and the Survivor crafted a Flash Bang. Characters - The Mastermind Refactor done in the Virulent Bound power. This specifically tackles the desync issues found while using the power. Will also improve responsiveness for most of his power usage. As well changed how we detect a collision with other characters (Survivors, Killers, Zombies) while grabbing a Survivor. It will now properly detect the size of the character collision size. Fixed an issue where The Mastermind’s Virulent Bound could glide off a hill’s ledge when falling Fixed an issue where The Mastermind’s Virulent Bound Speed effect was displayed after vaulting and falling a ledge. Fixed an issue where Survivors were able to use their flashlight while being thrown with Virulent Bound by The Mastermind. Fixed an issue where The Mastermind could initiate a partial vault on a pallet near a hole while falling. Fixed an issue where The Mastermind could grab Survivors through vault locations when using Virulent Bound at a certain angle. Fixed an issue where The Mastermind would briefly float in the air when vaulting from a higher vantage point while using Virulent Bound. Fixed an issue where The Mastermind's supply crate could be climbed on when forcing collision with other players. Fixed an issue where the chase music would end after successfully hitting a healthy Survivor with the Virulent Bound as The Mastermind. Fixed an issue where Survivors could be stuck in rocks after being charged by The Mastermind on Thompson House. Fixed an issue where a Survivor could lose control of their character if The Mastermind used Virulent Bound as they entered a locker. Fixed an issue where players could escape a trial when grabbed by The Mastermind under high latency conditions. Fixed an issue where the collision box was too large when using Charge Bound on a Survivor towards another Survivor as The Mastermind. Environment/Maps Fixed an issue in the Disturbed Wall where there`s not enough space to interact in front of a hook. Fixed an issue in the Treatment Theater where the Plague's Vile Purge was blocked by an invisible collision. Fixed an issue where The Mastermind could bound off a balcony on The Sanctum of Wrath Fixed an issue where The Nurse could blink into the caged bathroom stalls in Midwich Elementary. Perks Fixed an issue where the Phantom Fear perk could trigger during the mori animation for The Shape with the Tombstone add-on. Fixed an issue where Survivors held item's rarity would increase when using Blast Mine and the Exultation perk on a cloaked The Wraith. Fixed an issue where Face The Darkness did not activate with Claw Traps and For The People. Fixed an issue where the Recover bar could appear reduced after interacting with a generator while Invocation: Weaving Spiders was active. Fixed an issue where the wolf form pounce special attack did not remove Play With Your Food tokens for The Dark Lord. Fixed an issue where Turn Back The Clock's ability button was briefly visible when several Killers used their power. Fixed an issue where Low Profile could activate more than once per match. Fixed an issue where Off The Record failed to activate when unhooked by Shoulder The Burden. Fixed an issue where Thrilling Tremors would trigger Secret Project's Undetectable effect after all generators were completed. UI Bottom Navigation menu buttons now display their input prompts for Controllers. Fixed an issue where the Survivor HUD would update whenever a Survivor used a locker against The Lich. Misc Fixed an error preventing Tutorial Bot matches from starting. Fixed an issue where Survivor could unhook themselves in the Tutorial, softlocking them. Fixed an issue where Survivors were unable to use Fog Vials near ledges. Fixed an issue where the Potent Extract Fog Vial add-on had no effect on the duration. Known Issues Custom Game Match Management settings only visually update when adding bots or players to the lobby. Note: This is a visual bug only, the functionality is good. Mori Previews are disabled. On The Trickster's Rank Up UI, rarely, the S-rank effects will blink in and out and remain when S rank ends. The Mastermind's charge remains active without player input when quickly double tapping the power button. submitted by /u/DeadByDaylight_Dev to r/deadbydaylight [link] [comments]
reddit.com DeadByDaylight_Dev Feb 24, 2026
20-storey drop-in by skateboarder in Brazil (failed attempt + successful attempt)
submitted by /u/trubol to r/interestingasfuck [link] [comments]
reddit.com trubol Sep 9, 2025
French inventor whose flying board wowed the world
This Bonkers Jet-Powered Hoverboard Can Fly 10,000 Feet High—at 110 MPH. The Flyboard Air would have Marty McFly ditching his nuclear-powered skateboard: https://robbreport.com/motors/aviation/jet-powered-hoverboard-flyboard-air-radical-design-1234794530/ The Flyboard Air, created by Franky Zapata, is a jet-powered hoverboard with five gas turbines, reaching 150 km/h and 10,000 feet. Its independent fuel and cooling systems ensure safety, while stabilization tech, HUD, and triple-redundant controls provide secure flight. With quick-release boots and fail-safes, it’s a breakthrough in personal aviation: https://www.cnn.com/travel/article/franky-zapata-flyboard submitted by /u/Zee2A to r/STEW_ScTecEngWorld [link] [comments]
reddit.com Zee2A Aug 30, 2025
[Video Games] Dead on Arrival: How “The Sims” Competitor “Life By You” Imploded Before Early Access - Part 1
EDIT: The awesome YouTuber, Gooba, turned this post into a video! Watch here if you prefer narration. Welp. I followed this game from the first announcement, and I wanted to write an account of its rocky development process and the community reactions. Considering that today is the one-year anniversary of Life By You’s cancellation, I figured it’s about time I posted this. So, gather round gamers, and heed my tale of overambition, poor marketing, mismanaged expectations, PS2-quality graphics, and nerd infighting over use of the term “asset flip.” Battle lines were drawn, hills were perished upon, all for a game that (spoiler alert) no one ever got to play. So, let’s get into this saga. NOTE: For the best experience, please click on the image links. Also, while I mention details from Youtube videos, many of LBY's videos have since been privated, but I have a personal backup of them and am exploring options for publicly archiving them. Part 0 - The Players Life simulation games are “a subgenre of simulation video games in which the player lives or controls one or more virtual characters.” Your character may be humanoid, an animal, an alien, or anything else the devs dream up. But we’re here to discuss human-centric life sims today, starting with The Sims. Originally released in 2000 by game studio Maxis, The Sims came to dominate and define human life sims. The Sims games revolve around creating your own characters (sims) and managing their daily lives as you see fit. You can build and decorate your sim’s house, get them a job and level up their career, make friends and build romantic relationships, raise a family, or just instigate drama by implying that your neighbor’s mother is a llama. Think of it as a virtual dollhouse for grown-ups. Various installments of The Sims introduced key concepts to players (simmers) over the years, such sims aging through life stages from infant to elder, sims having unique personality traits, and sims having their own wants, needs, and lifetime aspirations. The Sims franchise is also known for bringing a sense of wackiness and cartoonish whimsy into the domestic life of your sims. You can build your sim family a quaint blue suburban home, but also have a rocketship in the backyard for adventures to an alien planet. The current installment, The Sims 4 (TS4), was released in 2014. As of 2025, TS4 still receives regular updates and new paid downloadable content (DLC.) In fact, it’s rapidly approaching its 100th piece of DLC. However, TS4 has also been contentious among dedicated simmers since its release. The game’s publisher Electronic Arts (EA) is infamous in the gaming community for cutting corners. TS4 launched with several features missing from previous games: The toddler life stage, cars, basements, pools, burglars, firefighters, ghosts, and other key elements were nowhere to be found. While many of these features were later patched in, some features, like cars, remain AWOL. TS4 also has more limited customization than some of its predecessors. For instance, The Sims 3 (TS3) had a feature called “Create A Style,” which gave players access to a color wheel for hairstyles, clothing, furniture, and other cosmetic elements. But in TS4, you can only choose from set color swatches. If a dresser and a bed don’t have matching wood tones, you’re out of luck. Additionally, TS3 featured an open world, meaning your character could visit any location in town without loading screens. Meanwhile, TS4 only loads one lot at a time. So, if you want your sim to hang out with their next door neighbor, you can’t just knock on the door and walk inside. Instead, you have to wait behind a loading screen to travel next door. While these downgrades require less computing power and made TS4 more accessible to people with lower-end PCs (more on this later,) it left many simmers wanting more. Plus, I don’t even have time to get into the countless other controversies, like constant bugs & glitches, some DLC releasing in a near-unplayable state, and the game adding a giant, seizure-inducing flashing shopping cart button to the UI that couldn’t be disabled during play. All this to say: While simmers love the domestic wackiness of The Sims, they yearned for freedom from EA’s greed and corner-cutting. Which is where a would-be competitor stepped up to the plate. Part 1 - A fresh start On March 21st, 2023. Paradox Interactive released the announcement trailer for their “upcoming moddable life-sim” Life By You (LBY). The trailer revealed several key features familiar to simmers – like character customization, building tools, item collecting, gardening, and a relationship system. What’s more, LBY teased elements that had simmers salivating, including a completely open world, transportation including cars, buses, and skateboards, and the ever-coveted color wheel. LBY also hinted at new innovations to the life-sim genre, such as a dialogue system where you could see your characters’ conversations. (Sims speak a gibberish language.) What’s more, Paradox previously published the smash hit city simulator City Skylines, which effectively stole the crown from EA’s increasingly disappointing Sim City installments. In other words: They had a history of giving the gaming community what they wanted when EA failed to deliver. There’s another tasty tidbit to mention here: The game was produced by a brand new sub-studio, Paradox Tectonic, led by Rod Humble, a developer who previously worked on The Sims 2 and The Sims 3. If anyone knew what simmers wanted in a life sim, surely it was him. So, with Paradox and a former Sims dev at the helm, many simmers took these signs for green flags. LBY could be the “Sims killer” that everyone craved. Even better: The game was coming very soon, with early access just a few months away in September 2023! Surely, nothing would happen to disrupt this best-laid plan, right? Part 2 - A Budding Community An official LBY subreddit soon cropped up, and Paradox Tectonic’s Discord server flooded with excited new members. Someone even made a fandom wiki. Over the coming months, interviews with Rod Humble and other game developers revealed more details about LBY, including their plans to heavily emphasize customization and add modding tools directly to the game. “Modding,” or adding fan-created content in the form of new gameplay or cosmetic “custom content”, is popular in the sims community. According to these early interviews, you would be able to create your own careers, dialogue trees, and even import your own 3D models for custom furniture, clothing, hairstyles, and more. All this sounded like a delicious dream life sim to many players. However, as more screenshots appeared online, something began to bug some users: the characters. While character creation is only one aspect of a life sim, it’s a pretty important one for many simmers. After all, these are your virtual dolls. But, well, let’s just say that LBY’s characters made Weird Barbie look like a fashion icon. The characters sported basic proportion issues. (See examples, one, two.) Most notably, their arms and hands were too short. In a traditional human proportion guide, the wrist aligns with the pubic bone while the hands end mid-thigh. But with LBY humans, the wrist was closer to the hip bone, while the hands roughly aligned with the pubic bone. Beyond their shrimpy “T-Rex arms,” many characters also featured other glaring issues, like misaligned and too-narrow shoulders, a hunched posture, and balled up, crab-claw-esque hands. Plus, the overall graphics could have used more refinement: The textures looked waxy, the lighting was harsh, and the purple UI felt dated. In response, gamers made edits addressing the proportion issues and suggesting other changes they wanted to see in the characters, such as softer lighting and more realistic textures. To their credit, the devs seemed to take this in stride and promised that the character models would continue to see improvement throughout development. After all: There was plenty of time to tweak these issues before the early access release date of September 2023… right? Part 3 - Cracks in the facade As part of their pre-early access marketing campaign, the LBY team posted a promotional video every Friday on their official YouTube channel. The weekly videos included clips of gameplay, character creation, building mode, and customization and modding tools. While many of these videos fostered excited discussion and speculation, one video, posted on Jun 30, 2023, rang alarm bells for many players. The now-privated video, titled “Let’s Have A Quick Conversation” showed off the game’s unique dialogue system. Although, very few comments on the video focused on the dialogue itself. Instead, many people were distracted by the rough state of the game. The characters sported stilted expressions, robotic animations, a weird purplish skin tone, and an overall low-res look. Plus, the background looked overly textured, the lighting was still overexposed, and the emoji effects during dialogue felt oddly like a mobile game. (See a screenshot here.) Put delicately, it looked like ass. Even for early access, this look wasn’t what many players expected from a game backed by a prominent publisher in 2024. Instead, it drew comparisons to Playstation 2 games and Second Life – a popular mid 2000s online game that Rod Humble also worked on. Another video showing off the character creation tools revealed that it was actually possible to change the proportion of the arms, one of the most common complaints. But you had to max out the slider, and the arms still remained a little too short. Plus this tweak didn’t address the shoulder issues, crab hands, and hunching. Curiously, older concept art for the LBY didn’t have these character model issues. In fact, older character art showcased during an LBY art live stream looked pretty good. The humans sported correct proportions and a more stylized look. Whoever was behind the initial concept art obviously knew what they were doing. So, the community wondered, how did the current models end up with so many basic proportion issues? And why didn’t the team itself recognize these fundamental flaws, especially when the game had been in development for five years at this point? We’ll get a possible answer for this later on. But at this point, early access was only two short months away. So, the issues would be addressed soon… right? Right? Part 4 - The first delay On July 26th 2023, LBY posted a video hosted by producer Rod Humble announcing that early access would actually be moved from September 2023 to March 5, 2024. According to Humble, the team wanted to address the feedback they’d received and integrate it into the game before early access. This included updates to the graphics, character models, UI, and modding tools. While many players were, understandably, disappointed at the renewed wait, they were also encouraged that the devs really were listening to the community’s feedback. Surely, after these extra four months, the game would reach new heights and become the epic Sim Killer it was always meant to be. RIGHT? Part 5 - A second delay has hit the tower Over the coming months, The devs chugged along and posted weekly videos showing off LBY’s gameplay and features, including “Let’s Plays” with Humble. A TikTok posted on December 12th 2023 showed off a series of randomly generated characters, many of which looked, frankly, scary. Beyond inducing cringe, it also sparked some pretty hilarious meme roasts. Some users speculated that the characters may have actually been from an older build of the game, given that other recent previews looked better than the models showcased in the TikTok. But why would the devs use outdated models if they were trying to build hype? Were they trying to go viral with ragebait? I repeat, these characters are virtual dolls. Yet LBY’s humans looked like dollar store baby dolls that had been left to melt in the summer sun, then hastily re-sculpted into something vaguely resembling a human – by an alien who’d never actually seen one before. Once again, the LBY community official account thanked users for their feedback and promised to implement the requested improvements. However, it was difficult to see any changes in the models. (Although, to be fair, the lighting and textures did seem to have improved.) Some users speculated that many of the fundamental issues with the models actually couldn’t be changed at all. After all, the devs had already made assets and animations using these models. If the devs fundamentally altered something crucial, like the arm length and shoulder rigging, it might mean starting over from scratch. Beyond the graphics, other users began to worriy about the state of gameplay as showcased in the Let’s Plays. These videos mainly consisted of Humble or another developer playing with basic features, like crafting, gardening, collecting, and shopping. These are all pretty basic features in Sims games. But, after months of uploads, that was pretty much all they showed off. That led some players to wonder: is that all there is? While the devs mentioned tons of cool features, like an elaborate relationship system, complex careers, and in-depth personality traits, these features weren’t showcased during preview gameplay. Instead, users were treated to riveting gameplay of “working as a cashier” and “wandering in an empty field.” However, plenty of videos showed off the game’s modding and customization tools, demonstrating how just about any of the planned features could be tweaked via a series of complicated menus. Keep in mind: While some players enjoyed the emphasis on customization, others grew concerned that the devs were so concerned with customization and modding, they had neglected to focus on, well, the actual game. Apparently, the developers believed the game needed more time in the oven, too. On February 2nd 2024, around one month before the second early access date, another video from Humble announced that LBY’s early access date had been moved, yet again, this time to June 2nd, 2024. While YouTube comments were understanding and hopeful, Reddit reacted with backlash and frustration. This was the second time early access has been moved out, and some people grew sick of the teasing. Oh well. The community collectively shook its fist, grumbled, and decided to wait and see. Surely the third time would be the charm. RIGHT??? Part 6 - The Abyss In early May 2024, with early access right around the corner, Paradox Tectonic ramped up its pre-launch marketing. They sent copies of the game out to popular Sims YouTubers and filmed promotional content and tutorials showing off the game for social media. Many LBY fans grew hyped. After half a year of delays, users would finally be able to judge if early access gameplay lived up to expectations. Others worried that it was still too early to unleash the game into the hands of the general public. After all, one sims YouTuber discussed in a live stream that he’d been asked not to play with certain features, like the building tools. And of course, the characters still looked like this. But Paradox Tectonic seemed confident in their project, and were fully prepared to launch… until the Publisher, Paradox Inc, pulled the plug and delayed the game again on May 20, 2024, just three weeks before early access. It’s interesting to note that while previous delays were personally announced by Paradox Tectonic, the game developers, this announcement came from Paradox Inc, the Publishing company. That indicated that this delay had come from a higher authority – perhaps from an unsatisfied executive. Even the devs themselves didn’t know what would happen next. LBY lingered in a state of limbo for nearly a month until, on June 17th, 2024, over one year past its initial announcement, Paradox officially announced that Life By You had been shelved. With this announcement came the permanent closure of the sub-studio Paradox Tectonic. Its first and only project would never see the light of day. This was a heartbreaking moment for many community members who genuinely believed in the LBY and wanted to see it succeed. And whether you believed in the game or not, no one was happy to see 24 people lose their jobs. Some angry fans blamed the cancellation on those who had complained and criticized the game’s previews. To me, that’s a bit like a restaurant promising a bacon cheeseburger, but posting pictures on social media of raw hamburger meat. Except instead of blaming the chefs, who ought to know that you can’t serve paying customers raw meat, you blame the customers for pointing out that the food looks undercooked. Part 7 - We Hereby Conduct This Postmortem As the community sifted through the pieces and pondered the journey, one question emerged. How did it come to this? What, exactly, went so terribly wrong with Life By You for it to implode before it even launched? Turns out, there are a few potential factors. 1: The failure of other Paradox Projects While Paradox’s original Cities Skylines was a welcome middle finger to EA’s Sim City franchise, its successor, Cities Skylines II, was a fall from grace. Initial reviews found the game in a lacking, bare-bones state riddled with glitches and lacking basic features. While initially released in October 2023, it remains controversial and still has mixed reviews on Steam. With this drama simmering in the background, Paradox corporate was likely highly vigilant for anything that could further damage their reputation - like a life sim that looked straight out of 2004. 2: It needs how much ram? LBY’s planned open world and NPCs were an ambitious endeavor, to say the least. Not only were there no planned rabbit holes (facade buildings you can’t see inside) but the town would also have a full roster of NPCs and families operating autonomously at all times, in a completely open world that’s always loaded. Needless to say, this required a lot of computing power. While many prospective players expected LBY to be spec-heavy, the actual suggestions were jaw-dropping The recommended system requirements included suggestions for an Intel Core i5-10400F or AMD Ryzen 5 5600 processor and a whopping 32 GB of ram. For reference, those are higher than the recommended specs for graphic-heavy AAA titles like Cyberpunk 2077 and God of War. With so much computing power required just to run the town, the publisher must have wondered: Can our target audience even play this? Keep in mind that many simmers are casual gamers who play on regular laptops. And since an open world and fully autonomous NPCs were promised features, reducing or optimizing these system requirements may not have been feasible. 3: Identity crisis From the beginning, Life By You had a clear identity crisis. You can see that in the naming of its characters. TheSims 4 has sims, Paralives has “paras,” InZoi has “zois.” Life By You had… humans. Seriously, that’s the official name. While having a cutesie name for the virtual people might not seem like a big deal, it exemplifies a lack of care put into the presentation. Another example: In a behind-the-scenes art live stream, the team’s art director made the baffling statement that the team elected not to have an art style. In other words, they were aiming for generic. To quote some random self help book, “if you aim at nothing, you’ll hit it every time.” 4: Developer woes As previously mentioned Paradox Tectonic was a brand new sub studio formed exclusively to develop LBY. It was also bafflingly small for such an ambitious title. The team consisted of 24 members, most of which had only joined the production team 2 years before the game’s public announcement. A mere 6 team members worked on the game for the majority of its development window. Further, while lead developer Rod Humble had previous experience working on a game of this magnitude, some of the devs did not. In fact, some only had experience with mobile or online games, a different beast from an open world single player title. Plus, some devs didn’t seem to understand the significance of their roles. Remember, the game’s art director didn’t seem to understand why art direction is important. Another game developer took to LinkedIn with a post-cancellation rant, explaining that the team had met internal metrics, and he didn’t understand the “rug pull” of cancellation. He genuinely considered the game in a releasable state. Another dev’s parting comments weren’t so rosy. He hinted at an internal environment that quashed criticisms from staff, stating that fan feedback “changed the game for the better, when our voices alone couldn't.” So, we have a very small team of inexperienced game devs with little clear guidance, little understanding of optics for outside observers, and resistance to internal criticism. With all that in mind, the apparent state of the game now makes more sense. 5: It’s not an asset flip, MOM Of course, I would be remiss if I neglected to mention the infighting in the LBY community throughout early access buildup. Over the course of development, the community split into loosely defined factions: Hope-Posters and Negative Nancies. The Hope-Posters spread good vibes and positivity. Most genuinely believed in the game (or at least wanted to) and were excited to discuss their planned characters or custom content. If something didn’t live up to expectations in a preview, they would be the first to point out that the game was only in early access. So it would totally, definitely, 100% for-sure be fixed later. Be patient and have faith, guys! The Negative Nancies, on the other hand, saw the writing on the wall with LBY. They were the first to lament the game’s state and to point out perceived flaws and shortcomings. The common denominator between both groups? Each held adamant, unbudgeable opinions over a video game they never played. Paradox’s Discord generally consisted of Hope Posters, and while good vibes still flourished on Reddit, the Negative Nancies were more prolific on the subreddit. The LBY sub moderators apparently worried that the narrative on Reddit was spinning out of control. So, they implemented a system wherein criticism was only allowed in the game’s weekly “Frustration Friday” megathread, much to the chagrin of many community members. Sidebar: The game also had weekly “Good Vibes Monday” threads, one of which automatically posted the same day the game was cancelled, though mods later deleted it. In one noteworthy Reddit spat, one user referred to the game as “a mundane asset flip.” (Note: The term, asset flip, refers to “low quality games produced using pre-made assets.”) In response, a moderator locked the comment and left a warning against the user for “spreading misinformation.” According to the mod, referring to the game as an asset flip was “just straight up false information” and “extremely misleading and even potentially damaging to the brand and the team's reputation.” Keep in mind: Most of the subreddit mods had no affiliation with the game. They had no way of knowing if the game was made using premade assets or not. This spat became much juicier when someone later uncovered some key information from the senior producer’s portfolio website. Namely, that LBY was built using premade models. The character creation system is built using a system called “Unity Multipurpose Avatar” (UMA,) a framework that allows devs to incorporate a character creation system within a game. UMA also provides access to free models on the Unity Store, which – wouldn’t you know it – featured many of the same issues that the LBY characters had: Too-short arms, claw hands, stooping posture, and shrunken, misaligned shoulders. Someone who also had the UMA base model, posted a side-by-side comparison of the default model in Blender vs. an early screenshot of LBY. The user later deleted the image, stating that they “didn’t want to cause trouble for the game devs.” However, screenshots of the side by side comparison exist, and the resemblance is tough to ignore. This discovery sparked mixed reactions. Some don’t consider this to be a big deal, since plenty of games use premade assets to save time or money. Others took offence. Character creation is a crucial component of a life sim game, yet the devs couldn’t even pick a premade model with proper proportions? This revelation also explains why the characters boast rampant anatomy and proportion issues and why the finished models differ from the concept art. Someone probably said “You can customize the models anyway, so why put effort into sculpting a base?” In my opinion, this decision encapsulates one of the biggest core problems with the game. While many simmers relish customization, not everyone wants to spend hours tweaking settings just to make a game playable. Customization is a fun addition, but the game ought to stand on its own without community modding. It remains to be seen how Life By You’s legacy will affect the life sim community going forward. But with more titles announced since LBY’s cancellation, it’s helpful to adopt an attitude of healthy skepticism. You can be hopeful for a project’s future while still offering constructive criticism or airing concerns. If something seems too good to be true, it likely is. Still, it’s a shame that no one ever got to judge Life By You for themselves. In the absence of a full public release, we’ll always be left wondering: What could have been? submitted by /u/Sketch-Brooke to r/HobbyDrama [link] [comments]
reddit.com Sketch-Brooke Jun 16, 2025
Skateboard Fail
Pieare forgets a Crucial Detail. Art by me submitted by /u/TDV_Givet to r/furry [link] [comments]
reddit.com TDV_Givet Jun 11, 2025
Destiny 2 is failing because of it's commercial strategy
NOTE - this isn't a "D2 should be free post". I'm happy to pay for things I like, and employees shouldn't work for free. Today, D2 (which at its core is a staggeringly amazing game) isn't meeting that threshold for many people, and by all external measures, failing. I was writing a (long, likely annoying) post about what I personally believe the 3 major problems in D2 to be*, and realized they all had a single cause. D2's commercial strategy is based around selling temporary experiences (seasons, episodes, whatever) which: 1) Inefficiently focus the bulk of their engineering resources on building temporary content which is literally disposable. Because the content is disposable, it is not possible or necessary for it to be engaging long term. It's meant to tide you over for a few weeks. However, because player engagement drives retention and cosmetic purchases, bungie overuses RNG and other frustrating design practices designed to keep veteran players engaging with intentionally temporary content.....which causes burnout and the current state of game. 2) Disincentivize Bungie from investing resources on evolving the actual game world, because they would be essentially giving "paid" content to free players. Eg, patrols, strikes, world spaces never get updated so the overall world stays the same, thus there is no reason to use 99% of it. There is literally no investment in the world AKA events, world bosses, POIs, faction mechanics etc...all of the stuff that makes the game feel interesting when you first start. 3) Kill gameplay depth by incentivizing them to release a temporary new "meta" each season with the seasonal Artifact, rather than deepening buildcrafting by adding new aspects/fragments They literally create 10+ new potential aspects and fragments each season, and then throw them all away, which makes it feel like the actual buildcrafing never changes. Forcing a temporary meta also means there's little resource left to buff underperformers and make existing build options viable, because resources are always on new shiny toys instead of better fundamentals 4) Force a meaningless game design thesis of seasonal resets (light level, paragon, etc), which runs contrary to the idea of creating unique Guardians and long-term persistent player growth that players would grind forever for invest significant time pursuing I'm not talking about "make damage number go up" - I mean anything that allows permanent customizations or growth to create unique characters (think tweaks like customizing fragment slots, whatever, ability modifers), account unlock stuff (eg stash tabs, loadouts etc), cosmetic stuff (housing, multiple title slots at same time)...etc use your imagination 5) ...and worst of all, makes it so Destiny 2 is designed for no one. Seasonal content is way too complex/out of context for new players AND way too simple/pointless for veteran players Instead of new content being lategame/endgame content as it is for most games, Destiny resets our characters and makes veterans run a bunch of low-mid level quests to see the story and get mediocre gear that are faster and easier than strikes. I've never seen anything like this in any game. New players seasonal experience = "who are these robot bug people and why am I running between holoprojectors? When do we start playing the game?" Veteran players seasonal experience = "let me get through this easy crap so I can get back to playing the real game (GMs, Raids, Dungeons) where the challenge and meaningful rewards are" This also explains why Dungeons are purchased separately. They are actual mid/endgame content, not the amorphous, temporary blob of disposable content that seasons are intended to be. Should D2 move to subscription? Freemium? Supported by whales? Fewer smaller expansions (IE Frontiers)? No idea - I'll leave the solutioning to you guys. But I'm now fairly sure that D2 is bricked unless the commercial model changes - Sony, I hope you're reading this. submitted by /u/Impressive-Wind7841 to r/DestinyTheGame [link] [comments]
reddit.com Impressive-Wind7841 Jan 8, 2025
One drug-fueled night killed me.
January 12th, 2024, will forever live in infamy. That Friday night irreversibly turned my happy, healthy, successful life upside down. This is a tale of party drugs. It’s also a life-and-death journey I could’ve never imagined in my wildest dreams. Call it a harrowing dive into extremes of the human condition or a case study at the intersection of medicine, pharma, policy, and brain science. As the one who lived it, writing this eleven months later is my confession — assembling the shards of a shattered world into one broken mosaic. Here goes… At my brother’s 50th birthday in Cabo, cocaine fueled the festivities. By no means a user, I’m also not a novice. I’m a typical millennial who never looked for drugs but is not afraid to try something passed by friends. For context, I’ve lived a drama-free life, successful by any metric. I have a bunch of advanced degrees and manage a small but thriving international company. I’m also an understated middle child by nature, so making noise or having weird stuff happen is not my deal. Until that night, I’d coasted without anything major ever going wrong. Being in my early 40s, my partying days are in the past, and January was the first time in probably a decade — since business school — touching party drugs. Over several hours at a place called Bagatelle, where the opening dinner of the three-day bash took place, I had a dozen+ lines and bumps of coke, sipping rum. It was a festive if over-the-top scene as our group of 40 danced atop the long birthday table, stepping over plates, while champagne magnums carried between waiters were poured directly into mouths like parishioners taking communion. It was not a typical Friday night, but all were having fun celebrating my bro. So, chemically speaking, cocaine and alcohol were the first ingredients in my blood. As midnight approached, I was handed by a banker what I was told was MDMA brought from San Francisco. I’d taken molly twice — once at a wedding in Prague, before that at a club in Aruba — and had good experiences. I didn’t particularly want to roll that night in Cabo, being late and tired from flying out of DC at the crack of dawn, having just gotten back from Colombia days before… so I nearly said, “No thanks.” But your brother only turns half a century once, and I didn’t overthink it. I split the cap in half with my fingers, swallowed what I figured was a light dose, and kept on with the party. Biggest mistake of my life. Across all years. The one that changed everything. When added to the cocaine, MDMA instantly had a negative effect. In previous rolls, I hadn’t mixed it. This time, I felt an overwhelming anxiety. An hour into that state, I had to leave the afterparty. I was consumed by unease and unable to talk. When I got back to my room at Esperanza, I couldn't sleep. It was no surprise since cocaine belabors the process of settling down, so I lay awake, passing out after sunrise. When I awoke that afternoon, the angst hadn’t abated. I stayed in my room, skipping day two of the birthday bash, waiting for the malaise to pass. I’d never had a mood disorder or taken a psych med, so long-lasting unease was entirely new. Day three came and went with me cooped up. My phone filled with messages as I skipped the close of the 72-hour celebration. And that’s when the real problem started… On the third night, when I tried to sleep, no sleep came. None. On day four, Jan 16, I flew to Mexico City for routine work meetings and events. The same pattern continued that night — and the one after — no sleep. By the end of the sixth sleepless night, having barely scraped through what would have otherwise been stress-free obligations in CDMX, I flew home to DC, assuming all would return to normal in my bed. Nothing changed back home. A seventh sleepless night became an eighth with an hour or two of broken rest, constantly springing wide awake with churning anxiety. It was as if my brain had gotten stuck in “fight-or-flight” mode with no off-switch. In my prior life, a restless night — say, from a red-eye flight, before a big speech, or a tough board meeting — would lead to sheer exhaustion the following evening, crashing hard from the lack of rest. But “catch-up sleep” never came with this bizarre MDMA insomnia. I didn’t get sleepy, no matter how many nights passed. After two weeks, I knew in my gut something big was up. After seeing my family doctor, I was referred to a psychiatrist for the first time, who began to treat me with introductory sleeping pills, starting with trazodone. These didn’t put a dent in the insomnia, and I was rotated to stronger categories of prescription. This process repeated for the next month as I worked with a growing roster of psychiatrists and sleep neurologists who wrote scripts for sequentially more heavily controlled meds. These trials included every sedative under the sun. I won’t re-list them; suffice to say, I left no stone unturned. Just the categories of sleep-inducing Rxs I cycled through, searching with doctors for one that worked, included orexin inhibitors, adrenergic receptor agonists, benzodiazepines, z-drugs, beta-blockers, tricyclics, tetracyclics, melatonin modulators, antiepileptics, anticonvulsants, antipsychotics, and, eventually, full-on anesthetics — a la Michael Jackson. I had every blood work panel done, a sleep study (sleeping 50 minutes across the night), an MRI, EEG, hired a CBTi coach, etc… nothing helped or provided doctors any insight into what had happened in my brain. By the three-month mark, I’d trialed 40+ prescriptions. Here, let me explain how so-called “psych drugs” work. When prescribed “on-label” for mood disorders like depression, anxiety, and bipolar, these drugs take weeks, if not months, to take effect. But when prescribed “off-label” for the sole purpose of promoting sleep, these same drugs either work or don’t on the first night, providing diminishing returns as tolerance builds. That’s how I was able, under doctor supervision, to test every hypnotic Rx in existence over 90 days, searching for an illusive solution. The newest “designer” meds, like the DORAs, had to be specially ordered by the pharmacy. As weeks passed, I became so desperate for sleep that I shelled out $1k for one called Quviviq (which had helped Matthew Perry), not knowing if it would work. It didn’t. Against these sleepless nights, I tried to wear myself down, spending every day in the gym and running miles outside. My goal became to tire myself to sleep. I was like a warrior fighting this battle and inadvertently got into the best shape of my life. People’s passing compliments couldn’t imagine the dark source of my transformation. Still, nothing changed at night. Piece by piece, I removed as many stressors as possible, hoping that putting one on the back burner might help. So, fighting a tug of war with my heart that exhaustion eventually won, I pushed all intensity and passion from my personal life into the background in a way that’s haunted me since. At work, I’d been doing what I could to keep on top of running a company, masking my increasingly drained appearance and depleted mental state — reminiscent of Edward Norton’s workplace struggle with insomnia in Fight Club. Anyone who saw me in those days will know that the giveaway of this scene being fiction is Norton’s eyes aren’t nearly sunken enough, as mine had become. On days when I couldn’t function, I couched my absence as “migraines” among colleagues and friends — too embarrassed to say I wasn’t sleeping, something that comes naturally to everyone, as it did me for 42 years prior. On top of this, I was ashamed by the source — a frivolous party drug, an admission I couldn’t broadcast beyond doctors. So I gutted it out in silence. Eventually, the mental and physical toll became unsustainable, and I had to start an indefinite leave of absence from the job I loved. I cut out all travel and commitments — canceling trips, reassigning roles, and appointing surrogates. Still, nothing I did to streamline my life changed the sleeplessness. I never yawned or got tired. All I could ever manage was an hour or two of medicated sleep — holding out hope with each passing week that a new drug cocktail might finally bring restorative rest. Across three months, I’d invested tens of thousands of dollars seeing all experts in a 4-hour radius of DC, most of whom don’t take insurance. Yet I was no closer to a solution, let alone a basic understanding of what medically I was facing. I went to hospital ERs, begging to be put into a coma for just one night of rest — as Jordan Peterson, who I’d met once, had done for 8 days in Russia. But not being suicidal, despite insomnia as its biggest risk factor, I could never get past triage. I reduced my daily routine to the calmest activities, sushi diet, textbook sleep hygiene… no matter what I did to LuLuLemonify my life, I couldn’t sleep. It was a hell you can’t imagine without relief — not one night. By mid-April, month four, encouraged by my doctors and the few people I’d let into my struggle, I took the next step. I checked myself into the first of a series of private hospital residencies to treat this mysterious condition with 24-hour care. Across the past two decades, I might have taken four sick days. So flying to a clinic, let alone leaving work for weeks, was out of character, to say the least. In late April and early May, I traveled to Texas, going in-patient at one of the top health facilities in the country. It’s the kind of private hospital oasis set among manicured gardens and quiet walking paths that takes away your phone on arrival, so nothing can distract getting well. While there, I was placed on a different kind of med — an SSRI — with no apparent relation to sleep. It was prescribed to treat the increasing anxiety surrounding me as I shut my life down. Lexapro, a serotonin-reuptake inhibitor, affects 5-HT, the same neurotransmitter as MDMA. Miraculously and unexpectedly for doctors, Lexapro put me to sleep. For two weeks, my life went back to normal. I flew home filled with gratitude, energized to restart where I’d left off with more passion than ever. I jumped into work and rebuilt the personal connections I’d so missed. After what I’d been through, life had handed back in a way that’s impossible to describe unless you lose yours for a while. I was beaming. No one second-guessed the positive results. After all, Lexapro targets the same protein as MDMA, serotonin — a signal fire as to what had gone wrong back in January. I felt like I’d beaten the scariest thing I’d ever faced, and for two weeks, Lexapro was my lifeline. But in a cruel twist of fate, so hard to look back on now, as I adjusted to the SSRI, insomnia came back. I stuck with the trial for seven weeks in the hope it would pass, but my sleeplessness only got worse than ever. I switched to other serotonin modulators like Trintellix, but nothing put me back to sleep. The honeymoon of Lexapro became a bittersweet memory of rest that disappeared as unexpectedly as it arrived. A few weeks later, in June, I finally saw the chief sleep neurologist at Johns Hopkins Medicine, Dr. Earley, who I’d been trying to get in with for months but is booked a year in advance as the national authority on sleep science and the brain. A family friend on the Hopkins board helped get me up the list. On hearing my story, after examining my chart, and consulting with his colleague at Hopkins, neurologist George Ricaurte — a leading researcher on amphetamine and MDMA neurotoxicity since the 90s — Dr. Earley told me what I’d taken in Mexico caused a “one-in-a-million” reaction in my brain. When combined with the volatile punch of dopamine from cocaine, MDMA created a Serotonin Syndrome that fried my 5-HT system through toxicity. Serotonin controls sleep in a way that requires a delicate balance. This is why a few days of insomnia after molly is typical, just not permanent. For most people, down-regulated receptors restore, but in rare cases, irreversible neurosis can occur. Dr. Earley told me I wasn’t the first he’d seen and referred to literature about a range of pathologies from even one-time MDMA use. With candor I appreciated, Dr. Earley couldn’t say if my brain would ever recover, why Lexapro worked, then stopped, or if anything would let me sleep again. Seeing the exhaustion in my eyes, he agreed to treat me on “an experimental basis” and ordered a weeklong sleep study for more data. Becoming the test patient to one of America’s most seasoned neurologists was both affirming, given the extremes I’d been through, and terrifying, for what it signaled about the road ahead. June gave way to July, and the 6-month anniversary of my insomnia was fast approaching. As this dreary milestone neared, I became isolated and was losing hope. I hadn’t been to work in months, had retreated from my inner circle, and lost precious parts of my life that meant the world to me. More than $200k had been spent going to the country’s top clinics — ending up at The Retreat, a full-service facility near Baltimore that runs $50k every 20 days and takes zero insurance. I'd lost even more in unrealized projects and ideas. But no price mattered, investing whatever it took to get better, knowing not just sleep but increasingly everything was on the line. Still, after seeking the best of the best, no one could stop the insomnia, tell me how long hell would last, or if it would ever leave. Doctors had also run out of medications to try, the last being the anesthetic Xyrem, aka GHB, the infamous date-rape drug from Diddy’s parties — a Schedule I narcotic prescribed by Dr. Earley as an extreme measure. The most controlled substance in America (only one central pharmacy is authorized to dispense it), Xyrem was taking forever to get approved, required passing through complex safety hoops, and cost $25k per month. Receiving it was a month away with no indication it would work where others failed. Sleep deprivation is a form of torture considered among the worst. Losing a single hour of rest makes Division I athletes miss twice as many shots the next day. The most sublime music ever written, Bach’s Goldberg Variations, was commissioned to treat Mad King Ludwig’s insomnia when sleeplessness drove him crazy. We’ve all experienced at some point the relentless feeling after one sleepless night from a red-eye. In just three days, sleep deprivation breaks prisoners of war into giving up classified secrets. So, by the time my insomnia hit the 6-month mark in July, the once unfathomable thought of cutting my life short slowly started to creep into my mind as a last resort for rest. Insomnia had become my deathbed. Compounding this was a chemical Catch-22. It’s paradoxical, but the most effective drugs doctors use for life-saving sleep come with black-box warnings in fine print about triggering depression and suicidality. So, my hopelessness around not sleeping was being pharmacologically amped up by the meds I’d been prescribed to sleep. I was trapped in a “damned if you do, damned if you don’t” loop with no escape between crippling depression from not sleeping or the same from sleeping pills. This snowballing downward spiral is how — coming from a guy who’d in December 2023 been the happiest in my entire life, with a thriving company I was expanding, cherished waterfront in Canada and on the Chesapeake I’d spent years developing into gardens of Eden to enjoy forever, a skylit place in the city, financial freedom, beloved mentors and colleagues surrounding me, a dream job that took me everywhere on earth, a full heart, in short, all I ever wanted and more — by the time July 2024 rolled around, the person I’d become wasn’t recognizable as me. It was two lives. Because I couldn’t sleep… I couldn’t think, engage, or feel pleasure. I was a walking zombie who hadn’t rested since January. It was worse than anything I could have ever imagined would happen to anyone I knew, least of all me. So for an eternal optimist who’d never felt down for any stretch, much less considered the idea of ending it all in my wildest nightmares, even as something I’d understand in others suffering, never able to grasp what could bring someone to that state… by July, suicidal ideation had become my everyday battle. It’s sometimes said that self-harm is selfish. I thought that way, too. But through the unending attrition, what came to feel selfish was continuing to drag the world down with me. A clean break would free us all. Let me be clear on something. Weakness played no part in what follows. Those who’ve known me know I’m virtually unbreakable. No one builds the life I did without limitless resolve, nor could they endure the parts of this story still to come without iron will. But the laws of nature are fact. No man — no matter how resilient or brave — can fight biology forever and win. Sleep exists for a reason. We cannot be without it. There is no alternative. After spending the sleepless night of July 4th watching fireworks on the Baltimore skyline from my room at The Retreat — remembering my old life watching fireworks the year before on the Tred Avon River among friends, now a distant memory from a past life when all was well — two mornings later I gave up my last ounce of hope in ever getting better. Hope was replaced by the sinking feeling of a kamikaze pilot called for a one-way mission, summoned to his final test of courage. The universe had left one way to end the endlessness and get the rest I’d desperately sought for so long. Fighting back tears, I scribbled a short goodbye note, remembered a final time the people and life I’d been so in love with before this all started, cursed God for cursing me, and hung myself. I’ve always flown under the radar, never seeking attention. So doing the unthinkable wasn’t a masked plea, as it can be with those who choose pills or cuts and rarely succeed by design. That wasn’t me for a minute. I’d already tried every path for help. I’m a quick study and my method instead represented a decision. I made a strong noose and secured it at such a height that nothing could allow me to turn back once the process began, knowing there would be excruciating pain before blacking out. I told myself it couldn’t feel worse than what I’d already endured. So I bit my lip, prepared for that moment and the eternal unknown to follow. Against every probable outcome, I partially failed or partially succeeded — depending on the measuring stick. You could call it my first piece of good luck in six months, coming at a crucial time. On the other hand, what I did forever changed the life I had and wanted, the people around me, and all that followed. I’m here, but not in a way that feels like me — no matter how far I search for a cure this time. This story has a morose second act. Since the original intent was to share an advisory, not explore psychological torture, I hadn’t planned to delve into the next chapter of my saga since July. But because it’s all the ripple effect from January, and although it includes shameful details, I’m writing this map of uncharted territory for others who get blown off course. So here’s the rest of my tale… At the end of my third week in The Retreat outside of Baltimore, in early July, with the best doctors in the world no closer to helping me than any had been at the start of my journey six months before, I gave up. Despite sharing with my doctors a growing belief that the end was drawing near, and petrified family members calling to warn of the despair in my voice and feared was coming — naively, nurses had loaned me a 14-foot charger cable. Outside, in some woods nearby, out of view, I fastened the cable to a sturdy branch on an overturned log above a stream and doubled it twice around my neck. I’ve always been drawn to water, so above a trickling creek was the only spot on campus I could live with, so to speak, to say goodbye. I rolled my body off the edge — the noose caught, cinched tight, and I passed out. Sometime later — no one knows how long — one of the cords snapped, then the other, and I fell. Two bursts of orange flooded my head in flashes of the most intense pain I’ve ever known as consciousness returned. My eyes popped open, and I jolted back to life, like a scene from a movie. But the right side of my body was numb; I had twitching fingers, double vision, pulsating pupils, uncontrollable shivering, and other weird thermodynamic effects from starving my brain of oxygen long enough to shut it down. This was all later diagnosed as an anoxic brain injury to my left hemisphere. When alert enough to rise, I stumbled back to The Retreat and turned myself in. I was escorted to the emergency room in delirium — coping with the effects of the brain injury I’d just suffered, compounded by the insomnia that broke me down in the first place. Nothing, not even hanging, would let me escape. I was trapped in an episode of Black Mirror or The Twilight Zone. Then, in a twist of dark humor from the universe (that even made Dr. Earley laugh when he heard), I became sleepy in the ER for the first time in six months. Somehow, restarting my brain brought intense fatigue — which none of 40+ medications could ever do. So I dozed in and out of consciousness for three days as MRIs, echocardiograms, and other tests were done to look for necrosis or a heart attack. Despite my self-induced asphyxiation, I was being kept on the hospital’s stroke unit — rather than its protected psych floor. My well-groomed appearance and polished manner may have deceived doctors into not seeing the risk, ignoring what had just brought me in. That’s how, shortly before I was scheduled to be transferred to a trauma unit on the afternoon of July 9, still in anoxic delirium, I darted from the sitter watching me, when distracted, to the 6th-floor exit down the hall. Without pause, I dove headfirst down the stairwell center — figuring a six-story drop would end the suffering once and for all. But the sitter chased as I went over the ledge, catching my foot for a split-second — long enough before my sock slipped through their hands — that I flipped as I free-fell down the stairwell center. In midair somersaults, I bounced off a railing, zig-zagging my trajectory to land headfirst three floors down instead of free-falling six stories. Cries above sounded the alarm as doctors from every floor rushed to the stairwell. Peering down in disbelief, through my motionless, glazed eyes — against all odds, the Red Sea parted — I had a pulse, still. Somehow, going three floors didn’t kill me, as it did fellow musical soul Liam Payne recently. But when the back of my head hit the concrete, it deviated my eyes in a way that makes 3D-vision hard, called strabismus, and gave me “Acquired Aphantasia,” which means losing your mind’s eye. When I close my eyes now, I’m blind — every image from my life was erased on impact. So I can’t picture what anyone looks like, envision the future, lock onto my eyes in the mirror, read without saying words in my head, navigate without GPS, and a myriad of ways that shutting off your imagination reshapes you. I was told I’m a visual person my whole life, so losing this feels like losing me. In more dark humor from fate, Acquired Aphantasia, like MDMA insomnia, is exceedingly rare because rear-occipital brain damage happens less frequently than to frontal lobes, like head-on car crashes. So I’m navigating this new condition again in the dark, flying blind. After my fall, the scent of liability attracted hospital lawyers like sharks to blood, who threw the book at me to cover up errors. I was strapped to a gurney, sent to a ward, and locked away for 40 days. Much of that time on “1:1,” which is like solitary confinement, but with someone standing at arm's length, 24/7, even in the shower, even in bed. Still in a trance from my head colliding with cement, I thought about Noah in the flood and Moses in the desert. I began to talk to my shadow — this alter ego beside me — like the Voice in the Burning Bush on the mountain. Her name was Sam. When I was strong enough to walk, I walked in circles. Endlessly through that wilderness — a stranger in a strange land. Sam's voice beside me brought periodic news of the outside, beyond the walls… an assassin shot Trump at a rally, but the bullet grazed his ear… a giant bridge across the Chesapeake collapsed nearby, cars dropping into water as stones into a pond. My world — inside and out — had become magical realism, One Hundred Years of Solitude. Fiction morphed into fact in this Borgesian labyrinth. My sleepless life was the requiem for a dream. Given my apparent penchant for transforming supposedly secure campuses into deathtraps, ward leadership was terrified of a lawsuit. So that meant all eyes on me, day and night, a never-ending watch. My world was paper scrubs, paper spoons, rubber mattress, plastic pillow, no sheets, metal toilet, no lid, Stockholm shower, no curtain. Strip searches at sunup and sundown. The pattern repeated, day after day. I’d become their Al Capone… Hannibal Lecter, without the Goldberg Variations as company… the Kurt Cobain of insomnia. But their overzealous posturing didn’t matter. The moment to save me came before I arrived. I did my time, and six weeks later, was released in mid-August. Since then, I’ve survived by planting and cutting trees and long adventures with my dog — trying to keep at bay depression’s downward pull of gravity with a force I never knew existed, like I’m wearing lead shoes. Worn out by a year without rest, now navigating deficits of new brain trauma — I keep thinking back to my life before this all started and the dreams I had to leave behind along the way. I can’t understand why any of it happened, and I still can't sleep much... Most recently, I’ve spent September, October, and November fighting poison with poison by doing every last-ditch brain reset known to man, including six weeks of TMS, five weeks of Ketamine, four SGB neck injections (used by the military), and soon, triweekly ECT under general anesthesia. All that’s missing for Christmas are two turtle doves and a partridge in a pear tree. But no brain reset touches me. My mind’s blank. My heartlight’s out. There are no more stars in the sky. When you add it up, what I’ve lived since January is so unbelievable it couldn’t be fiction — only fact. And now the sleepless nights that started it are the prelude to an even stranger chapter I’m still awakening in (no pun). I’ve never been a fan of melodrama, but I can’t help feeling like I missed life’s chance — derailing onto the wrong track one night out, my train now headed in another direction. After being the conductor my whole life, I’ve become its passenger, seeing where each day goes. I don’t know where this new ride leads. I can still write, but lost the ability to be succinct, as I have to say words in my head. It’s all sea change. The harder they come, the harder they fall. The happy, go-lucky me of December 2023 has become a distant character in a film I miss. Every moment radiates from the past. Through the fog of time between then and now, it’s a miracle and a curse that I made it. January 12 will permanently mark, in some way, the last day of my life. My night of party drugs may rank among the most life-changing neurotoxic stories of all time. I’m the exception, not the rule. But I’m not the only one. The world is full of terrified people with lasting insomnia from molly. Here’s one, another, all variations on a theme. Most get shot down by the mob who doubt a drug they love could do so much damage. You can’t understand until it happens to you. I’ve since discovered so many lives broken by this chemical’s dark side. If you look up NIH case reports, you’ll find permanent anxiety disorders and intractable psychosis brought on by even one-time MDMA use in otherwise healthy people, as I was. If you search blogs for “long-term comedown” (LTC), there are troves of devastating accounts of rolls creating neuroses lasting months, years, forever. People from around the world have contacted me to share heart-wrenching life-turns. My case is exceptional — like Dr. Earley said, “one-in-a-million” — but if I had any idea I was playing the lottery, even at one in a billion odds, even a trillion, I would’ve never taken the cap handed to me. I loved life too much to risk it. What hit my brain eventually took away the best parts of me. I can’t make sense of it, nor will I ever. I’ll also always wonder what good was waiting just around the corner if I’d only taken the other turn that night. It’s too much to think about. I don’t understand fate, but I didn’t deserve this. No one does. For 999,999 people out there, since chances are slim, you’ll soon forget my story. I would’ve, too. Before that night, I never worried. Didn’t know the first thing about meds, the brain, or drugs. Never stressed. I was living a charmed life and got lucky at each turn. Everything worked. That was my world for 42 unforgettable years. But for the next one-in-a-million, maybe, my tale gives pause before plugging in chemicals with the power to reshape a mind. We each make our own choices, but from where I now stand in its abyss, the mind is too fragile to toy with. It’s our universe, so it feels permanent, like the sun, because it surrounds us. But we don’t understand this universe, let alone what can throw off its axis and rotation for good. I learned too late. I wish I never had this story to tell. It's a “what-if” reel I’ve replayed so much that the film has burned. Nobody said it was easy, but nobody said it would be this hard. Oh, take me back to the start. I can’t change the past, but my story can change someone else’s future. Did the system fail me? No. No, in that MDMA put the writing on the wall. That was my choice, and while it may soon be legal in a bunch of countries, Mexico is not one. Ironically, that same morning, Jan 12, Mexican authorities seized on arrival a CBD lip balm from my toiletry bag — received on my birthday, three days before, bought over-the-counter in DC. So, there’s no consensus on what’s safe. No, in that I was treated by countless compassionate doctors who did the best they could. Too many to name. Most importantly, no, in that no neurobiologist on earth understands the human mind. Brain science is at best presumption. So how can any doctor be faulted for not finding my silver bullet? Did the system fail? Yes. Believe it or not, MDMA was first synthesized by Merck Pharmaceuticals, owner of the same patented drugs I’d later take to fight its damage. There’s a saying, “You break it, you buy it.” Yes, in that the very medicines prescribed to give me life-preserving sleep gave me life-destroying depression. Yes, in that nurses at a high-end facility loaned me a 14-foot cable, knowing I was approaching the breaking point from no sleep. Had that arrived in my bags, it would have been confiscated. My doctor there getting fired three days later is a smoking gun. Yes, in that I turned myself into an ER in self-induced anoxia, only to be assigned a room beside an unlocked six-story stairwell — when an entire trap-proof floor existed for patients experiencing delirium. My story’s worth telling if for no other reason than the questions that intersect here across medicine, policy, pharma, drugs, health, and brain science. But none of these questions matter to me now. I wasn’t thinking about any of them as I sat on the log, rolling back the reel of time. I was remembering the people and places I love. The story’s told. How to move on… As a kid, my older brother was the daredevil between us. He led me down our steep driveway on a Powell-Peralta skateboard, we got marooned on a jungle island in the Arabian Sea, and he showed me how to shoot BB guns and bottle rockets, climb 20-story cranes, and draft down San Francisco hills at high speed on a road bike. He taught me how to shotgun beer, chop Ritalin into lines, and, using rolled bills from summer lifeguarding, blow coke. How did I survive so many wild nights unscathed but not his 50th? He’s done 1000x the drugs. Why me? We still haven't spoken, but I forgive him. It’s not his fault. Even Dostoyevsky couldn’t imagine what lay ahead. I was always loyal to my company and the people I share it with. They’ve also been loyal for so long, flying the plane, awaiting a return, and never giving up hope. The last thing left to face is my heart. I’ve been drawn to water and rocks forever. Some of my earliest memories are collecting pebbles on the beach and moving stones in a creek near my house. Today, the two places I love most on earth — my cottage and the site of my future home — are both wrapped in rock walls and rippling waves. I learned this world from a hermit. Growing up, I spent summers at a neighborhood swim & tennis club set on woods beside the Potomac River. Each day, I’d see a reclusive man with long grey hair enter the neighboring forest — stark naked — and walk a path only he knew to a tucked-away cove. For as long as anyone could remember, he’d been building a half-mile-long dam out of stones by hand in the rapids that, across decades, single-handedly redirected the course of one of America’s most famed waterways. To this day, his handiwork is visible on Google Earth, just west of the American-Legion Bridge. Legend had it that old Crazy Ned was stuck in his infinite loop from a bad drug trip that broke him, like PBS’s strange Case of the Frozen Addicts. Looking back, Ned’s appearance in the haze of my childhood now seems almost a Biblical omen… this Sisyphus cursed by a pill to push rocks against the current forever, a Hailey’s Comet sent to me as a warning from the stars. But I never saw the sign. And now the stars — even Karlsvagyn — have gone out. There’s no place left to hide from my heart in the ensuing darkness. Coming up on the anniversary of the first night that started all the sleepless ones to follow, I keep thinking back to this time last year… healthy and strong, chemical-free, soundly sover, my world in motion, a new moon rising, crisscrossing shimmering sea-waves, embarking on what I thought was becoming — like a lightning strike — the brightest chapter of my life. I’d always heard, “From the brightest day comes the darkest night.” Now I know. One tiny cap I barely remember taking broke my nights, world, head, and heart — in that order. This December, each carol echoes a bittersweet memento to the final weeks of shining eyes one year ago, before my story began. I miss those advent nights like you can’t imagine. Last year’s nocturnes were the shooting stars of a light-filled universe, set ablaze, then vanquished. I’ll never get those starbursts back — my heartlight, the shining eyes, or why they slipped away. Here’s hoping ECT erases all the memories, like Eternal Sunshine of the Spotless Mind. Meet me in Montauk. Until then, red wine and sleeping pills help me get back. Maybe, I will see you in the next life. Edit: On December 15, 2024, with my brain unchanged from the state it was left in by my fall six months before, with my mind’s eye gone, and my world blurry from deviated eyes and a broken mind and heart… with each passing increasingly dragged down by the weight of the January 12 anniversary fast approaching that would mark the start of a second year and the rest of my life in hell, remembering the health and happiness I still had the year before… a relentless sorrow kept pulling me down, like Sebastian’s grey horse sinking into the Swamp of Sadness in The Neverending Story. Eventually all of me disappeared into the quicksand. I played what I thought would be my last notes at the piano, walked out of the house, and sat on a fallen tree in the adjacent woods, trying to accept what was to come. I begged whatever power had cursed me to let the ones I was leaving behind find peace again someday. Then I swallowed 4 grams of Amitriptyline — 2x the fatal dose — washing it down with wine. Either miraculously, or like a demonic possession, before blacking out, I unconsciously stumbled home through the forest, completely blind from the chemicals, lunging into trees and walls I couldn’t see and walking into windows. I ended up curled in a ball on a bathroom floor, which is where I was found and intubated, pumped full of bicarbonate and charcoal to try to save my blood and heart as I slipped into a coma. Three days later I awoke in the ICU with a giant tube down my throat. I spent Christmas in that hospital and eventually managed to make it through the first anniversary of the night that launched this story. But it hasn’t gotten any easier, only harder. Because the consciousness that returned since my OD is partial. My mind is slower, my vision blurrier, my heart more gone. If there is a lesson in my tale, it’s that when you think it can’t get worse, it can. Cause it happened three times. There is no end to my Neverending Story. Only ongoing despair. I was once a well-tuned car, cared for, maintained, navigating the twists and turns of life’s roads. Today I’m a head-on car crash passed by others on the highway. Pinned, paralyzed, trapped in wreckage I can’t escape, despite all I’ve done to try to. If there is an out other than what my burnt-out heart tells me is the only way, I can’t see it. I can’t see anything. It’s all black in here, clutching the wheel of an engine that hasn’t worked in thirteen months, hoping against hope that if I keep pressing the pedal, someday the motor will catch and my life will turn back on. submitted by /u/Northstorm03 to r/confessions [link] [comments]
reddit.com Northstorm03 Dec 11, 2024
Hahahaha... NO
submitted by /u/wowkid14 to r/NotHowGirlsWork [link] [comments]
reddit.com wowkid14 Jul 26, 2024
My 19f boyfriend 21m said that I need to learn a lesson for not listening to him.
I am not The OOP, OOP is u/skatergurl5105 My 19f boyfriend 21m said that I need to learn a lesson for not listening to him. Originally posted to r/TwoHotTakes TRIGGER WARNING: Controlling behavior, serious injury Original Post July 24, 2023 I met my boyfriend Liam 5 years ago during an after school project. We became really close friends and started dating 1 year ago because he told me that he's had feelings for me for a long time and wanted to take things to a romantic level. And I really liked him too so we went out on a romantic date and everything went great. A few months ago, he told me that he feels really uncomfortable with me skateboarding and said that he wants me to stop because he was afraid I would get hurt. Skateboarding has been one of my hobbies that my big brother got me into since I was a little girl and there was nothing that would deter me from doing it. It's one of those things in life that makes me happy and exhilarated. Earlier this week, I broke my leg and got a grade 3 concussion while attempting a new trick on the skateboarding ramp. I'm still in the hospital and my boyfriend has refused to come visit me. He said that he warned me and that I need to learn my lesson for not listening to him so that next time I will "obey him" because he's "always right". My best friend and my family have all visited me and my mother and big brother have stayed in the hospital with me most of the time. And, I get it. I didn't heed his warning, but could he have at least come see me and ask how I'm doing? Shouldn't he still care? RELEVANT COMMENTS ilovenaps321 LEAVE LEAVE LEAVE. This is some crazy controlling behaviour. I don't know if he has ever reacted in a similar way in other instances of your relationship but this is just plain cruel. This sounds like some crazy first step in getting you to always do what he wants or you will be "punished." He is not your parent and you are not a child, there is no reason for him to be "teaching you a lesson". Right now its you injured in the hospital because of a hobby of yours he didn't like.. worst case scenario it could lead to you having to "learn a lesson" because he doesn't like the top you're wearing. My blood is honestly boiling for you. Also hope you feel better soon OP! OOP replied He actually liked that I skateboard when we were just friends, but he started saying that I shouldn't anymore once we started dating. Update July 30, 2023 I made a post about this maybe 4 days ago. My boyfriend Liam wanted me to stop skateboarding, which has been a hobby of mine since I was a little girl, and when I broke my leg and got a concussion, he refused to see me in the hospital so he could teach me a lesson and learn that I should obey him because he's always right. I'm out of the hospital now and at home with my mother and brother. I broke up with Liam over text and he replied with "Well, your loss. I could have taught you so much but instead you choose your stupid skating over me." And he went on. Then, HE blocked me on everything, from social media to his number, as if I was the villain. LOL. But at least this means that he probably won't be bothering me anymore. I forgot to mention last time. All of my friends from the skatepark came with me to the hospital on the first day and 2 of my skater friends visited me every single day to check up on me, and still come to my house and hang out with me. When I broke up with Liam and told them what happened between us, one of them said "I'd be glad to teach HIM a lesson". I'm so glad that my friends are so supportive during this time and I don't know why, but it makes me just sad that my boyfriend, EX boyfriend, couldn't even be a little concerned and that all he cared about was his stupid ego. Like okay, he could have come and said "I told you so" and bragged about being right but took care of me at the same time. At least he would have showed some concern. Some comments mentioned something about the possibility of tampering and my friends though the same thing because I was too good of a skater to not only fail but fail so terribly on my first attempt but they didn't find anything yet. I do wear helmets and pads most of the time, but that day I was, you could say, overconfident and I didn't wear any heltmet, which resulted in a grade 3 concussion and 13 stitches. I had difficulties in speaking and some memory loss. I still have massive headaches and I'm greatly fatigued along with other problems. The doctor had to take away my phone 5 days ago until I was safe enough to be sent home. The doctors said that if I take good care of my myself and heed his instructions, then I can be good as new and ready to get back on my board within 4 months. RELEVANT COMMENTS Sawgwa _refused to see me in the hospital so he could teach me a lesson and learn that I should obey him because he's always right._ F THAT! You dodged a bullet there! Get yourself better and get back to doing what you like. And next BF better accept you as his emotional and intellectual equal. OOP replied If I do get another boyfriend, I think I'll choose someone who is also a skater because most of my friends at the skatepark are boys around my age and they all love having a skater chick there. * THIS IS A REPOST SUB - I AM NOT THE OOP submitted by /u/Direct-Caterpillar77 to r/BestofRedditorUpdates [link] [comments]
reddit.com Direct-Caterpillar77 Aug 6, 2023
Skateboarding fail
submitted by /u/Cabg10 to r/yesyesyesyesno [link] [comments]
reddit.com Cabg10 May 7, 2023
So my wife's body has finally failed her, 31 and it wasn't the figure skating, rock climbing or snowboarding that got her. it was skateboarding. I'm still going strong though.
submitted by /u/zacharymc1991 to r/Neverbrokeabone [link] [comments]
reddit.com zacharymc1991 May 1, 2022
Why I sold my Tesla Model 3 Performance & went back to gas
I owned a 2019 Tesla Model 3 Performance for roughly two years and 15,000 miles. I'm going to distill my key learnings and experiences here, in an attempt to educate others on EVs and reach some form of closure. My ownership could best be summed-up as a love/hate relationship, ending with crazy used car values offering me the out I'd been quietly seeking. Clearly, I decided EVs aren't for me - at least, not yet. I'm not a "paid big oil shill" or someone who's trying to short the stock, as I'm sure some of the Tesla nuts will claim. I'm just a car enthusiast (disclaimer: not an engineer) standing at the same crossroads as the rest of you, wondering what sounds future children will make long after (if?) our beloved bureaucrats outlaw the ICE. Everything I'm writing here is based on my own unique tastes and preferences. How the pros and cons balance out at the end is entirely up to you. And that's fine. Choice is great. Note that this post centers on Battery EVs (BEVs) at the time of this writing, which comprise the vast majority of EVs on the road today. And yeah. This got way longer than I anticipated. But it was cathartic for me and I hope it's at least somewhat useful to someone out there. EV performance & its accessibility I'll start with what ultimately sold me on the car - Immense, instant power. The war in the "pure acceleration" category is pretty much over - just take a look at Jason Cammisa's video with the Model S Plaid vs. the BMW M5 CS and Cadillac Crazy. They're not even on the same planet. Not only is the acceleration brutal, but it's consistent (everything else held constant - more on that later). Look up any number of 0 - 60 videos on YouTube, and you'll notice that the times are all remarkably close, especially if there are multiple runs in the same video. And how could they not be? Software and traction control are fundamental to EV operation. Adjustments take mere milliseconds. The amount of "stuff" involved between your right foot and the tires is a joke compared to an ICE car. And it's basically idiot-proof - even with the Track Mode dialed to 100% hoon in my TM3P, it was nearly impossible to make a mistake. You just put your foot down and the car takes care of the rest, with literally zero drama. Electric motors are great And all of this performance comes with no mechanical sympathy. I never felt an ounce of it, flogging my Model 3 - there's really nothing to "break" mechanically in the way of the drivetrain. The entire drive unit consists of the motor, a few gears, the diff, a pump to circulate the oil... and that's really about it. No fried clutches, exploding transmissions, shredded differentials, etc... it's always ready to pounce at any speed, in any situation. Electric motors themselves are relatively inexpensive, quiet, clean, tough, extremely efficient, insanely long-lasting, and have an excellent power/size ratio. When it comes to to the task of turning energy into mechanical force, I'm not sure there's anything better. AND! You don't even have to worry about getting the motors up to operating temperature before you get on it. During the colder months, it easily takes 10+ minutes of highway driving for the oil of an ICE to warm up (you are looking at your oil and not the coolant temp, right?). I quite enjoyed leaving my neighborhood with the ability to give it full "throttle" right out of the gate. It's like teleporting straight into any 3-car gap, no matter where. (But there are limitations to this - more on that later, too.) Convenience & running costs You can also have your cake and eat it, too! There's no need to feel like a moron with a 550 HP ICE engine idling under the hood in daily stop and go traffic. My TM3P was an efficient, calm, quiet, easy, comfortable way of getting from Point A to Point B while being more similar performance-wise to a BMW M3 than a Toyota Corolla - with fewer running costs than either. True, the suspension, brakes, thermal management gubbins, etc., are largely synonymous between an EV and ICE. But when it comes to the actual propulsion, there's basically zero wear and tear. Just a dumb motor that doesn't care about much, and will probably last well past 1 million miles. With a new battery, you're basically looking at a brand-new drivetrain. And yes, running on electricity is cheaper than filling up an ICE car - this is where most of the EV "savings" materialize. In my experience, electricity in the mid-Atlantic region cost roughly 12¢/kWh and 9¢/kWh in the PNW. For my TM3P, that equates to about $10 and $8 in each region, respectively, to travel ~265 miles, assuming: A 75 kWh battery pack, lifetime consumption average of 280 Wh/mile, and a 13% charging loss, IF you can charge at home (which is key to the "get in and go" convenience of an EV - without that, forget it). Subtract oil + filter changes, spark plugs, failing chain tensioners, bad oxygen sensors, burnt out cat converters, and other annoying problems, and the running costs quickly stack up in the EV's favor. You rarely even use the brakes! Even with the initial purchase price of an EV still being notably higher than gasoline, on average, you can make the argument that it still comes out cheaper in the long run. But the wildcard here is "how long is 'long run?'" The cost of battery pack replacement isn't discussed as often as I'd like. Some of the earliest Model S packs are already starting to fail - only about 10 years later. When I sold my E46, it was approaching 20 years old. It still faithfully serves its new owner on a daily basis, today. Maybe I've only heard about the edge cases, and the Model 3's will all last considerably last longer, but I personally never got comfortable being part of a beta test. The batteries in these cars remain a delicate subject, which brings us to the poo-poo part of this post. Let's face it - batteries still suck. Electric motors are one thing; powering them is an entirely different story. Conventional lithium-ion batteries are really the only currently viable way to power EVs en masse. Part of what makes them great is that they're extremely efficient when it comes to storing and dispensing energy - especially compared to fossil fuels and other solutions in the works. You put electricity in, electricity comes back out. The leap from energy generation to use is extremely short. But they do have notable limitations around longevity, performance, and cost, especially when it comes to shuffling a 2+ ton vehicle around. Whether you're willing to accept these limitations is up to you. Degradation is inevitable At this point, the oldest Model Ss on the road at about 10 years old. Although the Model 3 pack is newer and has less cells (thus less to go wrong - 7,920 in the Plaid vs 4,416 in a TM3 LR), we don't yet have enough information to truly know what to expect from these packs from a longevity perspective. Unlikely that Tesla will ever share this info, either. If Elon is to be believed, the Model 3 pack should last 300,000 - 500,000 miles. If Elon is to be believed, fully-autonomous cars would've been shuffling us around long before 2020. We know that with proper care, pretty much any modern ICE car should be able to surpass the 250,000 mile mark without many problems. So anyone who likes to run their cars for as long as possible and buys an EV should know that they're venturing into the unknown. Yes, I'm aware that there are examples out there of Model Ss surpassing several hundred thousand miles - with the caveat being that a not-insignificant number of them of them involved battery and/or drive unit replacements at various points. There are also Hyundai Elantras out there with 1,000,000+ miles on their original powertrains. But note that degradation is only one part of the story. Upon my departure of Tesland, I can't recall hearing of anyone replacing packs due to natural degradation. All the replacement stories I came across were pack failures in one form or another. Yes, the internet is a fantastic place for angry people to vent, and it could be that the population's negatively skewed - like the Finnish guy who recently blew up his Model S on YouTube. But the reality is that if one single cell - not brick, not module, but cell - fails, the pack is done. That cell turns into a parasite. The car will struggle and ultimately fail to balance out the pack, eventually giving up one morning, telling you to GFY, and to take it to Tesla. Last I heard, replacing the battery on a Model S was ~$24,000 and ~$16,000 for a Model 3. This is just one type of sudden pack failure that I've heard about, and what makes it especially concerning is that the root cause seems fairly trivial relative to the catastrophe that ensues. Maybe it's overblown and maybe I'm being paranoid, but the chances of this happening are real, and only increase in with age... ...which is something else that affects battery degradation, as indicated by Tesla's latest shenanigan of selling "new" cars with batteries from 4+ year-old stock, claiming that range "may be reduced by 12%." (At the time of this writing: Model 3 SR drive unit + battery warranty is 8 years/100,000 miles, LR is 8 years/120,000 miles). So yes, the car is literally getting worse every day by the sheer virtue of just sitting there - especially in extreme climates. How pronounced is the impact of age vs. use vs. fast-charging is anybody's guess, but it's a reality that needs to be acknowledged. So if you're comfortable with basically ending up with a 2 - 3 ton paperweight if some electrical fault appears in the pack, and have the means to shovel cash into the Tesla furnace without much concern for what the future may hold, then you're probably less worried about the battery. I envy your fortitude and tolerance for risk - it's something I thought I could swallow, but couldn't. As I learned these realities, I became increasingly less comfortable with the prospect of keeping the car past its warranty period. Yes, an ICE can also fail (a timeworn Tesla fanatic argument), but not many ICE failures end in the car being completely inoperable - especially in modern cars which are ridiculously reliable and serviceable by anyone. Mitigation means sacrifice If you want the battery to last as long as possible, you have to be nice to it. You don't want to leave the battery fully-charged for extended periods of time, or let it drop below 10% - there are arguments that doing either of these is more detrimental to battery longevity than supercharging. But this is why the 90 - 100% block on a Tesla's charge indicator is labeled "Trip." (I don't think any other manufacturers do this... And part of me wonders whether it's a Teslan strategy to maximize rated range.) So right off the batt (ha), you're 20% down if you're concerned for battery health. It's OK to charge to 100% right before a long trip, but the lower, the better, around town. There are people who charge to 90%, 80%, or even lower on a daily basis as a result. Jeff Dahn recommends 70% to maximize life - you can look him up. Now, paying $50K+ for a vehicle like this and running it below its potential for most of its life just... sucks. Especially seeing as the car produces its maximum power output only at about 90%+ state of charge (SoC). That's right. Until they develop a battery that behaves like it's filled with a liquid, this is going to remain a reality. Batteries are only at their best when they're charged to 90 - 100% of their capacity. This becomes especially noticeable at highway speeds at a low SoC, since EVs accelerate far more brutally from a stop than from a roll. The car is still plenty quick on the highway, but this does result in some ass-clenching moments when passing cars on a divided yellow and you're used to driving around in God Mode. You put your foot down at
reddit.com DegradingBattery Dec 31, 2021
I’ve seen lots of skateboard fails, so this is a nice change of pace.
submitted by /u/C-TAY116 to r/nextfuckinglevel [link] [comments]
reddit.com C-TAY116 Dec 24, 2021
AITA For Telling My Sons Yeacher His Home Life Matters More?
My son Alex 16 hates school. He hates his classmates. He's not a fan of his teachers, and he doesn't find any joy there. I get it. School is kinda a bummer. His grades are phenomenal for how he feels about school. He's a B to C average student and has a pretty good GPA. He doesn't plan on going to college and plans on going to Trade School and eventually opening his own Skateboard shop (he's already started working on this and is doing good work). One of his teachers Mr. "G" recently touched base with me about Alex and how he doesn't feel Alex is applying himself and how I must want him to do better and push harder. I asked if Alex was failing and simply put he's not. In any class. I told him that Alex is a happy kid at home, gets along with his stepmom and I. Loves his dogs, his baby sisters and is well rounded. He just doesn't like school and isn't gonna go above and beyond for something he isn't committed to. Mr. G asked if that's really an acceptable lifestyle for him and I told him outright that my sons home life being good matters more than how well he decides to do in school. In the most teacherlike way he told me I'm failing Alex and that this type of mentality is gonna ruin his future. Of course Alex's mom was informed of this and agrees that because Alex is with me full time I need to prioritize his school life or else I'm failing him. Am I though? INFO: Alex has ADHD (he's medicated) , he has friends just not many in school (they don't share the same classes). His GPA is 2.8-2.9 He, gets MOSTLY Bs , and at worst Cs. He's not some loser dropout, he shows up, does the work, does the homework. He doesn't do office hours or extra credit (the reason his teacher believes he's not applying himself). He's not flunking, he's just average. I don't know why Reddit thinks anything lower than a 4.0 means you're a failure. This isn't even his entire high-school career GPA, this is just THIS year. FINAL EDIT: I'm leaving this post for a bit so I don't get defensive and hopefully by the time i get back I'll have a verdict. But what I do wanna say as my final reasoning behind all this is. I WANT my son to have dreams. I want him to believe in those dreams and pursue them. I want him to have a chance at pursuing this before he gives up. I want him to put his heart into his dreams and his own happiness. My parents forced me to go to college for 6 years and I was miserable and in debt. If I can help my son escape that path I want to, but if it's going to hurt my son I'll accept that I must change my parenting. •••for the love of all that is good *TEACHER ••• submitted by /u/OldmanGus76 to r/AmItheAsshole [link] [comments]
reddit.com OldmanGus76 Oct 29, 2021
AITA for holding my parental rights over my daughter?
so my (49M) daughter got pregnant when she was 18, she didn't want a kid, especially not that young, so after some serious talk, I said I would take in her child, but she said she didn't want any responsibility for the child so ended up signing away her parental rights and I adopted her child as soon as he was born. she went off and finished college, travelled, and I fully supported her. my son (my daughter's child, but I will be calling him my son) is now 16 and is an amazing kid. and my daughter has barely come seen him, and if she does come round, she just ignores him. he knows that she is his bio mother but after a few failed reconnection attempts when he was younger, he's given up on a relationship with her. these last few weeks a few things happened, my daughter got engaged to her long term boyfriend, my son came out to me (i fully support him), and my son also won a small local skating competition. he been skating since he was 9 and loves it, it's his prefered mode of transport and he is known by the local skating community and skate shop. when my daughter got engaged, she said she didn't want any secrets, so told her fiance that she has a child, but that I have adopted him. his kids (I'm not sure age but they are young), not understanding that my daughter and my son are estranged, wanted to meet their 'new brother' even after days of refusing and kid-friendly explanations they didn't give up, so they brought the kids to meet my son. my son was friendly with the kids and their dad, and was civil with my daughter. my son and the kids went off to play and my daughter and her fiance sat with me to talk. after a while, the fiance noticed my son's trophy on a shelf and asked about it, when I explained his look interested but my daughter looked horrified. she sent her fiance to check on the kids then asked me what I was doing, letting him do something so dangerous. she said that skateboarding was for 'delinquents' and that as his mother she doesn't want him skating anymore. when she said mother, I have to admit I did laugh, I reminded her that I had parental rights over him and that she has no say, she was clearly upset by this and called me cruel, saying that she was a child when she got pregnant and that she's a different person now and is even trying for a child with her fiance, I told her that that doesn't matter and that my son is MY son. she then got really upset and grabbed her fiance and his kids and left. at first, I didn't think I was in the wrong but now that I think about it, it might have been rude to laugh and hold my paternal rights over her head like that, these past few weeks have been emotional so maybe I overreacted, so AITA? submitted by /u/BaconCheesecake1286 to r/AmItheAsshole [link] [comments]
reddit.com BaconCheesecake1286 Jul 26, 2021
"hiTleR waS woRsE thAn tRumP"
No. Trump was responsible for the holocaust, the Armenian genocide, WW2, the Korean war, the Vietnam War, 9/11, the Arab Spring, the Crusades, the Islamic invasion of Spain, the formation of Israel, he was also responsible for driving the Jews out of Israel in the first place,in fact the Egyptians did nothing wrong; it was Trump who was responsible for enslaving the Jews. Trump is secretly a scaly and one day while he was wearing his snake suit he tricked Eve and told her to eat the apple. He also killed Abel. He also lead the Mongol invasions of everywhere. And the Hun invasions. And the Mughal invasions of India. And the Viking invasions.Trump was the guy who started colonialism(only the invading part not the part where they provided technology and medicine to the natives). After Trump tested positive for Covid19, he spit on Native Americans, nearly driving them extinct. Trump also killed all the dinosaurs. He was also behind the Bronze age collapse. Trump single-handedly did the Triangular Slave Trade; hell he was the guy Trump bought the slaves from. Trump also beheaded a French teacher for disrespecting Mohammad, and blamed it on wholesome Muslimerinos. All the blood diamonds are produced by Trump. He was the guy who cut Congolese workers hands off because they did not meet his supply. Trump chased Kyyle Rittenhouse in Kenosha with a skateboard and beat him up and snatched his rifle, and used it to kill Jacob Blake. During the BLM protests Trump was the one who looted and burned all the stores. Even during the Charolletsville incident, they were all shadow-clones of Trump. Trump did Pearl Harbor and bombed Hiroshima and Nagasaki. Trump was the mastermind of the Holodomor, the Great Leap Forward, East Germany and every time a tankie screams "It was not real communism", Trump was involved. Trump grilled the last dodo. Trump shoots Palestinian kids for fun and shoots missiles at Israeli civilians. He was the guy who killed all those Rohingyas, and Uyghurs. He was also involved the current Hong Kong situation; so much involved that he was the one who sold opium to the Chinese. The Irish potato famine, Africa, the Bengal Famine; all because of Trump. Trump commits human rights violations on North Korean citizens everyday. Al Qaeda, Mujaheddin, Boko-Haram, Taliban; TRUMP. He also killed the prophet of the wholesome 100 Muslimerinos, Sulemani; in a missile strike. He also did the Rape of Nanjing and it was Trump who ordered and supplied all the Korean comfort women. Trump personally snitched on Anne Frank to Trump. The Jim Crow laws were passed by Trump, as well as the war on drugs. The partition of India was Trump's fault, as well as the resulting Kashmir issue. He also starred in the Cuban missile crisis and started the cold war. During the Russian Revolution, the peasants understood that Nikolai II's family was innocent, and would offer them a chance to leave, but Trump massacred them. Trump tried his best but failed in preventing the American and French Revolutions, but he got back at them by causing the Reign of Terror. Trump tortured Louis XVI's son and forced him into saying that he had sex with his mother and aunt, and promptly guillotined them. Trump invented pineapple-pizza and Tofu-Chicken. He was the guy who snitched on Alan Turing, revealing that he was gay. The judge felt that such a respected professor could be sent away with a slap on the wrist, but Trump rigged the jury and sentenced him to hormonal therapy. Trump rigged the New York Stock Exchange and caused the great depression. In the town of Waco, he raped a woman, blamed it on a black man and lynched him by burning him alive. He was the leader of the Khmer Rouge and wrote the plot for Star Wars: The Force Awakens. Despite making up only 3.0211238398812703164724804575659e-7 % of the population Donald Trump commits 100% of the crimes. Trump also was the dictator of Uganda. Trump regularly kills journalists and opposition leaders in Russia. He was behind Princess Diana's car crash. Trump fucked a monkey and started the AIDS pandemic. He started coronavirus and ebola and the Black Death and the Spanish flu and the Bubonic plague and the syphillis outbreak and the Trojan war and tthe Bush war and the fall of Rome and the Dark Ages. After taking a dump, Trump leaves his toilet paper like this. Trump burned down the Notre Dame, and knelled on George Floyds neck. He also was the guy who sold drugs to George Floyd. Trump is the reason I am the only person in my class who doesn't have a girlfriend. Trump is the reason why the Armenia Azerbaijan crisis is even there. submitted by /u/SpiceMemesM8 to r/copypasta [link] [comments]
reddit.com SpiceMemesM8 Nov 2, 2020
Failing a skateboard trick (xpost from r/holdmybeer)
submitted by /u/Ginogenson to r/nonononoyes [link] [comments]
reddit.com Ginogenson Oct 3, 2015
Just another skateboard fail
submitted by /u/Ultrasound700 to r/funny [link] [comments]
reddit.com Ultrasound700 Apr 6, 2013