Peanits
Peanits
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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.
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I'll just go ahead and drop this here: https://forum.deadbydaylight.com/en/discussion/40566/2-5-0-mid-chapter-player-test-build#latest
Specifically the bit under map changes about totems. -
Making someone scream already shows you their exact location. Using M&A and whispers just to find someone is awfully redundant in the first place considering treatment mode is practically a built in whispers, but M&A would be counterproductive since a large terror radius would allow you to make someone scream from further away, which would show you their exact location.
If you really feel it's worth two perk slots, go nuts, don't let me tell you how to play the game, you do you. But they're going to be on generators anyway and going ham on tracking perks/abilities is going to leave you without much power in chases. -
I think it's perfectly reasonable to move them away from generators, or alternatively preventing the crows from being startled while working on a generator. I don't think Calm Spirit should be mandatory to avoid it, you should be able to crouch past them to avoid them at the cost of extra time, but having them constantly going off while you're on a generator isn't necessary.
It would be nice if they were distributed like hooks and pallets so you get more evenly spread out crows and less deadzones as well. -
Nothing has been announced yet, but more details about the event should be revealed as the event gets closer.
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No, that's not giving any sort of unfair advantage or preventing the game from ending, that's just you wasting your own time.
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(Worth noting that @yourself will literally tag a so far nonexistent person named "yourself", so you should replace 'yourself' with your actual name on the forums, in case that wasn't clear.)
I've brought this up though, hopefully it will be fixed soon.
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I would actually go the other route and remove the survivor's names for killers as well. Showing names is fuel for dodging, and making it so both sides can dodge and cherry pick the easiest matches is counterproductive. All you really need to see is the ping.
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I'm okay with it because that's the only thing stopping that one guy who always stands there and lets Myers stalk them from giving the killer a basically infinite T3. Though I would be okay with stalk juice refilling as you stalk others so there isn't a hard limit, but stalking just one person won't work.
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I love when people drop pallets on me as a cloaked wraith. I can't hit them while cloaked anyway, if they want to save me the time and drop it without waiting for me to uncloak, that's great.
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Sounds like an easy escape to me. That gives the other survivors plenty of time to finish generators while the downed guy slowly crawls to an exit gate. Then you either gotta' pick them up while three people bodyblock or watch them crawl out.
Personally I would just chase the guy sabotaging and hook them so they can't break the hooks, that seems way more productive. -
There is a setting in the options- something lines of "Mute on focus lost" or something similar- that does that. It basically mutes the game whenever it's not the active window. Chances are it got unchecked at some point.
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@fluffybunny said:
@powerbats I think it also makes you dodge if you or the killer blocked the other. I'm not entirely sure on that, though.No, that will not work. If it did you would just be able to block any good players and abuse the system to get easy matches.
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It is bannable. If you don't have a recording, please don't create a ticket with screenshots, we cannot accept them as proof. Filing an in-game report will be sufficient.
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I feel like most solo survivors would leave me for dead and look for the hatch instead of saving me, but that's just my luck.
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So you're saying it is fair if I play with my three girlfriends though, right?bloxe said:Its not fair to play with your 3 boyfriends while the killer plays solo.
For real though, most SWF groups are not amazing players. They're just average people playing with their friends, and they're incredibly predictable. I don't see the reason to destroy the matchmaking for everyone just so you can avoid the few good groups out there. -
The issue I see there is that it still encourages tunneling one survivor to death ASAP, only with this you only get a fraction of the repair speed penalty. It would probably be better if it was based around hooking unique survivors, giving you a reason to spread the pressure and reward you by slowing down the game.
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The trailers are purely cinematic and not related to the gameplay, much like how the legion puts on a mask in the Darkness Among Us trailer.ShyN3ko said:@Peanits said:
I also don't like how a different survivor dies just because someone left the match. I could easily chase someone out and someone else gets sacrificed because of it.I forget something rly important about this point.
I got this idear, because the trailer.
1:34 - 1:40
I thought the devs forget this gameplay mechanic.
Do you know, if they forget it? -
Just stay away from the basement. If you sabotaged literally every other hooks, all you gotta' do is not run straight to the basement when you get chased. If you decide to do that or the killer somehow manages to zone you over to it, you messed up. I don't think you should get a free win for making mistakes like that.
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I'm not sure I could get behind some of these. Vaulting pallets would lead to a legion situation with no counterplay. Increased timer speed with other survivors nearby makes it possible for other people to grief that survivor by following them around and making their timer go down faster. Deducting points for powering a generator while someone has a trap basically punishes someone for doing the objective. I also don't like how a different survivor dies just because someone left the match. I could easily chase someone out and someone else gets sacrificed because of it.
There's a lot of good changes here though. The higher camera and quiet ambush would be huge, as would the increased crouch speed. Making it so the RBTs cannot be removed with just one box would make it a lot more consistent, and I like that. I'm also a fan of increasing a survivor's move speed while trapped because it discourages tunneling a guy with a trap (seriously, too many people do this and it literally does nothing, you might as well not have a power at that point). I don't think she's that far off from being a good killer, I think see just needs some slight buffs and QOL tweaks. -
It's a niche perk and not for everybody. The main appeal is being able to recover from dying infinitely, which can be handy with a sabotage team.Entità said:NoShinyPony said:@Entità said:
NoShinyPony said:@Entità said:
@NoShinyPony The fact is no one uses it, like the old Surveillance.
Yes, but if only a small amount of people plays hard mode, then that doesn't mean that hard mode should be nerfed. It simply means that people don't want to play a mode that is too difficult for them.
I know I am repeating myself but: We are not talking about a useful perk, we are talking about hard mode! Why would a player want to nerf a hard mode instead of seeing it as a challenge or simply ignoring it?
If you want hard mode, then you should stay injured all the trial with blood and grunts: what is the function of No Mither?
The function of No Mither is being the hard mode. There is no other function. The devs could give bonus bloodpoints but I don't see the point in why a hard mode should be made less hard. If it's too difficult, then don't play it,
It reads like what you are looking for is basically Unbreakable that you can use more than once.
Maybe I'm not able to explain myself.If you want to play in hard mode, you can do it at will, you don't need a perk to have it:1) find the killer;2) let them hit you;3) continue the trial remaining injured;4) you leave pools of blood and emit grunts of pain;5) you cannot fully recover from the dying state.Instead, No Mither hard mode is easier, because you don't leave blood, your grunts are halved and you have a fictitious (because the killer won't leave you on the ground, knowing you run that perk, unless they are idiot) hope to fully recover from the dying state.Billy's and Bubba's speed limiters are useful, because they cannot reduce the chainsaw double damage attack at will; while No Mither is meaningless, because who wants an extreme trial can have it even without this perk, and the extreme trial they have without No Mither is harder than the extreme trial they would have if they ran it. Do you understand my point?
So, I'll repeat my question: what's the function of No Mither? Wise @not_Queen @Patricia @Peanits , can you satisfy my curiosity? Is there anybody who can explain me what No Mither adds concretely to the game? I really don't understand why someone should choose No Mither, when they can have the hardest mode ever by simply a) following my five points, listed above, b) running no perks, no items and no offerings, and c) wearing a very visible cosmetic. -
The bug is already fixed in the PTB and will be pushed to the live build in the next update.
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Technically both are equally weak. If you hit the unhooker it cancels the unhook and injures them. If they still decide to unhook them, it's an easy down and there's zero chance of borrowed time coming into play.MaxiferPriest said:@Sel said:
You have to wait until the animation is completely finished. More important question is, why're you going for the person unhooked? :silenced:the real question is why would u unhook someone infront of a killer? Why would the killer not go for the weaker one?
I always go for the unhooker in that case just so they don't get away with farming their teammates. -
Yeah, that's not okay. I hope you reported them. If so they will be caught and banned for that. We do not tolerate stuff like that and if they keep it up those bans will eventually become permanent.
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You should try restarting the game first, that will often fix it. If you still don't see them, you can make a ticket here and someone will get back to you: https://support.deadbydaylight.com/hc/en-us
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It's not the greatest. Ideally you'd use your traps to chase, not your default move speed. STBFL is great for 4.6 killers since you can use the shortened delay to catch back up even faster, but with the hag, you typically want to zone someone into a trap, teleport to it and then hit them, rather than slowly chasing. The reduced cooldown has a negligible effect for teleporting.
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It is. If they took a minute to break totems it would never activate.Master said:@ad19970 said:
@Master said:
@OGlilSPOOK20 said:
Pls delete Noed, DS & Insidious from the game. Thank you!I don't care... This game would be way better off without them.
and add BT on the list
BT is perfectly fine. Thank the camping killers for that perk lol.
Just to apply your logic
NOED is perfectly fine. Thank the genrushing survivors for that perk lol.
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I mean, that's not really my call to make. We release free DLC when we can. If you really want, you can buy the last chapter with shards for free.Arroz said:@Peanits said:
Any original characters are available with shards. Licensed characters (ones from movies that BHVR does not own the rights to) are not. Contracts and all that, they were released before the store was a thing. It could change in the future, but there are no announced plans at the moment.Release a free DLC
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Any original characters are available with shards. Licensed characters (ones from movies that BHVR does not own the rights to) are not. Contracts and all that, they were released before the store was a thing. It could change in the future, but there are no announced plans at the moment.
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It sounds neat, but if someone found the thing that makes them happy and wants to play only that, I don't really see anything wrong with it. I'd rather see someone be happy with their vanilla ice cream than force them to eat chocolate (unless they want to miss out on the extra rewards).
I dunno'. I just feel like the variety alone is enough reason for someone who plays a lot to switch things up, and if they're still having fun with the same old, I don't see anything wrong with that. -
What you're talking about is the meta. The meta doesn't stop existing with an extra perk slot, the next best perk just gets slipped in as well. If you choose to run the same perks all the time, that's on you.SpongeBob420Pants said:@Peanits said:
I feel like it would get stale. I'd rather have a limited loadout that requires me to switch things up than a generic loadout that covers everything.
This makes no sense, you say 4 perks is better than 5 because "it would get stale", with the current 4 perks cap there is no "switching things up", survivors use self care and exhaustion perk (half their loadout) and killers use Bbq/ruin/pallet perk (also at least half their loadout) and this has become standard. What could be more "stale" than having half your perks already picked for you?
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I've always thought a system like that would be neat, but the points can would have to be based on how powerful the perks are rather than their rarity. Otherwise perks like NOED or Franklin's Demise would actually be more desirable in their tier 1 form since they would be a lower rarity while still providing mostly the same results. But it would be interesting. You could leave some perks powerful and just make them expensive to use, possibly restricting you down to three slots if you only pick the best perks.fluffybunny said:@AshleyWB said:
Maybe if perks were categorized into uses. A miscellaneous perk slot is a option.Maybe if perks cost perk points and the stronger the perk the more perk points you are allowed in your loadout.
Maybe devotion could give you +1 perk point capacity.This would be a really bad change in my opinion but these are options.
Oooo, alternatively they could make perks worth points. You have five slots and something like 5 for point value. Purple are 3, green are 2, and yellow is 1. That way you have one extra slot, but you need to choose what purple perks you would like to bring.
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I don't think it's necessary. Currently you have to pick and choose your perks carefully because you have a very limited number of slots. If you add more, it becomes too easy to become a jack of all trades. You don't have to make sacrifices to specialize in something, you have enough wiggle room that you can compensate for your build's weeknesses with other perks.
For example, you don't have to choose between chase perks and utility perks, you can easily run both. Killers can run two or three perks to help in chases and still have room for tracking perks. Survivors can run DS, self care, an exhaustion perk and still have room for two other utility perks.
I feel like it would get stale. I'd rather have a limited loadout that requires me to switch things up than a generic loadout that covers everything. -
@Fenrir said:
They totally need to get rid of double pip and safety pipI'm okay with the double pip. If do really well you should probably get to your appropriate rank faster. But you should have to totally destroy that match to do it. 100% down with getting rid of the safety pip, though. It makes it too easy to rank up on average.
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I really don't think it's that far off from being good. I just think it needs a little tweaking and to have the safety pip removed and you're good. I understand that it might be frustrating to get two kills or power three generators and not pip, but I also think it's important to make the distinction between a player who can do generators and still survive in a chase, or kill two people while getting eight or more downs. Someone who stays immersed and slips out the gate or someone who barely downs two people and camps them to death simply isn't as good as someone who can do that and more.
I find that more often than not, even when you're forced into a different playstyle, if you're meant to pip you'll probably pip anyway.
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@Boss said:
@Peanits said:
@ad19970 said:
I'd like it, but what's with the dodging survivors with extremely high ping? Isn't that like the main reason you can dodge lobbies?This is true. Though you could also tie a feature like that into the ping where you can leave a lobby if people have >200 ping, for example. I imagine this should also be less of a problem once the new matchmaking system is release.
Then there'll more than likely be disagreements on what one considers "good-enough ping".
Probably, but that is something that can be fine tuned over time. If there's too many problems at 200, it can be toned down to 150, for example. 200 is my limit, after that I start to notice lag.
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@ad19970 said:
I'd like it, but what's with the dodging survivors with extremely high ping? Isn't that like the main reason you can dodge lobbies?This is true. Though you could also tie a feature like that into the ping where you can leave a lobby if people have >200 ping, for example. I imagine this should also be less of a problem once the new matchmaking system is release.
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I feel like that's more or less Thrill of the Hunt except without the durability, barring instances where the totem is right next to a generator, but then it's not going to last long.
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I am okay with that. For a long time I've noticed that a lot of the complaints come from people who dodge things that pose a challenge to them, causing them to cherry pick easier matches and rank up higher than they're supposed to be without learning how to counter things.
Flashlights were a great example of that. For the longest time it was incredibly easy to avoid a flashlight by facing a wall or just by being aware of your surrounding and the direction you're facing. Yet the entire time there were daily complaints about flashlights being overpowered, and your odds of getting dodged going through the roof if you dared to equip one. Then those guys get into the mindset of "I'm a rank 1 player, this is overpowered, I know what I'm talking about" when they've never learned how to play around it. At any point during that time you could have gone on Twitch and watched any half decent killer player avoid flashlights without any issue.
I don't like it. I don't think people should be dodging anything that's difficult to them. I didn't like it when survivors could snoop around your profile to see what killer you played either and I'm glad that's gone. Fortunately with the upcoming matchmaking system, all survivors will be placed in a lobby at the same time and it'll be harder to tell if a group is SWF or not, though that won't stop someone from dodging when they see items.
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I don't know who told you that. Depending on the context, it absolutely is. You may not see it because it's not an instant permanent ban (that would be excessive), and temporary bans do not show on their profile.
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I know it's not what anyone wants to hear, but that is latency. You can actually see the Nea leave the generator before the grab animation even starts. It's just a matter of that info not getting to the killer in time and the game flailing its arms wildly to make things work like they're supposed to. I'm sure it could be smoothed over so it looks a little better, but gameplay-wise, it's doing what it's supposed to.
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I'm totally fine with that. Not something I think needs to happen, but it would still be a great QOL update nonetheless.
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@PolarBear said:
@Peanits said:
For those wondering, you do still get slightly better bloodwebs when prestiging. It's not significant. Prestiging is meant to be optional for people who play the game a lot, not necessary to get good stuff.So is it the same slightly as Salt Pouch? Is it so insignificant that it really couldn't be tested in practice?
Basically yes, it's a few percent chance to get higher quality items. You will not notice it unless you're sitting there with a spreadsheet counting them.
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@Gardenia said:
Peanits said:@Gardenia said:
Vietfox said:
Moris can kill before reaching the 2nd hook stage.
Yet In that time chasing you finally downing you, about 1-2 gens are popped. Not even factoring looping. Or flashlight saves, or even bodyblocking....
I'm all for keys being nerfed, but moris are basically the killer equivalent. I feel like it's sorta' silly to want one removed while defending the other.
Is it really though? Because I technically have to chase and down someone twice to finally mori someone. And if you factor in all that additional stuff, you'll barely have time to use that mori, and if you do you can get 1k. I agree with Vietfox that competent killers can 4k, but any competent killer vs a swf or even rank 1 survivors are going to have an extremely difficult time. Ruin barely does anything in high ranks. Because Survivors are used to finding totems. However, when you finally get to at least down or touch someone 1-2 gens are popped, it's madness!
Then you have the key, which is just broken.
Mori's have conditions similar to a key, the only difference is the condition for survivors to use the key is way more easier than the killers. We have to hook someone to use the mori.They have to have at least a 2-3 gens done and find the hatch (which isn't hard to find these days considering people have played this game thousands of hours), no time taken to open it, and viola, everyone can escape just right then and there.
I would argue that if you can't down someone twice before all the generators are done, you lost and you don't deserve to kill them. Same way if the survivors can't manage to power the generators before the killer kills everyone they don't deserve to win.
Even then, the survivors need to repair the number of survivors alive + 1 generators to even use the key, so it's no different from a mori. Both sides have to put a little bit of effort in to use it, it's not just an instant win. I'm down for both being nerfed, but nerfing one and not the other is silly.
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@Gardenia said:
Vietfox said:Moris can kill before reaching the 2nd hook stage.
Yet In that time chasing you finally downing you, about 1-2 gens are popped. Not even factoring looping. Or flashlight saves, or even bodyblocking....
I'm all for keys being nerfed, but moris are basically the killer equivalent. I feel like it's sorta' silly to want one removed while defending the other.
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Activating immediately on chase would be pretty neat, but I would not want to see the faster bloodlust part. Bloodlust isn't really necessary and tends to reward failure. I'm not a fan of it as a whole and I don't really want to see it buffed. I think having no stain on its own is huge, though, so I don't think scrapping the bloodlust bit would ruin it.
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If you're playing kill your friends, I'm not sure why they would report you in the first place. That's usually just for a couple friends to mess around. That's not cheating though, you're all good.
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@Morfedel said:
@Peanits said:
I'm guessing you already did anyway, but please report that. We do read the reports and we do ban the toxic people. If someone is harassing you through private messages on consoles, please report that to Sony/Microsoft, they don't tolerate that either.Does this include trash talking, like they say ez game you were a pathetic killer kind of talk? Or only cussing you out? Or what?
There's a line. We expect some trash talking, it's a PVP game. When it gets excessive is when it becomes a problem. There's no reason to tell someone to kill themselves or make fun of their race over a video game. But yes, when in doubt, report.
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I would suggest re-reading the rules, specifically the bit at the very bottom: https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest
Abusing the report system is not tolerated. I would not recommend doing that. It is not an exploit and that is a false report.
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For those wondering, you do still get slightly better bloodwebs when prestiging. It's not significant. Prestiging is meant to be optional for people who play the game a lot, not necessary to get good stuff.