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Peanits

Peanits

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Peanits
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  • @Tsulan said:
    Peanits said:

    @Tsulan said:

    Peanits said:

    @Grimbergoth said:
    

    @Peanits said:

    That's what bloodwarden is for. I think making it happen passively when the killer gets close would remove the butt cheek clenching moments when someone's running to the exit gate with the killer hot on their tail.
    
    
    
    i think your missing what he is saying . hes talking about the tbagging survivors who sit at the gate doing nothing except waiting for the killer to show up so they can get a fast chase bonus . at that point in the game all perks are useless except noed and only if they are not hugging the exit itself like 99% that stay behind do .
    
    
    
    Nah, I get that, but it's also tricky. How do you make it punish people who are teabagging but not those that go to the gates to heal up before going back for a rescue or take a hit, for example? Or even someone just standing there so the killer can hit them for some free points? You could try to get some fancy teabag detecting technology in there, but that's more effort than it's worth and could also create some unwanted situations. (e.g. Survivor is running from the killer and is just barely going to get out, someone else was sitting there teabagging at the gate so now it's blocked.) If they're teabagging at the games, I'd just hit them. Takes a second, and then they either have to leave or they get hooked.
    
    
    
    Blood Warden needs a rework. It should be activated, when the killer presses a button. 
    
    If survivors want to heal themselves up, to save someone else, then they should do it in an unsafe environment. Not at the gate, where even if they get downed, they escape. 
    

    Devs said, that pallets are not supposed to be save places. Why are the gates?

    I won't comment on blood warden since I haven't played with it much, but I have seen it completely turn around games a couple times. I think making it on-demand would be a bit much.

    If they're already in the gates, you basically lost. That's why it's safe. They powered the generators, opened the gate, and they are quite literally an inch away from winning. If you hit them, they either have to leave or they'll lose. I don't see any reason to give the killer kills in that situation because they really did not earn them.

    It's a "no risk, high reward" situation. Survivor doesn't risks anything by staying at the gate and healing. But gains a lot if he goes back to unhook. 

    Survivor perks work on demand. Deliverance, Dead Hard, Lithe, Sprint Burst and Self Care.

    I don't see what you're getting at with survivor perks being on-demand. You could say the same about killer perks. Pop Goes the Weasel is on-demand. So are Overcharge, Rancor, and Bamboozle by the same logic. Even then, Sprint Burst is not on-demand, it activates when you first sprint. The equivalent here would be if you could activate Sprint Burst whenever you want by pressing a button like Dead Hard. In any case, I don't want to see a "Yeah, you beat me, but I pressed a button so now I win." I don't want kills I didn't earn.

    If a survivor does choose to leave the gate, they are taking a risk. If they stay there, they're safe. Leaving the gate is not risk free.

  • I don't think I could get behind this.

    The first one just feel cheap. It's one thing when the killer opts to use a perk slot for it, especially since it has counterplay. (Don't want to go against it? Break all the totems.) But as a freebie, it wouldn't be fair. I don't think I should get a free kill just because the game is almost over. Going way back to launch when NOED was always on with no hex, it's just going to be the crutch perk again, only this time it'll be a crutch mechanic. Even if it's just when the gates are open, someone else could open a gate while you're in a chase elsewhere.

    For the second, I really don't want to see this. I have seen a lot of really close calls at exit gates, where the killer either just barely gets them or they slip out with a few less hairs on their butt cheeks. This would completely remove that. There would be no close calls, there would just be free kills. Again, I don't think I should get a kill in that instance because I didn't earn it. They got to the gate before I could down them, they got out. I shouldn't be rewarded for failure.

    I think a better way to address the end game is with more subtle changes. For starters, a reduced attack cooldown, to help combat people taking a hit and to prevent someone from just making a beeline across the map to an open gate with no risk. Then a longer gate interaction by default (Remember Me would likely have to be tweaked so it's not excessive). After that, stick loud noise notifications on the gate controls when someone starts to open them.

    With that, you would be able a little more threatening in the end game, but you wouldn't just be getting free kills that you don't deserve.

  • @Tsulan said:
    Peanits said:

    @Grimbergoth said:

     @Peanits said:
    

    That's what bloodwarden is for. I think making it happen passively when the killer gets close would remove the butt cheek clenching moments when someone's running to the exit gate with the killer hot on their tail.

    i think your missing what he is saying . hes talking about the tbagging survivors who sit at the gate doing nothing except waiting for the killer to show up so they can get a fast chase bonus . at that point in the game all perks are useless except noed and only if they are not hugging the exit itself like 99% that stay behind do .

    Nah, I get that, but it's also tricky. How do you make it punish people who are teabagging but not those that go to the gates to heal up before going back for a rescue or take a hit, for example? Or even someone just standing there so the killer can hit them for some free points? You could try to get some fancy teabag detecting technology in there, but that's more effort than it's worth and could also create some unwanted situations. (e.g. Survivor is running from the killer and is just barely going to get out, someone else was sitting there teabagging at the gate so now it's blocked.) If they're teabagging at the games, I'd just hit them. Takes a second, and then they either have to leave or they get hooked.

    Blood Warden needs a rework. It should be activated, when the killer presses a button. 

    If survivors want to heal themselves up, to save someone else, then they should do it in an unsafe environment. Not at the gate, where even if they get downed, they escape. 

    Devs said, that pallets are not supposed to be save places. Why are the gates?

    I won't comment on blood warden since I haven't played with it much, but I have seen it completely turn around games a couple times. I think making it on-demand would be a bit much.

    If they're already in the gates, you basically lost. That's why it's safe. They powered the generators, opened the gate, and they are quite literally an inch away from winning. If you hit them, they either have to leave or they'll lose. I don't see any reason to give the killer kills in that situation because they really did not earn them.

  • I can't say I've exactly had that issue as killer. I have no issues hearing people with the chase music. Even when flashlight blinded, I can tell which way they ran.

    Then again, I'm not exactly opposed to it being turned down slightly. I wouldn't want to see it become too quiet though.

  • @NextKillerSpongebob said:
    What do you think killers think of pallet looping, DS and Sprint Burst?

    You see, this kind of logic leads nowhere. It's all a vicious circle. You get mad about looping, so you tunnel, so they don't want to die, so they loop/DS, and so you tunnel, and so they loop, etc. It never ends. I ain't saying I like either, but if you fight fire with fire, the fire just gets bigger.

  • @Grimbergoth said:

    @Peanits said:
    That's what bloodwarden is for. I think making it happen passively when the killer gets close would remove the butt cheek clenching moments when someone's running to the exit gate with the killer hot on their tail.

    i think your missing what he is saying . hes talking about the tbagging survivors who sit at the gate doing nothing except waiting for the killer to show up so they can get a fast chase bonus . at that point in the game all perks are useless except noed and only if they are not hugging the exit itself like 99% that stay behind do .

    Nah, I get that, but it's also tricky. How do you make it punish people who are teabagging but not those that go to the gates to heal up before going back for a rescue or take a hit, for example? Or even someone just standing there so the killer can hit them for some free points? You could try to get some fancy teabag detecting technology in there, but that's more effort than it's worth and could also create some unwanted situations. (e.g. Survivor is running from the killer and is just barely going to get out, someone else was sitting there teabagging at the gate so now it's blocked.) If they're teabagging at the games, I'd just hit them. Takes a second, and then they either have to leave or they get hooked.

  • That's what bloodwarden is for. I think making it happen passively when the killer gets close would remove the butt cheek clenching moments when someone's running to the exit gate with the killer hot on their tail.
  • I'm just going to go ahead and lock this. It's just calling people out for playing a certain character and it's just going to end up getting heated. In layman's terms, bait. They all have the same stats.
  • It depends on the type of ticket you filed. It looks like your tickets were forwarded to a specialized team. Player reports, for example, get forwarded to the ACMs.

    If they are player reports, please hang tight. There's a ton of tickets that people had been saving for months after the old report form had to be taken offline. You haven't been forgotten or ignored, we're still plowing through them. Hopefully the wait times will get better soon.

    TM

  • @Khalednazari said:
    Send a ticket and attach screenshots as evidence. 
    https://support.deadbydaylight.com/hc/en-us

    Those tickets are specifically for additional info. For example, if someone is holding the game hostage and you have a video of it, or if someone is speedhacking. We don't need extra info to act on threats or insults. We can chat logs on our end, so reporting in-game is good enough, you don't need to make a ticket there.

    If it's really serious, you can create a ticket, but you don't need to. We can review the in-game reports and find the chat log through there.

  • Yes, because otherwise the killer would have no way to find you without deerstalker. They would have to walk every inch of the map looking for an interaction prompt and hope you don't move.
  • I always thought that would be nice for bleedout. Especially towards the end, it would add some extra tension.

    I think the exhaustion one might be a little too much, though. I don't typically run exhaustion perks but I could see it getting annoying if the screen blurs during every single chase.
  • I'm of the opinion that it's not too easy to rank up, it's just too hard to derank. Either way, whether you're under-ranked or over-ranked, you should ideally get to your proper rank as fast as possible.

    Currently if you play enough in a month, chances are you're going to hit rank 1 regardless of your skill level. I feel like this is due in large part to the safety pip. You can do pretty poorly and lose and still secure a safety pip. You need to get completely destroyed to actually depip. Because of that, you're bound to rank up on average.

    I would be curious to see what would happen if the safety pip was removed. I think you would see a lot more people spread out across the ranks if that were the case. If people were able to depip easier, they would have a harder time maintaining a high rank.
  • It just unlocks that perk in other bloodwebs. They will appear in tier 1 before tier 2/3.

    It could maybe be a little more clear and show the different tiers, but the perk will be exactly the same on other characters.
  • se05239 said:

    @Peanits said:
    Details haven't been confirmed yet. The wiki is great and all, but as it notes, it's not confirmed information, so please withold judgement until we know for sure. There's no sense getting worked up over something that may not even be true.

    As per tradition, I will wildly overreact and assume the worst scenario when it comes to anything that the devs have planned as I don't trust them or their decisions.

    That's the spirit!
  • Interesting in theory, but I can see this causing issues against killers like Michael Myers, pig, and wraith. If you had to keep getting off a generator just to check for them, it would feel really clunky.
  • Details haven't been confirmed yet. The wiki is great and all, but as it notes, it's not confirmed information, so please withold judgement until we know for sure. There's no sense getting worked up over something that may not even be true.
  • Primarily killer player. I don't see what the big deal is with self care. If I lost them and they spend the next 24 seconds (32 on the PTB) healing, oh well, I lost them, they deserve it. I failed, I lost them, I don't see why my hand should be held so they can't heal when it's my fault I lost them. They could just as easily go to another survivor and heal up twice as fast.

    If they're healing mid-chase, not only does it greatly reduce the distance they gain and cause them to use pallets faster, but you can easily counter that with caulrophobia.

    When I play survivor, I don't run it. It's a waste of a perk slot. Half the time someone comes sprinting over trying to heal you anyway. The only time it really matters is when you're the only survivor left.
  • Voice chat is not cheating, period. We can argue back and forth until we're blue in the face but at the end of the day it's still not cheating.

    On a more personal note, that just sounds not fun. Two killers sandwiching a survivor is just a guaranteed down with no counterplay. Adding more survivors to compensate just means that there's going to be even more people not having fun because any time they end up in a chase, they immediately get sandwiched and downed. It would also make it harder to apply pressure which would sorta defeat the whole point.

    Not to mention that there's nothing stopping people from just queueing solo and leaving lobbies until they end up in their friends' lobby. It happened in the beta and I guarantee it'll happen again.

    I think fundamentally changing the game to fix one issue with wreckless disregard for the many other issues that would stem from it is the wrong way to go about it. Instead, all you need to do is buff solo survivors so they have the same information, then buff killers to follow suit. That way you can balance around coordinated teams without leaving solo players in the dust.
  • Something broke. The team is aware and looking into it.
  • I would not want to see that personally. I like prestige as an optional extra that gives you something to work towards if you already have everything. Tying perks to it would create a power gap between those who can play several hours every day and those who can't.

    If anything, I would say have it unlock at level 50. That way it's obtainable for everyone.
  • Console optimization is in the works. Soon, obligatory TM.
  • @DeadByFlashlight said:
    @Peanits Might as well close the thread, thought you can have a conversation, but apparently the topic is too sensitive

    As you wish.

  • @DeadByFlashlight said:

    @SanKa_Games said:
    MLGA was never bannable at all. It's just that now EAC might go crazy and ban you for it, because reasons. But that works for any other 3rd party software that you use at your risc.

    Also, this community is 99% rotten, so it's kinda too late to try saving it.

    I remember that in the old report system the devs explicitly stated that they removed MLGA from the whitelist and that its forbidden now.

    Well the devs do their job to make the community even worse than :lol:

    It was never blacklisted, it was just removed from the whitelist. In other words, it's not something we'd actively hunt you down and ban you for using, but if EAC detects it as a cheat and bans you, we wouldn't be able to help you. It's use at your own risk.

  • @redsopine1 said:
    @Peanits but you can help by brining these questions to them and finding out what ones are allowed and what's not allowed to use?

    The answer is above, it's use at your own risk.

    Regarding struggle/wiggles being just "hold this button" rather than mashing, that has also been asked on multiple dev streams in the past.

  • @Cass said:

    @Peanits said:
    Has anyone? No, not at this time.

    But as always, it's use at your own risk. We won't actively hunt you down and ban you for it, but if EAC detects it and starts banning for it, we won't be able to help you.

    Remove wiggle and space spamming. Its bad for your keyboard and requires no skill. Also its very annoying for other people who happen to be present in the room. Not everyone plays in an dedicated private game room.

    I'm not going to disagree with you, but I work remotely and I'm not a part of the design team. I just deal with reports and some support tickets.

  • Has anyone? No, not at this time.

    But as always, it's use at your own risk. We won't actively hunt you down and ban you for it, but if EAC detects it and starts banning for it, we won't be able to help you.

  • It has been considered, and I believe the answer last time it was asked on stream was that they didn't want to split the playerbase like that. Could it support it? Sure. But it would still drive up queue times, and that's not something anyone wants to see, especially when you can just ignore the rank system to get the same effect.

  • @Zanfer said:

    @Peanits said:
    The pig, though, does not have an ability that warrants a slower movement speed. She's got a normal lunge, or a long lunge that she can't use in a chase (if she does, she loses enough ground that she will not hit it). As a result, she has a 4.6m/s movement speed since she does not have an additional power in a chase to help her out.

    You can use her lunge on small loops if they stay at the loop which is helping in a chase..

    You can, but if they notice and sprint away, you lose a lot of ground.

  • It's based on abilities. Take huntress for example. She's ranged, so that's balanced out by making her a 4.4m/s killer. Or the nurse. She can blink through absolutely everything and cross the map faster than 4.6m/s killers by blinking. Making her 4.6m/s on top of that would be bonkers. It'd be like, "Oops, you missed your 3-5 blinks (because you know they usin' them add-ons), oh well, you're only a few meters away from them now so you can still hit them anyway."

    The pig, though, does not have an ability that warrants a slower movement speed. She's got a normal lunge, or a long lunge that she can't use in a chase (if she does, she loses enough ground that she will not hit it). As a result, she has a 4.6m/s movement speed since she does not have an additional power in a chase to help her out.

    It just so happens that most of the ladies have abilities that allow them to cover large distances or attack from a distance.

    For the male killers, there's not really any that need a default 4.4m/s or slower movement speed. Those that do move slower only move slower sometimes (Myers EW1, Doctor in treatment). The best contender for a slower movement speed would be the hillbilly given his instant downs and fast sprint, I guess, but all launch killers had the exact same 4.6m/s movement speed. Even then, I don't really think he needs a slower movement speed. He's still perfectly fine as is.

  • You've got four perk slots so you can only buff yourself up so much and you can't be a jack of all trades. Too many perk slots just means that all builds are going to start feeling the same. I've already got a fully decked out stealth build with only four slots. If you gave me another, I don't know what I'd add. Maybe sprint burst? Maybe self care? Bond? But then I'm not using a stealth build, I'm using a stealth-it'sokayifIgetcaughtbecauseI'lljustsprintoutofhereandusemychaseperksinstead-build.

    I've always thought it would be neat if rather than a hard limit of four slots, it all worked on a point based system though. So say you have a 100 point limit for your perks, each perk has its own power rating depending on how powerful the perk is. Then you could either pick a few really good perks (maybe even only ending up with three perks) or roll with some weaker perks and have a more well rounded build. That way you don't need to worry about strict balancing because weaker perks would still have a place as filler perks to fill out your build, and stronger perks could remain as strong game changers since they couldn't be used with other super powerful perks.

  • Pig is pretty average for bloodpoints. If you're playing in the low ranks (15ish) and you're dropping people like ugly babies, you can slap those bad boys on them before hooking for free points. Against good players, you might not even get a chance to use them all by the time the gates are open, and you're almost definitely not going to get any ambushes.

    If you want a good one for farming BP, I would suggest the trapper. Throw on BBQ & Chili and Distressing. You get a lot of deviousness points for trapping someone, and Distressing doubles that on the spot. BBQ & Chili doubles that post game, so each trap basically gives you 4x the bloodpoints. Two or three traps per game and a bit of other stuff and you'll max that out no problem.

  • @Delfador said:

    @Peanits said:
    It's actually really awesome when it does work. I usually get it to work two or three times (if I'm really lucky) per game, so it's not terrible still.

    But for the first time in a long time, I'm looking forward to the bug fix where I can be stunned again. It's my new favourite build.

    So it is a bug right?

    Do we have a confirmation on that?

    The thing where you can get hit square in the face with a pallet and it physically shoves you off to the side without stunning? Yes, that's a bug.

  • It's actually really awesome when it does work. I usually get it to work two or three times (if I'm really lucky) per game, so it's not terrible still.

    But for the first time in a long time, I'm looking forward to the bug fix where I can be stunned again. It's my new favourite build.

  • It's not 40%. The actual percentage isn't public knowledge because if it was, people would just count their disconnects so they're just under the limit to avoid being banned.

    A disconnect any time is a disconnect. It all looks the same. Doesn't matter when you do it or how you do it.

  • There is a spam filter in place. Ideally it's supposed to flag the actual spam posts and get rid of them and nobody else will even know it's there. But unfortunately it's not perfect, so sometimes it'll flag a legitimate post as spam.

    When this happens, the post goes into a queue for the mods to review. If it's spam, we get rid of it for real (possibly ban, where needed). If it's not spam, we click a button and the post will appear.

    Basically it's just the spam filter mistakenly thinking your post is spam. Don't worry if you see that message, it just means that a mod has to check the spam queue and approve it.

  • Now I'm totally down for it being reworked and all, but as a killer main, I never care about the hatch. It's just not worth caring about. If I killed the other three, I'm not going to stress out over one guy escaping. I already won. I won't bother camping it either because my time is worth more than that, and I could get way more points if I just let them go and moved onto the next match. Best case scenario, I'm looking at maybe 4,000 points if I get them, compared to at least 10,000 even if I do really poorly in my next match and get completely steamrolled. I've seen people sit around in hatch standoffs for a literal day, so take your pick.

    The alternative of removing the hatch is no better. I can either catch that guy or let him leave and I win either way, or that one last guy is left sneaking around for the next thirty minutes because if he knows that if he touches a generator I'll be able to hear the generator chugging and know he's in the area. I'd rather take the former and move onto the next game than play the hide and seek world championship.

    Again, I'm completely fine with seeing reworking it so it's not a cheesy win for that guy that did nothing all game and then tries to slip out once everyone else dies, but I see no reason to get upset that you can't get a 4k every time.

  • @fcc2014 said:
    Peanits said:

    While I don't mean to steal your thunder, I also want to suggest a third option:


    * Remove the bloodpoint bonus from both, make that passive for everyone.
    * Add an effect to WGLF.

    That way the end result is the same (faster progression for everyone), except that way you're not forced into using a specific perk just to level up faster. BBQ and Chili is a perfectly good perk on its own, you don't need extra bloodpoints to make it more desirable. I'd rather have that be a passive increase across the whole game. That way you're free to use another perk if it doesn't fit your playstyle.

    I disagree. Bloodpoint bonus perks are need on both sides and in fact we need perks to increase xp gained.

    The point in making it 'passive' means it's always on all the time for everyone, without needing a perk. So you'd still get the faster bloodpoints, but you don't have to use the bloodpoint-meta build just so you can level up faster. You'd be free to use whatever perks you want without slowing yourself down, whereas now you have to either choose between bloodpoints or variety.

  • @McCree said:

    @LatexT said:
    Meaning of this?

    In case u haven't seen to stun a killer now they literally need to be under the pallet. Not even a finger of theirs under the pallet when drop it will make them get stunned. Not to mention that the small extra time frame where a killer could get stunned after a pallet was dropped has been removed. While I agree with these changes and makes it better in itself for the gameplay. I want to have the hitbox on the lunge fixed too. I don't want to get hit when the weapon is miles away.

    This is almost definitely a bug. I've been stunned while I wasn't under a pallet, it's just inconsistent. Most of the time it won't stun me unless the pallet was dropped directly on me. It's a shame too because I'm rocking Spirit Fury and Enduring and it doesn't go off as often as it should because of it.

  • While I don't mean to steal your thunder, I also want to suggest a third option:

    1. Remove the bloodpoint bonus from both, make that passive for everyone.
    2. Add an effect to WGLF.

    That way the end result is the same (faster progression for everyone), except that way you're not forced into using a specific perk just to level up faster. BBQ and Chili is a perfectly good perk on its own, you don't need extra bloodpoints to make it more desirable. I'd rather have that be a passive increase across the whole game. That way you're free to use another perk if it doesn't fit your playstyle.

  • @cTrix said:

    @Peanits said:
    It's mostly using the in-game reports now. If you need to add a video, you can submit a Additional Player Report Information ticket here: https://support.deadbydaylight.com/hc/en-us

    But always report in-game regardless. That'll log additional info for us to review.

    Does reporting people for being toxic do anything?

    That depends. Being 'toxic' on its own is not a ban reason, but if they're being toxic by breaking one or more of the rules, absolutely. You can see a list of bannable offenses here: https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest

  • It's mostly using the in-game reports now. If you need to add a video, you can submit a Additional Player Report Information ticket here: https://support.deadbydaylight.com/hc/en-us

    But always report in-game regardless. That'll log additional info for us to review.
  • @myers_obsession said:
    I reported them under "other" I hope you see it anyways.

    Yep, no worries! One of the other support agents will forward it to the ACMs.

  • Yes, it is.

    If you don't mind, please send that video along with their IDs in a support ticket (under Additional Player Report Information) here: https://support.deadbydaylight.com/hc/en-us

    (I removed the video from your post as we do not allow naming and shaming on the forums, since we don't want people to witch hunt.)

  • Heyo.

    So the thing about this is that because it's currently free to play, Steam thinks "Hey, this guy owns this game." And because Steam thinks "This guy owns this game," you can't gift it to them. This is an issue that's been around for quite a while now. You used to be able to just send it via email and have them accept it after the free weekend, but it seems like that option is gone now.

    Here's what you can try:

    • Have you friend click their username in the top right corner of Steam.
    • Go to "Account Details"
    • Under the Store & Purchase History section, click "View licenses and product key activations"
    • At the top of this list, you should see something along the lines of "Dead by Daylight Free Weekend - Sep 2018"
    • Click the 'Remove' button next to that entry.

    This should remove the free weekend access from their account and make Steam think "This guy does not own that".

    Before you do this, make sure you are able to gift the game to them. Steam has some weird rules about who can gift stuff to who based on regions and pricing. I, for example, as a Canadian sometimes have trouble gifting games to an American friend due to different currencies. If you guys are in the same country, you shouldn't have any issue. If not, double check first, or else they might end up with no free weekend and no game.

  • (Speaking my own thoughts here, not official.)

    I do not like when games do that. I don't like when developers make their games excessively grindy and then charge you extra to make it reasonable. Progression in DBD already takes a pretty long time (not that bad if you just want to get all perks on one survivor or something, killers take a little more effort since they're not interchangeable). In a free to play game, I can understand why. You can spend a little bit and level up faster, or you can play totally free and grind more. But DBD is already a paid game with DLC.

    I feel like offering people a booster for real money (at all, even if it's only an option and still purchasable with shards) would come across more as a "Yeah, it's grindy, deal with it or pay up." Whenever it's been a while since the last double BP event, it'll just be speculated that it's meant to drive up the sales of boosters. Or going forward as more and more chapters are released and the perk pool becomes bigger and bigger, those boosters will be conspired as the reason why the progression system hasn't been made easier to get what you want.

    Without boosters, on the other hand, it'd just be grindy. You wouldn't have something you can point to and say, "It's grindy because the devs want you to buy these!" (Not to imply you would, but others might.)

    Even offering them for shards would come across roughly the same, as you're then forcing people to use their shards to progress faster rather than unlocking new content, perks, or cosmetics. Not to mention that you'd essentially be limited by how fast you can earn shards, whereas someone with a bunch of disposable income can buy those babies like they're going out of style (and occasionally get a free one with shards, too).

    So TL;DR, while I do think it's a neat idea, I think bringing money into it at all makes it real sketchy real fast. I'd be okay with it if it was shards only, so you could either choose to blow them on teachables from the shrine or blow it on an BP boost to grind towards the exact perks you want (even if they're not in the shrine that week).

  • Survivors have a very definitive win/loss condition, so you can tie items into that and have it work seamlessly. Escape > Keep, Die > Lose.

    Killers are a little more grey. You can kill four, you can kill zero. You can do really well and hook each person twice, or you can do really poorly and camp the only guy you catch. There's no easy way to say, "This is a win, you get to keep your stuff."

    (That's just the reasoning, I'm totally down for a way to keep your add-ons as killer as well.)

  • Those threads that appear closed were likely moved. If you click on it, it'll bring you to the open thread where it was moved to. You'll see a lot of that in the technical issues subforum since people sometimes put bug reports there when it's supposed to be for getting help with issues (e.g. game not launching).

    Having a response for each thread is just not realistic. Any time QA has to spend posting responses is time they're not spending fixing bugs. Feedback is great, but that would greatly slow down the rate at which bugs are fixed.
  • Haz said:

    I just changed my review of DBD back to not recommending it until this is resolved. I found this thread after wasting a bunch of time trying to find where to submit a video of an obvious cheater. Also, I have worked as an admin for an online game and while I know it is a lot of work to keep track of cheating, the most blatant stuff at least needs to get smacked down. Can anyone let me know if I can submit this video at some point? I remember the clunky old days when you could add someone on steam and they would at least make it seem like they looked at the evidence.

    You can attach a video through a support ticket under Additional Player Report Information: https://support.deadbydaylight.com/hc/en-us

    Please be sure to report them in game as well as this will log the game for us to review.

    This thread is old so the earlier posts are out of date. Not sure why it got necro'd, but I'm going to lock it to avoid any further confusion.
  • Increasing the time isn't going to change that. Instead of three generators going off 80 seconds into the match, they'll go off 100 seconds in, or 120 in. It's not a substantial difference, a survivor that knows what they're doing will be able to stall that long anyway. The only thing that'll accomplish is making the game boring for the survivors that have to sit there staring at a progress bar even longer.

    In order for it to make a real difference, it would feel awful to play.

    A secondary objective would help with this, though. Something the survivors need to do other than just generators.
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