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Peanits

Peanits

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Peanits
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  • @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.

  • Very few. It's easy to tell when someone's using it as a killer since they won't scream when you hit them. I can safely tell you that outside of the week immediately following its buff I have not seen it since.

    As a stealth player when I play survivor myself, I find it to be a little too situational. It's good against doctor and a the odd perk (uncommon, non-meta), but that's about it. Not enough for me to use a perk slot when I could have something that'll be used every time.

  • The answer you are looking for: Family sharing is totally okay, but your progress is not shared between accounts. Just don't share with anyone you don't absolutely trust.

    Valve will automatically transfer any game bans to any account family sharing with that user (whether it's the person that owns the game or someone who's sharing it). This is an automated measure to prevent someone from circumventing game bans.

    If you or anyone you're sharing with gets banned, you all get banned. If that happens, the person who got banned is going to have to appeal their ban in order for the rest to get lifted, but that probably won't happen since game bans are not issued without substantial evidence.

  • To play Devil's Advocate, this would seriously devalue the new characters. Also this is a word wall, sorry in advance, I don't blame you for not reading it.

    Hear me out here: Why would I spend my hard earned money to actually buy a character and unlock their perks if I can just easily buy whichever ones I want? Let's do some quick math.

    Say I average 15,000 points as killer. I feel like this is fairly low and totally doable even if you fail. If you do well you should get way more, and there's different ways to play that will net you even more points. I then double this with BBQ & Chili for an average of 30,000 points per game. Before any bloodpoint offerings, I would get a teachable perk every 33 games just by playing fairly poorly. Toss in distressing, events, bloodhunts, etc. and you'll cut that number down even more. With double bloodpoints alone you'll be sitting pretty at an average of ~16 games per teachable perk- again, for doing fairly poorly. Toss in puddings/cakes and BPS (not going to calculate that as it's nebulous and impossible to calculate properly) and you can take that number down even more (subtract one game for each one used, basically).

    Take survivor and replace BBQ with WGLF and you're basically in the same boat, although you'll likely have to work a little harder to net an average of 15k per match with your stacks.

    So then what am I left with if I actually decide to pay for the characters and support the development of the game? Basically just the killer itself, since the survivor is just cosmetic and the maps are free for everyone. But if I don't typically play killer, as is the case for many players, I have no reason to ever buy it. I could spend some of my real world money to get it or just casually play the game and get all the perks in no time. It would feel like a ripoff to buy it while everyone else is getting it for free with very little effort.

    Now I don't want to be "that guy", but it goes without saying that the game wouldn't still be here getting regular updates two and a half years after launch if it weren't for the dedicated players buying new content. You gotta' keep the lights on, people don't work for free (they gotta' keep their own lights on), and eventually the money from selling the base game alone is going to dry up. Sure, some people would continue to buy the chapters out of the kindness of their hearts, but the vast majority won't. It just wouldn't be worth it to them.

    I do think the shrine needs some love. It worked much better back when it was originally released. There were fewer perks so the chances of the perk you wanted showing up was much higher. Keep in mind, there were only five killers and six survivors in the game back when the shrine was created. Over time the game has grown and the shrine has become much more unreliable. The same I feel goes for the bloodweb in general, where trying to get every perk on a specific killer or survivor will take you a grand total of 162/177 levels. They used to do the job well, but not so much anymore.

    @yeet said:
    i have always said the shrine should have all perks available, but some go on sale every week

    I think this is a much better way to go about it. Have the current price be the sale price, have the rest of the perks be available for double that. This way you can earn the perk you want by putting the work in, but being impatient and buying the perks right away is going to cost you more than buying the character with shards outright (12,000 shards for all three compared to 9,000 from buying the character). Or if you're patient, 6,000 by waiting for them to appear in the shrine.

    I'd also be interested in seeing six or eight perks in the shrine each week, to better scale with the increased number of perks.

    On a slightly different note, I don't know how I feel about bloodpoints being tied to unlocking teachable perks outside of your current character. I feel like this would be detrimental to gameplay. Spending bloodpoints as you level up gives you items, addons, offerings, and perks that you can use in the game. It spices things up a little and makes you feel like you're actually getting stuff. If you had to save all of your bloodpoints in order to unlock teachable perks, you would essentially be making no progress that entire time. You could spend months playing the game just unlocking teachable perks with your bloodpoints and at the end of it you would be left with a bunch of level 1 characters. Going back to the numbers from before, then you've gotta' level them each up 162/177 (+ 150 if you want to P3 them).

    You'd be setting yourself up for a massive grind at the end of the day anyway, the only difference is whether or not you're grinding shards or grinding bloodpoints. The latter would just make it feel like you're going nowhere in the process.

    Also something to keep in mind: If you base teachable progress (as in stuff you would normally get by either pay for with real money or through grinding) on bloodpoints, that heavily restricts what you can do with events. If you start making the bloodpoints rain, that would make it too easy to unlock everything, and so future events would have to be less rewarding to accommodate that. Shards are a "protected currency", in the sense that they are earned a fixed rate and not effected by events. I feel like unlocking new content is best left to shards in order to protect the bloodpoint gains from events and all that.

    TL;DR: I feel like that would make it too easy to get perks and make it not worth buying the content for a lot of people. I feel like having them always available for shards at an increased priced with them occasionally rotating into the shrine at a reduced cost would be neat, but using bloodpoints to unlock content is risky because that would limit how many you can give out in events and all that.

  • @Boss said:

    @Peanits said:
    To play devil's advocate:

    1. If you have to manually place your totems, that means that Hex: Ruin wouldn't be active at the start of the round. All four survivors are naturally going to go straight to the first generator they see (they have no reason not to). Meanwhile, you'll be left running around trying to find a good spot for you totem. Before you can even put it down, generators are going to be popping off left and right.
    2. You could cheese it by putting your totems in narrow spaces or dead end areas and blocking it in with other totems or traps (if you're playing a trapping killer). I could put devour hope behind TOTH, behind Ruin, and then behind Haunted Ground. In order for someone to cleanse my devour hope, they would have to cleanse totems for a total of 85.5 seconds- longer than solo generator- and every time they touch all but the last totem, I receive a notification telling me exactly where they are. You can imagine how that might cause problems when I'm instantly downing them with devour hope.
    3. I could also just play hag and stick my totems in the basement with traps leading all the way out. If someone wants to cleanse them, they'd have to crouch all the way down the stairs. Good luck if you didn't bring Urban Evasion. Combine with TOTH and they've got no chance.
    4. If you do not pick the totem position but instead only get your choice of which pre-positioned dull totem to light, you are still at the mercy of RNG. If you've got two or three hill tiles, each with a totem, one outside the shack and one next to a generator, your totems are still going to stick out like a sore thumb no matter where you choose to place them. I've seen that exact scenario a couple times. In that case, you end up with the same problem except you lose a bunch of time lighting totems.

    I feel like totem spawning just needs a good lookin' at. There needs to be far more so they're less predictable and harder to memorize the potential spawns, and there needs to be additional rules so they don't appear in obvious locations (cannot spawn in LOS of a generator that is less that X meters away, for example). If the killer has to place them manually, they lose a ton of time which offsets the benefit of the perk.

    They also shouldn't spawn near Survivor spawns.

    I would agree, but I feel like that would be a little too predictable. If I knew it wouldn't spawn within X meters of me or any other survivor, that would eliminate a large portion of the map as valid spawn positions and I would have way less area to check. I'd be okay with it spawning ten meters away from someone so long as it's well hidden behind an object and they wouldn't see it on their way to a nearby generator.

  • @Boss said:

    @Peanits said:
    At one point, I would have been all for it. But these days that would just mean that some perks cost more bloodpoints in the bloodweb, since cost is tied to rarity.

    Personally I'd rather see all perks standardized though. Rather than having some max out at rare and others at very rare, I'd rather see all perks follow the same Uncommon > Rare > Very rare rarity, making it instantly recognizable what tier a perk is without looking at the little pips on it. I still find it a little odd how some perks stay rare forever, as if they're just not as good as others.

    It'd be a boring menu, that's for sure.

    Yeah, that would be a shame. Some of my fondest memories are of going through my perk inventory and looking at all the different colours. It was the highlight of my day. But sacrifices must be made.

    I'm just joking please don't eat me.

  • To play devil's advocate:

    1. If you have to manually place your totems, that means that Hex: Ruin wouldn't be active at the start of the round. All four survivors are naturally going to go straight to the first generator they see (they have no reason not to). Meanwhile, you'll be left running around trying to find a good spot for you totem. Before you can even put it down, generators are going to be popping off left and right.
    2. You could cheese it by putting your totems in narrow spaces or dead end areas and blocking it in with other totems or traps (if you're playing a trapping killer). I could put devour hope behind TOTH, behind Ruin, and then behind Haunted Ground. In order for someone to cleanse my devour hope, they would have to cleanse totems for a total of 85.5 seconds- longer than solo generator- and every time they touch all but the last totem, I receive a notification telling me exactly where they are. You can imagine how that might cause problems when I'm instantly downing them with devour hope.
    3. I could also just play hag and stick my totems in the basement with traps leading all the way out. If someone wants to cleanse them, they'd have to crouch all the way down the stairs. Good luck if you didn't bring Urban Evasion. Combine with TOTH and they've got no chance.
    4. If you do not pick the totem position but instead only get your choice of which pre-positioned dull totem to light, you are still at the mercy of RNG. If you've got two or three hill tiles, each with a totem, one outside the shack and one next to a generator, your totems are still going to stick out like a sore thumb no matter where you choose to place them. I've seen that exact scenario a couple times. In that case, you end up with the same problem except you lose a bunch of time lighting totems.

    I feel like totem spawning just needs a good lookin' at. There needs to be far more so they're less predictable and harder to memorize the potential spawns, and there needs to be additional rules so they don't appear in obvious locations (cannot spawn in LOS of a generator that is less that X meters away, for example). If the killer has to place them manually, they lose a ton of time which offsets the benefit of the perk.

  • At one point, I would have been all for it. But these days that would just mean that some perks cost more bloodpoints in the bloodweb, since cost is tied to rarity.

    Personally I'd rather see all perks standardized though. Rather than having some max out at rare and others at very rare, I'd rather see all perks follow the same Uncommon > Rare > Very rare rarity, making it instantly recognizable what tier a perk is without looking at the little pips on it. I still find it a little odd how some perks stay rare forever, as if they're just not as good as others.

  • After playing with it for a bit, I really gotta' say I don't notice much of a difference. The people who are smart enough to hide in a locker were smart enough to hide behind a generator before the change. I still see one or two auras per hook which feels about the same as before.

    The only big difference I notice is that things stop for a couple seconds whenever I hook someone. People get off their generators and go sprinting over to the nearest locker. If I'm lucky, I'll even turn around to spot them hopping in one.

    I don't think it really needed a nerf, but I also don't think it's a bad perk now by any means. Though I am glad that stealth players are getting a little love.

  • @DwightsLifeMatters said:
    ShyN3ko said:

    @Vietfox said:

    Will be bad for lagswitchers :)

    To be fair.

    Im main killer.

    And i got some lag switchers, when i play killer.

    Teleporting survivors.

    Soo, if someone want to hack in a game.

    This person can do it.

    And then get banned.

    Survivors can't lagswitch lol

    They can, but it does not appear as teleporting.

  • That is a mix of latency or smoothing animations/interpreting lag. You'll notice she swung where you just were. This is because on her end, you had not moved yet. The info that you send to the killer is delayed because it physically has to travel between you and the killer in the real world, so you appear slightly behind where you actually are on their screen. Then when the killer hits you, it has to send that info back to you to register a hit on your end, which could make it seem more desynced.

    The other half is the stuff the game does to make it look smoother. When you're playing an online game, where the other players are isn't a 1:1 representation of where they actually are. You are not receiving thousands of updates from every other player, you receive a set amount every second. Now if you just took that info and moved the players to their new positions, everyone would be jumping around and look incredibly choppy. To cover this, games will try to simulate movements. If you were here and you need to be there, it'll make you walk from here to there on everyone else's screen.

    The important thing is that to get a hit, you were in front of them when they clicked. The game will register a hit and then go through the whole show and dance. If it registers a valid hit, it will lock on to the survivor and do the hit sound and effects, the survivor takes damage. The small amount of latency is mostly what makes it seem like they missed. If you time how long it takes to go from in front of the killer to the side of the killer, you'll notice it's about the same as your latency. If you look at this clip in particular, you'll notice that as she starts swinging you're still in front of her.

    TL;DR: The important thing is that it's not giving them a hit they didn't actually get, it's just movie magic and latency that makes it look a little odd.

  • @EntityDispleased said:
    akbays35 said:

    @Peanits said:

    I feel like that would punish killers that don't camp just as much, if not more. If I leave the hook and the survivors have a whopping three minutes to save someone, that puts me at a huge disadvantage. They can safely continue working on generators until someone eventually gets chased, letting them get an easy safe rescue. Meanwhile if I camp them, chances are someone's going to try to unhook them and then I can easily down them again and skip that entire phase.

    well I'm trying to figure out a way to solve camping/ tunneling i suppose they could just buff kindred to have a longer hooking duration, that would probably be the best fix since tier 3 already spots killers and it gives everyone aura read so it actually hurts killers the longer that survivor is on the hook.


    What would fix camping is very simple, extend survivor objectives. I've noticed most campers feel like they won't be able to do much in their current situation so they'd rather take their kill and be done with it. Throughout my playtime as survivor I haven't come across someone who straight up face camps just to be an ass. Instead they usually proxy camp because if they go too far I get unhooked and with gens being done too fast it's pretty much a lose lose situation for the killer. 

    Rather than always picking the approach to punish campers, let's try incentivizing non-campy gameplay and see how it turns out. So far these punishments with the chaser emblem, BT buff and all that has done nothing.

    Except that would also have the opposite effect. If I hook someone once and camp them until they die, that's 120 seconds. That's enough for the remaining three survivors to fully fix three generators (assuming they didn't even touch a generator until someone got hooked, but let's be real, that's not the case). By the time that first person dies, the other survivors can have the first three done and the last two very close. If they do not waste time trying to rescue someone being camped, the killer basically only gets one kill.

    Extending the survivor objective means I can camp someone for 120 seconds with less risk. I don't have to worry about generators going off left and right because they're going to take longer. Say this new survivor objective takes ~120 seconds to do. By the time the first guy dies, I have another 120 seconds to catch someone else and stick them on the hook too.

    I feel like the best way to discourage camping would be to make kindred baseline. SWF groups can already share this information anyway, so this would only benefit solo players who don't know and have to waste time checking the hook to see if the killer is camping. That way they would instantly know if it's worth going for a save or if they should just fix generators.

  • I feel like that would punish killers that don't camp just as much, if not more. If I leave the hook and the survivors have a whopping three minutes to save someone, that puts me at a huge disadvantage. They can safely continue working on generators until someone eventually gets chased, letting them get an easy safe rescue. Meanwhile if I camp them, chances are someone's going to try to unhook them and then I can easily down them again and skip that entire phase.

  • @DwightsLifeMatters said:
    Peanits said:

    If you file a ticket at https://support.deadbydaylight.com/hc/en-us, someone should be able to help you get some of those bloodpoints back.

    Is there anything unusual happening before you lose your progress? Any connection issues, etc.?

    What about cosmetics getting reseted?
    My huntress get everytime her Base cosmetics if I launch the game and I have to change it everytime. I'm doing this already for a week and combined with the amount of freezes and crashes its super annoying. Known? Fixable? What to do?

    If you actually lose them, we can help you. If they're just getting unequipped, that's a bug that'll have to be fixed.

  • If you file a ticket at https://support.deadbydaylight.com/hc/en-us, someone should be able to help you get some of those bloodpoints back.

    Is there anything unusual happening before you lose your progress? Any connection issues, etc.?

  • I don't think there is a hard cap on generator repair speeds, although there is an effective cap if you combined all the possible repair speed upgrades. It's part of the reason why there's not many perks that affect repair speed.

  • As fun as ballistic missile wraith would be, the game wasn't designed with three add-ons in mind and so there would likely be a lot of edge cases that would be wildly OP.

  • @iTz_KilLaZ_x said:
    Boss said:

    @iTz_KilLaZ_x said:

    The devs should just remove the ranking system all together.

    Very unfriendly towards new players.

    And making a change that's obviously unfriendly towards new players just isn't gonna happen.

    I guess screw the veteran killers who want to play but can’t because the lobby time is absurd. 

    Your lobby times would be even worse in a couple months if all new players were turned off of the game by unbalanced matches.

    Real talk though, I think it's mostly a sign of the bloodpoint gains between the two sides. It's far too easy for killers (or hard for survivor, depending on how you want to look at it) to get bloodpoints, and because of that, everyone flocks to one side. If it were more evenly distributed you wouldn't have an imbalance of players between the two sides.

  • I like the idea, but I can also see it causing a lot of fighting. I can only imagine how someone would get all riled up because this person did this, or that person did that, and so everyone gets more bloodpoints for that match.

    I think if anything, it should just be based on how close the match is. That way good players get a reward for going easier on new players. But even then I can see people getting mad at a killer for getting an early 4k. I've also been in a few situations where I'm playing against new survivors and my attempt to go easy on them eventually just felt like I was trying to waste their time.

    I think it's great on paper though, I'm just not sure how well it would play out.
  • To regurgitate what was mentioned before, he will always be welcome if the IP holders want to make a little crossover baby, but there's no announced plans for it at the moment.
  • That's not really a buff, though, since the perk is just as strong as it is currently.

    On a personal note, I really don't like bloodpoints being attached to perks. Added bloodpoints don't make a weak perk better, they just cause people to run perks they don't want to level up faster. If bloodpoint gains are too low, I would rather see them increased across the board and let your build be freed up for whatever you want. More perk variety means more fun in the long run.
  • I would suggest my boy ScottJund. Maybe not the best by numbers, but he doesn't tunnel or play nurse and he understands the finer details of the game. He 4ks while going easy, basically.

    !godshot
  • @SmokePotion said:

    @Peanits said:
    I don't think we'd ban for that. This isn't the type of game where you get a significant advantage with a mouse/keyboard.

    Only because survivor is easier with a controller. (360's and looking behind you are easier to pull off)

    Mouse and keyboard do offer a significant advantage to a killer. I'm pretty sure anyone else who plays rank 1 on both pc and console will agree.

    I see what you mean, but in the sense that playing survivor with a controller doesn't give you an advantage over mouse/keyboard, it ends up being a pretty level playing field as you can already play against a mouse/keyboard killer on PC while using a controller as survivor.

    We'll have to discuss it though, it's definitely worth discussing. I don't think it gives you a notable advantage personally.

  • Because it would be insanely OP to have a perk that permanently gives you double damage and moris just for showing up. I think that says more about how powerful moris are than how weak devour hope is.
  • Nah, that's not something we ban for. That's 100% within the rules and fair game.
  • Catch 22: By making it so you need to repair a generator by 10% and then move to another, you are actually slowing down your progress, not gaining stacks just by progressing.

    I'd be okay with some sort of rework though. Personally I'd rather have neither perk give extra BP and instead make the BP bonus baseline, giving people more freedom in their perk choices.
  • I don't think we'd ban for that. This isn't the type of game where you get a significant advantage with a mouse/keyboard. Even if we decide to later on down the line, we would make sure it is properly announced first.

    While reports are already saved, we don't have a ban system in place on the console versions of the game just yet. The rules still stand for the console versions as well, and something someone does now can still be punished later. The rules exist, the ban system does not.

    But as far as using a keyboard/mouse on consoles, we have no rule against that at the moment. As always, if that changes, we will make sure to announce it first and we would not retroactively ban someone for doing so before the rules changed.

    Just double check the TOS for your platform. If Microsoft or Sony say not to do it, you probably shouldn't do it. They can enforce their TOS and we won't be able to help you if they do, so just make sure it's okay first.
  • I remember. I said it wasn't going to be a big deal because you typically got a second hit on the person before they bled out anyway, and it wouldn't have an effect on end game BT saves. I nailed it.

  • Camping isn't bannable in the first place, so those reports wouldn't do anything. But in any case, we never take action unless we can prove a report is legitimate. The number of reports alone doesn't do anything.

  • The map is back. Offerings should work as well, but keep in mind that map offerings only increase the chance to get that map, it's not 100%.
  • It was disabled due to a crash issue. With any luck, it should be re-enabled shortly.

    Please don't burn your offerings just yet. They will be consumed but the map will not be selected until the crash issue is fixed.
  • It's going to be a series of patches that gradually increase performance, rather than holding off until it's all done. No sense making people play at 20 FPS for a couple months when you could drop an update in the meantime that'll bring them up to 30, after all.

    It'll be sometime in the new year for sure though. The team is currently out for the holidays.
  • Ashkan said:

    @Iceman said:
    Ashkan said:

    @Cetren said:

    Then they'd have to go and make a bloody version of every single skin. 

    why not ? we are paying for skins.

    Too much work and is unnecessary. What they can do is just release cosmetics that has blood on them. 

    it's a popular and growing game and i think it's not a hard work to just make a bloody theme for released skins , if you can't have bloody theme on your skins so what is the point of buying skins for your main character ?

    It's a lot more complicated than it seems. When you're dealing with 3D models, you can't just slap a texture on it. In order to texture it, you have to "unwrap" the model and get a 2D version of it. Then you can make your texture, rewrap it, and you're done. (Very simplified version, there's a ton of other maps that give it texture- cloth, leather, etc.- and tell the game how shiny it should be, for example.)

    But in order to use less memory and keep file sizes down, the texture is cut into bits and rotated around so it can fit into a smaller image. The left and right arms could be rotated and stuffed at the top of the texture file.

    Example here: https://www.google.com/amp/s/111426studio.wordpress.com/2015/11/17/game-character-unwrap-and-base-texture/amp/

    Note how the hands are shifted around and not where you'd expect them. Trying to preserve position is tricky because you're trying to view a 3D object in 2D, and if you try to keep them in roughly the same spot, you have to increase the file size of your textures and waste a lot of disk space on empty space.

    This is why giving all cosmetics a bloody overlay is tricky. If you just slap the same bloody texture over all cosmetics, the texture will not line up. You'll have seams all over. Imagine there's a big blood splotch around your shoulder. If that blood splotch spills over the edge of your torso, it probably won't line up with where the shoulder is in the texture file. This will cause a very sharp edge and look awful.

    In order to do it right, you would have to go through and manually bloody each cosmetic. While it's definitely possible, the time spent doing this is time that could be spent making other completely new cosmetics.
  • It's a known issue. Unfortunately the team is out of office for the holidays, but it should hopefully be fixed once they're back.
  • It would be neat, but the problem is that in order for it to not be exploitable, the long way around would have to be so short that the killer could lunge around it. But at that point, you'd just be losing a lot of ground by doing so.

    Let's just imagine a hole in the blank wall of the shack for a moment (sorry for the PTSD beta players). If I sat in that hole crouched, I could go back and forth to stay just outside of the killer's reach. Even with slower crouch speed it would be possible, but let's also throw Urban Evasion into the mix. Now I have a very big margin for error.

    So in order for it to work, the long way would have to be short. But now we have the flip side, I move really slow for a couple seconds only to have the killer walk around it and hit me. So the next step from there is make it a little faster. And at this point you basically just have a window vault.
  • To play Devil's advocate, I can see that causing a lot of dodging on both sides. Don't like the nurse? Dodge. Don't like hillbilly? Dodge. Don't like DS? Dodge. And in the end, there's not a whole lot you can do there anyway. Even if you don't like to play against the nurse you can't just put on your nurse-stopper perk. DS won't go away because you swapped a perk.

    At the same time, it would make it possible to hard counter a lot of things. If you're playing the wraith, you're going to have a wild time getting lightburned the whole match. Or if you play trapper, have fun with the saboteurs. Or any stealth killers for that matter, there goes that first surprise attack. Everyone's expecting it.

    Maybe I'm just a pessimist, but I can see it doing more harm than good.
  • Other than DS? EZ.

    Surveillance, Vigil, stock Kindred.

    Or if you don't want just perks,

    Freddy rework, legion changes, nurse counterplay.
  • I've never forgotten, but that's because I use them so rarely that I make a day of it when I do.
  • There's is a new matchmaking system on the way that should greatly reduce the long wait times.
  • I'm torn between Jeff's, Adam's, and Ace's. They're all great and very fitting. I like them all though, I don't think there's a single one that isn't sufficiently ugly.

  • @ReneAensland said:

    @Peanits said:
    The honest answer is rose coloured glasses. It's the same on both sides.

    Take camping, for example. Borrowed Time is the only practical counter (to actually save that person).

    Or if you're a stealth player who doesn't want their aura to be read by all the new aura reading perks and abilities, you gotta run distortion or sole survivor.

    Killer's got ruin and you can't hit those skill checks? Can't find the totem? Stake Out, Small Game, Detective's Hunch.

    At the same time, you have things like bloodlust and generator regression added for killers. And let's not discount the window blocking mechanic which prevents countless infinites, that one is absolutely huge. It's not a one way street, it's the same for both sides.

    Funny thing is you can't switch out perks mid game.
    So....

    Right, neither side can. Both sides are equal in that regard too.

  • Okay, just checked, they will remain in the store.
  • βLAKE said:

    @Peanits said:
    If you bought them, you'll keep them. I don't think it's been announced if they'll still be on sale after the winter soltice event yet.

    oh okay. It's because I want to buy Jeff's sweater with shards, but I still need a 1k more I think and I don't want to use my auric cells so I was wondering if the sweater would still be available post winter event.

    I'll try to get an answer, but the team is out for the holidays, so no promises.
  • The honest answer is rose coloured glasses. It's the same on both sides.

    Take camping, for example. Borrowed Time is the only practical counter (to actually save that person).

    Or if you're a stealth player who doesn't want their aura to be read by all the new aura reading perks and abilities, you gotta run distortion or sole survivor.

    Killer's got ruin and you can't hit those skill checks? Can't find the totem? Stake Out, Small Game, Detective's Hunch.

    At the same time, you have things like bloodlust and generator regression added for killers. And let's not discount the window blocking mechanic which prevents countless infinites, that one is absolutely huge. It's not a one way street, it's the same for both sides.
  • I really like it. There's a lot more to chase music though. It's not just a single file playing as you get chased, it's a whole bunch of tracks being mixed together on the fly. That music and the ones on the soundtrack (they play before the streams) are simplified versions that are pre-mixed so you can actually listen to them.

    I think it would be really cool to have more chase music in the game though. Might even make for a cool contest one day.
  • Awesome job! That would make for some really intense chases. I can totally see myself dying with that playing in the background.
  • If you bought them, you'll keep them. I don't think it's been announced if they'll still be on sale after the winter soltice event yet.
  • I could get behind that. But for the last part: that is already basically a thing. A clear is equal to two faints. It's more powerful than a thickening offering, but it's just common quality. It's equal to a hazy, basically. I think adding another purple one would only exacerbate the clutter.
  • A really pathetic amount. Probably under 20. I never use them so I never try to get them. The only time I take one is when I have no choice.
  • @redsopine01 said:
    Peanits said:

    I don't think you'll find many people who will tell you that the hatch is great, but let's just explore the alternative for a second.

    So you close the hatch. Now what?

    The survivor needs to power up to three generators as the killer patrols them. You can very easily patrol an entire map in 80 seconds (the time it takes for that one survivor to fix a generator), and if you hear that a generator has progressed, you'll know the survivor is around. For the survivor, touching a generator is suicide. It's a "come kill me" alarm. In a normal game, this is no big deal, you get chased, other people keep fixing generators and then maybe you get saved. When you're the last survivor, that's it, that's game over.

    So naturally they would wait for the perfect opportunity, where they can magically completely fix a generator before the killer can return, except that opportunity never comes. If they attempt to fix a generator, they're dead. Queue the hide and seek world championship. They have no reason to try to escape because trying to escape is actually trying to die faster. They wouldn't be griefing either because by definition they are just trying to win.

    I'm totally down for an end-game rework, but closing the hatch alone would not quite work. Even if it powers the gates and allows the survivors to work on either one, it would be pretty much the same situation. Some gates spawn just a couple tiles away from each other, making them incredibly easy to patrol. On some occasions, they even spawn in eye shot of each other, so you could literally stand in front of one and stare at the other. If the survivor dares to touch them, they get a red "come kill me" light on them too.

    TL;DR: It's great on paper, but it wouldn't quite work in practice. That is why the hatch change didn't go through.

    Use left behind and other perks that are designs do speed up gens if your last man standing

    That's all well and good until you finish the first generator, and then the killer knows exactly where you are.

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