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Peanits

Peanits

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Peanits
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  • 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.

  • We review it on a case by case basis. If we have doubts, we're probably not going to ban them. But you're more than welcome to send it in and we'll take a look at it.

  • Technically there are new realms (Ormond, Yamaoka, etc.), but they only have one map. As far as new maps, it's definitely possible, other realms have had maps added to them before. Coldwind, Autohaven, MacMillan, Backwater and Crotus Prenn have all received new maps since launch or since they were created. There's a lot of work that goes into each map, between making sure the generating rules are correct and making sure that any unique buildings/tiles are balanced. It's not something that can be slapped together in a week.

    I'm not really sure where the priority sits on reusing existing realms, but I imagine it's a "if it ain't broke, don't fix it" sorta' deal. If you can work a new map into an existing realm, that's great. But others wouldn't fit into another realm. The map from the Curtain Call chapter, for example, fits well into Crotus Prenn as a travelling carnival. The Yamaoka Estate, however, wouldn't fit into any of the existing realms without looking out of place. I also imagine licensed maps are an exception since you can't just mess with the lore of another franchise. I would assume you couldn't just make a wacky new Saw map, for example.

    It's definitely on the table for new maps to be created in existing realms, but it is often more refreshing to have a change in scenery as well.

  • Rank reset is always the 13th of each month.
  • Boss said:

    @Peanits said:
    It should, in theory, reduce dead zones and more evenly distribute hooks. It'll ensure a minimum distance between the hooks and only break that rule when there are no valid positions and the minimum hook requirement has not been met (in which case two may spawn close together). That'll also mean that the hooks won't spawn on one side of the map, leaving the other side with only one or two hooks.

    It is actually on the PTB right now, so you can try it for yourself if you like.

    That sounds great up until the point that you've sacrificed 2 people on 1 side of the map because they would otherwise be unhookable.
    From what you said, i see that it'll reduce deadzones on creation, but with the usage on 1 or 2 hooks could still easily break some maps then.

    This may not be the popular opinion, but I'm okay with that. I'm always careful when I hook people and make sure that I'm not creating a deadzone for myself if they were to be sacrificed there. You should still be able to get to a slightly further away hook to prevent that from happening. I like the little things like that. Playing killer is pretty straightforward, but there's little things you can strategize around to do better. Managing hooks should be one of those skills, and I feel like carelessly using hooks should be punishing the same way leaving the last three generators on the same side of the map should be punishing for the survivors.

    EDIT: I typed hooks at the end there when I meant to say generators. I'm a big dumb.
  • @Peanits said:
    Assuming you're the last survivor and you got hooked, you probably blew through DS already and either hit or missed it, so I'd rule that out.

    As far as DH goes, that's good for one swing. You're still by no means safe, you're only about a meter away. Any half decent killer is going to know you have DH if they've already hooked you, so they can easily bait it out.

    So ultimately the killer can just down you immediately and there's still next to no chance you're getting away anyway, unless a brand new killer somehow killed everyone else and then caught you, hooks you, and then fumbles around cluelessly. That's just not something that happens.

    in this match the killer went to damage a generator and could have escaped through hatch

    Right, because you're dead and cannot escape, so they can safely leave and break stuff for points. If you could every killer would stand right there in case you get off. There'd be no reason not to.
  • Assuming you're the last survivor and you got hooked, you probably blew through DS already and either hit or missed it, so I'd rule that out.

    As far as DH goes, that's good for one swing. You're still by no means safe, you're only about a meter away. Any half decent killer is going to know you have DH if they've already hooked you, so they can easily bait it out.

    So ultimately the killer can just down you immediately and there's still next to no chance you're getting away anyway, unless a brand new killer somehow killed everyone else and then caught you, hooks you, and then fumbles around cluelessly. That's just not something that happens.
  • Tiny wiggles? Literally nothing, it's just for flair. It slows you down very slightly, but if you know you're either safe or screwed anyway, there's no difference. If you think you might get hit but maybe not, you probably wouldn't do it because that tiny difference in speed might make the difference.

    Big wiggles may be trying to dodge a hit when there's nothing nearby, but I'm assuming you're talking about the little ones.

  • @Raptorrotas said:
    Wasnt that hook there to prevent a deadzone without hooks but out of actual reach of basement?

    Partially, but that is due in part to the way the distance to the basement hooks was previous measured, and also in part to the fact that hook previously did not have strict distribution rules. It used to be measured from the hook's actual position, which is sorta' irrelevant when you have to go down a staircase, make a u-turn and go back towards the hooks. Now it measures from the top of the stairs, giving a more consistent range, and hook spawning as a whole should be more consistently spaced out with less deadzones. You're still going to have a hook near the basement, just not directly up against it like you currently have on the live build.

  • @Judgement said:
    Peanits said:

    Whoever told you lagswitching is not bannable for survivors has lied to you. When we go through reports, we don't care in the slightest who's playing what, lagswitching is lagswitching.

    Does lag-switching even work as a Survivor though?
    In normal cases if a Survivor lags they get teleported back to where they last were or, if they were moving, to where they would have been if they kept going that way. For the host (Killer) and other Survivors, that one keeps running in the same direction.
    At least that’s my experience with lag as a Survivor but I don’t know if lag-switching changes anything.

    There are ways, not going to go into details. The less is known about it the better.

  • Whoever told you lagswitching is not bannable for survivors has lied to you. When we go through reports, we don't care in the slightest who's playing what, lagswitching is lagswitching.

  • @Condorloco_26 said:

    @Peanits said:
    I'm okay with it going, honestly. I didn't really feel like it added anything, it just gave people a safety net when they misjudged their distance to the basement. With the way it measures distance to the basement now (top of stairs, rather than center of the basement) you should have a deadzone around the basement anyway.

    I frequently agree with the opinions you post, but I find this one a little biased. What happens to all the other safety nets in the game? i.e. the ones working against killers? Shouldn't they also go?

    I didn't bring those up because that's not what this thread is about. Though I'm typically against anything that rewards failure.

  • I'm okay with it going, honestly. I didn't really feel like it added anything, it just gave people a safety net when they misjudged their distance to the basement. With the way it measures distance to the basement now (top of stairs, rather than center of the basement) you should have a deadzone around the basement anyway.

  • If you ever think someone is cheating, report them in game. If you managed to grab a video of it, you can create a support ticket as well, but reporting it in game is the most important part.
  • Low FOV cameras cause a lot of people to get headaches or motion sickness, so I don't think tightening the FOV is the right way to go about it.

    Not to mention a group could creatively circumvent that by doing what people did in the beta, by solo queueing and leave the lobby if their friends aren't there.
  • It should, in theory, reduce dead zones and more evenly distribute hooks. It'll ensure a minimum distance between the hooks and only break that rule when there are no valid positions and the minimum hook requirement has not been met (in which case two may spawn close together). That'll also mean that the hooks won't spawn on one side of the map, leaving the other side with only one or two hooks.

    It is actually on the PTB right now, so you can try it for yourself if you like.
  • Master said:

    @Peanits said:
    Dwight_Confusion said:

    The hatch mechanic is a great idea.

    It's just extremely survivor sided and has been for 3 years now.

    The killer needs to have the ability to shut it... like they tested in the PTB. I don't know why they didn't go through with that.

    Because once that happens, the survivor has the power generators in a 1v1 against the killer, which is just not possible. You can patrol the entire map in well under 80 seconds, and the second the killer hears a generator progressing they'll know you're there. So what ended up happening was the hide and seek world championships with no end in sight.

    You mean the hide and seek championships that happens when gates are open and survivors feel like trolling a bit? Yeah that SHOULD be prevented

    Wicked thread derailing, bro! That's not related in any way and it is actually bannable if they refuse to leave for an extended period of time.
  • The hatch mechanic is a great idea.

    It's just extremely survivor sided and has been for 3 years now.

    The killer needs to have the ability to shut it... like they tested in the PTB. I don't know why they didn't go through with that.

    Because once that happens, the survivor has the power generators in a 1v1 against the killer, which is just not possible. You can patrol the entire map in well under 80 seconds, and the second the killer hears a generator progressing they'll know you're there. So what ended up happening was the hide and seek world championships with no end in sight.
  • It would be nice to have a favourite system everywhere. Killers, survivors, perks, add-ons, even cosmetics. I could get behind that.
  • I get the intentions, but I'm going to play Devil's Advocate.

    Say the gates spawn on the same wall. I can see clear across the map and the second the survivor touches the other gate, I'm heading over. This isn't unusual and I've run into quite a few instances where the gate spawn within eyeshot of each other.

    To take it a step further, let's say you also add additional rules to gate spawning so that can't happen. That wouldn't prevent a hillbilly from chainsawing back and forth between the gates. Take Rotten Fields, for example, that's only a couple seconds across. As soon as I see the light on one of those gates, I know the survivor is there.

    Or even taking hillbilly out of the equation since I'm a trapper main, I could stick a trap on each gate and sit in the middle. As soon as one gets disarmed, I know the survivor is there.

    I'm totally down for a hatch rework, but it's not an easy solution. It would have been done already if it was. When you end up with situations where the survivor cannot win without getting that perfect window of opportunity, you're left with the longest game of hide and seek. They're waiting for an opportunity that'll only come when the killer gets bored and gives up, which is the same as the hatch standoff currently. Though the hatch standoff now at least has an alternative that can end the game.

  • @Tsulan said:
    Poweas said:

    @Speshul_Kitten said:

    Also I wanted to share this cause I thought it was funny. No offense to Matt

    Holy ######### is he now stronger than Nurse?

    Speshul_Kitten said:

    The devs warned that changing Legion in the slightest could result in him being top tier and/or more.

    Impossible 

    I'll just leave this here: https://streamable.com/hdxro

    Even if you ran from him, there's nothing you can do there. You vault, he vaults. The issue with a power with no counterplay is that unless it's weak, it's overpowered. But if it's weak, it's underwhelming.

  • It should be fixed on the PTB. Once the mid-chapter update hits live servers, it should be fixed there as well. Hang tight, it's not far off now.

  • Two things:

    1: I feel like 3,000 points for one generator is a little much. There's not really any challenge or risk to it and it only takes 80 seconds. If you're working with someone else, even less, and you get co-op points as well, not counting skill checks either. I wouldn't mind a little more, but that's a little overboard.

    2: I'm not a fan of attaching so many points to the exit gate. One of my gripes with the survivor scoring currently is that someone who does really well, gets hooked once at the end of the game and camped (fair game, gates are open, I don't expect a killer to let them go) loses out on a huge amount of points. Meanwhile someone who barely does anything and slips out the exit gate gets showed with bloodpoints. To give a comparison, getting a 4k as a killer only gives you 2,500 extra points, escaping as a survivor gives you 5,000. I feel like this is a large part of why killers consistently get more bloodpoints. Even if you don't 4k, you still have plenty of opportunities to earn deviousness points and the 2,500 you could get aren't a deal breaker.

    With that in mind, I would much rather see the points for escaping reduced and instead have those points distributed to other actions. For starters, moving "Bold" (points for being near the killer without being spotted) to survival. Then provide points for getting healed regardless of how you do it (seeking out a teammate to heal you is still best for your survival even if you're not running self care). Might require some tweaking, but that would make it possible to get at least a decent amount of survival if you played well but didn't escape.

  • @AshleyWB said:
    The PTB has shown me nothing because noone ever plays it. 

    Give players an incentive to use the PTB. Whether that's private matches or public.

    https://streamable.com/hdxro

    That, basically. Add a couple seconds from the survivor running away, but ultimately they're going to get hit because the killer has almost no cooldown and closes the distance around twice as fast as a normal killer. Even if you manage to vault something, the legion can vault after you. Injuring them in the first place is the only (somewhat) challenge, but you also have an ability that specializes in injuring multiple people. Worst case scenario if you don't want to spread the deep wounds around, you just use two frenzies.

    Granted that's with Frank's Mix Tape, but the mix tapes are already running wilder than Hulk Hogan. It's basically built in with this PTB, and using it makes it even easier. I'm not a fan personally.

  • So now the argument is ranking up would be to bully people? What do you think is happening now with the deranking and SWF smurfing to face lower rank killers? If someone is not good enough to pip they would not rank up.

    You will, on average, rank up even now, and that's with the possibility to depip. Those who are actually stuck at rank 15 currently are the rare exception, not the rule. Unless it were made significantly harder to pip, you would eventually rank up.
  • You can't fix something that's not broken. Tapping it is not instant, there is a delay each time they tap it before it actually starts repairing the generator. The generator takes significantly longer if they do that, which is the entire point of ruin. They'd be going faster if they just got gud and started hitting the skill checks.

    Also if you check the PTB patch notes, totems placement is now going to be reviewed on a regular basis.
  • That would make everyone rank up to rank 1 far too easily, which would defeat the whole point of ranks. People with thousands of hours would get matched up with new players still.
  • Nothing has been announced yet, but considering last time the vials were merged to avoid that sort of thing, I would imagine that wouldn't be the case. We'll have to wait and see though.
  • They do. This change was proposed shortly after the legions release and opinions have changed since then. This change is going through the PTB and may not go to the live build, that's the whole point of the PTB. If it ends up being terrible, oh well, scrap it and try something else.
  • Having played a ton of trapper, I can't say I really have an issue with stepping in my own traps. I know where I placed them and they're highlighted for me. If I step in them, I really messed up because there are warning signs everywhere.
  • I'm pretty sure the terror radius change was just a change to standardize her terror radius. Every other (base) terror radius is a multiple of 8 (8, 16, 24, 32).

    Regarding the combat straps, it'll still be pretty noticeable. Though I don't have an issue with it being weak personally since it is a common add-on.

  • The PTB uses a separate save file taken from a little while ago. Anything you did on the live build of the game after a copy of your save was stored will not transfer to the PTB. That's normally, don't worry about it.

    If you're going back to live and somehow managed to lose progress, you can create a ticket here: https://support.deadbydaylight.com/hc/en-us

    Although that should not happen because as mentioned before, those are completely different save files and they do not interact in any way.

  • So when Leader says "all actions" does that include vaulting?

    It doesn't. Though resilience isn't supposed to either, but I'm not sure if that works the same way as leader.

    It's supposed to be just interaction bars, basically.
  • Leader no longer affects generators, which is a pretty big deal so I don't know if I'd call that a buff. Though the heal speed will be nice, sabotage and others likely won't come into play because those only require one person anyway. Unless you like to hold hands and watch someone break a hook, I suppose.
  • It was actually planned to announce it today through the news post. Surprise!
  • It does sound awesome, but I wouldn't sell short the amount of time it would take to kick all the generators. I think the hearing part is going to be great, personally. You can shave off so much time by not patrolling as close.
  • I actually like how they reduced her crouching time and the Terror Radius fade time, this makes her crouch a lot viable even without Combat Stripes!

    But the Terror Radius changes (28 metres to 32 metres) is kinda pointless, in my opinion of course!

    I believe the terror radius change was just standardization. The hag got the same treatment before, I believe. This way base terror radii are increments of 8m (8, 16, 24, 32).
  • Have the devs apparently commented that you need to quit 80% of matches to get banned?

    That is what one responded to me. It sounds like nonsense and I hope that isn't true.

    No. 80% is wicked high and wouldn't do anything. The actual number is much lower but not publicly known.
  • If you particularly love that one character but only with rare/ultra rare add-ons, sure. Otherwise no. The bloodwebs only get a slightly increased change for rarer items to spawn. It's almost entirely just to give you something to do if you play a lot.
  • Binding it to your mouse wheel is not bannable. If it was, you just wouldn't be able to bind it in the first place. Clicking it with your mouse wheel doesn't really do anything except make noise.

    There used to be an exploit people could do by using a macro that would click it so fast that it would break the game. That has been fixed (some say it can still happen, but I have not received any reports of it recently and I used to see them all the time). Also, in order to do it that way, you would literally have to click it a thousand times per second, so call me a pessimist but I don't think you'd be able to pull that off with the scroll wheel.

    If someone does actually manage to DC everyone with it these days, it is an exploit and it is bannable.
  • I'll be honest, I don't think that would be balanced in the slightest. Faster move speed, slower generators, a big buff to all hex perks, AND free blood warden? That doesn't sound balanced, that sounds incredibly stacked in favour of killers. I would be getting 4k's every game with that.

    I'm all for a hatch rework, but just removing it would cause more problems than it would solve.
  • So the gates are open and instead of leaving, you decided the stick around and vault spam windows to waste the killer's time? I haven't reviewed that report yet so I can't say if it's bannable or not, but it's not exactly unreasonable for someone to report you for unsportsmanlike behaviour when you sticking around spamming vaults when you could have left. That's like touching the stove, realizing it's hot, and then getting upset with the stove.
  • Ayyy. I'm going to try to get some higher resolution ones. I threw these together for now with what I had available.

  • Yes. It's rare these days, but it does happen and it is bannable. Please report it if you see it.

  • Boy, this thread takes me back. I never did get around to posting when it first came up so I guess I might as well do it now.

    I think the skill check thing is interesting, but I think it would have to be simplified in some way. I'm confused just reading it and I spend most of my day watching, playing, reading about and working behind the scenes on this game. I can only imagine how confusing it could be for newer players. Personally, I'd rather see less skill checks though and have it be a guaranteed thing instead. Skill checks have a minimal effect on higher end players while the newest players struggle. The other thing that concerns me here is how madness skill checks replace regular skill checks. How exactly would this work with ruin? If it replaces the generator skill check 50%/75% of the time, wouldn't that actually be better for the survivors than a normal ruin skill check?

    The one thing I really don't think would work is the shock changes. Moving around at 4.6m/s with a one second charge time would basically completely remove windows and pallets while playing against him unless they somehow miss their shock. A one second charge with a one second cooldown means that every 2 seconds, you disable windows/pallets for 2.5 seconds. That gives you half a second after the last shock ends to start charging the next one (pretty easy to do, you'd have to be crazy slow to miss that window). You'd have a 4.6m/s killer whose power is basically to remove all counterplay. It wouldn't really be fun to play with or against, it would just turn into a mindless exercise.

    I don't think he should be too powerful in a chase. What he lacks in chase power he makes up for in utility (stalling the game, finding survivors). I know it's not exactly a popular opinion around here, but he's one of the ones I feel don't need to be viable at all ranks. I view the doctor as a great stepping stone killer. He's great for newer players that struggle to find survivors, but someone who knows what they're doing will probably want to play a killer with more chase power. That's not to say that I wouldn't want to see a buff, but I definitely don't think he should become just another chase killer. I'd rather he maintain his utility role than have him lose that and become more generic.
  • Playing devil's advocate here, please don't eat me.

    The first part would further discourage using frenzy to wound multiple targets, since you would only get a total of two vaults for the entire duration. If it were just a soft cap and reduced a fixed amount, you would still likely run into issues with it since you would use a significant portion of your frenzy just getting to the next survivor in the first place, which would cause you to waste the last bit of the bar vaulting after them.

    The second part would also promote using frenzy on a single target. Making frenzy deal more damage to the deep wound timer ends up in a Frank's Mix Tape situation. Currently it's not worth using your power multiple times on one survivor because it is very inefficient. If that damage is increased, you can frenzy a single survivor without any problem.

    I won't argue that the legion needs buff, I definitely feel the same. Although I feel like making him more powerful at chasing a single survivor is the wrong way to do it. We can look at Frank's Mix Tape currently to see what that would be like. You'd end up with a killer that ignore any countermeasures and gets a guaranteed down within ~30 seconds. He hits you the first two times, goes into cooldown, and then hits you a third time for the down. Sure, it's more powerful, but it's basically just a race to finish generators before the killer has enough time to down everyone. If his frenzy attack is to be made more powerful, it would need to be accompanied by some sort of change that prevents you from just following one person and repeatedly using your power to remove any sort of counterplay from them.

  • If we're talking with Frank's Mixtape, pretty high. If we're talking without Frank's Mixtape, pretty low.

  • To learn? Probably hillbilly. To master, nurse.

    Hillbilly is pretty straight forward. You use your chainsaw and go vroom really fast. You can use it to get across the map or to get an instant down. Even if you're not good at chainsawing, you can use it point blank as a glorified regular attack that does double damage.

    Nurse has a huge bump at the beginning of her learning curve. You need to get a feel for how long to charge your blinks, how to predict survivor movement, etc. But once you got the hang of that she's real easy to play. Unlike all other killers, you need next to no game knowledge to do well with her. You do not need to know which way to run tiles, you don't need to play around pallets or windows, you just blink and hit (or miss, depending on how good you are with her). You'll naturally get better aiming your blinks as you play, while the other killers will require you to actually use your noodle and figure out the little details of the game if you want to master them.

  • @Nickenzie said:
    Peanits said:

    I would assume it's due to the lack of a keyboard, like the end game chat. It's possible, consoles have virtual keyboards and all that. Definitely wouldn't work for chat since ain't nobody got time to sit around and slowly type that, but I do agree that it would be nice for reports.

    @Peanits
    Can you make sure that the new reporting system for consoles have an option to give any explanation?

    I will be bringing it up in our next meeting.

  • I would assume it's due to the lack of a keyboard, like the end game chat. It's possible, consoles have virtual keyboards and all that. Definitely wouldn't work for chat since ain't nobody got time to sit around and slowly type that, but I do agree that it would be nice for reports.

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