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Peanits

Peanits

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Peanits
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  • That wasn't a past power of his, no.

    Realistically speaking, it's a cinematic trailer. It's supposed to look flashy, show you the character, and that's about it. It's the same as how the clown smashed a bottle in his trailer and then just proceeded to stare at Kate. This trailer shows that he's more human than the other killers, both in size and ability. Aside from the mask (and weapon, of course), you would not know the legion is a killer just by looking at them.

  • Honest answer, no. Not yet at least.

    The game is still doing well. Growing, even. I don't think it needs it. There's not much to gain by doing so. Sure, you'd have more players, but you also open up the floodgates for anyone to make an alt account and start griefing or cheating.

    I don't have a problem with free-to-play, I think it's great when a game that's past its prime get a second wind by going free. But Dead by Daylight still doing well, so it's not really necessary at the moment. I think waaaay down the line it might be a good fit. You could have a "free" version where you get a rotation of killers each week, and then have a standard edition that comes with all the currently (and future?) 'free' killers. I definitely it might be a good idea some day, just not any time soon.

  • @HatCreature said:
    Does anyone even find the new Tinkerer even useful? I mean I've seen a few instances where it was good against me but when I use it I can never find it helpful. Yeah that Gen is going off but I can't make it there in time to stop it or get a sneak attack, Oh my terror radius is gone for ten seconds hopefully I can find someone before it's up.

    Yes. It's particularly good on certain killers, like hillbilly (fittingly enough since it's his perk), but anyone that can cover a large portion of the map quickly will get the best use out of it. Hillbilly specifically can interrupt the generator before it even gets completed, which can be great for zoning survivors into a 3-gen. Worst case scenario, you're occupied in a chase when it procs. In that case, you can still use LOS blockers to completely throw the survivor for a loop and get a hit.

    Back to the OP: There's a lot of stuff to change, and not everything is going to change. Just because something was possible with tinkerer before doesn't mean it will be possible again. If something was a little too good with it before, it's probably not going to get buffed back to that level. With that said, it's not as simple as going in and tweaking a couple numbers. You'd have to go throw each add-ons for each killer that was effected by tinkerer and evaluate whether or not the old tinkerer effect was good for the game, or whether it's better without it.

    It's not forgotten though, I'm guessing it'll still happen some day, but it's not the top priority. Things like the Freddy rework need more attention than add-ons, which for the most part are just fine as is.

  • Huh. I see the @, but I didn't get a notification. Weird.

    I think I've seen a lot of these posted before, and I still like most of them. Just going to hit a couple things that I think might cause problems.

    Sole Survivor: I don't like the 3rd token effect. This would make it possible to throw on this perk, sandbag or do absolutely nothing, and then slip out the gates for a free escape. I don't think a killer would expect it so you would go largely unnoticed. I definitely think Sole Survivor should give you a shot if you're the last one standing, but this would reward you a little too much for failing.

    Monstrous Hooks: Might be better to keep it as a shrine (basement hooks only). This would still offer some interesting opportunities. Running it along side Agitation would basically hard counter We'll Make It, and you could turn the basement into an incredibly dangerous place with almost no chance of escaping from it. With blocking healing in general for all hooks, I just feel like this would remove the decision of whether or not it's better to heal at the hook and encourage tunneling the unhooked survivor. Tunneling that guy is already a powerful strategy, I don't feel like there needs to be perks to encourage it more.

    Pain: A little close to stridor. Could go either way.

    Left Behind: Minor note: You should just be presenting with the new part prompt immediately, having to stop repairing to do it again would feel clunky and confuse some people. I would also say that as a minor QOL change, the generator should not provide a notification when completed (the aura just disappears and the generator started sound plays). This would make fixing a generator a little less risky, since it would currently pinpoint your location.

    Third Seal: This is interesting, but I don't know how much of an effect it would have. Most maps tend to generator the same way each time with little variation. Thompson House, for example, will always spawn with the house on one edge with jungle gyms to either side, with a couple hay bales and tractors in between, corn in the center of the map, harvesters and cow tree along the edge, and then the shack in the corner to the left (facing out from the house). Most maps have similar rules as to where tiles can spawn. In that regard, this blindness effect would likely have a pretty limited effect on experienced players. I could see this being more punishing to new players which ideally a perk should not do.

    No Mither: This is something I don't think I'd want to see. Shards are currently a very protected currency. The rate you get them is the same as the rate everyone gets them. The issue I see here is that this would encourage people to run this perk just to get the shards. On the surface, that's fine, but it's also not fair to your teammates that you're handicapping yourself- and as a result, hurting the team as a whole- just because you want some extra shards. It would be frustrating to lose a match because all three other survivors are farming shards and keep going down in one hit, meanwhile you're just there trying to play the game normally.

    Then again, I'm not really a fan of farming perks in general. If the bloodpoint/shard gain needs to be higher, I'd rather just see that raised as a baseline and leave perks just as gameplay modifiers. I don't think that certain perks should become meta purely for the rewards they provide.

  • Myers in EW1 is not meant to chase, he is meant to stalk. Even when running a scratched mirror, you're ideally supposed to use LOS blockers and surprise them rather than brute forcing it. Bloodlust previously (specifically with scratched mirrors) would allow you to get a surprise hit, then brute force your way to an easy down.

    Though that change was made back when bloodlust was 0.2, 0.6, 1.2, rather than the 0.2, 0.4, 0.6 it is now. It probably wouldn't be as big of a deal these days, but the change was put in back when it was.

    But also the entire design behind the shape is that he is weak, and he gains strength by stalking survivors. Staying in EW1 is supposed to be slow, but still usable if you sneak up on people. If you just want to brute force it, stalk.

  • @BACKSTABBER said:

    @βLAKE said:

    @BACKSTABBER said:

    @βLAKE said:
    The thing about Dead by Daylight is that it's a survival horror game and the biggest aspect of the game is the fear of the unknown and you don't want to give players the ability to take too many perks because then they will have specific builds that just counter the majority of the killer cast. If you play the game right now and you limit yourself to less than 4 perks it makes the game really tense and scary which makes you more immersed and gives that scary vibe of having to survive against a killer with little to no tools to fend him/her off.

    you can also increase the thriller with the perks, use no mither or obsession based

    perks are fun, best ones transform ur gaming experience into a pseudo new game mode,

    for example no mither, diversion, saboteur... the more new perks, the more builds, too few slots for smarter complete combos

    Sure, that's fun for you, but you got to think of the bigger picture here and see how people will abuse this mechanic especially SWF. Imagine a SWF team getting 6 perks each and going against a killer who has 6 perks or less. You also have to think of the balance to the newer players. What if newer players get matched with a higher ranked killer and that killer has 6 or more perks meanwhile the survivors have two or three crappy perks. Killers and survivors are going to demolish each other left and right and games will go too fast imo. I will say, that I could definitely see this implemented in a 2v8 unranked matches just so it could be chaotic and fun, but to add this feature to the core game of Dead by Daylight is too silly and destructive to the game.

    very poor arguments sorry, if newer player is noob then wait til gitgudd

    I cant simply choose 4 ingredients of my pizza among 122, can you? (ingredients = perks)

    I think if you have 122 toppings on your pizza, you just have a salad at that point.

    I don't think it's that bad. Run four perks for a couple games, run four different ones for the next few. You can still use them, it just adds to the variety. If you could just toss on all the perks you wanted, you'd have less variety since you'd always be able to use the best of the best.

  • I really like the limit. It forces you to pick something to specialize in, or if you prefer, something to do a couple things slightly better. I think having too many perk slots would turn everyone into a jack of all trades and hurt the diversity. I always think back to games like PAYDAY 2 when the increased the skill point cap. It was low enough originally that you could not get everything, which left you with very specific builds and made everyone feel different. Then when it was increased, you could spec into a bunch of different branches, and suddenly everyone was rocking one of two or three builds.

    I could see the same happening here. If there's too many perk slots, it makes it too easy to just take the best of the best.

  • @M2Fream said:
    @Peanits, Don't you think people still need an option to express feelings of disagreement with a post? I agree people used the "Lol" in a childish manner, but I also think we on this forum are being treated a tad bit like children in this method of forced "positive only" reactions.
    Perhaps you could change "vote up" and "lol" to a simple "agree" and "disagree". There's nothing disrespectful about disagreeing with someone else opinion, and it is 1000 times more respectful than laughing at them.
    But hey that's just my 2 cents and I respect the moderator's decisions but at the same time, I have to respectfully disagree with this one.

    Cheers.

    Yes. In a perfect world we'd have upvotes and downvotes- and originally there was. The problem was just that after a post got enough downvotes, it would be hidden, which basically silenced anyone with an unpopular opinion. So those had to go. The LOLs became the disagree thing, but then it kept being abused by people who would run a but to LOL spam someone, or just follow someone around and LOL every single one of their posts. Using the reaction on a post because you don't agree with it is fine, following the person around and harassing them by using that reaction of absolutely everything they do is not.

    You can still show people that you disagree with them by making a post and explaining why. Others with the same feelings can upvote yours instead of the other to show how they feel as well. Hopefully that'll spark some more constructive conversations as well. We're going to see how this plays out for a while.

  • Jake Park is Korean (at least, that's the best assumption based on the lore we have so far). We know he's Asian-American, but beyond that the clue we have to go on is his last name, which is common in Korea according to Wikipedia: https://en.wikipedia.org/wiki/Park_(Korean_surname) (So you know it's true.)

    I'm not against it by any means though. Hopefully one day there will be one along with a matching folklore killer, like Coco: https://en.wikipedia.org/wiki/Coco_(folklore)

    I love when little bits like that make it into the game, like how the huntress hums a Russian lullaby.

  • @Nickenzie said:
    I have a better idea and this can be interesting for the killer and the survivor so tell me what you think! :)

    Hex (Huntress Lullaby): Your desire to kill sings a song that numbs survivors from danger. Every time you hook a survivor, receive a token up to a maximum of 3/4/5 tokens.
    -1 Token: Terror Radius reduced by 25% and your movement speed is increased by 2%.
    -2 Tokens: Terror Radius reduced by 50% and your movement speed is increased by 4%.
    -3 Tokens: Terror Radius reduced by 75% and your movement speed is increased by 6%.
    -4 Tokens: You have no Terror Radius and your movement speed is increased by 8%.
    -5 Tokens: Instantly sacrifice any survivor you hook and your movement speed is increased by 10%.

    These effects won't be addictive meaning if you reached let's say 2 tokens, then you'll lose the effects of having 1 token. Additionally, reducing your terror radius bonus also applies to the huntress' lullaby since is also counts as a Terror Radius.

    My concerns there:
    A) It's a little too much like devour hope.
    B) <--- That's a really cool B. 10% is a huge difference. Combined with TOTH and your 0m terror radius, the survivors are going to have one hell of a time trying to cleanse that totem. (Also again with devour hope, you'd have instant downs, making it even harder.)
    C) It would probably feel really bad to be the survivor who gets downed by Sonic and instantly sacrificed because two or three other survivors played poorly and gave the killer stacks.

    Might make it a tiny bit too easy to snowball out of control with that combination of perks.

  • @ItsYourBoyGuzma said:
    One upset fox is all it takes.... Sigh

    Nope, it's something we've been discussing for a couple months now. It's not just because someone complained about it.

  • The hatch/endgame as a whole is going to be looked at. I really can't say more than that, and I know that's not really reassuring since plans do often change, but it's not forgotten by any means. It was mentioned on a recent stream that it's going to be changed.

    I would argue that just about all of the killers are viable at rank 1, though. Obvious exceptions being Freddy and PTB legion. Leatherface is iffy, but even then he's a 4.6 killer, and at the very least you have an instant down in your pocket whenever a survivor runs in the open or has no pallets or windows nearby. Pig is a little low too, but there's some pretty good pig players out there that know when to use her powers and can burn through pallets really fast or get easy hits at shorter loops (and again, she's a 4.6 anyway). Like you said, they're not all on hillbilly/nurse level, but you can still use them at rank 1 pretty successfully.

    Freddy is going to get a full rework when there's time, and the legion is going to be reviewed with the pending changes to see if he needs some more work as well.

    I've got faith. The community has grown since launch and doesn't seem to be slowing down. QOL improvements are going to come.

  • Playing devil's advocate here, but it seems like that event would basically favor killers in that case. A frozen generator can't be worked on, so the survivors have to do an additional objective first. Meanwhile killers get the ability to slow down survivors just by doing their objective.

    Seems a little one sided to me, is all. It's a neat idea though, but it would need something for the killers to do as well or else it would likely end up like a repeat of the Halloween event where it's way too easy to get kills as the killer because the survivors are distracted by a side objective.

  • I feel like it would be a little redundant since you could just burn a different map offering, and that'll almost guarantee that you won't go to that other map. Adding anti-map offerings for each map would probably just clutter the bloodweb at that point.

  • @MisterCremaster said:

    @Peanits said:

    We had a few instances where people would run a bot or even just manually use a bunch of alt accounts to spam reactions (almost always LOL) on people they disagree with. I'm talking thousands overnight.

    Out of curiosity... what was the issue with this? Was it a server thing, or did someone complain about getting all those LoLs? Because you can only LoL a post once... or were they LoLing on and off? I'm just trying to understand if the concern was for the server or the person.

    They would have dozens of alt accounts set up to automatically LOL posts. So some people ended up with thousands of LOLs because of it.

    @Dustin said:

    @Peanits said:

    So we're going to try this out for a while. Hopefully we'll be able to get a tighter reaction system some day, but for now we're going to roll with this and see how it goes. The silver lining is that this might promote some constructive discussions. Rather than just dog-piling on someone you disagree with and flooding them with LOLs, someone's going to have to post why they think it's a bad idea and then everyone can upvote that.

    Is there any plans to update other parts of the forum anytime soon or is that out the window. idk about anyone else but I find the notification system kind of annoying because it doesn't take me to oldest new post on a thread if there's a lot of new post. Instead I usually have to manually go back a page because it only shows me the last 3 notifications.

    It's all still being worked on. If you've got specific things in mind that you'd like to see changed, I'd suggest dropping them into the Forum Feedback subforum. We check it often.

  • Heyo. So I should probably explain.

    In the perfect world, we'd have all the reactions and everything would be great. You could upvote things that were good, downvote things that were bad, awesome things you think are awesome, and LOL things that made you laugh.

    The first problem came with downvotes. There were some other functions attached to downvotes that could not be removed, namely that after a certain number of downvotes, the post would be hidden. That's out of the question because it basically means that anyone with an unpopular opinion is effectively silenced (or in the case of large threads, anyone with an opinion in general on the first page or so). So unfortunately, downvotes had to go. Downvotes are really key here, LOL became a negative thing because we had to get rid of them.

    Then LOL sorta' took over that place. Fair enough, we didn't really mind, even if it is a little more rude than a downvote. No biggy. But then a couple other problems surfaced. We had a few instances where people would run a bot or even just manually use a bunch of alt accounts to spam reactions (almost always LOL) on people they disagree with. I'm talking thousands overnight. Those guys have been dealt with, but it still kept happening every once in a while. Beyond that, there were a bunch of times where someone would follow someone around and LOL every single one of their posts (and yes, we can see who). This also lead some people to accuse other people for it, often innocent people.

    As much as LOL was a good thing, it was also abused. A lot.

    So we're going to try this out for a while. Hopefully we'll be able to get a tighter reaction system some day, but for now we're going to roll with this and see how it goes. The silver lining is that this might promote some constructive discussions. Rather than just dog-piling on someone you disagree with and flooding them with LOLs, someone's going to have to post why they think it's a bad idea and then everyone can upvote that.

  • @RotBb said:
    powerbats said:

    @RotBb said:

    The hatch is the survivor NOED. “Oh NOED is a crutch, nerf it!” Why isn’t the hatch a crutch when it rewards a bad survivor for their poor performance? Can we at least get a rework? Add anything to balance this, please.

    Yes because it's the survivors fault they powered enough gens to spawn this and it's the survivors fault if they actually find it. It's also the survivors fault if they find it 1st and actually can get in without being grabbed.

    Also how is a survivor that worked on gens, did totems, unhooks etc being rewarded for bad performance again?

    The killers totem can be cleansed if all 5 totems are destroyed thus preventing NOED, the killer by comparison can sacrifice all 4 survivors thus preventing the hatch from coming into play. They can keep gens from being powered enough to spawn the hatch.

    The killer can watch for someone camping the hatch, they can hook someone near the hatch, they can actually hunt that last person down.

    Its not that simple on the killer side. The killer can’t simply stop two generators from being done, it’s not how the game works. If a team fails, why should anyone escape? They didn’t do their job, why are they being rewarded?

    If you really don't want them to escape, kill two, leave one on the ground, search for the last one. Worst case scenario the last guy heals the other and then you down them again. Those last two guys aren't going to be able to get the last three generators alone. Although one guy getting away isn't a big deal, you already killed three and the last one is running away with their tail between their legs, you won.

    I don't mean to say they earned the win, but the alternative to the hatch is to play hide and seek for a couple hours. If there's three generators left to do and only one survivor, that guy's not going to touch a generator because the moment they do the killer is going to hear the generator progress and know they're nearby. It's suicidal. Your call, but I'd rather just get the game over with and move on over walking in circles for half an hour until one of us gives up out of boredom.

    The end game will be changing anyway, so the hatch could very well be included in that.

  • @Hibbsan said:

    @DwightsLifeMatters said:
    I'm mixed with that. 
    Maybe they could have done more about it, but what exactly? I wouldn't really know what I would show tbh

    There were so many millions of potential players watching TGA. You do not simply just say "Dedicated Servers" and leave it at that when you truly had such a chance to lure so many new players in.

    If you had never seen DBD before, this was your first time. You wouldn't care for even a second that we are getting dedicated servers. Why would you care about that for a game you don't play or have never even heard of?

    I can't possibly tell you what they could have shown that would have been better but to me they really did blow it when it came to attracting those millions of people that were watching. They could have done so much better and increased the playercount without a doubt.

    I would argue that if you had never seen the game before, you probably wouldn't change your mind just because a new gamemode was announced, or because of some gameplay (also keeping in mind that this is an award show, not a convention, you don't really have the time to show proper gameplay). If it's a game you don't play as is, another gamemode doesn't mean anything to you.

    If anything, the trailers shown would get someone's interest, as it cycled through all the different killers- including famous ones like Michael Myers and Freddy Krueger- and even showed off the next one.

    I liked it. It was short sweet, nice intro for those that may have never heard of the game, packed with info. Five years of support, new chapter, dedicated servers. In and out, shows everyone that there's a long future ahead of us.

  • https://youtu.be/SHt3FyE-VIQ

    It's currently live, so I can't timestamp it at the moment. But you should be able to rewind it. It happened a little over an hour ago.

    (Of course, add more time depending on when you see this post.)

  • @Might_Oakk said:
    Wonder if its all platforms? I know when For Honor switched from p2p to servers it was just on PC for a long time. With how much bhvr seems to care about console I'm abit worried.

    It's all platforms.

    https://forum.deadbydaylight.com/en/discussion/33798/dedicated-servers-coming-summer-2019/p1?new=1

  • Arsoul said:

    @Khalednazari said:
    Arsoul said:

    @Khalednazari said:

    Looks like this : 

    This screenshot has 2 completed gens, so its possible a hatch escape by using a key

    For the hatch to spawn with 4 alive survivors, 5 generators needs to be completed. 

    Theres a Trophy/Achievement for all 4 survivors to escape through the hatch.
    THINK ABOUT THAT FOR A MINUTE

    THE Hatch will spawn when 2 gens have been completed. But it is closed, a key will open it for one minute.
    A quick google search would have told you this

    No. If the number of players alive + 1 generators have been completed, the hatch spawns. For all four to use the hatch, they would need to fix all the generators.

    Could be hatch, could be a bug, could be a hack. It's hard to say for sure.
  • I don't know what you youngins call T walls these days, but I assume you're talking about these:

    ╠─════
    ║
           ║
        ════─╝

    (Sorry for the crude drawing.)

    If so: Do not run the outside, and do not run clockwise. Running the outside of those tiles gives the survivors an easy loop between windows. Picture the path they'll be taking if you're going around the outside, and then picture the path you're taking. They basically vault, go straight to the other window, and vault again. You go around the entire tile. You lose a ton of ground.

    Run the inside. That'll force the survivor into running a shorter, more mindgamable route. They're still pretty safe, but running it this way will at the very least cause the window to be blocked much faster. If they do this on the bottom right section of that "my four year old's macaroni art" diagram up there, you can even force them to medium vault the window inwards by running the tile clockwise. Also, you're basically running around half the tile rather than the whole tile, so even with my poor math skills, I think that's a lot less.

    As for the bus, it depends on how it generates. If the middle window is open, you basically have to brute force it. Trying to mindgame the middle window is pointless. That window is very safe, and it'll usually have a pallet or two to boot. If it spawns at the end of the bus (like, in the back), you can mindgame this by faking out the survivor. Go left, make them think you think they're vaulting, double back (hide your stain by looking away and moonwalking back), and you can catch them changing directions. This will probably work once and then they won't fall for it again.

    If you're really having trouble, bamboozle it.

    If you want more generic tips to use on other loops:

    • Don't mindgame long loops. It's too easy for a survivor to adjust and change directions to make up for mistakes.
    • Hide your stain on short loops. Face away and moonwalk towards survivors. You can shave of a meter or more pretty easily this way, which is usually the difference between a hit and a miss on a short loop.
    • Know what it takes to fast vault. Fast vaults are your enemy. Survivors will gain distance on fast vaults. If you notice that there's only a little space on the other side of a window, try changing directions and going the other way. This will force the survivors to medium vault since they don't have the space to fast vault. This will almost always be the ideal way to run the loop (cow tree, for example, follows this rule).
  • @ReneAensland said:
    Hilarious how they haven't been taken down yet. Does ANYONE monitor these forums?
    Seriously?

    We do. I just got off work and got pinged about it. They're gone now.

    There's not always going to be someone watching around the clock. Moderators are volunteers and are not on a schedule. We're spread a little thin right now because a bunch of us got scooped up as ACMs, and we're trying to keep an eye on both the official and Steam forums. We're looking to expand the mod team soon and hopefully cover things a little better.

    Best thing is to just report it. We check in pretty often, so someone should be able to clean it up pretty quickly most of the time.

  • @Peanits said:
    I would rather not have politics in the game.

    But silly cosmetics are off limits anyway.

    Santa Clown is pretty silly.

    It would be believable in his lore. He could have been a mall Santa at one point. He's already a clown, after all, maybe he just wanted to make some extra money around the holidays.
  • I would rather not have politics in the game.

    But silly cosmetics are off limits anyway.
  • You kinda answered your own question. It's to give the killer a chance of preventing a hatch play.
    It's really just because it only triggers once the sacrifice animation ends. Then that survivor's status changes from hooked to sacrificed, the game detects that only one survivor is alive, and the hatch opens. No more, no less. That's why it'll open instantly after a mori.
  • pwnshark said:

    @Peanits said:
    Short version, it would be ruining the game for people who just want to play normally, so you shouldn't do it excessively.

    Does that mean waiting at the exit gate for the killer to teabag is bannable? It's delaying the end of the game like waiting at the finish line in Mario Kart for the person you lapped to watch you finish.

    No. Walk towards them and hit them. They either have to leave or go down.
  • Locking this here.

    Holding the game hostage is bannable, and if you do it you will be banned.
  • I don't really see the point. Self care is pretty overrated anyway. It's just as easy, if not faster, to find a teammate and have them heal you. It's definitely not a crucial part of the game. It's a QOL perk. You're not really any stronger with it than without in except for niche scenarios where every other survivor is occupied and unable to heal you (pretty rare). The rest of the time it just gives you the option between healing wherever you want and running a couple seconds and having a teammate heal you.

    If someone wants to use a perk slot for it, more power to them. But I don't really see the need to make it baseline. You certainly don't need it to do well.

  • Being AFK alone is not bannable. If your dog is whining to go out and you step out and forget to cancel matchmaking, no biggy. We're not going to ban you for that. Accidents happen, emergencies happen, I ain't about to come clean up that mess for you so we'll let it slide.

    When it does become a problem is when you do it a lot. Going AFK ruins the game for others. If someone just wants to play the game normally and they keep running into an AFK killer (or even an AFK survivor), that's going to ruin their fun. If someone notices, "Hey, this guy is always AFK when I run into them." and reports you, you would likely get a ban for that. It would start as a temporary ban, but temporary bans eventually escalate into permanent bans.

    Short version, it would be ruining the game for people who just want to play normally, so you shouldn't do it excessively.

  • @Blueberry said:
    I'm interested how loosely they interpret "working together" as well. I mean I was on trapper and a random feng kept pointing at bill. I hooked them both but when they got rescued and I had to pick one I decided on bill since I figured if she was doing that it was probably for a good reason, I would've just been picking one randomly after all. In after game chat I decided to throw feng to the exit gate and let her live because honestly I just found her pretty funny with her goofing around. Now the bill and another accused me of working together with the random feng I didn't know and reported me for it.

    Now is this really reportable? She was a random person I didn't know that was acting goofy and I decided to have fun playing along. I feel like the real "working together" is more referring to people that actually know each other and plan it out to have an advantage in games and screw everyone over.

    (Real reason I find out in after game chat for her pointing at him was that he was spamming racial slurs at them all randomly before the game started)

    @Peanits Is this actually something I can get banned for randomly doing? I did not think so but I won't if it is and happens to show up again.

    If you hooked them both like that, I'd be more inclined to think that you're not working together. When you then go for the Bill instead of the Feng and give Feng a free escape, that's where it starts to get messy. Although we can see pre-game chat as well as post-game chat, so we'd probably notice what they said anyway.

    We basically review everything case by case. If we have doubts, we're not going to ban you. But if it's clear you're working together, we'd probably let it slide. Of course if you get reported for doing that a bunch, that's a different story.

    Getting back to the OP, yes, it is reportable. Killers are not allowed to work with the survivors to kill someone else. If you see it, be sure to report it in-game and if you manage to grab a video of it, you can send a ticket to https://support.deadbydaylight.com/hc/en-us under "Additional Player Report Information".

    You don't have to record every match, we don't expect you to. But you may already have something that can retroactively record something in case something happens. Depending on your graphics card, you might have Shadowplay or Relive. Windows 10 also comes with a recorder built in that you can access by pressing Windows + G. There's a couple other options out there as well if you don't have any of those. If you're on console, you'll also have a similar feature built in. Basically they're always recording and deleting the footage you don't end up using, but if you see something you want to record, you just press a button and it'll save the last X minutes.

  • Read over the new feedback, I'll give my thoughts here.

    Regarding the changes to deep wound: I don't feel like this would be a significant change. If it's a 60 second timer by default and depletes at a 50% rate during a chase, you're still looking at two minutes before they actually go down. Sure, you could use your power again to shave off a little more time, but if it takes 30 seconds to cooldown, you're still looking at a significantly long chase just to down someone with it. For that reason, I don't really see the need to have it deplete at a reduced rate in a chase at all if the timer is going to be extended.

    Being unable to mend yourself back when injured would be neat. I think that more than anything could give the legion a lot of power. It would slow down survivors more than they currently are (where they can immediately start mending the second you turn your back and move to the next survivor), and more importantly, it would allow you to interrupt the probably-still-injured survivors as they're mending each other up, which plays nicely into his power.

    Regarding frenzy changes: I'm mostly on board with this, I don't see any real downside here.

    The QOL change: I wouldn't want to see that happen. Removing the double stun is one thing, but reducing the fatigue period if you purposefully end frenzy would make the killer very overpowered. You could tag a survivor with deep wound (injuring them), catch back up in frenzy, end frenzy, close the small distance they gained very quickly, and then use a regular M1 to down them. Unless they are immediately next to a window or pallet when your frenzy ends, they're dead.

    The big issue with frenzy is that it ignores all of a survivor's counterplay. Pallets don't save you, windows don't save you, nothing does. If the legion gets remotely close, they're going to hit you. That's why I see it as a very tricky killer to balance. How do you make a guaranteed hit powerful without making it feel unfair to play against? And at the same time, how do you make a guaranteed hit weaker without making it feel weak to play with? It's a tricky situation, I don't really think there is a right answer to.

    In any case, still good feedback, I think the general idea is good but the killer itself is incredibly touchy to balance. It's hard to say whether or not it would be enough or whether it would make them overpowered, but it could be interesting. I would say that the fatigue reduction couldn't happen, though, that would make him way too powerful at something he's not designed to do.

  • Gonna' go ahead and lock this now because there's been a fair amount of arguments started here already, and I'm sure there's more to come because this is just one of 'those topics'.

    But for the record, we do. We don't tolerate homophobic, racial, or sexist slurs. It's a game. If you wanna' talk a little smack about what just happened, no big deal. But there's no reason to bring stuff like that into it. Report them and we will deal with it. There's a team of us ACMs reviewing reports and banning people for things like that.

  • If you received any bloodpoint compensation from support (in cases of lost progress, for example), you can pass the million bloodpoint limit. Any compensation bloodpoints are counted separately and not factored into the limit. You can earn up to a million bloodpoints in addition to whatever bloodpoints support awards you.

    Say you got 500,000 points from support. You can keep earning bloodpoints until you hit 1,500,000 bloodpoints, and then you won't be able to earn anymore until you dip below a million.

  • Joke's on them, I would have played against them anyway.

  • @Nickenzie said:
    MandyTalk said:

    @missW said:

     @SenzuDuck said:
    
    What are you talking about? 
    

    If you're talking about the recent DC bans they're logged by a system and have absolutely nothing to do with malicious reports, and given the amount of new moderators they're getting, it's pretty evident they do manual bans as opposed to automatic bans except for the DCs.

    My friend didn't leave the game maliciously, nor cheated, 20 hours player
    

    Only because he won the competition of four people in multiple teams, he was banned when he was reported.

    He is a killer, the other 4 are personal voice communication team

    We do not ban on reports alone - video evidence is a requirement.

    Here is the post regarding what is/isn't bannable and the evidence that is required: https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest

    You're the best mod ever! :)

    Wow dude, I see how it is. Good luck putting the toothpaste back in the tube.

  • Some pretty neat ideas. A couple notes though:

    Sole Survivor: This could create a "sit in a locker and do nothing" style of gameplay, where you can just sit back and watch your team get slaughtered and then slip out through the gates.

    Monstrous Shrine/Hooks: I feel like this might just promote tunneling the same person off the hook, which is already totally viable is (you only have to hit them once, rather than twice for a healthy rescuer). It's already a very efficient way to play, I feel like there doesn't need to be a perk to make it stronger.

    Play With Your Food: You'd basically have to slug the obsession, which wouldn't be very fun for them. But beyond that, the haste effect would essentially be permanent once you accumulate it. Five hits and you permanently move 10% faster. Hook the obsession last and you're all good. 10% is a huge amount to have forever. It's basically like a 115% killer closing the distance 66% faster, or a 110% killer closing distance twice as fast.

    Other than that, pretty solid.

  • Deep wound would inherently make you injured, which would basically mean a free bloody coil- one of the trappers best add-ons by a long shot. I think that would be a little much. The power of traps should come from luring someone into one without noticing, rather than to place them in obvious spots and punishing someone for disarming them.

    I'd be okay with skill checks that injure/deep wound you if missed, though. That could be neat.

  • @Rebel_Raven said:
    SWFs aren't the problem! You just have to play about 12 hours a day to hone being a killer! Get good like me!
    eyeroll

    Goddamn, really? People commenting to "git gud" that get to play the game a shitton more than most, and are probably running a huge arsenal, if not a full arsenal of perks telling people that likely don't have the hours, or perks that one of the hardest ways to play the game is fine?

    I swear the way they talk, and offer nothing to help combat SWFs is BEYOND useless. Bragging don't help.

    People that stream, have massive arsenals, lots of time to play, etc. are so far removed from the average player, and their problems. Period. That's it.
    They don't know anymore what it's like, and they normalize their experiences with everyone else' to the point that anyone that defies their "normal" looks crazy. The way they go on about liking the difficulty, never dodging, etc. that they look at people who don't enjoy the difficulty spike as anomalies. smh

    It's like a millionaire telling an average person to just cut a check to get major car repairs done, or something.

    P.S.: With upcoming changes to BT, a perk that breaks hooks, aura blocking lockers, and who knows what else favoring survivors, being a killer looks like it's going to start to suck.

    I work two jobs and do volunteer work as a mod in my spare time. I'm lucky if I get to play a few hours a week, yet I still do just fine. Time is not the only factor there. You gotta' put in the effort to learn the little details of the game (which way to run tiles, how to predict the survivors' movement/actions, and other little tricks like moonwalking to hide your stain). That's not to say that playing a lot won't help, but you can do just fine even if you only play a couple hours a week.

    If you don't put in the effort to get better, yes, absolutely you're going to lose to a good team. They practiced and learned the intricacies of the game and you didn't. By definition, they are better players in that case.

    Avoiding good teams and not learning how to beat them is not the way to get better.

    There's no shame in losing a match. I lose sometimes, no biggy. If they played well and I made mistakes, I shouldn't win. Balancing the game in a way where you can not play the game and not try to get better at it but still win against someone who does play the game and does try to get better at it is the definition of unbalanced. If I suck, I suck, I take my loss and derank to a rank more fitting to me.

    (Not making any statements about you in particular, just a broad statement.)

  • The clown isn't really overpowered. If you know what you're doing against him, he's not that great. I usually see people try to play no differently against him than they would another killer, and then they end up dropping like flies.

    While hindered, you move at 85% speed. He basically closes the gap twice as fast. The effect lasts two seconds, but for the sake of math, let's just assume you're intoxicated for three seconds because it takes a second to leave the gas. He basically gains 3.6m on you, compared to the 1.8m a 115% killer would normally gain.

    This does not take into consideration the distance that the clown loses while throwing a bottle.

    The flipside of this is the distance you gain while he reloads. I don't have the exact number on me, but it's real slow. Let's just say it's 1.5m/s for argument's sake. A reload normally takes ~5 seconds. 5 x 1.5 = 7.5m. While you move at 4m/s, you cover 5 x 4 = 20m. You gain a whole 12.5m whenever they have to reload. They'd basically have to nail you with four bottles to get the same distance.

    Now obviously they aren't necessarily going to reload in the middle of a chase if they can help it, but if they don't, they're just an average 115% killer. Compare that to a hillbilly that can move around 9.2m/s after a very short wind up, or the spirit who can move at 7.04m/s while phase walking. He's not gaining nearly as much distance compared to some killers.

    The thing that really makes him powerful is: Not many people play him.

    May sound strange, so hear me out. People not many people play the clown, most people don't know how to play against the clown. We can all learn how to dodge a chainsaw or how to trick a nurse when they pop up every other game, but clowns are like an endangered species. It's hard to git gud against something that rarely pops up.

    As long as you're not greedy about it, he's pretty weak. Most of his hits come from a survivor misjudging how much distance they have, thinking they can get one more loop. He's deceptively fast if you're intoxicated, it's like he's closing in on you twice as fast. If you gotta' throw a pallet down early, do it. It'll burn through pallets a little faster, but that's about it.

  • It's not really about hiding SWF groups (you already can't really tell, sometimes survivors just pop into a lobby all at once even if they're not playing together), it's because the way matchmaking works is being fundamentally changed. Currently it's just a glorified queue. Killer opens a lobby, the matchmaking sticks survivors into the best matched lobby for them as they queue (if it can't find a good one after X time, it just gives up and gives you whoever it can get). With the new system, it's going to gather a big group of players and then figure out who's the best match for who, rather than sticking them into the first lobby it finds even though a better match would pop up a few seconds later.

    But if you ask me, it's high time some people just learn to play against them. SWF has a stigma of some boogeyman that can't be stopped, but in reality they're very predictable and easy to defeat. The 'sweaty tryhard' teams are incredibly rare, contrary to popular belief. The vast majority of groups are just a couple of buddies hanging out and playing the game- or even total strangers who grouped up with each other on the Discord-, not a co-ordinated e-sports team.

    Though talking specifically about the killer map offering thing: I don't really want that. It doesn't have a huge impact on gameplay in most cases (survival rates between all maps all fall within under a 10% range). If you lost on one map, chances are you would have lost on another as well.

    That would really only help in a couple very specific scenarios, like max terror radius doctor on The Game, or a hillbilly that want an open map like the Coldwind Farm maps to chainsaw around easier. Your odds of going to a specific map are already pretty good if you burn an offering, and it's rare that more than one map offering is played at once. What this will more than likely do is cause the same few maps that are deemed to be killer favored become a "meta", where more often than not you'll end up there just because that guy said so. Map variety is a big deal and playing on the same few maps over and over again is going to get stale real fast.

    I also don't really see a big deal with having two offerings. Killer offerings tend to be way more powerful to compensate already, so having two would be a little extra (e.g. One putrid oak counters three petrified oaks.) There's not a whole lot of great options for killer offerings either, so I can't see this having a tangible impact on gameplay. You're not going to be more powerful because there's two fewer chests and 50% less mist. More than anything, you'd just see a mori and bloodpoint offering.

  • fcc2014 said:
    If you have any say @Peanits or influence on who can be mods. @powerbats @Nickenzie @Peasant should all get a look.
    We've thrown some names into the hat, no worries.
  • Nope, because that would be really, REALLY hard to do. You gotta' negotiate with the IP owners just to do it in the first place, so making a poll runs the risk of massive disappointment if that IP holder decides, "Nah, we don't want to work with you."

    Fortunately many of you have mentioned the killers you'd like to see in-game anyway, so we're all good.
  • fcc2014 said:

    @Peanits that is a shame you are not more of a presence on here as much. The forum has become a Police State with threads deleted for no reason and some people getting banned or put on time out for no reason.

    The threads being deleted thing is usually a bug. I'm not sure what causes it yet, but for the time being, if your thread disappears for no reason, you can ping a mod and we should be able to restore it.

    Re: How mods are picked, we switch it up a bit each time. I was just in the right place at the right time when I started, later we took applications. Not quite sure how it's going to be handled this time around, but it'll be properly announced when it does happen.
  • Delfador said:

    Dead by Daylight Immortal
    Mark my words

    Perfect for the smart phones you guys have.
  • I'm tied up between two jobs and don't get much time to mod anymore. I stop by when I can, though I typically stay out of PTB related threads because I don't want to influence people's feedback.

    We're looking into getting some new mods at the moment.
  • My opinion is that this is basically spam because there isn't an actual topic.

    But for real, please don't tag devs for no reason. They are actually busy.
  • The game downloads through Steam so your download speeds should be about the same. To get an idea of what you can expect, check here: https://support.steampowered.com/kb_article.php?&ref=9498-WPDF-3220

    In my experience, my download speeds are roughly the same between my PS4 and my PC.

  • The PTB is an early version used to find and fix bugs before a release, as well as make balancing changes. This is only possible on PC.

    After a PTB, an update needs to be sent off to Microsoft and Sony for certification. They do their checks, and if all goes well, they release the update. If they feel like it's not up to code, they can reject it, and then we have to go back and fix whatever needs fixing. Steam, however, does not have a certification process. If you push an update, it goes live right then.
  • Not to undermine your points, but it's still a valid complaint. If you down a guy once and camp him until he's sacrificed, he's not going to have barrels of fun sitting there on the hook. You're absolutely within your rights to do so, but you still have to acknowledge that when all is said and done, you're making the game less fun for them. Sames goes for what is essentially the survivor equivalent; pallet looping. If you play in a way that makes the game less fun for the other side (even if it is within the rules), you can't be surprised if they're not happy about it.

    I will totally disagree about adapting and overcoming, though. There is no way for that hooked survivor to do so. The other survivors can ignore the hook and rush the generators, but that still doesn't change anything for the guy getting camped. He can't just adapt and unhook himself.

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