Peanits
Peanits
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I think there's a lot of good ideas here, the bloodweb perk part in particular is really nice.
However, I don't think there should be too many ways to get shards. Shards are a pretty protected currency. You get them at a steady rate and they can be used to buy stuff that would normally cost you real money (individual characters, entire DLCs, etc.). I'm all for getting rewards for hard work, but at the same time that would force events to be more stingy with bloodpoints because giving too many bloodpoints = faster levels = you're drowning in shards = suddenly nobody will buy anything anymore because they can get it all for free in no time, for example. Bills still gotta' be paid, after all.
I will also say that some of these numbers are really high. 5,000 shards for each devotion is a ton, and I feel like it's not really a worthwhile reward because player level already gives you shards anyway. You get ~300 per level for most of it so if you really just wanted shards, you'd already have the motivation to grind that player level up.
Season rewards would be interesting, however I would like to see longer seasons and harder ranking first. Right now if you play enough you're almost guaranteed to get to rank 1 whether you're good or not. If it was harder to get there but you had more time to do it (for the busy people among us), I feel like that would be solid.
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@Dokta_Carter said:
Peanits said:Feng with her Christmas sweater and dark pants. Stand near a generator that another survivor is working on at the start of the match and just stare at them. Watch as they panic and run away thinking it's Michael Myers.
Jesus your evil
Thanks, I know.
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Feng with her Christmas sweater and dark pants. Stand near a generator that another survivor is working on at the start of the match and just stare at them. Watch as they panic and run away thinking it's Michael Myers.
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We would love to have some feedback for in-game reports (something that tells you, "Hey, one of the people you reported got punished, thank you for reporting them!") but bigger issues take priority over small QOL changes like that. Hopefully one day that will be possible.kamisen said:@Peanits said:
To clarify a few things:1) You do not need to create a support ticket for chat abuse. Reporting the player in-game will save the chat log and all the info we need. Support tickets are only for adding additional information to your in-game report, like if you have a video of someone abusing an exploit or griefing.
2) The reason why we ask for the Steam 64 ID (for PC reports) is to make sure we are able to deal with your report. Steam allows you to have a vanity URL which can be changed at any time. If you give us a vanity URL and they change their URL between when you reported them and when we review the report, we're going to have to contact you and ask you to find the profile for us. It's way easier to get the right ID in the first place. As SenzuDuck mentioned, it's pretty quick and easy to find.
As long as you reported that in-game, you're all good. That's all you need.
Thank you for your reply!
1) It's great that I don't need a support ticket for chat abuse (will update post on this). Will you also give me some kind of feedback on my report if I don't?
2) I definitely understand why you need the entire ID - What I don't understand is why this information is not exported from within the game. Or solved by giving me a report-ID to use to refer to. My point is that the process is unnecessarily complicated.
The IDs are actually saved within the in-game report, the reason why we request them when adding information to a report is so we can find the in-game report that you're trying to add information to. That allows us to search for any reports made by you against a particular person and review the report with the new information provided and the other details that are saved through the in-game report.
Short version, it's so we can find the report you're trying to add information to. -
To clarify a few things:
1) You do *not* need to create a support ticket for chat abuse. Reporting the player in-game will save the chat log and all the info we need. Support tickets are only for adding additional information to your in-game report, like if you have a video of someone abusing an exploit or griefing.
2) The reason why we ask for the Steam 64 ID (for PC reports) is to make sure we are able to deal with your report. Steam allows you to have a vanity URL which can be changed at any time. If you give us a vanity URL and they change their URL between when you reported them and when we review the report, we're going to have to contact you and ask you to find the profile for us. It's way easier to get the right ID in the first place. As SenzuDuck mentioned, it's pretty quick and easy to find.
As long as you reported that in-game, you're all good. That's all you need. -
Okay, it's driving me nuts how nobody mentioned this yet and now I'm starting to think I'm crazy. 4,500 at a maximum of 45 per match is 100 matches minimum, not 90.
2 by default, one more per offering used, maximum 7.@Coriander said:How many Lanterns are in a match? Can each Survivor get one, or is it only 3?
*Provided the Killer (as myself) does not destroy any? -
Regarding number 2: This is still the case, as the red envelope description mentions. Additional envelopes will cause more vessels to spawn.
In terms of bloodpoints, it may seem lower on the surface, but you gain bloodpoints from multiple sources. Rather than getting one lump sum, it is spread out across several actions. -
A fix was just pushed to the backend. It should be working on all platforms now.
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All hooks are event hooks in this event, there are no specific hooks that provide extra progress. They can be reused so there is no point in highlighting them in a different colour. This event is based on lanterns, not just hooks or generators. Hooks and generators give some points, but you'll mostly get them from the lanterns.
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There may or may not be several shrimp Easter eggs in the game.Bongbingbing said:I don't know the significance of the emoji's, do they usually have a shrimp and octopus in their names and tweets or are we getting a Nautical Killer?
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Whatever you play most. If you play both often you don't have to have a ''main". Just because you play one side more than the other doesn't mean you gotta' defend your side and ask for buffs either. I feel like the best feedback comes from someone who can look at something objectively anyway, not just someone who's looking out for their own best interests.
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I'm not sure where the 40% number is coming from but it's not true. I've seen it mentioned a couple times now and that's not the case.FairyFox said:@Raccoon said:
It's ok.A lot of "children" play this game, complete with the implied mentality and sense of entitlement.
I hate that you have to DC more than 40% of your games (which is insane) in order to get punished for it. I think you should get punished for every DC.
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@BACKSTABBER said:
okay here is proof DS is buggedI was tier 3 DS and that guy was the obsession with just tier 1 and no OoO or similar perks


fix plz
Not a bug, all tiers of the perk give the same chance to become the obsession. That is working as intended.
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@tt_ivi_99 said:
Aven_Fallen said:Those are old Totem Spawns, they did not change them, they just added a few new Locations.
Those are quite ok, but they should change the appearance of the Totems. They look nice from a visual aspect, but they can be seen quite good when lit, even when they are decently hidden.
Devs said they improved totems so that they would spawn closer to objects to be more hidden...
So they can be placed closer to objects, not just a blanket change to all totems. Previously they had to be relatively open and away from other objects otherwise the prompt to cleanse them would be blocked. Now the way it works is a little different and you can cleanse them even if they're wedged between two objects, allowing them to be hidden much better. A level designer still needs to go through and move them one by one. This is going to be an ongoing process. As time goes on, totem spawns will be improved, but there is not enough time to move all totem spawns in one update.
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Can they? Sure. Is it a good idea? Probably not. Unbreakable is just going to give you an extra 25% recovery speed since No Mither already lets you recover from downed.
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If you take that as survivor sided, that's on you. I even mentioned the survivor equivalent. We're not going to ban people because you decided not to play, that would be ridiculous.Rebel_Raven said:
How survivor sided this response is leaves a bad taste in my mouth.Peanits said:
Keyword there is let. It is only holding the game hostage if you literally cannot end the match, but here you could just by chasing them.Broosmeister said:
Me letting them taking the game hostage doesn't neglect that they are in fact taking the game hostage. Which is reportable.Vietfox :I report when things aren't fine by me.
Again, you had the option to push them out but you didn't want to, it's on you too mate.
In another thread about the same topic @Peanits stated the same, it's not reportable if you don't want to do anything and just wait.
What you're saying is not bannable. It's be like if the survivors all his in corners instead of fixing generators and then reported you for not killing them. It's be ridiculous. Mutual stubbornness is not a bannable offense.
This is basically letting survivors switch from playing the game to practically griefing with zero repercussions.
As soon as they have no one to rescue, all that's left is escape as an objective. If they do not take that, they have basically stopped playing the game.
Most killers absolutely cannot compete any more objectives at this point as the survivors are in a safe zone where most killers are powerless. They have no more objectives as they cannot down a survivor unless that survivor lets them. Hence "just chase them out" because that's about all the powerless killer can do.
The way I see it, it's "not bannable" because it's so rampant, and survivors must be protected.
Allowed to have their fun until the end game is reworked.
Killers must suffer because, well, screw killers, basically.
If it were bannable, it would practically be survivor genocide.
It is only holding the game hostage if you literally cannot end the game, regardless of the side you're playing. If you decide to sit around and roast marshmallows and not force them out, you are not trying to end the game and so they are not holding the game hostage. -
Keyword there is let. It is only holding the game hostage if you literally cannot end the match, but here you could just by chasing them.Broosmeister said:
Me letting them taking the game hostage doesn't neglect that they are in fact taking the game hostage. Which is reportable.Vietfox :I report when things aren't fine by me.
Again, you had the option to push them out but you didn't want to, it's on you too mate.
In another thread about the same topic @Peanits stated the same, it's not reportable if you don't want to do anything and just wait.
What you're saying is not bannable. It'd be like if the survivors all hid in corners instead of fixing generators and then reported you for not killing them. It'd be ridiculous. Mutual stubbornness is not a bannable offense. -
Sounds neat. Normally when people suggest this they propose huge boosts that would horribly through off balance, but I like how these changes are very subtle. Two things I would change though:
1. Feng's boost should be given to a base game survivor. Easier skill checks would naturally appeal to someone who's new to the game, not someone who has already gone out and bought DLCs. The Spark of Madness chapter is a paid DLC on PC.
2. Kate's bonus should probably be replaced. 5% faster wiggle time may not seem like much, but with the hook distribution it can make the difference between a hook and a wiggle quite a few times. I'm sure anyone who's played a good amount of survivor has had a bunch of instances where they 99% wiggled and then get hooked. Generally speaking, it's very hard to touch wiggle speed without creating loads of deadzones, especially if you start mixing in sabotaging and bodyblocking.Something else to keep in mind for Jeff is that this would double as a built in bond, albeit a weaker one. Whenever your interaction speeds are increased, your progress bar is shown in yellow. You could use this to quickly scan the area for other survivors by tapping a totem, generator, or even just self caring. If the bar is yellow, you know there's nobody nearby. If it's white, that means there's a survivor close (should be pretty easy to figure out where they are at that point, likely at a generator within range). It's a small detail, but still something that could be taken advantage of.
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@Tornato33 said:
@AlwaysInAGoodShape said:

I would like to know where the "Cannot report survivors for" list is, cause this is all things to report killers, but from what I've seen, the devs are HEAVILY killer sided, and let almost any reports against survivor through. So much that 3 of my favorite streamers got banned just shy of 2 days after this was implemented, and they only play survivor because killer is too easy for them. (Obviously they got banned on PC so they went on console, and the killers were just worse than on PC.) Which literally kills their stream, youtube channel and force them to find something else to play. Seriously sad.
Camping, slugging, tunneling, and dribbling are things only killers can do. Teabagging, bodyblocking, looping, and tapping generators are things only survivors can do. Either side can streamsnipe. The score is 4-4 here. In simple terms, after I get home from a long day at my day job, I literally could not care less what side you're playing. If you are breaking the rules, I will ban you just as much as the next guy. If your favourite streamers are being banned they should probably follow the rules just like everyone else.
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@AlwaysInAGoodShape said:
From: https://forum.deadbydaylight.com/en/discussion/43725/console-bans-are-finally-here#latest@Peanits said:
We review every report on an individual basis and never ban without proof. If someone abuses reports, they won't do anything, but they might get a ban themselves for abusing the report system.You mention abusing the reporting system. I assume you receive a lot of dismissible reports for;

If you can be banned for reporting, doesn't that make it safer for you personally to not report/let others do the reporting? Since not everybody is aware of what exactly is reportable, could it be that there are people unjustly losing their account, while trying to improve the community for the better?
See banning someone for abusing the reporting system as taking someone to jail for breaking a low that they did not know about. Such a hard punishment of course doesn't prevent people from not breaking such a law.
So for the question:
Since there are a lot of misconceptions about what the bannable offences are, wouldn't it be better to disable a person's account from reporting when they abuse the report system, instead of banning their account itself?If you're just not sure, that's not an issue. Whenever someone creates a ticket about something that's not bannable for instance we will inform them that what they are reporting is not a punishable offense and link them to the rules. It becomes a problem when someone is using it maliciously or falsely reporting a bunch of people. For example, if you just mass report anyone who beats you for cheating their save file, you'll probably be banned from the support site. If you are doing it maliciously, like trying to falsify a report to get an innocent person banned, then that's when it becomes a real issue. We have ways to verify whether a report is true so that can't happen.
In short, just reporting someone and not knowing the rules won't get you banned, trying to abuse the system to get someone innocent banned might.
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Seems fine to me, honestly. Killer is going to be a more steady income. No, you're not going to max out every game. The survivors are not going to max out every game either, if they don't escape they only get 20 points at most. If you average it out, they're not going to be getting anywhere close to 45 points per game either.
Also gotta' keep in mind that you need to actually be carrying a vessel. If you get hooked you lose your vessel, so any survivor that gets hooked at the end and slips out the gate while everyone else takes hits won't get those 25 points. -
To be fair, if all four survivors use a brand new part, nothing has changed. Each provides 25% progress even before the update for a total of 100%.artist said:
I'm curious to know how it's all calculated too, if anyone has one without BNPs. -
@SenzuDuck said:
@Peanits said:
I would love to see some cross platform progression. One of the reasons I don't play on PS4 so much is because all my progress is on PC, and it feels weird going back to having almost nothing. It would be neat if I could jump between platforms whenever I want and have all the progress shared, and it would also be pretty nice for people who decide to switch to another platform later on (e.g. switching from consoles to PC so you can play PTBs).Dedicated servers would only make this even more possible... right?
I believe this would already be possible since save files are already stored in the backend, so servers are not the limiting factor. I think the bigger issue is creating a system that would allow you to do so. You would likely need to create a "Dead by Daylight account" (something that doesn't exist) to do it since you would have to log in on both platforms to link them, or have to link up all the different APIs for the different platforms so you can link your Steam account to your PSN account, for example. And then there's a whole other mess of, "Well what if my brother wants to play on the PS4 while I play on PC?" since shared progression would mean that someone's progress ain't getting saved, along with a bunch of other issues.
There's not a whole lotta' games out there that do it and I guess I can see why. It's a ton of work to do it well. Even GTA V only let you transfer your progress from last gen platforms to a current gen platform once, and any progress you made on the current gen platform wouldn't transfer back, they remained completely separate.
I would assume it's not a matter of whether or not it's possible but rather how do you find the time to work that in? I can dream, though.
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I would love to see some cross platform progression. One of the reasons I don't play on PS4 so much is because all my progress is on PC, and it feels weird going back to having almost nothing. It would be neat if I could jump between platforms whenever I want and have all the progress shared, and it would also be pretty nice for people who decide to switch to another platform later on (e.g. switching from consoles to PC so you can play PTBs).
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The hatch is there out of necessity. If you don't have it, the last survivor has no chance to escape, and attempting to do the objective makes it painfully obvious where they are. In layman's terms, touching a generator is a "I'm here, come kill me" alarm. It makes no sense for the survivor to do that, so they're going to do the smart thing and NOT do that. Now you're playing hide and seek for half an hour, maybe more, because the survivor does not want to die. They aren't even doing anything wrong because doing the objective is a bad idea in that case.
The alternative is not great unless you've got all day to run circles around the map looking for someone. Not doing something dumb does not make somebody a noob. -
Die, in a vain attempt to escape.
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I'm okay with broken keys. They can't open the hatch so it's basically just for the add-ons. It's neat to have a little extra aura reading every once in a while and it doesn't really break the game. Plus you get to use up some of those key add-ons. I'd be okay with dull keys as well, but I don't think they should open the hatch. They should just be a more durable broken key, in my opinion. That would make it very unlikely that someone finds a (useable) key in the match and gets an easier escape because only the ultra rare key would remain.thesuicidefox said:Yea keys specifically should be toned down just because of what they do.
IMHO Dull Keys shouldn't even be a thing. Neither should Broken Keys. Skeleton Keys should be the only keys in the game.
The make Rainbow Map a purple rarity, remove the normal Map and all the add-ons that let you track different stuff (they are all worthless anyway). Add a few more add-ons to increase charges. That would be a lot better overall.
Totally with you on the maps. -
To be fair, in order for the entire team to leave early, they have to power all five generators. At that point they're just saving themselves ~20 seconds from opening the gates, but they'd likely spend far more time looking for a silent closed hatch and trying to lead the rest of the survivors to it.
But with that said, I'm totally down for a key/mori/ultra rare nerf. I'd rather the winner be determined by skill instead of who brought the biggest guns. -
It would be. At the very least we will check it if you send it in. If you've got a reason to suspect they've cheated their save file, you can report it. It's when someone's just throwing a hundred darts at the board and hoping some of them stick is when it becomes a problem.SenzuDuck said:@Peanits said:
SenzuDuck said:Can we have clarification on this?
I also have someone who has legacy (his account was created after the cut off date)
Can we still report someone for hacked legacy even if we didn't manage to play a match with them but have their Steam 64ID?
Yes, you can. As long as you've got a good reason to suspect they cheated, we would gladly take a look. Just keep in mind that achievements alone are not enough for us to ban them. They can be a good indicator, but there's a whole list of issues with certain achievements not going off when they should.
The cut off date for Legacy was November 2016, right? The guys Steam achievement for creating account was "Been A Steam Member Since September 2017" would that be enough? He hasn't even had his steam account long enough to have legacy.
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Yes, you can. As long as you've got a good reason to suspect they cheated, we would gladly take a look. Just keep in mind that achievements alone are not enough for us to ban them. They can be a good indicator, but there's a whole list of issues with certain achievements not going off when they should.SenzuDuck said:Can we have clarification on this?
I also have someone who has legacy (his account was created after the cut off date)
Can we still report someone for hacked legacy even if we didn't manage to play a match with them but have their Steam 64ID?
We can check save files through the backend, don't worry. You don't need to have a video of it. -
@LordziPL said:
Yes but "tools for toxicity" I understand something like Safe Hook Rescue or Flash nerf. Bans and reports was here from the beggining I mean something in game to stop toxicity in 99% But thanks for answer PeanitsThose are totally unrelated, they're just balance and scoring changes. The tools mentioned make it way easier and more secure for us to deal with in-game reports, and there's actually a team of people dedicated to it.
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@Bongbingbing said:
I think everyone should be sent back to the lobby if someone DC's or Crashes during the loading screen. It's been happening so frequently.On paper, I would agree with you. But this would also make it possible for anyone to waste your time by disconnecting while loading and boot you back to the main menu. Once people catch on you can do that, it would spread like wildfire.
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You don't see the tools, they are for internal use by the ACM team. But they are very real. The ACM team as a whole is a big part of that. We weren't here when that roadmap was created, and now we're able to properly review reports. I have handing out bans to toxic people like candy on Halloween.
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Not really. When the killer immediately leaves after they lose a match (before anyone can even say GG) people just think they're mad. It's not really toxic.PiiFree said:@Peanits said:
Post game, where you click the button to go back to the menu.Oh, that's what they meant.
I didn't know that leaving the endgame chat quickly is used as a represenation of my hate. Lol!
I hope that's not something "toxic" for Killers to do?? I always leave rather quickly because from my experience, not a lot of good stuff is appearing in that chat.
I ain't judging, just explaining.TRGraybles said:@Peanits said:
Post game, where you click the button to go back to the menu.You might have all the time in the world to listen to whiny maggots, but I'm going to the next game!
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Post game, where you click the button to go back to the menu.PiiFree said:@White_Owl said:
And killlers that can't kill anyone usually leave asap or complain in chat about gen rush or swf. People hate loosing, it's no news.How can you "leave asap" when it takes the whole match to get to the point where you realize that you can't kill anyone? lol
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I totally do not get that. I get GGs usually after that. Rarely I'll get the odd guy accuse me of camping after I leave the hook and down someone else before ever returning, but everyone else tends to tell them they're wrong.
That said, if they're going overboard, please report them. We'll take care of it. -
Technically it hasn't changed since it was introduced, but it wasn't working correctly and was fixed on 2.5.0. The way it works is based on charges. It takes 80 charges to fix a generator. The number of charges per survivor decrease based on how many other survivors are working on the generator.PiiFree said:@BlackReaper said:
@Detective_Jonathan@ModernFable said:
It’s to visualize the “Co-op Deficiency.”When you work on a Gen you do it at 100% speed.
When two people work on a Gen they do it at 180% speed, or 90% each.
Since you’re not repairing at 100% speed individually, they show a red bar.
You still repair much faster together, but that’s the explanation.
you almost right, if you do a gen alone you do it at 100% speed, (grey bar),
but when two repair a gen they get a 20% penalty for both, 10% for each one but it stake for everyone.
example: -1 doing a gen 100%
-2 doing a gen 80% each one= 160%
-3 doing a gen 70% each one= 210%
-4 doing a gen 60% each one= 240%
its a really hard nerf for gen rushing cooperatively and prove thyself block that penalty, read the new description of prove thyself and you will see its how im saying.Did they just recently nerf that?
It used to be 100% / 90% / 80% / 70%.
Resulting in:
1 Surv = 100%
2 Survs = 180%
3 Survs = 240%
4 Survs = 280%
1 = 1 cps2 = 1.9 cps
3 = 2.7 cps
4 = 3.4 cps
The red bar shows that you are repairing slower than full speed, since you could be applying 4.0 cps to separate generators. -
What he's saying is that splitting up and working on separate generators is still more efficient, since you do not get the speed penalty for having multiple survivors working on the same generator. Prove thyself is mostly just a different way to play for some extra points, but if the killer interrupts that generator, they stop three survivors from progressing.Killigma said:@Aven_Fallen said:
@Killigma said:
@Aven_Fallen said:
Use Discordance.Seriously, whenever a Survivor complains about NOED, people are telling him to cleanse the Totems (which is correct) and to run Small Game.
And now Discordance, which would be the Counter to Prove Thyself, is ignored?
Survivors are able to REMOVE NOED, by cleansing the totem.
Discordance is a band aid at best because it only removes one Survivor out of four from a gen rush. Plus all Survivors can just split up, making the perk worthless.And if all Survivors Split up, that would make Prove Thyself worthless...
People will probably not run it for a longer period.
It does not make it worthless because if one Survivor is looping the Killer, the other three can go back to gens. I agree that people might not use it enough to be meta, I am just annoyed that instead of fixing how quick games go by, they throw another band aid at this issue.
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Prove Thyself does not affect gates, only generators. Although it's still a good point. Granted it's a little more conditional and doesn't have the auras, but the speed is the main appeal.
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This is correct. It was faster in fact because previously the generator speed penalty for multiple survivors working on the same generator was not working correctly. With 2.5.0, that was fixed and it now applies properly. By default, multiple survivors are slower and prove thyself negates that.MojoTheFabulous said:I'm assuming this is 3 people on a Gen right? Because i'm pretty sure that was usually around 33 seconds anyway. So this isn't really a big deal.
Short version is that it hasn't really changed, you just need a perk now to do what you could do without a perk before. -
Exhaustion perks typically gets used during the rest of the game as well, so it wouldn't just affect the end game. Someone might get unhooked and sprint burst away, or use dead hard to avoid getting hit right after they're unhooked.
If you specifically want it to not work once the gates are powered, surely it would be simpler to just straight up disable the perk once all the generators are done. -
If you gotta' dodge flashlights with tightened blind angles, shorter pickup animations, and complete freedom to just face a wall and hard counter them, that's a you problem. You don't even need lightborn. It's a blessing when people do that because that just means one less person on generators whenever I'm chasing an injured survivor just do they can get into position to flashlight the back of my head as I pick up their friend while facing a tree.KissyKissy said:If I see 4 Meg's all with flashlight, im leaving lobby and there is nothing you can do about it.
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Locking this because it's an incredibly obvious troll attempt. That is not an official graph for starters, and DBD is not 9 years old.
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In the sense that it's not up against a big blank wall that can be seen from a mile away, it's way better. You'll actually have to go in and check for it, not just glance at it from a couple tiles away.Jigmac said:
Hate to break it to ya, but its not well hidden.Peanits said:
The one on the right in that screenshot definitely will not. The shack totem is now wedged in a corner between the pallet and the wall. It's actually really well hidden and you can't see it unless you go into the shack to check for it.ad19970 said:Let's pray those totem spawn points won't be happening any more after 2.5.0. Or at least 2.6.0.
Its like the totem placement on hill. -
To quote it directly, "We will share more details about the upcoming Moonrise event in the next couple of weeks."ModernFable said:@not_Queen post said we’d receive info within the next 2 weeks.
Today is the last day of the “2 week period”, so we’ll either hear about it today or it’s probably gonna be delayed.
So not strictly two. But seeing as how the event itself is starting at the end of the month, and that it would be silly to reveal details after the event starts, you can expect news on it soon. -
Anything you've read about it outside of the official news post (which is just a vague overview) is not confirmed info. Even if someone claims to have datamined information about it, any numbers you see are subject to change. Until it's officially revealed, I wouldn't recommend speculating on it.
