Peanits
Peanits
About
- Username
- Peanits
- Joined
- Visits
- 6,101
- Last Active
Comments
-
I do like the idea of making her faster but also giving her a cooldown, although I would prefer a less drastic switch. 4.6m/s with a 30s cooldown would make her too much like other killers. I'd rather see something like 4.4m/s with a 10s cooldown if anything.
She does have one of the most powerful powers in the game, there's no question about that, but it's something that's easy to miss. A 30 second delay would be a little overkill since it can often take multiple blinks to land a hit (depending on the killer's skill level, and that's going to be much harder to practice if there's a cooldown on it and you can't use it as often). If you offset that with 4.6m/s, you basically just have a vanilla killer that occasionally goes through walls.
If anything I feel 4.4/10s would be a little more fun and fair. Still possible to chase, but also gives the ability to skip large sections of loops. I would even be fine with 4.4/5s if pallet stuns could interrupt the nurse mid-blink. Stuns would not allow her to get looped since you could instantly force a pallet drop and burn through them very quickly (way faster than any other killer).
I don't know though. My biggest gripe is a lack of counterplay. I don't think the way the nurse works should be changed too much because the different chases are what makes her interesting to play against. She just needs some additional way to fight back.
-
Part of the team was back this past week, and everyone else will be back this coming week. I believe the streams/videos should start back up again. not_Queen specifically has been sick recently so you may not have seen her around.
-
I do think that would be pretty cool, although that would be a huge feature and would take a lot of time to create. I don't know if it would be worthwhile if it were just for KYF, since that would take a lot of development time for something that only a fraction of the community will ever use. Maybe it could be turned into a Steam Workshop type deal where you can create a map, upload it to the workshop, and every once in a while the best ones get turned into official maps with a couple balancing tweaks and a fresh coat of paint.
But again, that's a huge amount of work. I'd love to see it, but I don't know if it would be possible.
-
Slide into my DMs, I'll take care of it now: https://steamcommunity.com/id/GnomeChompski/
But I'm going to go ahead and close this because the forums aren't the place for reports.
-
@Kaelum said:
Did they have a flashlight? There is a bug in the PC version, where a survivor can bind a macro to SPAM flashlight clicks, which can cause other players, especially the killer, to DC.That should actually be fixed. You can click it fast now, but not fast enough to break the game.
-
That sounds interesting and I could get behind it. I don't see any harm in making sure that people don't get the same map twice in a row.
The only flaw I could maybe see is with the new weighting system that allows you to make the new map appear more often. If one person in the lobby got it last match (which chances are someone did with the increased chance), nobody would be able to get it, so maybe excluding the newest map from that system would be a good idea (for the first week or two).
-
Try restarting the game, that'll usually fix it. If that doesn't work, you can make a ticket here and we should be able to help you: support.deadbydaylight.com/hc/en-usskillchecks said:did you get them back? i just checked and i lost my bbq event skins and the howling grounds too, i only have Feng's red shirt
-
Thiccness is a top priority and is no laughing matter.PhantomMask20763 said:
This is supposed to be a joke thread tho...I dont care if the devs see it or not, they've got better things to doDehitay said:Fun fact: Intentionally making your thread title as vague as possible is one of the best ways to ensure that devs ignore it.
-
You dare speak ill of Meg. We cannot be friends anymore.
I'm sure more will come. Nea just got some recently and it's been a little while since she got some too, so there is hope. -
Practice is the best tip I can give. You just need to get used to tracking survivors while phasing. Stridor will also help a lot with that, as will predator if you're really having a hard time.
Just imagine you're playing hag except you have to drive to work each time you used your power. -
I am 100% okay with the better player(s) winning and the worse players losing, yes.Rebel_Raven said:
Which would possibly work if they weren't ranks above in a mixed SWF where rank does not matter, apparently. Again, I've been seeing people actual colors above me in rank.Peanits said:
If someone has more experience, perks _and_ skill than you, that by definition makes them a better player. You should not win in that case. If someone checks all those boxes and you still win consistently, there's something seriously wrong there. Take the loss, derank, they'll rank up and you won't be matched together anymore. There's no shame in losing. Sometimes I end up against a really good group of survivors and I get destroyed too, but dodging them isn't going to make me any better.Rebel_Raven said:
Yeah maybe easily beatable to someone who has a ton of perks, experience, and killers to pick from, but then there's everyone else.Peanits said:
I'm definitely not trying to win people over. If I was, I would just be agreeing with everything that gets said.Rebel_Raven said:
I've been running into mixed rank SWFs since the Halloween event, obvious smurfs, and people obviously using voice comms to pass along informationthey shouldn't have, too.Peanits said:I don't see the point. It would massively drive up queue times for everyone for no reason. Most SWF groups are no better than solo players, and the rare ones that are tend to be good players to begin with. You'll find that most of the matches you win had SWF groups in it. Having voice chat does not make you faster or better in a chase, good players are good players.
Losing to a good team is not anything to be ashamed of, and I don't see why ruining matchmaking for everyone would be a good solution for the very few extremely coordinated groups out there.
Facing people who have no business being in the same trial as me has gotten worse over the winter event.
Save the "most swf groups are no better than solos" for when the game is balanced around SWF.
Flatly dismissing these issues people have isn't going to win people over.
Most SWF groups are easily defeatable and too often I see people blame their losses on SWF as a scape goat rather than seeing it as an opportunity to improve. They are incredibly predictable and it can be used against them.
And that's not to discount the few groups out there who are committed to trying as hard as possible like they're in the finals of a tournament, they do exist. They're just very rare. Half the time I see someone post a video of that, the killer misses countless swings, loses the survivors, loses mindgaming, runs tiles the wrong way, etc. That's not the fault of SWF, they faced a better player and lost. But rather than accept that they had a bad game and trying to do better next time, they point at that one guy that ran them the entire game and say "SWF."
Making a massive change that hurts everybody for the few groups out there that are actually a problem is silly.
Not the people struggling to get half way there, going through this crap.
See, it reads like you're okay with people with massive rank differences SWFing to pick on people they shouldn't have been in trial with.
You may as well be ok with killers depipping to bully low rank survivors, too.
They don't have to be super sweaty, they're combining their knowledge to screw over a killer when they should not have that knowledge to begin with. They're getting advantages this game isn't balanced around.
If you don't want to see massive changes that would screw over everyone, or close to it, fine, say that.
But dismissing people's issues with SWFs almost entirely? When they're facing mixed ranks? When they're using voice chat to let others know the killer is headed their way, or not?
This isn't a case of meeting better players, it's more akin to people picking on lower ranks, and abusing thebmatch making system to powerlevel their buddies in easier games.
Which might work if the SWF was remotely interested in not being absolutely ruthless.
This isn't fun for killers, and they see the staff more than happy to see them suffer? Really?
If scenarios like this weren't pretty constant in and of themselves, you might have something, but these are common.
Oh, and survivors will depip to go back to where they were if need be to destroy lower rank killers. Lets not kid ourselves.
Saw a thread by a guy that ran into depipping survivors.
This isn't about being better, it's abusing the system, and getting easier games, and survivors are keen on doing it.
Killers are, too, but neither is particularly good when it comes to people trying to climb to having anything half decent to compete.
Again, you're basically saying that you're ok with killers depipping to maul low ranks in giving survivors the pass.
People who intentionally derank are punished, and both sides do that so I'm not sure why you bring that up. It's not exclusive to either side. Derank because you lost is how the system is supposed to work. That'll pair you with people on your skill level and make the matches more fun for all of you. -
I see what you mean, and I do think this could be handy with MYC, but I'm not sure how much that would do. It would be great if you intentionally don't tunnel already, but the incentive for people who do tunnel to not tunnel by using this perk isn't really there. They would still take twice the hits (usually) and provide less points than quickly downing and rehooking the first guy.
It would be great if you're just trying to not tunnel already or using MYC, but I wouldn't really call it tunneling if the injured guy accidentally runs into you. Someone who accidentally bumps into the injured guy once in a while is not the kind of person that needs a perk to encourage them anyway.
I think it would be neat to just have a passive bloodpoint bonus to chasing different people after hooking someone, though. I feel like tunneling is totally fair game in terms of winning, but I'm all for rewarding people for going a little easy and making the game more fun for everyone when you already know you're going to win. -
If someone has more experience, perks _and_ skill than you, that by definition makes them a better player. You should not win in that case. If someone checks all those boxes and you still win consistently, there's something seriously wrong there. Take the loss, derank, they'll rank up and you won't be matched together anymore. There's no shame in losing. Sometimes I end up against a really good group of survivors and I get destroyed too, but dodging them isn't going to make me any better.Rebel_Raven said:
Yeah maybe easily beatable to someone who has a ton of perks, experience, and killers to pick from, but then there's everyone else.Peanits said:
I'm definitely not trying to win people over. If I was, I would just be agreeing with everything that gets said.Rebel_Raven said:
I've been running into mixed rank SWFs since the Halloween event, obvious smurfs, and people obviously using voice comms to pass along informationthey shouldn't have, too.Peanits said:I don't see the point. It would massively drive up queue times for everyone for no reason. Most SWF groups are no better than solo players, and the rare ones that are tend to be good players to begin with. You'll find that most of the matches you win had SWF groups in it. Having voice chat does not make you faster or better in a chase, good players are good players.
Losing to a good team is not anything to be ashamed of, and I don't see why ruining matchmaking for everyone would be a good solution for the very few extremely coordinated groups out there.
Facing people who have no business being in the same trial as me has gotten worse over the winter event.
Save the "most swf groups are no better than solos" for when the game is balanced around SWF.
Flatly dismissing these issues people have isn't going to win people over.
Most SWF groups are easily defeatable and too often I see people blame their losses on SWF as a scape goat rather than seeing it as an opportunity to improve. They are incredibly predictable and it can be used against them.
And that's not to discount the few groups out there who are committed to trying as hard as possible like they're in the finals of a tournament, they do exist. They're just very rare. Half the time I see someone post a video of that, the killer misses countless swings, loses the survivors, loses mindgaming, runs tiles the wrong way, etc. That's not the fault of SWF, they faced a better player and lost. But rather than accept that they had a bad game and trying to do better next time, they point at that one guy that ran them the entire game and say "SWF."
Making a massive change that hurts everybody for the few groups out there that are actually a problem is silly.
Not the people struggling to get half way there, going through this crap.
See, it reads like you're okay with people with massive rank differences SWFing to pick on people they shouldn't have been in trial with.
You may as well be ok with killers depipping to bully low rank survivors, too.
They don't have to be super sweaty, they're combining their knowledge to screw over a killer when they should not have that knowledge to begin with. They're getting advantages this game isn't balanced around.
If you don't want to see massive changes that would screw over everyone, or close to it, fine, say that.
But dismissing people's issues with SWFs almost entirely? When they're facing mixed ranks? When they're using voice chat to let others know the killer is headed their way, or not?
This isn't a case of meeting better players, it's more akin to people picking on lower ranks, and abusing thebmatch making system to powerlevel their buddies in easier games.
-
I'm definitely not trying to win people over. If I was, I would just be agreeing with everything that gets said.Rebel_Raven said:
I've been running into mixed rank SWFs since the Halloween event, obvious smurfs, and people obviously using voice comms to pass along informationthey shouldn't have, too.Peanits said:I don't see the point. It would massively drive up queue times for everyone for no reason. Most SWF groups are no better than solo players, and the rare ones that are tend to be good players to begin with. You'll find that most of the matches you win had SWF groups in it. Having voice chat does not make you faster or better in a chase, good players are good players.
Losing to a good team is not anything to be ashamed of, and I don't see why ruining matchmaking for everyone would be a good solution for the very few extremely coordinated groups out there.
Facing people who have no business being in the same trial as me has gotten worse over the winter event.
Save the "most swf groups are no better than solos" for when the game is balanced around SWF.
Flatly dismissing these issues people have isn't going to win people over.
Most SWF groups are easily defeatable and too often I see people blame their losses on SWF as a scape goat rather than seeing it as an opportunity to improve. They are incredibly predictable and it can be used against them.
And that's not to discount the few groups out there who are committed to trying as hard as possible like they're in the finals of a tournament, they do exist. They're just very rare. Half the time I see someone post a video of that, the killer misses countless swings, loses the survivors, loses mindgaming, runs tiles the wrong way, etc. That's not the fault of SWF, they faced a better player and lost. But rather than accept that they had a bad game and trying to do better next time, they point at that one guy that ran them the entire game and say "SWF."
Making a massive change that hurts everybody for the few groups out there that are actually a problem is silly. -
I don't see the point. It would massively drive up queue times for everyone for no reason. Most SWF groups are no better than solo players, and the rare ones that are tend to be good players to begin with. You'll find that most of the matches you win had SWF groups in it. Having voice chat does not make you faster or better in a chase, good players are good players.
Losing to a good team is not anything to be ashamed of, and I don't see why ruining matchmaking for everyone would be a good solution for the very few extremely coordinated groups out there. -
If I had eight slots, I would get really bored really fast. Limiting it to four slots makes it so you have to choose which perks you want and create a build for a specific playstyle. With eight, you can just toss on everything. There would be no build diversity, you'd be able to run all the good ones all the time. Everyone would be a jack of all trades and it would make the game feel very stale after a while.
Let's imagine a killer build here.
Spirit fury
Enduring
BBQ
Nurse's Calling
Ruin
Thrill of the Hunt
NOED
Sloppy Butcher
I'm guessing you see a couple, if not all, the perks you would normally use up there, purely because I can use most of the good ones without making any sacrifices. You don't have to wonder, "Is the killer running NOED?" because they are, they have no reason not to. They're not concerned with sacrificing mid-game power for end-game power because they can have both.
Same for survivor:
Sprint Burst (or exhaustion perk of your choice)
Self Care
Decisive Strike
Borrowed Time/We'll Make It
Iron Will
Leader
We're Gonna Live Forever (just because lol bloodpoints, you're already more than set for perks at this point)
Unbreakable, for that one game in a million
Again, you have too much. You don't have to decide between bold or stealth, saves or generators, chases or utility. The answer is just 'yes'. You can do it all.
(Perks above are just a mix of meta and my own preference. Spirit fury isn't really meta but it's still great. If you don't see your favourite, we can't be friends.) -
It's not as absurdly high as you might think. The exact number is not out there, but disconnecting from a quarter of your games is a bad move.Master said:@Unnamed_Freak said:
Actually you can get banned by disconnecting, but at the moment it's only available on PC. The devs are trying to implement the system on console.Yes if you have an absurd high rate CONSISTENTLY over a big time period.
But if you only ragequit every game you are "tunneled" (i.e. every 4th assuming all survivors are as toxic as you), then you are fine
Going back to the original post, we do punish excessive disconnecting on PC currently and will be doing the same on consoles as soon as we are able to. We are currently in the process of extending our ban system to the console versions of the game and hope to have them available soon. -
I'm not sure how I feel about thanataphobia being base kit. Even as a perk the difference it makes is already negligible. 15% would only make a generator take 14 seconds longer. It's not a game changer by any means, but it would just be a mild annoyance to be doing everything slower because there's that one guy that sprints four laps around the map after being unhooked as someone with we'll make it chases them to try to heal. It would also further promote the use of self care, since every second you stay injured is hurting the team.
Not to mention that the survivors aren't technically a team, and helping each other is optional (and usually optimal). I know this wouldn't absolutely change that, but it would discourage a lone wolf playstyle.
The replacement for thanataphobia sounds neat, but there's one huge issue: you could just tap the interaction ASAP and get it out of the way even if you do not intend to heal. For example, you get unhooked, tap it, run away and then heal safely. The location wouldn't help since the killer already knows where you were unhooked.
(Also it would be a little silly because thanataphobia is the fear of death, and not healing would be the opposite of what you'd want to do if you're afraid of dying.) -
It's really not because the stuff the OP is talking about and what's being discussed now are totally different things, and most people who are just discovering this thread now are not going to notice that. That almost always leads to confusion because it's no longer relevant.JammyJewels said:
If it’s been revived then perhaps it’s a sign of times where players are wishing to voice their complaints. It’s more proficient than making a whole new thread.Judgement said:@Peanits Sorry to bother you but can you close/lock this thread?
It’s six months old and been necro’d multiple times, it’s just gonna take up space on the front pages as a dead discussion.
-
I'm not saying that there's any wrong answers, but that's the wrong answer.XxAtomicAlfiexX said:@lasombra1979 said:
@XxAtomicAlfiexX said:
@lasombra1979 said:
@XxAtomicAlfiexX said:
@Mullato said:
lasombra1979 said:@Bbbrian2013 said:
@lasombra1979 said:
I am expecting the mid chapter to contain something people will complain about.
The Legion buffs definitely. Survivors already complain about him.
If Freddy rework is in there that too.
I do not disagree with either point. I am just saying no matter what is added, taken away, tweaked, nerfed, buffed, or completely reworked, someone is going to complain about something. Usually its a lot of people complaining about something.
100% of people that drink water, will die.
so is the reason im still alive that i refuse to drink water?
This is why I drink coffee.
im not sure if i like the info or not. on 1 hand: great, i get to live but on the other: do i really, deep down, wanna live?
We will know if you come to a conclusion if you drink any water.
we will. also tea is better then coffee (because you cant have a discussion on this forum without conflict).
-
Option 2 is more or less how it used to be, minus the exposed mid-game thing, and it used to be two minutes. The problem is that with a fixed time, survivors would just hide until that timer is over. Why bother fixing a gate while you're exposed if you can just wait two minutes and not be exposed?
I actually think option 1 is pretty neat- especially with STBFL, that could be really nasty. Though the issue I see here is that the speed boost from a hit would still allow a survivor to take a hit and sprint right out so long as they're anywhere close. For it to work, the speed boost from a hit would also need to be reduced (while the perk is active). I would also remove the hex requirement in this case as it's not really necessary.
FWIW, I really don't have an issue with it as it is now. There is counterplay and if someone powers all the generators before cleansing the totems that's on them. I'd rather it stay powerful and satisfying to use with counterplay like it is now than be changed to be underwhelming. -
The team just got back from holidays today, so I wouldn't get your hopes up.
-
I would suggest you stay as far away as possible from the basement while being chased. So long as you aren't running around the basement there's almost no chance the killer will be able to use it unless they're running both iron grasp and agitation. It's something you gotta' keep in mind as you play. The basement is not a friendly place for survivors, you need to avoid it at all costs.
-
That also assumes that only good players can get to rank 9+, which isn't true because I'm currently there and I'm not that great as survivor. It would also destroy the matchmaking and make it incredibly easy to rank up as killer and significantly harder for many survivors to rank up, leaving you with far more killers at rank 9+ than survivors and dragging up queue times for everyone.DarkGGhost said:@Peanits said:
This assumes that everyone playing with their friends has an advantage, which is not true. Some are not using voice chat and don't have any advantage at all, and most are just casual players hanging out with their friends. Or suppose one guy is teaching their friend how to play. There's no reason they need to have their perk slots cut back.At the end of the day, SWF alone does not make you good at the game. Having voice chat does not make you faster in a chase. The number of groups out that are actually highly coordinated and able to run the killer for a long time are few and far between. Punishing everyone for those few is not the way to go about it.
Not to mention that if they wanted to, they could just dodge lobbies until they get in one with their friends to circumvent it, like they had to do before SWF existed.
OK how about making this idea will work only from rank 9-1 ( as long one of the teammate is in those ranks)
-
Both things with clear causes and both easy to recreate. You didn't have to make hundreds of attempts to get those bugs to happen.DwightsLifeMatters said:
I mean, how fast was the sound bug fixed with the terrorradius for survivors? 1 week?Peanits said:
Or more realistically recreating a bug that happens very, very rarely with no clear cause isn't an easy thing to do. It has nothing to do with which side it affects, that's ridiculous.DwightsLifeMatters said:Not directly with bamboozle, but more that the survivor could vault over and over again after the entity blocked the window. Known bug since months. But since this is a bug which hurts the killer and not the survivor don't expect some fixes soon
Meanwhile, since the first engine update back then in 2016 the sound got back to the way it used to be for killers (which was better in all ways).
Now compare that to a bug that sometimes blocks off one window for the killer but not the survivor in one out of every thousand games, if not less. How do you recreate that? It's not bamboozle itself because it can happen without the perk. So now you need to somehow make that happen and all the information you have to go on is that .01% of the time the window blocker doesn't work. It's a needle in a haystack.
Obvious bugs get fixed for both sides pretty quickly, the more complicated ones take time. Which side it affects has nothing to do with it. -
This assumes that everyone playing with their friends has an advantage, which is not true. Some are not using voice chat and don't have any advantage at all, and most are just casual players hanging out with their friends. Or suppose one guy is teaching their friend how to play. There's no reason they need to have their perk slots cut back.
At the end of the day, SWF alone does not make you good at the game. Having voice chat does not make you faster in a chase. The number of groups out that are actually highly coordinated and able to run the killer for a long time are few and far between. Punishing everyone for those few is not the way to go about it.
Not to mention that if they wanted to, they could just dodge lobbies until they get in one with their friends to circumvent it, like they had to do before SWF existed.
-
I don't really want that. That would remove a lot of really close moments at the end of the game, where the killer is chasing a survivor out and is inches away from downing them. I get the intentions, but it would remove some interesting moments just to fix something that doesn't need to be fixed.
If anything, I would say make the area inside the gates make you exposed. That way you can't just make a human shield for the injured guy. -
Or more realistically recreating a bug that happens very, very rarely with no clear cause isn't an easy thing to do. It has nothing to do with which side it affects, that's ridiculous.DwightsLifeMatters said:Not directly with bamboozle, but more that the survivor could vault over and over again after the entity blocked the window. Known bug since months. But since this is a bug which hurts the killer and not the survivor don't expect some fixes soon -
Play a little killer. It'll take the scary away because you'll be the scary. After a while you'll be a hardened veteran.
Or just embrace it. It'll stop being scary eventually, and then there's no going back. Get scared while you still can and have fun with it. -
Review bombing doesn't do anything. Nobody in their right mind is going to reward that kind of behaviour because then everyone would do it all the time. It didn't do anything last time either, some people just look for any link between them to say it worked. Feedback is where it's really at. If someone can make a good, constructive reason why a change is bad, that says way more than someone reviewing a whole game negatively because _one perk_ was changed slightly.
But FWIW, I really don't mind the change. If someone wants to run to a locker when I down someone and hide there until BBQ would stop working, they can go nuts. That's a huge amount of time where progression stops. Often times I'll catch someone getting in a locker slightly too late making for an easy grab. And at the end of the day, I noticed no difference. People used to hide their auras behind generators anyway. If someone is smart enough to figure out that you're using BBQ, they're smart enough to hide behind a generator. I'd rather have someone waste time going to a locker than sit on the other side of a generator and continue repairing it the whole time. -
I'm not exactly sure where you're getting the $30,000 figure from. The cost of making a new character is basically just wages. All the audio and everything is done in house, it's an original character so there's no licensing deals.
-
KYF doesn't reward BP because you could farm with your killer buddy whenever you want.
SWF does not make that possible. You can't just get into a lobby with a survivor buddy and farm points. Having friends does not open any new opportunities for BP.
Not to mention that people would judge dodge like the beta to circumvent the penalty. -
It's actually not bannable. Though that crosshair probably won't serve you well because it is offset, IIRC. Your hatchets are not aimed directly at the center. I mean at the end of the day, if you really wanted to, you could stick a little bit of tape on your screen and draw on it with a marker and we'd have no way of knowing.
-
In my experience, most SWF groups are nowhere near twice as good as solo players. Most are just a couple friends hanging out. Voice chat doesn't automatically make them good players that can run you for the entire game. I don't think I deserve twice the points for a slight increase in difficulty when I'm already swimming in points between the higher average point earning and BBQ & Chili.
-
@ItsDaEmuDood said:
Just rework Freddy...He is getting a rework.
-
I can't think of a whole lot of times where I have been getting healed only to be interrupted and then later finished that heal without going down. The closest situation I can think of is getting unhooked and having the killer return, but usually if that happens they'll just go for the unhooked guy again anyway so you're probably going to go down before you could finish that heal anyway, making the effect pretty negligible. Also:
@The_Crusader said:
Mangled already exists and already affects healing speed.I share the same feelings. I don't think it would be different enough to warrant the change, and I feel like mangled would just be more consistently useful in all scenarios. The situations where regressing healing would come into play are very niche.
-
@Tsulan said:
OrionsFury4789 said:
Gay Myers (Luzi) said:@Tsulan said:
Gay Myers (Luzi) said:
@Tsulan said: Gay Myers (Luzi) said:
Tsulan... Hun. Hatch spawns under these conditions: Three survivors are dead and two gens are finished. The hatch will open. If no one dies, the hatch only appears once all gens are done and isn't opened. If three survivors have 1 gen, the hatch will spawn, but be closed. If you have two survivors, the hatch will spawn with 2 gens left to be done. There is nothing else. These are facts. Hard cold BHVR facts. I know that. 3 can escape if they have a key and 1 died. Rendering endgame perks useless.
But as I said, if 2 gens have been done and 2 survivors are dead. There is 0 incentive to complete gens. Everyone just searches the hatch and hopes that the killer gets the other guy. Dude, no. THREE survivors need to be DEAD for the hatch to spawn with three gens left. You are wrong. The hatch spawns when 2 gens have been done and 2 survivors died. It continues closed until there is only 1 left. Otherwise we wouldn't have the slug issue to prevent the hatch from opening. Please don't ban me for not agreeing with you.
@DocOctober could you confirm please?
I give up. Just, just read the wikki.
https://deadbydaylight.gamepedia.com/Black_Lock Read it yourself.
Also Pea and I have direct contact to the devs. This is correct information. You are wrong.
If this is the case then the game has been bugged on PS4 the whole time because as @tsulan said I’ve been in matches where two generators were completed and instead of coming for me on the hook the last guy was waiting by the hatch for me to die.
Ok, now I don't know what to believe anymore. Since I could swear that I had several matches where the last survivor instantly got the hatch, even if only 2 gens were done.
That's why I was so adamant about it. Can't check right now. Maybe it's a bug and no one reported it, since everyone thinks it's a feature.
They may have just gotten lucky. I've had two games in the past couple days where I watched the hatch spawn after the appropriate number of generators have been completed. It's still working just fine for me.
-
I can't pick just one, but:
- Trapper: Iridescent stone, Remember Me. Get Remember Me stacks, trap the gates. They disarm the trap and start opening the gate only to have the trap open underneath them.
- Also Trapper: Padded Jaws, Honing Stone. It's a roller coaster of emotions. You think you're all good, and then you're down.
-
@Tsulan said:
Gay Myers (Luzi) said:@Tsulan said:
Gay Myers (Luzi) said:
Tsulan... Hun. Hatch spawns under these conditions: Three survivors are dead and two gens are finished. The hatch will open. If no one dies, the hatch only appears once all gens are done and isn't opened. If three survivors have 1 gen, the hatch will spawn, but be closed. If you have two survivors, the hatch will spawn with 2 gens left to be done. There is nothing else. These are facts. Hard cold BHVR facts. I know that. 3 can escape if they have a key and 1 died. Rendering endgame perks useless.
But as I said, if 2 gens have been done and 2 survivors are dead. There is 0 incentive to complete gens. Everyone just searches the hatch and hopes that the killer gets the other guy.
Dude, no. THREE survivors need to be DEAD for the hatch to spawn with three gens left.
You are wrong.
The hatch spawns when 2 gens have been done and 2 survivors died. It continues closed until there is only 1 left.
Otherwise we wouldn't have the slug issue to prevent the hatch from opening.
Please don't ban me for not agreeing with you.
@DocOctober could you confirm please?
https://deadbydaylight.gamepedia.com/Black_Lock#Visibility
If two are dead, you would need at least three generators completed for the hatch to appear. It's the number of survivors alive + 1 generators completed.
-
@Tsulan said:
Peanits said:@Tsulan said:
Peanits said:
Gotta' say, I don't really think cypress is underpowered, the rest are just overpowered. I don't think there's anything in the game that comes anywhere close to changing the balance that much. The second closest would probably be a tombstone Myers or iridescent head. I mean we're literally talking about an offering that instantly takes someone out of the game after just one hook. The equivalent would be an offering/add-on that allows a survivor to instantly escape after completing only one generator, and that's just bananas. I'm all for most ultra rares being nerfed into the ground like BNPs, anti-hemorrhagic syringes and all. It would make the outcome of a match more based on skill and less who brought the biggest guns. With that said though, I would totally be okay with cypress becoming baseline, but rancor would need something to make it stand out.
You mean like a key?
I'm not a fan of those either and I'm totally okay with seeing those go too, but the hatch still has to spawn before that can be used. I ain't picking favourites here, I don't like the ultra rares on either side.
Hatch requires 2 gens to spawn. 2 gens, that can be done in the first 80 seconds. There is no killer who can effectively defend all gens against 4 survivors. Unless, of course they play like potatoes.
Hatch does not spawn after just two generators. The hatch will only appear after the number of survivors alive + 1 generators have appeared. In order for it to appear with only two generators repaired, there would have to be only one survivor alive, at which point it would already have spawned and opened.
-
@Tsulan said:
Peanits said:Gotta' say, I don't really think cypress is underpowered, the rest are just overpowered. I don't think there's anything in the game that comes anywhere close to changing the balance that much. The second closest would probably be a tombstone Myers or iridescent head. I mean we're literally talking about an offering that instantly takes someone out of the game after just one hook. The equivalent would be an offering/add-on that allows a survivor to instantly escape after completing only one generator, and that's just bananas. I'm all for most ultra rares being nerfed into the ground like BNPs, anti-hemorrhagic syringes and all. It would make the outcome of a match more based on skill and less who brought the biggest guns.
With that said though, I would totally be okay with cypress becoming baseline, but rancor would need something to make it stand out.
You mean like a key?
I'm not a fan of those either and I'm totally okay with seeing those go too, but the hatch still has to spawn before that can be used. I ain't picking favourites here, I don't like the ultra rares on either side.
-
I really don't think they're in the wrong to finish them, they shouldn't be 99'd in the first place. If you don't plan on finishing it (barring adrenaline), then you're spending 80 seconds getting a generator ready to pop and then leaving it unattended. Unless you want to babysit it for the rest of the match, it's going to get kicked and regressed. If you want to prevent a 3 gen, you're better off spacing out which ones you repair in the first place.
-
Gotta' say, I don't really think cypress is underpowered, the rest are just overpowered. I don't think there's anything in the game that comes anywhere close to changing the balance that much. The second closest would probably be a tombstone Myers or iridescent head. I mean we're literally talking about an offering that instantly takes someone out of the game after just one hook. The equivalent would be an offering/add-on that allows a survivor to instantly escape after completing only one generator, and that's just bananas. I'm all for most ultra rares being nerfed into the ground like BNPs- that includes anti-hemorrhagic syringes and all. It would make the outcome of a match more based on skill and less who brought the biggest guns.
With that said though, I would totally be okay with cypress becoming baseline, but rancor would need something to make it stand out.
EDIT: Updated wording, used to sound like I implied syringes were nerfed. Yay, punctuation.
-
@redsopine01 said:
Peanits said:@powerbats said:
@venom12784 Since console bans aren't up yet you can still send in a support ticket since those are supposed to be active hopefully in the next few weeks. Now even though they can't ban now BHVR has been keeping a naughty list for when they do.
https://support.deadbydaylight.com/hc/en-us/requests/new
I would not recommend doing that, as we cannot access logs of friend requests or private messages on consoles. I would suggest contacting the support team for Sony (or Microsoft, if you play on Xbox) and reporting them there. They do not tolerate that kind of abuse and people like the do get banned way harder than we could ever do.
I have a ps4 and you can't actually report request msgs
There's no report button, but you may still be able to contact their customer support and file a ticket to report them.
-
@powerbats said:
@venom12784 Since console bans aren't up yet you can still send in a support ticket since those are supposed to be active hopefully in the next few weeks. Now even though they can't ban now BHVR has been keeping a naughty list for when they do.I would not recommend doing that, as we cannot access logs of friend requests or private messages on consoles. I would suggest contacting the support team for Sony (or Microsoft, if you play on Xbox) and reporting them there. They do not tolerate that kind of abuse and people like the do get banned way harder than we could ever do.
-
I would say The Game, first and foremost. It's not any single massive problem but a bunch of little ones. Hook distribution can be finicky because of the two levels. Some killers thrive on it (nurse, doctor) while others struggle (trapper). It can also be confusing for new players with all the closed doors and staircases.
In terms of performance, Mount Ormond Resort.
After that I would probably say Rotten Fields and Shelter Woods. They can be great or terrible for either side depending on how they generate. They're wildly inconsistent, basically.
-
Having gone through reports on a daily basis, I am completely unaware of the bug you're talking about just like everyone else here. If there is actually a bug with Myers that could be exploited, feel free to reach out to me in DMs and let me know.
-
Survivor:
1: No, hit them or wait, you're choice, but you've still got the power to end it and they're not going to be punished for not wanting to lose.
2: Yes.
3: No, unless they're griefing another player while doing so. e.g. Forcing a player to farm when they don't want to, farming at someone else's expense.Killer:
1: Yes.
2: No- well yes, but you don't need to report anyone for it. Disconnects are automatically tracked in the back end. If they disconnect too much, they're going to be automatically flagged and banned. Same goes for survivors.
3: No, we can't ban them, that's out of our reach. You'd have to report them to Valve, Microsoft, or Sony depending on the platform you're one.But if you think of anything else, I'd recommend checking the thread @MandyTalk posted. It's pretty detailed and should cover just about anything you can think of.
-
Play defensive. You can do way more by trapping up a couple generators and the nearby pallets/windows than you could by chasing. She's a 4.4 killer, so you don't want to chase unless you absolutely have to.
Also keep in mind that her traps will grab the survivor's camera. You can use this to your advantage by placing traps a little off to the side of a loop. This will allow you to gain a little bit of distance as they go running off towards it for a second and could make the difference between whether or not you get to the pallet or not. -
@Fenrir said:
Peanits said:@The_Crusader said:
I really think the developers need to see first hand how bad things can be. These aren't isolated incidents either. We all get these far more than we should.
When are they going to do something? What can they even do? One thing is for certain, it needs cleaning up.
The toxicity just keeps building and building and then you hear reports about people being ddos'd on the extreme end.
This is why there's a team of six of us ACMs going through all of the reports. It's not a mystery, we see it every day and we deal with them. There's a lot of people playing the game and new people starting to play all the time. We can ban them now and more will pop up later. As with any online game, it'll never go away, there will always be people trying to ruin the game for others. But over time, as the temporary bans these kinds of people receive escalate and eventually become permanent, we hope to see less of it.
They behavior needs to work on expanding the team then have so little of you and so you can handle said reports
We've actually got the reports handled just fine right now, the problem is that a lot of what you see goes unreported. You can even see in that video that he didn't report them. We do the best that we can but unfortunately there's only so much we can do without a report.