Almo
Almo
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- Almo
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1104211#Comment_1104211
I think this is a mistake. If you are trying to break a hook the killer is carrying a survivor to and the killer hits you, it shouldn't reset all your progress. You should be able to finish the break and run away.
When you start, you commit. Then you make the decision: "Can I finish this before he gets here?" If you could keep progress, we're back to 99% hooks and tap-drops. This is what we are trying to get away from.
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One detail that was not in the notes. We can't put everything in there, or it would be a novel. If you stop a hook sabo partway through, you lose your progress and have to start over. So it's only 2.5 seconds, but you are committed if you want it to finish.
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@Micheal_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/1102044#Comment_1102044
I understand the keys part of your post. But... if I have 64 Toolboxes, 45 medkits, 24 flashlights, and 10 maps, if I use 1 Medkit, fully deplete it to 0 then escape, essentially I will keep that 1 Medkit. So I would still have 45 Medkits. How will our stuff deplete?
Already you don't lose them unless you use every charge. Most games I don't lose items if I escape because I kept 1 charge. I don't think it's going to make that big a difference. Though we'll keep tabs on the data as they come in.
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Camp anyone you want. Just be ready to watch for the occasional smart Survivors who use the opportunity to escape. :)
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@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/1102532#Comment_1102532
More than enough time for the survivor to wiggle out of the killers grasp. Basically you took and streamlined what current sabo is and made it super easy for the survivors to get the desired results.
Not our experience in testing with expert players. Draw conclusions after playing. :) It's possible we missed something; nobody's perfect. But we had very few wiggles succeed while testing this.
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30 sec.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1102029#Comment_1102029
Oh alright, good to know.
So to be clear: The 5% or 10% damage from Franklin's Demise won't destroy Items that are <5% / <10%, but sets them to disabled?
You are correct.
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@SpacingLlamas said:
https://forum.deadbydaylight.com/en/discussion/comment/1101773#Comment_1101773
What about white wards (offering)? Do they save your add-ons too?
They do not at the moment. This will be addressed in a future update.
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@AChaoticKiller said:
what i hate about this is ######### am i supposed to do with my 50+ flashlights, medkits, and toolboxes like is it just in case i lose it to franklins or something. i hope we can sell them for bp or something.
Also KEYS BETTER BREAK WHEN USED. i dont want every survivor to bring a key and rob me of 2-3 kills every game.
Keys break when used to open the Hatch. Keys never used charges for that, and the update only affects what happens at 0 charges.
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Franklin's just makes you drop it. You can drop and pick up items with 0 charge.
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@[Deleted User] said:
Relax.
We need to see how the changes play out first.
I think these sabo changes are healthy for both Killer and survivor.
It was SUPER tedious going round to as many hooks as possible to 99% them, only to find the killer travels to a hook that hadn’t been 99% yet.
And as killer it’s great that hooks will respawn quicker.
Yes! :)
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@CrassardStreams said:
Hopefully the sabotaging won't be too easy to abuse lol, but otherwise it's pretty cool so far.
Another concern is being able to keep consumed addons with a perk? Would this include Brand New Part or the syringes/styptic agents?
Is there a discussion about base generator times or is it mainly just toolboxes being looked at?
BNP and the syringes are consumed upon use; Ace in the Hole only protects from losing an addon you escape the match with.
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The sabo addons also affected disarming. So that's what they do; they affect disarm times.
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There is a cooldown on it, but yes it is at normal speed.
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@Arsen said:
https://forum.deadbydaylight.com/en/discussion/comment/1100923#Comment_1100923
Survivor nerfs never were as big as killer ones, and killers' buffs never were as big as survivor ones as well.
Not counting bugs that killers are suffering from, and that are in the game for a very long time, meanwhile when survivors suffer from a bug, it gets instantly fixed (survivor sound bug got fixed in like ~3 days, while killers suffer from the same sound bug for like 3 months, not saying this bug cames back literally every update).
Also killers never had as busted mechanics as survivors had/have (pallet vacuum, infinities, looping, 322523535353 second chance perks).
I don't know... going from 40-second gens to 80-second gens and going from eternally-sabotaged hooks to ones that respawn in 3 minutes are pretty big nerfs for Survivors.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1095604#Comment_1095604
What would you know Almo? You're only a developer after all... :^)
IKR?
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The folks here who said camping is not bannable are speaking truth.
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We only use DC rate against a Killer as one indicator. We have never changed a Killer just because the DC rate was high.
In Legion's case, the DC rate was in fact quite high. But when we looked at the reason people didn't seem to like playing against them, we agreed with that reasoning and made changes.
So if suddenly we had tons of DC against a Killer that's not in a bad spot, we'd let the DC penalty system take care of it.
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@humanbeing1704 said:
usually quit bans are only in the ranked mode of the video game this game only has one mode
I would like to point out that League of Legends has DC penalties across all of its game modes, ranked or not.
In a 5-player game, if people disconnect on average once every 5 games, then statistically you will get few games without at least one DC. It's worse the more players there are: so for LoL if player disconnect 1 every 10 games, you're looking at one DC per game (not always, just very often).
For quality matches, ranked or not, you really want your DC rate to be very low.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/1094009#Comment_1094009
So for historical reasons I will bring this up.
Back several years when the Devs still did weekly streams. We brought up that looping was an issue and it was due to survivor hitboxes being smaller than killers. Thus allowing survivors to loop objects faster than killers. The Devs at the time showed us a picture similar to what Peanits posted above. They told us the hitboxes were the same size. That killers weren't able to make tight turns due to their 1st person camera and of course they will look into it.
Fast forward to today and another Dev tells us survivor collision box is 10% smaller than killers and because it has been that way for so long it would be bad to change it now.
I hope you would see why that would upset some of us old timers.
The Survivor's movement collision capsule is what I was talking about. To quote Peanits: "That is the SlashableZone, the thing used for hitting the survivors. This is not used for movement. The capsules used for movement are shown above."
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The movement capsules will stay different. The fact that Survivors gain a little extra time by going around corners has become a very important part of the game's dynamics. Changing them to be the same size would have a lot of balance repurcussions.
The Survivor's radius is 10% smaller, if you wanted to know. :)
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@Peanits said:
This sounds like fun. I'm going to go ahead and pin this.
I'm really curious to see if anyone will actually get it.
Yeah, me too!!! :D
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Pig's my main, but I play most of the Killers off and on. Partly for variety, partly because I don't feel comfortable making gameplay changes to a Killer I haven't played enough to understand well.
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Here is Peanits's answer:
@Peanits said:
Just to clarify a few things, because I'm guessing this is probably going to be a hot topic for a while:
- Mobile and core are two different projects with two different teams.
- Mobile is currently in beta, so there's a lot more freedom to try out new features.
- With mobile being, well, mobile, a lot of people may lose connection unintentionally (lost reception on the go, for example). On core, disconnections are typically someone choosing to disconnect. As a result, punishing people on mobile for unintentional disconnects wouldn't make a lot of sense, and replacing people with bots on core wouldn't discourage people from disconnecting in the first place.
None of that means that the core version of DBD will never get bots. We are still under the same roof and we do share with each other. However, it's not a priority at the moment since we're looking to solve different issues.
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1084727#Comment_1084727
Just watched your newest video. For the love of god, get a better mic. The mic bundled with my Packard bell 166mhz sounded better. A $40 blue snowball is miles better.
I don't think it's the mic... I think it's the fan on the external hard drive. But yeah the voice quality is next up to be fixed after the framerate.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1084426#Comment_1084426
It counters kindred afaik, could someone confirm?
It is supposed to be one way to counter Kindred. If it is not, file a bug report. Kindred used to have a clause saying it overrode Killer stealth abilities. That clause is gone now.
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@Slaughterhouse3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1084594#Comment_1084594
Almo do you stream? I gotta see more Pig main streamers happen. 😉
I do! almo2001 on Twitch. I haven't much recently, was waiting for the new computer to come in so I have fewer framerate issues while streaming. It came today, so I expect there to be some streaming this week or on the weekend if all goes according to plan!
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I just passed the 1,000 hour mark on Steam. I don't ever leave it running if I'm not playing, so it's not because of that. :)
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@Coder said:
https://forum.deadbydaylight.com/en/discussion/comment/1079220#Comment_1079220
Well, that "should" be easy to fix, right? Just don't pause it and don't let the killer be able to cancel it if the survivors is 10 seconds away from bleeding out (edge case).
Also, you can make the killer finish the progress bar before the animation starts. That way it won't be BM. You could even make the survivor move freely, and when the killer confirms the mori, take him back to the original position.
Just brainstorming here, but the problem seems to be technical and should be fixable, banning people shoulnd not really be the solution.
I edited my post while you were typing. :) It's been changed from the old behavior, so you can't keep them there indefinitely anymore.
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The bleed-out timer pauses during the mori trigger, meaning it can last a long, long time. Far longer than 4 minutes.
EDIT: this is how it used to work. I checked the video, you're right, the bleedout is going down. So that got fixed at some point. So my previous statement about locking Survivors in place indefinitely does not hold for mori-spam. My apologies for that.
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There is still that addon to show where she lands. That's how I learned it. It also shows the details on how it decides where she'll go if the current target is inside something: at the last known valid location. It's not like wards in LoL where it takes the nearest valid location.
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It is possible to mori-spam and lock a Survivor in place indefinitely. That is what's bannable.
EDIT: this is no longer possible, as the bleedout timer now goes down during the mori interaction. Apologies for the error.
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@Auron471 said:
https://forum.deadbydaylight.com/en/discussion/comment/1074384#Comment_1074384
cant you just swap the code from level three and level 1? *snip snip*
Changing it isn't the whole story. There's also checking to make sure it works the way it's supposed to, it doesn't interact badly with other things, making sure the text gets updated properly... :)
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We know it's weird, we'll fix it. It just needs a slot in the production schedule. :)
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@TraitorousLeopard said:
https://forum.deadbydaylight.com/en/discussion/comment/1073728#Comment_1073728
A little disappointing, but thank you for the very fast response.
Is there any interest in reworking the ranks of Discordance specifically, since it's a perk that most people consider to get weaker as it ranks up?
We are aware of Discordance's weirdness, and it will be addressed. As usual, I can't say exactly when. :)
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No plans to remove perk tiers. The progression of improving perks is something we want to keep. However, we do try to make the improvements such that tier 1 of a perk isn't useless. Hence stuff like 2/3/4 instead of 1/2/3. So from tier 1 to 3 is x2, not x3.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1073610#Comment_1073610
I am confused so may I ask:
Why has the developer reasoning behind the ruin nerf changed 3 times?
The first claimed reason was "Due to new player frustration"
The second reason was effectively "It effected generator time statistics too much"
Now its "The way it warped the game experience."
I am just confused if any of these are the real reason(s)/Factor(s) or if all of these are not the real reason(s)/Factor(s).
Read the three reasons given in the original dev post. Those are the main points. As always, there are a lot of other lower-level considerations invovled. The discussion around Ruin never mentions the RNG aspect of the old one, which was a major factor! :)
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1073610#Comment_1073610
Thanks for clearing things up but why take away such a game-changing perk without any major game changes to compensate?
It's not that easy for me to explain. At the moment I can only say that looking at incoming statistics on new Ruin it's not behaving the way you would think if you only read the forums. :) It's possible that there will be a community update on it after we've had time to digest what the incoming data mean.
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Ruin did not "exist for a competitive means". It was just a perk like any other, and we didn't like the way it warped the game experience. So we changed it.
I can assure you it had nothing to do with how we felt about the game's level of competitiveness.
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If it weren't for the Tomes, I'd probably be about 80/20 leaning toward Killer. But the tomes bend that as they're predominantly Survivor challenges.
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@soundwave85 said:
https://forum.deadbydaylight.com/en/discussion/comment/1067958#Comment_1067958
Thats really lame to nerf that when a lot of people dont play with a team....
Who said "nerf"? I said, "I can't discuss what we're doing yet." That does not mean nerf. Not even in code. :)
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As stated in the last live stream, we're looking at toolbox stuff. As usual, I can't talk about what we're doing yet, nor when it will release.
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I just don't like getting found first. ;)
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@Waffleyumboy said:
It entices cleansing...Plague wants her power
Nailed it.
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OINK
OINK
OINK
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1061278#Comment_1061278
Urban immersion doesn't really fit that playstyle. Being stealthy is only good if the killer is wasting time looking for you, otherwise you'll just get other people chased who were working on objectives. That perk is usually used by players who'd rather crouch around the edges of the map than help their team.
Well that's not what I use it for. I have Alert. So I'm on a gen, Killer kicks it, I see him, I play squirrel with UE and avoid him. Get back on gen.
I also use UE while approaching for the rescue, combined with my information from Kindred.
It fits my play style fine, and I do not just hide on the edges.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1060897#Comment_1060897
So... be immersed and get hatch when your team dies?
No, not at all! I totally rescue and heal people. I don't like just letting my teammates die. With Kindred I know when to go for the rescue. :) I was one of the proponents behind the WGLF change where it has to be safe unhooks; so anytime I unhook someone it's probably safe. Also, the Emblem system is not kind to that kind of anti-social play.
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I like Alert, Urban Evasion, Kindred and... something else for your playstyle. Lately I've been using Balanced Landing in that slot.
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Lightborn.