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Peanits

Peanits

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Peanits
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  • @Arroz said:

    @TheMidnightRidr said:
    I have to disagree. Just as @Peanits said in a previous discussion, using that philosophy, a mori will counter Hope, No One Left Behind, etc. since you never got to use them. The only real counter perk that is available (that I see anyway) is rancor which is fair.

    I dont understand you??

    To explain a little further: A mori is not necessarily a counter to DS, a mori just kills you outright. You can't use any perks if you're dead. By the same logic, a mori counters Hope and No One Left Behind because they never have a chance to activate because you're dead.

    That's not to say that moris aren't OP, and I'm totally okay with them and insta-heals going, but to say it's a counter is a stretch.

  • It's because the killer is currently in another animation and cannot drop them until the animation is finished, but currently the game does not queue stuns. This was tested at one point but it ended up being too much at the time due to flashlight saves. Flashlights at the time were able to blind the killer instantly, had a wider blind angle, and the pickup animation was longer. That made it way too easy to sprint in and get a save.

    I feel like it could probably work these days. With the shorter animation and weaker flashlights that bit wouldn't be much of an issue. You can completely avoid flashlights now. Picking up a survivor in a pallet without making sure it's safe is a risk and I would agree that you shouldn't have to have frame perfect timing to pull it off, that's unintuitive.
  • Freaked said:
    Peanits said:
    If the killer slugs you for 60 seconds, that leaves you open for a quick tap from another survivor, not to mention unbreakable and no mither, even adrenaline.

    To that you might say what if the killer camps you on the ground? They have no way of knowing you have decisive strike. Unless they want to slug and camp everyone they down off the hook for 60 seconds, they're going to have to just eat the stun. But if they do camp every slug for a minute, that's a minute that the other survivors are able to work on generators uninterrupted. That's an easy way to lose if that's what you're after.
    Okay, you got a point, slugging is not the best counter, but what about the other counter I counted?
    A mori isn't really a counter to DS specifically. It kills you outright. By the same logic, a mori would counter Hope or No One Left Behind because they don't get to activate either.

    Make your choice activates on the unhooker, not the guy who's been unhooked. If the killer is going for a different survivor each time, you don't really need the new DS, they aren't tunneling you.

    If you're worried about juking the killer for 60 seconds, you could always just let them down you, or subtly act like you made a mistake so they don't expect anything. You running away isn't really a counter, you're the one doing it.

    Remember isn't a frequently used perk. Yes you can get more stacks with this change of you would have previously camped the obsession to death (though that would have been silly if you are after remember me stacks). But remember me is also not a direct counter to DS. It does not prevent you from getting it or using it.

    Rancor is the one there that's most likely to actually counter DS, but that seems fair. Perks are a game of rock paper scissors. If the killer is expecting you to save your DS until the gates are powered and equips rancor, they won that one. This will be one of the ways the perk is more fair in the end game.
  • Raccoon said:
    It's way more time effective to just camp people out of the game on the first hook if you think they're running DS, instead of setting yourself up for a guaranteed escape scenario in the endgame.

    Without the initial Obsession indicator, I'm just going to be forced to assume everyone is running DS after its mega-buff. 
    Someone will still be marked as the obsession at the start of the match. This bit was just missing from the description.
  • If the killer slugs you for 60 seconds, that leaves you open for a quick tap from another survivor, not to mention unbreakable and no mither, even adrenaline.

    To that you might say what if the killer camps you on the ground? They have no way of knowing you have decisive strike. Unless they want to slug and camp everyone they down off the hook for 60 seconds, they're going to have to just eat the stun. But if they do camp every slug for a minute, that's a minute that the other survivors are able to work on generators uninterrupted. That's an easy way to lose if that's what you're after.
  • Food for thought, but DS would only come into play if you were able to get that second hit in after borrowed time anyway. In my experience, that does not happen often. Odds the other survivor will take a hit for them as well. Could it make a difference? Sure. Will it? Probably not in the vast, vast majority of cases.


    Either way, we'll know for sure when the PTB comes around.
  • @TAG said:

    @powerbats said:
    @PhantomMask20763

    https://support.deadbydaylight.com/hc/en-us/requests/new

    You might want to upload the video to your own YouTube channel since sometimes the uploads bug out on the support site.

    The max length is 16 minutes is edit out any extraneous stuff if it's super long.

    Every time I've tried to upload video footage, it's never worked, so I've always had to resort to uploading it to Youtube.

    There is a file size limit on extensions. It's not really meant for videos, it's more for attaching crash logs and such. Youtube's probably the way to go, you can make the video unlisted if you like. Or Google Drive if you want it to be a little more private/don't want to clutter up your Youtube channel.

  • PiiFree said:

    I didn't read through the comments.

    Can this be used 3 times per match, on all Survivors?

    No. It's still one time use per survivor.
  • @not_Queen off topic question. One of my posts got removed when I tried to edit it for grammar. Why does that happen and can you fix it?

    The forum has a spam filter built in to cut down on the spam posts. While it does catch most of them, it'll unfortunately flag a legitimate post as spam as well from time to time. When this happens, the post gets sent to a queue and a mod has to come by and approve it (or delete it if it is spam). It'll also flag posts when they are edited so someone can't circumvent the filter by creating a legitimate post and then editing it.
  • Eveline said:
    One question. If killer downs you near a hook you still don't have time to use it like before, how will that stop face camper?

    Assuming unhooker doesn't have BT.
    The skill check starts immediately when they pick you up. They don't have time to rehook you.
  • MRose said:

    @Peanits said:

    @Orion said:
    So now it's attack of the alts?

    Surprisingly no, there doesn't appear to be any alts going on (at least from the bunch I've checked). I'm guessing that because DS has been such a hit topic for so long loads of people are only now creating accounts just to get their thoughts out there.

    I created an account specifically to talk about the DS change. I think this may not be the changes final form but I think it's a HUGE step in the right direction.

    All good! Welcome to the forums, we're happy to have you. Hopefully you'll like it here and stick around.
  • @Orion said:
    So now it's attack of the alts?

    Surprisingly no, there doesn't appear to be any alts going on (at least from the bunch I've checked). I'm guessing that because DS has been such a hit topic for so long loads of people are only now creating accounts just to get their thoughts out there.

  • TAG said:
    Peanits said:
    I like it but I'm a little biased. This was actually an idea that came from a discussion here, so I'm really happy to see it making its way into the game.
    You wouldn't happen to have a link to said discussion, would you?  Just for curiosity's sake.
    I don't, unfortunately. I'm on my lunch break and I can't seem to find it. If you want to take a look, it was in a thread about DS and I've narrowed it down to around December 9th 2018.
  • Dustin said:

    @Condorloco_26 said:

    @Dustin said:

    I thought DS expired after 60 seconds or did I misread. It won't be available after first hook?

    It doesn't say it expires after 60 seconds of your first hook. I think they must clarify this

    Yeah that's my mistake I misread it. The perk only becomes active for 60 seconds after being unhooked and during the active time you can activate it and then the one time use is over.

    Does the timer pause while being picked up though because I can see some unfortunate circumstances where it expires mid ds.

    The skill check appears immediately as the killer starts to pick you up, so it can't expire as you're being picked up. It works either be expired before they grab you or not.
  • I like it but I'm a little biased. This was actually an idea that came from a discussion here, so I'm really happy to see it making its way into the game.
  • It's random, but a perk that was just in the shrine should not appear for the next three weeks. After that it can be randomly selected again.

  • No news yet. It'll be properly announced when a date is locked down.

  • @Cymer said:
    Peanits said:

    There's a couple pretty big differences between survivors searching the map for a totem and a killer searching the map for a lantern. If a survivor needs to cleanse a totem, only a quarter of the team stops progressing on the main objective (generators). If a killer needs to search for a lantern, the killer needs to divert their entire attention to search for it. They basically need to stop killing just to go look for it. While the survivors need to avoid the killer while finding a totem, killers are free to roam the map. While a killer can protect a totem, survivors cannot, the killer could easily down them if they tried to block it.

    With the asymmetrical nature of the game, I don't think 'hex' perks would translate well to 'lantern' perks. Killers do not have time to spare, they are constantly on the clock. Survivors have the luxury of slowing things down and remaining undetected while searching for a totem, but a killer does not. If the killer stops to look for it, that greatly reduces the amount of time they have to do their objective and gives the survivors more time to do generators.

    Should not be the clock reversed? 
    Why is the killer on a clock and not the survivors? This would put more pressure on the survivors, what directly would increase their horror and terror.
    By limiting the survivors time you would directly determent how long a match can go until it's over.
    All of a sudden it's not just all about genrushing, but also, who is gonna distracting the killer and maybe we need to sacrifice someone for the survival of the team.
    It would shift the tone of the game more in a dark and grim environment.
    What are your thoughts on this?

    It's tricky because it's not necessarily by design. The killer is not on a timer because the game said so, the killer is on a timer because there are four survivors doing their objective and your time runs out as soon as they finish it. The killer's job is to stop the survivors from doing their objective, but the survivor's job isn't necessarily to stop the killer from doing their objective (though it would be beneficial to them to unhook and heal each other, which would be stopping the killer, it's not necessary to escape). I don't really think there's a way to invert that without completely changing the game. The second the killer is trying to do a goal while the survivors try to stop them the killer is no longer a killer, the killer becomes the survivor.

    If we're talking about a hard time limit, though, I wouldn't want to see that. I could easily play doctor or hag and guard the three closest generators for ~20 minutes or so.

  • That's... an odd scenario, to say the least. If you friend is quitting I don't see why having some cosmetics would change their mind.
    (I'm dumb, I read the question wrong.)

    But to answer the question, no. They are from a Steam key and they cannot be transferred. Keys are one time use and can't be traded after you used them.
  • There's a couple pretty big differences between survivors searching the map for a totem and a killer searching the map for a lantern. If a survivor needs to cleanse a totem, only a quarter of the team stops progressing on the main objective (generators). If a killer needs to search for a lantern, the killer needs to divert their entire attention to search for it. They basically need to stop killing just to go look for it. While the survivors need to avoid the killer while finding a totem, killers are free to roam the map. While a killer can protect a totem, survivors cannot, the killer could easily down them if they tried to block it.

    With the asymmetrical nature of the game, I don't think 'hex' perks would translate well to 'lantern' perks. Killers do not have time to spare, they are constantly on the clock. Survivors have the luxury of slowing things down and remaining undetected while searching for a totem, but a killer does not. If the killer stops to look for it, that greatly reduces the amount of time they have to do their objective and gives the survivors more time to do generators.
  • Well the nurse doesn't stand, she floats, so we can rule her out.

    If we're talking two hits to a down like a survivor, huntress for sure. She can take the others out from a distance before they can hit her. The rest are all melee based.

    That's assuming the Entity would let them die, of course.
  • Shut up you all, the new killer will be Chucky.
    It couldn't be. The killer for chapter 11 is the oldest killer to date. Chucky would not be the oldest, the nurse would predate him for example.
  • @Tiersis said:
    Always assume SWF groups are on voice, and communicating your location. I think then, it would be fair, that if you can see one SWF group member, you should get Aura locations of all other SWF group members. This seems fair and balanced. Turnabout being fair play and all. Solo players would be unaffected as their location would not be shared.

    What would stop my friends and I from queuing separately at the same time until we end up in the same lobby to circumvent that?

    I also don't think this really fixes the issue, that's more of a bandaid. The issue is not people playing with their friends, a lot of the groups you go against aren't much better than solo survivors. The issue is the lack of counterplay when a group is playing efficiently, SWF or not. If you start punishing all groups as if they are highly coordinated you'll start to notice a wider disparity in skill between the coordinated groups and the casual groups of friends.

    I will also say, for what it's worth, that auras alone wouldn't really help with that. Most experienced killers can already read survivors like a book and predict their movements. I can usually guess when someone's going to go for an unhook, for example, and knowing they are a premade group will usually mean they're going to be more aggressively altruistic. Knowing where they are isn't going to give me a leg up on them, it doesn't allow me to chase more than one survivor at a time. All that would do is hold the hands of those who never learned how to predict survivor movements while leaving the time efficiency issue completely unaffected.

  • @Tarvesh said:
    Could always let killers pick an alternate non-hex perk that activates if the hex totem is cleansed.

    To play devil's advocate, why would I ever pick anything but hex perks, if that were the case? Picking hex perks means I get the effects of two perks. For instance, I pick ruin, ruin gets destoryed, ruin gets replaced by thanataphobia. I get to slow down the early game, someone destroys ruin, and then I get the effects of thanataphobia- which is probably going to be in play by that point since I would have injured some people by then. But if I just pick thanataphobia, I don't get the effects of ruin. Or I could run a full hex build, TOTH, ruin, devour hope, and haunted ground. They'd have to destroy them unless they want slower generators and moris which would buy me more time, and then when they do I'd be left with a full build of other perks.

    It is objectively worse to select a non-hex perk if that were the case.

  • It's gotta be the only killer at the time, the trapper.
  • Having to set your totems at the start of the match would probably end up being a nerf since you'd then have to spend time going to a totem and applying the hex at the start of the match. At that point in the match, the survivors are all going to be on generators so you can't afford to stop and waste time, you gotta' get out there and apply pressure.

    I do like the idea of relighting a hex, though they would need to have a cooldown to be fair. It would probably be a good buff to TOTH.
  • @Angelicus23 said:
    Blueberry said:

    It's not racism or xenophobia, it's just people talking trash because they're salty. It happens in every game, thicken your skin.

    Read this:
    «(FKNG) EUROPEAN TRASH PIECE OF GARBAGE GO LIVE IN A CAVE AND LEAVE THIS GAME CLEAN YOU ######### SPANISH»

    Do you really think that wasn't racist? That becoming of a man that was streaming, also on his chat is not allowed racist comments and I was like #########.

    Please be sure to report stuff like that in-game. We don't tolerate it and we will ban them for it.

  • @I_am_final said:

    @Peanits said:
    I_am_final said:

    @Blueberry said:

    It had nothing to do with prove thyself or leader buffs, it's been around for years.

    i know but i got worse with those buffs and before that it was tolerable but not great to play against

    Leader actually doesn't affect generators at all. Prove thyself does, but it only counteracts the default inefficiency of working on a generator with other survivors. It's no faster than if all four survivors worked on four different generators.

    If you've got ideas to prevent it, please do share them. These forums are read on a regular basis so it's a great way to get them out there.

    the only thing that i think would help would be to make the gens take longer to fix but i know you cant do that because then no one would want to play survivor and all the survivor mains would start crying about it

    It also wouldn't solve the issue and wouldn't be any more fun. It doesn't matter if it's 80 seconds or 100, if you have three people with nothing else to do but generators while the fourth guy gets chased you're going to have the same issue. So long as you're not able to apply pressure to all the survivors the generators are still going off, the only difference is that three generators will go off 100 seconds (or however much longer you make it) into the game rather than 80.

  • That would be neat. It would take a decent amount of skill to do but it would be a good change. It's not very convincing when the explosion ends up in the middle of nowhere.

  • You're actually supposed to get more than that, the quitter bonus is not the only points you're receive. You should be getting 1,250 sacrifice points as well. Take a look at this for example: https://youtu.be/RYm8BSrkbhg?t=135

    In total, you should end up with 10,000 points if you do absolutely nothing and everyone DCs. (2,500 from Quitter Bonus, 5,000 from the sacrifice points, 2,500 from No One Escapes)

    The sacrifice points were added in the same update as the quitter bonus and there were never any patch notes stating it was removed. It's possible it's not working correctly as a result of another change. I'll ask about it and see what's up.

  • I do like the idea, I'll just get that out of the way. I think for the most part it would be a good change. But as always I'm going to try to poke holes in this just for the sake sparking some conversation.

    What benefit would this provide most of the time? I know coulrophobia would be pretty noticeable, but the rest I don't think would really make a difference. Overwhelming presence would really only affect toolboxes and maybe a medkit since you probably aren't going to be playing with your flashlight while the killer isn't close, or blowing through a map or key. Unnerving presence would go off a little more, but I almost feel like the more sporadic they are the better the effect. If it's to constant, you'd end up getting used to the smaller skill checks.

    What would prevent cheese builds? Take a terror radius doctor on the game, for example. His terror radius is already large enough to cover most of the map. If the effect lingers he could pretty easily keep you constantly under the effects of his perks while chasing someone around. Or if a hillbilly tossed on distressing and coulrophobia and you end up in the terror radius for a split second as they chainsaw across the map. Or probably worst of all, what if someone uses Iridescent Button and coulrophobia? That would essentially mean that any time you hit anyone, everyone would heal significantly slower for a while. By the time that wears off, you could easily hit someone again.

    Again, I think it's a good idea. The one change I might want to see is that you have to be within the terror radius for a short amount of time for the effect to linger (3-5 seconds, maybe shorter depending on how close the killer is?). I can see it being pretty frustrating to be constantly under the effects of a perk just because someone chainsawed past you and you were in the terror radius for under a second. Otherwise I think it would be nice and would be a little more consistent with the survivor perks.

    And because I know someone will say it, I think it'd be nice if the survivor perks had the same requirement for the lingering effect. You should get the effects immediately, but it should take a couple seconds to get the lingering effects.

  • @Poweas said:
    @Peanits can we get your insight on this?

    He's always been a pretty solid mid to slightly above mid-tier killer. He was never really a top tier killer aside from when he first came out and nobody knew how to play against him. Since then he's gotten a bunch of buffs and nerfs- immunity to detection perks, cannot stalk multiple survivors at the same time, removing the stalking cue, increasing evil within I movement speed- but I wouldn't say any of them really made him unplayable. I still see a good number of shapes even to this day.

    Basically I don't really see how he's unplayable now. His only really noteworthy nerf was removing his ability to stalk multiple survivors at once, which I could go either way on (though I do feel like this just encourages people to spread out and work on separate generators, making them more efficient). Unlimited stalking range would be pretty silly because I could just stand up on a hill or in the second floor of a building and stalk a dot across the map, but it also wouldn't work because the rate at which you gain evil within is based on how much of your view is occupied by them, so by stalking someone far away you would basically be getting a tiny fraction of what you'd get from stalking them up close. You'd be shooting yourself in the foot if you did because it would take an incredibly long time to level up your evil within. You should never be in a situation where you can't get close enough to stalk the survivors since you always move faster than them.

  • @thesuicidefox said:
    I think it was @Peanits that said a good end game build for Trapper is Remember Me and Iri Stone. Put a trap at the gate and even if they disarm it it will open while they open the gate.

    It was me, I'm evil. I would say that it's more gimmicky than seriously powerful, though. It'll only be practical if the stars align. For it to work you need to have 2 survivors (any more and they can free each other, any less and they can't really open the gates without you knowing anyway and the hatch is open), nobody can have a toolbox or saboteur, no other traps can be disarmed, and you need to have full stacks. If any of those things go wrong, it ain't going to work. I've only ever caught people in it by pretending I don't see them, or by pretending I'm just being friendly and letting them power the gates.

  • To help you survive. If you don't use them, they're just going to sit there collecting dust. Worst case scenario you lose it, but it's better to use it and lose it then never use it at all.

    I will say, though, that dying 85% of the time is pretty anecdotal and not necessarily the case for everyone.

  • All you gotta' do is hit them and force them to move. If there's more than one, you might want to drop the survivor and chase them away. The perk Mad Grit will also help with that, since it'll make the carried survivor's wiggle meter stop when you successfully hit someone.

  • People are getting banned, but that doesn't mean you'll never see them again. We have an escalation process that we follow because permanently banning someone over their first petty offense would be overkill. It goes 1 day > 2 day > 1 week > permanent. In extreme cases a step could be skipped if it is deemed necessary. More details can be found here: https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest

    If you notice the same people still doing it, please report them again. If they keep it up their bans will quickly become permanent.

  • @Cymer said:
    I admire all your wish to help, but you are all no part of the dev team.

    I don't intend to start a fire with this post.

    All I wanted to know, are the thoughs of the dev team on that matter.

    I don't want to bait anyone into an anti or pro SWF rant.

    I simply wish for an official statement so I can let the entire voice issue rest.
    If they are pro voice I can accept that fact or move on to an other game.
    Aslong I don't have this official information each time I face a SWF (as killer or survivor it doesn't matter) I have the feeling that they are playing unfair.
    I don't like that feeling, all I can do is go and inform myself on the matter.

    Fortunately BHVR has this forum and the dev actually read and answer here sometimes.

    If this is the wrong approach to get my desired information, then please @not_Queen and @Patricia just delete this thread and inform via pm or email how you prefer to be contacted, what rules I have to consider.

    I know in the past I had make some post against the free advantages of a SWF, but this should not matter here.

    I truly believe that the devs and the entire BHVR team is doing their best within their possibilities. They created a game that I enjoy, engaged and invested, otherwise I wouldn't be bothered to posting here.

    They are doing great work and a big thank you for that!

    I think all is said, what needed to be said so please, if you are not a member from the BHVR dev team stay out.

    Thank you for your efforts.

    Best wishes
    Cymer

    I am an associate community manager, one of the people who deals with reports, bans, and rules. As mentioned above, it's not bannable and not something we want to ban for.

  • I would probably turn it off. I've tried using voice chat in all sorts of games and my experience is almost always the same. You get a mix of people playing vaguely public domain sounding rap music in the background (but refusing to use push to talk), the guy who's way too young to play the game arguing with his mother about cleaning his room or playing five more minutes, and then the guy who's your best friend until they die and they start blaming everyone else and throwing around insults like they're going out of style. And then you've got people like me who have been down that road before and want no part of it so we just turn it off, or people who don't have microphones to begin with.

    Then you're left with a group of people who might not have voice chat enabled and others that you'll probably end up muting, and at that point the entire purpose of having voice chat is lost. If you can't communicate with half your team you are not going to be on the same level as those super coordinated groups anyway. They're all friends, they (presumably) don't hate each other and mute each other, they can all trust each other to do their part and they know each other's strengths and weaknesses.

    Voice chat alone is not what makes it powerful. What makes it powerful is when there's a coordinated team, voice chat or not. If everyone's working at maximum efficiency the killer is going to have a rough time. Sticking a couple of complete strangers together and expecting them to be just as coordinated is very optimistic, but it wouldn't be the same.

  • @Unicorn said:
    Peanits said:

    That would be pretty neat. I don't know about you, but I loved the cinematics and journal entries from the Hallowed Blight event. There's a lot of lore there to explore and I would gladly take a comic that looks into some of it.

    @Peanits Would you be able to suggest more insight/lore in a visual aspect to the devs besides trailers? That would be a-Mei-zing.

    The feedback for those cutscenes from the Hallowed Blight event was pretty good, so it's possible there will be more of it in the future.

  • @TheHourMan said:
    My only conclusion is that there is no way to fix DS without making it unbalanced in some other aspect. I think the best solution is to just leave it as is and add a couple more counters to it over time. 

    Edit: Actually making it so the killer still has collision when DS stuns them would be nice. That way you could at least block a doorway or something. 

    I think it's salvageable. The issue I see with it is that there's not really any condition to using it. Even if you're not the obsession as long as you make sure you don't go down directly under a hook you'll have enough time to use it. If it was conditional, as in it only works once you do something else, it would allow some counterplay and it would feel a lot more fair.

    I threw out a suggestion a while back that would probably fix that. By default, the perk is not active. Upon being unhooked, the perk activates for 30/60/90 seconds. While the perk is active, upon being picked up, you get the skill check as you normally would and wiggle out if you succeed. Hit or miss, it gets disabled for the rest of the match.

    This would make it so it's not just an easy chase extender that halts the killer's momentum and instead turns it into an "anti-tunneling" perk. You could completely avoid it by going for the unhooker or by slugging the first survivor until the timer is up.

  • We do check them. If you happen to have a recording, that's fantastic and it'll speed up the process, but it's not necessary. If you don't have a video or you're just unable to record, reporting them in-game will be good enough.

    If you're looking for recording software, Windows 10 will have a built in recorder, as powerbats mentioned. You can press Windows + G to open up the overlay and start a recording. It can also record your gameplay automatically in the background and delete the footage you don't end up saving, making it even easier. That way if anything does happen, you can just press a button save the past couple of minutes. It's way easier than starting a recording every time.

    Each console has the same feature built in as well, and depending on your graphics card if you're playing on PC, you'll probably have either Shadowplay or ReLive as well. I've seen a couple people say that the built in Windows 10 recorder causes performance issues for them, so if it's not working out for you, you might want to check out one of those.

  • That is almost definitely just a 'lag spike' (the connection was broken for a second there and a couple of packets were dropped). This'll be more common on consoles where people are typically using wifi instead of a wired connection. If you're ever unsure though, you can feel free to report them. We'll take a look into it, we can tell if it's just lag or not.

  • That would be pretty neat. I don't know about you, but I loved the cinematics and journal entries from the Hallowed Blight event. There's a lot of lore there to explore and I would gladly take a comic that looks into some of it.

  • It's usually within a week or so of the PTB. Announcing it ahead of time would probably ruin the surprise, though, since the time between announcements and PTBs can be very short.

    Couldn't hurt to keep some points stocked up if it's been a while since the last one, though.

  • We can't enforce what happens on social media. You'll have to report them directly to the platforms they're doing that on. But as far as camping, it is not bannable and their reports will not do anything.
  • @Peanits said:
    Voice chat is allowed. It's not planned to be added into the game because it ended up breaking the immersion back when it was tested, but people are still free to use it if they wish.

    Coulden't text and voice chat be optional? Allow the player to disable them if they so choose and just have a little indicator next to their name that lets people know they have opted out of comms.

    Could it? Sure. It's not planned currently, though. Personally I don't think that would necessarily solve it since talking to complete strangers- some of which may have voice chat muted- isn't going to be the same as talking to friends, where you can go in with a gameplan and count on each other. You can look at games like Overwatch for example. Sometimes it's handy, other times it turns into a shouting match when things start to go south, and sometimes you're sitting in the channel alone taking to a bunch of muted people.

    The real key is that it's not voice chat that make it feel unfair. Most people using voice chat are just hanging out with friends. It's only when they set out to be as efficient as possible that it becomes a problem. Adding voice chat with strangers would not put you on the same level as a coordinated group.
  • @Blueberry said:
    It had nothing to do with prove thyself or leader buffs, it's been around for years.

    i know but i got worse with those buffs and before that it was tolerable but not great to play against

    Leader actually doesn't affect generators at all. Prove thyself does, but it only counteracts the default inefficiency of working on a generator with other survivors. It's no faster than if all four survivors worked on four different generators.

    If you've got ideas to prevent it, please do share them. These forums are read on a regular basis so it's a great way to get them out there.
  • Voice chat is allowed. It's not planned to be added into the game because it ended up breaking the immersion back when it was tested, but people are still free to use it if they wish.
  • xChrisx said:
    "We will fix/change the matchmakind during january.
    Today still no fix. Gj devs
    There's a news post about it here: https://forum.deadbydaylight.com/en/discussion/46715/matchmaking-status-update/p1?new=1

    You probably won't notice when it is active. There is no update, it won't ask you to restart the game, it's just something that gets turned on in the backend. There's been multiple tests since it was originally announced, but it also caused some issues for some people while improving it for others. When the issues are fixed, it will be tested again and if everything's working properly it'll be pushed live for everyone.
  • Technically, the killer's ping is 0. They are the server, currently. They don't have a delay when pinging themselves. The ping you're seeing is not "their" ping, it's the ping between you and them. There's a bunch of different factors that affect it but it doesn't necessarily mean that it's their problem. It is possible that the game could not find any suitable matches for you so it broadened the search to killers further away.

    Of course it's entirely possible that the killer has a bad connection, but there's plenty of other possibilities as well.
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