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Peanits

Peanits

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Peanits
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  • I don't really think range is an issue for him. You can stalk from pretty far away as is. It'd be a little to see Myers stalking with his binoculars from a mile away.
  • Why did he got banned? His post was legit wasn't it?
    Unrelated to this, not going to discuss it publicly.
  • The scratch marks only stick around for 10 seconds normally, and after 7 seconds, they're almost impossible to see. With this buff, you'd basically only leave scratch marks for about 2 seconds.

    I think having the scratch marks appear further apart could be interesting and help lose the killer, though.
  • Lagswitching is not that common. Some people will call any lag lagswitching, which is not true.

    You should not lagswitch though as it is bannable and many people have been banned for it already.
  • Orion said:

    @Peanits said:
    I wouldn't want voice chat with randoms. I absolutely hate voice chat with strangers in online games. You always run into someone playing music in the background, someone deep throating the mic and breathing heavily, and loads of people who start blaming everyone the second things start to go wrong.

    The last one is the biggest issue. You can only get so upset at a mute person. When you can view your frustrations at them and they can fire back, things are going to go south real quick. See: Overwatch.

    I'd rather the same info be available without voice chat to level the playing field. Aura reading, etc.

    Who or what I deepthroat is none of your business. Don't kink shame.

    I don't judge, I just don't want it in my ears.
  • I wouldn't want voice chat with randoms. I absolutely hate voice chat with strangers in online games. You always run into someone playing music in the background, someone deep throating the mic and breathing heavily, and loads of people who start blaming everyone the second things start to go wrong.

    The last one is the biggest issue. You can only get so upset at a mute person. When you can vent your frustrations at them and they can fire back, things are going to go south real quick. See: Overwatch.

    I'd rather the same info be available without voice chat to level the playing field. Aura reading, etc.
  • To bad we won't be able to report comm abuse to BHVR on console. Just had a guy threatening that hes going to ######### my dog...
    You should report that to either Sony or Microsoft. They're going to have logs for all of that and they'll be able to punish them way worse than just a ban from DBD. We can't really do anything there because screenshots are easily altered and we don't have logs we can use for stuff that happens outside of the game.

    lol no, it's only there to pretend something is happening.

    I literally just posted an example above proving that they work.
  • @DocOctober said:
    That's not the problem. The problem are Survivors that insist on going through the Hatch and keep the Killer hostage.

    Mutual stubbornness is not holding the game hostage. Either side can just opt to take the loss and move onto the next game.

  • @Kaelum said:
    @Peanits the devs have already stated that they are going to hide the perks and addons. The page would be available, but the killer’s setup would be hidden until the game ends.

    I know. Just giving my two cents about the idea of removing the page completely. Hiding perks/add-ons is on the wishlist.

  • You're never really safe from a tunnel, it'll happen at all ranks.

    Two things:

    1) Run iron will. If you're injured, they won't hear you. They'll still try to go for you, but if you hide they might just give up and go for the next person they find.

    2) If you're playing with someone you know, have them sprint away from the hook after they save you while you hide nearby. Chances are they'll follow the scratch marks and think it's you they're chasing. Combine with iron will for best results.

    Other than that, there's not much else you can do. If they want you, they're going to get you. You just gotta'
    do everything in your power to make sure they don't find you again in the first place. If they're camping, you're pretty much boned.

  • I'm all for perks/add-ons being hidden, but I don't think that last screen should be hidden as a whole. That screen is the only way to report players, so that could mess with reporting.

    e.g. Someone's holding the game hostage, one guy DCs and tries to report, but can't because the end screen is hidden until the match actually ends (which could be many hours later).

  • They were originally given away at PAX, but these days, there's no way to legitimately get one. Very rarely they're given away.

    I wouldn't recommend buying one as there's no way to guarantee that they're legitimate, and we won't be able to help you if it turns out to be a scam.

  • It is working, just not on consoles just yet (consoles bans are coming soon). It always has, even, there just hasn't been a team to review the reports until recently.

    For chat related offenses, in-game reports are sufficient. They will log the chat for us to review. You do not need to send a support ticket for those sorts of reports. For example (assuming I remember your profile correctly), I can see you recently had a run-in with a guy who particularly liked families.

  • @se05239 said:
    The game would also feel less of a grind if we just removed the "each perk has three levels" thing and you unlock the full perk whenever we get it in the bloodweb.

    I feel the same way, but there's also only 14 generic perks and 3 teachable perks per character. So for a new player, that would mean you get perks for 17 levels and then nothing until you start unlocking teachables at level 30.

  • Just some feedback for a couple:

    Losing End: This would probably just be unfair to killers. For this perk to activate, they would have to either hook two survivors three times and the other two survivors twice, or hook three survivors three times and the remaining survivor once (although in this case, the hatch would probably be available anyway). They'd be doing extremely well at that point. The perk would basically deny the killer their well deserved sacrifice points.

    Also, the action speed boost would be massive. This would punish the killers who leave the hook and don't tunnel by giving the survivors massive boosts.

    Calm Spirit: I don't think this is a good fit for the perk. Calm Spirit implies that you remain calm, while the speed boost is like an adrenaline boost because you're panicking. It's also a stealthy perk to begin with, so I feel as though adding additional chase power is the wrong way to go there.

    No Mither: I'm okay with extra bloodpoints, but I don't think it should instantly fill all your categories. This would just promote hiding in lockers for the whole game, maybe even bringing a key and slipping out through the hatch for an easy 64k BP.

    Card Trick: Might be a little close to Object of Obsession, but for killers. I also don't think killer aura reading perks are common enough or useful enough to warrant it.

    Blood Warden: I don't know how to feel about this one. I think there's plenty of close calls that would be completely denied just because the killer brought this perk. Normally the killer has to work for it, but with this buff, it's just a free two minutes to run around with NOED. More importantly, normally you have to hook a survivor, giving the other survivors something to do while waiting for the gates to unblock. But with this, they'll open a gate, see it's blocked, and then go play hide and seek for two minutes while it unblocks. I can't see a lot of good outcomes for changing it this way.

    Remember Me: This would likely be a downgrade. If every other survivor can just break the hex to avoid the penalties, they will simply open the gates while the obsession hides or stalls. If the obsession is the last one up, they'll just take the hatch preferably anyway.

    Dying Light: I'm strongly against perks that will just make the game unfun for someone. I feel like this perk is going to ruin the game for the obsession, causing them to be slugged for the whole game. As is, it's not great in that regard, but if they get camped on the hook it'll at least be over in only two minutes.

    Hide and Seek: Minor nitpick, but the majority of lockers share tiles with potential hook spawn, so the extra wiggle progress would likely not make a difference. The only exceptions that I can think of are unique tiles, like upstairs in the ironworks, although you can still probably get to a hook from there as well.

  • Bit of a loaded question, I don't really think there is a single right answer.

    I personally think the shape is the creepiest. The way you'll just look around and see him staring at you, and the way you know that's actually going to make him powerful if you don't move ASAP. Most killers don't have that same creepiness because there's no threat from them just staring at you. They either show up and attack you, or they're just sitting there wasting their time.

    Not to mention the variety he has. You can start a game off stealthy and make some plays with EW1, and then switch to EW2/3 later on once people have caught on.

    I'm also partial to trapper, but I'm a little biased. I find it creates a lot of interesting and tense situations, has a lot of interactions for both sides, etc.

  • The exact amount is not publicly available. The number that slipped out on stream a while back is now obsolete.
  • @Giche said:
    @Peanits

    I'm simply gonna copy/paste what i already said in another thread :

    So the meme changed from "4 man SWF aren't that common" to "4 man SWF aren't that hard to beat".

    Now promoted by mod ?

    Can someone explain to me how peoples can say to paying customers :

    "We know it's unfair... so what ? We have fun with it.
    Deal with it or move on, removing it would kill the game huur huur"

    To clarify, I'm not saying that four man groups aren't common. I'm saying that the super tryhard ones are rare. Most four man groups are not exceptional players and are very easy to counter and beat.

    For the latter part, nobody has said that. In fact the end of most post says the exact opposite, as has been said on dev streams in the past.

  • To play Devil's Advocate here, what benefit would this bring to the table? (Not trying to knock the idea or anything.)

    For instance, wouldn't this just encourage survivors to run self-care more? And wouldn't survivors risking running around injured be beneficial to killers, making it easy to down them?

    And on that line of thought, isn't it already pretty practical to injure people and force them to heal between all of the healing speed/mangling perks available?

    While I can see the benefit of leaving a previously hooked survivor alive and going for another one (since their actions are slowed, and they are less effective), it would still end up being stronger to take them out of the game entirely, as that's basically like a 100% action speed penalty.

    I'm all ears, but I do think that things should stay as simple as possible unless there's a very good reason to change them. There's already plenty of little details to be concerned with as a new player, and I feel like this change would be another layer of confusion on top of that.

  • Just going to be blunt with my experiences. I don't have a problem with the vast majority of SWF groups. Almost all groups are just a couple buddies sitting around in voice chat, talking away, and occasionally saying something along the lines of "he's camping, just do gens". I've only run into a handful of groups across all my time playing that were trying as hard as possible and coordinating every little thing.

    The reality I've found by not dodging any lobbies regardless of who joins or what they bring, most people are not unstoppable gods, even with their friends.

    Taking flashlights as an example. Flashlights are incredibly easy to counter, and you can actually swing this to your advantage. If you see someone bring a flashlight into the match and you know they're playing with friends, you can count on them staying one step behind you whenever you're chasing someone who's injured. That's one less person working on generators. Now when you do down the guy, quickly check the area, pretend you're about to pick them up, or just face a wall. You'll completely thwart their attempt and they'll have wasted their time. Better yet, there's another guy to chase immediately after you hook the first guy without any searching.

    You need to count on them being altruistic and take advantage of that. I know "adapt" is a dirty word that people like to throw around in spite whenever something gets nerfed, but that's exactly what you gotta' do. Recognize that they're playing together, understand that they're going to be more altruistic because of that, and capitalize on that.

    I see a lot of people dodge lobbies whenever a SWF group joins (or even when they think a SWF group joins, just because more than one person popped into the lobby at once). The problem there is that by avoiding the thing that is beating you, you're never going to learn to counter it. The same goes for survivors who dodge certain killers or certain perks. There is counterplay out there.

    Now I don't mean to say that there aren't "sweaty tryhard" groups out there. They do exist, but they are very few and far between. I have only run into a handful in my time. This is not the vast majority of the groups out there. Voice chat alone doesn't turn average/bad players into gods. If you stick four really good players in a lobby together, voice chat or not, they are going to do extremely well. They'll know when to save, when to do generators, when to stall and when to take a hit. Most info you need is already available in some capacity, barring some niche things (e.g. killer's camping, you would need to spend time to go check).

    I also don't mean to say that there's no benefit at all to using voice chat. It does make you slightly more efficient, there's no doubt there. Yes, you can try to coordinate saves better. But at the end of the day, you're still capped by your own skill level. You can't just join a voice chat and start breaking angles and spinning heads.

    In short, what I'm trying to say is that SWF isn't this insurmountable challenge that it's made out to be. Good players are going to be good players, and they're going to be a little more powerful in a call. But the amount of perfect teams out there is very low, and even then, an equally good killer can still get ~2 kills.

    I'm prepared for the hate I'm going to get for this, but I have and will continue to take on any survivors that end up in my lobby, SWF or not. And every now and then, I have no shame in saying that I'll get completely destroyed as I rightfully should. Not everyone is a top tier player, and you can't win every game. Maybe this all comes back to the ranking system and the way everyone's bound to end up at rank 1 if they play enough, I don't know. But there is a wide range of skill levels at rank 1, and everyone can't be the best at the same time.

    (And for the record, I should say that I'm still on board with balancing SWF. Give solo players similar info and balance around that. That's still the ideal way to go about it.)

  • Oh yeah. 100%.

    Granted I've been playing since the alpha, and at that point listening for generator progress was the cutting edge of killer pro-strat tech, so that's not really saying much. But even since then, I've started moonwalking and figured out which ways you should run tiles, and how to predict survivor movement 99% of the time.

    And as survivor, I went from being a stereotypical Dwight to finding a mix of stealth and boldness where I lead killers on a chase for a bit before splitting off and losing them, thinking I'm just playing bold and not expecting me to try to lose them.

  • I prefer the week of 1.5x myself. I was sick all week and busy with work, so I didn't really have a chance to play half of it. But if it were a normal blood hunt, I would have missed the whole thing.

  • As soon as an ACM is able to review the report. Though we cannot use screenshots alone as evidence, since screenshots are easy to modify and falsify. We'd check our own data to verify it.
  • @Peanits said:
    It's literally a thread made with the intent of being toxic and posting people's reactions.

    I really shouldn't have to say more.

    So being your represent the game and devs are you saying your new stance is that camping is toxic?

    No. Making a thread saying you're going to do something to get a rise out of people and post their reactions is. Especially when those people aren't censored.
  • It's literally a thread made with the intent of being toxic and posting people's reactions.

    I really shouldn't have to say more.
  • Not possible. Doing so would trigger the anti-cheat, so I wouldn't recommend trying.
  • I would DC just to get that, so I'm not sure it would have the desired effect.

  • I believe tomorrow is a mash up.
  • To play Devil's Advocate, say I'm the kind of guy that thinks it's hysterical to waste someone's time (even though I can't see their reaction). What stops me from just waiting for a game to start, disconnecting in the loading screen, and then forcing everyone to requeue?

    Particularly in the red ranks where some people have to wait five minutes or more (usually more just after resets) just to get a match in the first place?

    Also, loophole: if I just wait for the game to load, it wouldn't cancel the match and there would be another generator to do.

    I think it's too exploitable. A better option would be to disable ranking for that match so you don't depip because the game started a man down.
  • Mister_xD said:

    @Peanits said:
    RE: #1
    While you can die early, this also means you have the ability to requeue and start another match sooner. I wouldn't exactly count this, and there's not really a good way to fix this. If you do reward a decent amount of points for dying right away, people are going to intentionally do it to farm bloodpoints. With that said, the one thing I always wanted to see there was more points for struggling on the hook while the killer is close. That way people are encouraged to stall if the killer is camping and buy the other survivors more time, rather than just letting themselves die and rewarding the killer/hurting the other survivors.

    Couple things I've also wanted to see:

    • Lower escape points drastically. Down from 5k to ~1k. Distribute those points to other actions. This would mean you can still get a decent amount of points even if you have a good round and die just before escaping, but you wouldn't get as much if you barely did anything and just slipped out the gates.
    • Add survival points to other actions. Narrowly dodged a hillbilly chainsaw? Get a couple survival points.
    • Remove BP from WGLF and BBQ. Make them baseline. Give WGLF a new effect. BBQ is a perfectly good perk as is, putting bloodpoints on it just makes it super meta. This gives people the freedom to switch up their loadouts without sacrificing bloodpoints.

    i agree on the most parts, but heavily disagree with taking away BBQs BP bonus, as this would literally kill the perk. believe me when i tell you this: no one, besides billys and sometimes nurses, use BBQ for the aura reading. take away the BP bonus and 11 out of 13 killers will probaply never run this perk again. it would also not encourage me to go and kill the hook saviour anymore, as i wouldnt be gaining my +25% more BP token by attacking him instad of the unhooked, who would be the smarter choice to pick.

    Lots of people would still use it. I sure would. It's great for time efficiency. You don't have to spend time searching for the next survivor, you just make a beeline to where you saw them.

    Even if nobody would use it without the bloodpoints, which I doubt that nobody would use it, buffing it would be a better alternative.
  • Kincaid was not in the 2010 Nightmare on Elm Street, which the chapter was based on, so unfortunately that's not really an option.

    Though if we wanna' go that route, Nancy definitely takes the cake. She's fought Freddy multiple times and won.
  • I wouldn't say too easy, but definitely too random. I've seen people get out in one attempt, and I've also had time to finish a chase, walk across the map and still pull them out of it.

    Personally I'd prefer a set interaction meter like healing or repairing. That way neither side feels cheated just because they got unlucky.
  • Couple things to keep in mind about making generators actually slower with multiple people:
    1. Nobody would work on them together. If you see another survivor, you'd just leave an go to a different one.
    2. New players would not understand this, it's counter intuitive. Veteran players would get mad that some new player came along and slowed down their generator, maybe even think they're griefing.
    3. With everyone working on different generators, they're working at maximum efficiency.
    4. With everyone working on different generators, you cannot apply pressure. If you disrupt a generator with three survivors on it, you stopped three people from progressing. If you stop a generator with one person on it, there's still three people working on generators (at max efficiency).
  • RE: #1
    While you can die early, this also means you have the ability to requeue and start another match sooner. I wouldn't exactly count this, and there's not really a good way to fix this. If you do reward a decent amount of points for dying right away, people are going to intentionally do it to farm bloodpoints. With that said, the one thing I always wanted to see there was more points for struggling on the hook while the killer is close. That way people are encouraged to stall if the killer is camping and buy the other survivors more time, rather than just letting themselves die and rewarding the killer/hurting the other survivors.

    Couple things I've also wanted to see:

    • Lower escape points drastically. Down from 5k to ~1k. Distribute those points to other actions. This would mean you can still get a decent amount of points even if you have a good round and die just before escaping, but you wouldn't get as much if you barely did anything and just slipped out the gates.
    • Add survival points to other actions. Narrowly dodged a hillbilly chainsaw? Get a couple survival points.
    • Remove BP from WGLF and BBQ. Make them baseline. Give WGLF a new effect. BBQ is a perfectly good perk as is, putting bloodpoints on it just makes it super meta. This gives people the freedom to switch up their loadouts without sacrificing bloodpoints.
  • @TheEliteTurtle said:

    @Peanits said:
    I'd love to see Chucky in an apartment building type of map, maybe split between three floors with stairs and fire escapes linking them together. Maybe even an out of service elevator that you can hop through the hatch of to drop down a floor.

    As for a survivor, I'm a bit rusty on those movies, but I believe the mother would be the best fit.

    How would Chucky hook someone?

    That's a good question. He's probably need his own animation for that. Maybe tying their arms behind the bottom of the hook.

    That or he could Space Jam it and the survivors could get dunked on.

  • @Peanits any news on the Freddy rework or buffs? Just to let the community know that it is currently being worked on and if we might hear something soon™

    Thank you! :) 
    Not sure if it's being worked on. I work remotely, not in the office, so I'm not 100% up to date with all that.

    He's not forgotten though, they're just waiting until there's time to do it right. Unlike the wraith and trapper, he'll need a little more than number tweaks, which is why he hasn't been changed in a mid chapter patch yet.
  • There is a penalty. Each additional survivor on generator adds fewer CPS. The first adds 1, the second adds 0.9, the third adds 0.8, and the fourth adds 0.7. In total, they add 3.4 CPS, compared to the 4 CPS they could be applying by working on separate generators.

    They're actually going slower and making it easier for the killer to apply pressure if they do work on the same generator.
  • @Peanits said:
    Khalednazari said:

    Okay. @Skarkio and @Jonathanskilz, I have Science Fair Claudette + Street Meg for each one of you. These codes only work for the PC version of Dead By Daylight and contains 4 pieces of cosmetic for Claudette and Meg.

    You're a cool dude. I like you.

    For anyone wondering, you should have purple ones by default. They were unlocked as part of the 2017 anniversary event. The pink ones that they're based on were a PAX exclusive.

    Wait what do you mean "purple" ones? I have no purple ones in my inventory for Claudette.

    By "purple" I really just mean "slightly more purple than the pink ones from PAX". All of the anniversary items are slightly altered PAX cosmetics.
  • Use at your own risk. We won't hunt you down and ban you for it, but if EAC detects it as a cheat, we cannot help you.
  • Dudddd said:
    not_Queen said:

    @Khalednazari Really nice of you to gift all this! I remember you play on console right?

    Why doesn’t console get anything exclusive? oh wait console isn’t important thats why the game runs like a note book sketch stickman animation .
    They are Steam codes and don't work on consoles. Moreover, the console versions of the game were not released when those codes came out.

    Console optimization patch is coming soon(TM).
  • I'd love to see Chucky in an apartment building type of map, maybe split between three floors with stairs and fire escapes linking them together. Maybe even an out of service elevator that you can hop through the hatch of to drop down a floor.

    As for a survivor, I'm a bit rusty on those movies, but I believe the mother would be the best fit.
  • Okay. @Skarkio and @Jonathanskilz, I have Science Fair Claudette + Street Meg for each one of you. These codes only work for the PC version of Dead By Daylight and contains 4 pieces of cosmetic for Claudette and Meg.

    You're a cool dude. I like you.

    For anyone wondering, you should have *purple* ones by default. They were unlocked as part of the 2017 anniversary event. The pink ones that they're based on were a PAX exclusive.
  • Not sure why I'm tagged. I don't actually make the game, I just take people out of it. But in any case, thank you, I'm flattered!
  • My issue with this is:

    1. If it's two killers and four survivors, it's going to be a miserable time for survivors and nobody is going to play it. Queue times would be incredibly long. Worse yet, it would make regular game queue times longer since you now have two killers sitting there waiting for lobbies in a different gamemode.
    2. If it's two killers versus double the survivors, the killers are boned. Even if each killer is chasing someone, that's six people still working on generators. In 80 seconds, all five generators could be powered. You cannot prevent that.
    3. If you double everything, the game will lag. There was a bug way back that would sometimes break a lobby and cause survivors to continue dropping in as you play the game. After 8 or so survivors, the game would usually get really laggy and crash. That's just when adding more survivors alone, let alone generators and increasing the map size. (This also wouldn't fix the problem of not being able to apply pressure, it would just make it take slightly longer.)

    And that's just technical issues. Let's not forget about:

    • The other killer blocking a hook so you cannot hook the survivor you caught.
    • Slugging would not be an option because someone else could come along and steal your kill.
    • Each killer could block an exit gate and hold the game hostage.
    • One killer blocking another in a corner or in the basement while they are ahead in kills to secure a win.
    • The terror radius would lose all meaning because it would almost always be on with two killers running around.
    • Many perks would need to be reworked because they wouldn't work or would be confusing. (There's only five totems. If both killers used hex perks, there wouldn't be enough totems for their perks. Something like NOED would either apply to both killers [which you wouldn't want with a KVK mode], or would be confusing because you wouldn't know which killer has it. Etc.)

    You get the idea. The game's not really designed with that in mind, and trying to make it work would be a ton of work. Even then, I don't think it'd be very enjoyable for both sides, so it would likely split the community and drive up queue times.

  • The tip I would give is to just get it over with. Either smack them or jump in, depending on what you're playing. The time you're going to spend standing there is not worth the small amount of points you might get. You'd be much better off getting it over with and starting a new round.

  • Food for thought, but what if those offerings were usable again next year? (Not confirming anything, just saying that it's totally possible that they get reused later on.)

    In any case, there ain't no way this 'petition' is going to work. I've seen exactly two threads about it so far, and the response is usually "why did you buy so many of them?"

  • @Rebel_Raven said:
    Yeah, she's wearing like 3/4 of a dress.

    The one time they have nudity, and it's someone we don't want to look at. :P

    That's what we in the business call "tasteful nudity".

  • It seems a little too much like No Mither to me. Beyond that, I feel like 100% bonus bloodpoints is a little low considering that you're more than likely going to be taken out of the game early (first hook = dead).

  • Speaking from a personal standpoint: No. I'm okay with them in KYF, if you want to do that to yourselves, go nuts. But ever since the engine update they've been a little funky, and they don't work well on some maps. Darkest moonlight is just used to cheese the game sometimes and make it so the killer can't see you.

  • @Rebel_Raven said:
    friendlykillermain said:

    @Peanits said:

    If that happens, take a quick video of it (walk around for a while, showing that they're not doing anything, show the message you received) and create a support ticket. Report it in-game as well, this will log the game and all the info we need. If they are refusing to play the game and just hiding to grief you, that is holding the game hostage, and it is bannable.

    If it is on PC, we'll be able to take action on it immediately. Unfortunately, console bans aren't in just yet. They're on the way soon(TM), and we'll start cracking down there as well.

    alright ill be sure to have my phone ready in case it happens again

    If you are on ps4, the ps4 share button should help a lot. By default the ps4 captures the last 15 minutes of gaming, and can take quick screenshots.
    These videos can be uploaded to Facebook, YouTube, etc.

    This. It should make it a little easier on you.

    Xbox also has the same sort of thing, but I'm not familiar with how it all works over there. Windows 10 also comes with something similar if you press Windows + G (although this only retroactively records the last 30 seconds or so, but you can start recording from that point for as long as you want).

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