Peanits
Peanits
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- Peanits
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@AmazingHow said:
I'm recording, so far I've done over 100 matches, and nearly 100% of the time within 25s someone is found, especially obsession.Just obvious hacks, nobody cares so whatever
Hey peanuts! [BAD WORD] you

Hello! You spelt my name wrong, but I'll forgive you. Please keep future posts civil. Going to lock this now.
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@Baphomett said:
I'd actually like to see BP gains added to several perks and not stackable. It sucks having a permanent perk slot dedicated to a specific perk that doesnt really fit your play style just to get the BP and reduce grind. It would be nice if BBQ was not a 100% required perk, or if I could reduce the grind as surv without having to run WGLF.To play devil's advocate here, would it not just make more sense at that point to remove the bloodpoint boost from all perks and just increase the base bloodpoint gain? That way you never have to worry about cramming a perk in there.
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As an effect tying into the theme of the perk, I would say that's a pretty good match. It counters nurse's calling and BBQ pretty well.
Though personally I would like to see both as just a bloodpoint boost, rather than both as a bloodpoint boost and a different perk. I don't really like the idea of having a perk with extra points built in- definitely not all points at the very least. People are bound to pick it just because more points = less grind, but then you end up with a super meta perk as a result. Most of the killers I go up against are running BBQ and Chili because of it. Would they be running it normally? Who's to say, but when you sweeten the deal like that, everyone's going to dip their fingers in there.
Totally okay with someone sacrificing a perk slot for more points alone. Opt to make the game harder for yourself for increased rewards. But tying extra points in there gets sorta' messy.
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From the 2.0.0 patch notes:
- Removed the possibility of spawning the Doctor or the Hag splinters in the Bloodweb because these characters can now be purchased for Iridescent Shards.
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I wouldn't want the full blown BT effect on screen the whole time. It would get pretty annoying very quickly. I would take a look at the way it was handled in Left 4 Dead. On your last down, the colour is drained. It'll gradually return over time, but it'll still look a little washed out.
The rest sound pretty neat.
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@JAZC_CR said:
remember ULTRA RARE ADDONSI get that, but ultra rare does not have to be not fun. I prefer that they change the way the killer plays, giving you an alternative playstyle, rather than being an "I equipped this, I win" type deal.
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On the survivor side of things, you'd just see a lot more of certain survivors. Namely Claudettes and Megs. People would steer clear of Dwight and co. I'd just prefer people to be able to play what they want based on cosmetics, then stick whichever perks they want on top.
For killers though, I specifically wouldn't want to see this. There's a lot of interesting combos that comes out of teachables. Myers + Monitor and Abuse, Doctor + Unnerving Presence, Hillbilly + BBQ & Chili, etc. It's not like survivors where you can swap them in and out, certain perks work better on certain killers, so being able to swap between them freely is crucial for build diversity.
The best suggestion I've seen for perks is a point based system. Think of it almost like skill points. You have some "power points" (let's say 40, for example). Each perk is given a "power rating" based on how powerful they are. A perk like sprint burst or decisive strike would have a higher rating, for example, to match how much of an effect they can have on a match (let's say 20). Weaker perks would also have lesser ratings (say, 5 for Deja Vu). Slotting a perk costs the power rating, and if you don't have enough points available, you can't slot that perk until you swap something out.
That way you're able to more finely tune the power of perks, and rather than everything being balanced around a baseline, you can instead increase the cost to balance them out (instead sacrificing a perk slot for a single more powerful perk). e.g. Everyone's using Sprint Burst? Crank that baby up so it's double the cost of a normal perk. Now you have to decide if it's worth two perk slots instead of just one.
This also opens up the opportunity to have more perk slots. You could have 5 or 6 slots and slot weaker perks to create a more well rounded build, but not necessarily have any of those really good perks that make a huge difference on their own. Or you could just end up with a build of only two or three really good perks. You could also add the ability to tweak the tier of the perk you want, so instead of SB3, you could opt to take SB2/1 for slightly less points.
In short: You couldn't just pick and choose the best perks from all the killers/survivors, but you can still mix them equally.
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RE: Bloodpoint cap: I don't think this is really necessary. Even with all current 25 killers and survivors in the game at P3, that's only 125,000. Not tiny by any means, but at that point you're already set. In order for it to have a meaningful impact, you'd have to prestige a ton of characters. Otherwise you're basically looking at an extra node, maybe a node and a half, per prestige (quite a bit of gameplay).
I don't know, basically. Sure it's convenient, and you can basically get to level 50 right away, but at the same time it won't really matter because either 1) You're still not going to have full perks, so you'll want more points anyway, or 2) You still gotta' prestige again, in which case you still gotta' save up more points anyway. Either way, 1.25m isn't going to be enough for either. (I guess there's also the possibility that you play them as you level them up, though even then, if that's your cup of tea and you find it fun working with what you've got, I would imagine you probably wouldn't want to skip right over it anyway.)
For the others, I could go either way on. Personally I prefer when "prestiging" (resetting levels) in games doesn't have any effect on gameplay and is purely cosmetic- and even then only to the extent that you're not leaving casual players high and dry while only the most dedicated players can unlock the cool stuff- but this isn't a huge deal. Double add-on/offering every now and then, cool, why not. I would say no very rare or ultra rare, so we seem to be on the same page there. Wouldn't want people to feel forced to prestige a bunch just to get extra powerful offerings. The rest is common enough that even a casual player could reasonably get it.
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@Tzeentchling9 said:
No SWF. EZ sale.See: Beta.
People would just leave lobbies and requeue to play with their friends.
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@Orion said:
@Peanits said:
@Orion said:
Unfortunately, until the devs start cracking down on toxicity (instead of classifying certain toxicity as "acceptable"), that's the only option you have.
That's a dangerous game. People get upset when they lose. If you start banning everyone the second they lose and type an angry message into the chat, you're going to end up with a lot of banned people who feel like 'the devs are abusing their power'. I'm probably one of the nicest killers you can play against (always try to hook everyone twice before killing anyone, do not camp, no annoying/crutch perks, etc.), and I still get angry people insulting me post-game every now and then. That's why we draw a line between "smacktalk" and "excessive insults". Most games will do this as well. I used to play a ton of Battlefield, and if everyone got banned for every little insult, I'd probably be the only one left playing the game.
Personally, I hope one day we'll have chat bans, rather than just complete game bans. That way you could tell someone to stop being a dick in chat without completely banning them from the game. I feel like that would be a better way to deal with it. Misuse chat, lose chat, but you can still play the game.
With that said though, if you feel like someone is crossing that line, report them. Chat logs are saved and can be reviewed.
Yeah, I don't think even one instance of "slit your wrists" is acceptable, but given that people do this and are still allowed to play the game, that tells me the devs deem it acceptable.
It is not acceptable, and that's an example of something that crosses the line. If you come across that, you should report it.
The stuff I'm talking about are things like, "wow, rank 1 and still camping, you suck" or (pardon my language) "######### you looper". We're all adults here- or at least should be given the rating of the game- so we should all be able to shrug off some minor thing like that.
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You will not. It's tied to your account, not the copy of the game.
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@Orion said:
Unfortunately, until the devs start cracking down on toxicity (instead of classifying certain toxicity as "acceptable"), that's the only option you have.
That's a dangerous game. People get upset when they lose. If you start banning everyone the second they lose and type an angry message into the chat, you're going to end up with a lot of banned people who feel like 'the devs are abusing their power'. I'm probably one of the nicest killers you can play against (always try to hook everyone twice before killing anyone, do not camp, no annoying/crutch perks, etc.), and I still get angry people insulting me post-game every now and then. That's why we draw a line between "smacktalk" and "excessive insults". Most games will do this as well. I used to play a ton of Battlefield, and if everyone got banned for every little insult, I'd probably be the only one left playing the game.
Personally, I hope one day we'll have chat bans, rather than just complete game bans. That way you could tell someone to stop being a dick in chat without completely banning them from the game. I feel like that would be a better way to deal with it. Misuse chat, lose chat, but you can still play the game.
With that said though, if you feel like someone is crossing that line, report them. Chat logs are saved and can be reviewed.
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I can see a couple reasons to keep it that way.
1. New players are basically set in their own rank, where they're much more likely to go up against other new players and not someone who's played hundreds of hours and maybe hasn't played that side in a few months. If they still aren't ready, they probably won't be ranking up very fast anyway.
2. Tightens up ranks a little. You don't have people spread across 20 ranks trying to make matches, just 15.
3. People who intentionally de-pip for easier matches can't go all the way to 20 to pick on new players. Git gud. -
Quick feedback after scanning through:
- Iridescent Claws: Would be overpowered. Even if they don't do damage, you can still pick them up out of traps (combined with the other add-on that makes it so you can't get out on your own, you're basically boned). Traps mid-chase would still be an instant hook, and that skips a whole hook phase.
- Bloody Chainsaw Oil: Not exactly the most useful. If you just hit someone with your chainsaw, they're down and probably going on a hook. Blindness would not affect them, all the have to do is wait for someone to save them.
- Pa's Special Oil Recipe: Personally experience, but terror radius changes are very easy to notice. It'll suddenly spike up and get more intense whenever he starts chainsawing, which sorta' defeats the whole purpose of making it quieter. Either way, you can already get a mostly silent chainsaw through the lower rarity add-ons (to the point where hearing a chainsaw = you dead), so I'm not sure if I'd put this up at ultra rare.
- Maple Grandfather Clock: This would also be massively OP. The fatigue time is the only way survivors can really gain distance against the nurse, since she can blink right through walls, pallets, and windows. The further the survivors are, the larger the margin for error when blinking. Reducing fatigue means they're closer, which makes it significantly easier to get hits. There's basically no counterplay, she'll always be on top of you until you die.
- Iridescent Spork: Cont'd from above- Would just make it worse, since you can cover more distance with less charge time, +extra blink even if you do miss. Alone this would probably be fine, though, but with the other ultra rare, it would be really annoying to play against.
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Not as flashy, but the old one would look janky with the faster setting times. I think it'd be okay if it was a little smoother. Right now it almost looks like you aren't touching the trap.
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I find it's good on indoor maps. Any time there's a narrow doorway or something to go through it can buy you a good amount of time. Trouble is there's only two indoor maps.
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Often times you have the choice between sprint and set it off, or slowly crouch away while the killer casually walks back. Especially with the basement, where the killer almost always sticks one at the top and one at the bottom. You crouch out of there without Urban Evasion, she's got time to come back from basically anywhere on the map.
Alternatively, sneak it, sprint out, set off traps while she's still out of range so she can't teleport. Also works if she's busy with someone else (either in a chase, or carrying someone).
Sometimes it's just better to set them off, but not always. Depends how many traps are around.
Although I'm guessing some people just don't know to begin with. It's pretty clear that you can disarm a trapper's trap, for example, but there's no prompt telling you to crouch past hag traps.
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This is a result of a change to combat botting a lot time ago. Basically people would create macros to make a lobby, ready up, and then swing over and over. Rinse, repeat, easy points. The only option at the time was to disable "fake inputs" (software telling the computer, "Hey, this dude just pushes the left mouse button.") Problem is, that also meant that the Steam controllers, which rely on these fake inputs to actually function, don't work. I believe it's the same deal with the Steam Link.
It's been a long time since that change happened, and nowadays it's much easier for botters to get reported and banned, so I'm not sure if they'd be willing to revert that change. It would be a lot more convenient for a lot of people, and the few extra bots that pop up wouldn't be hard to find and ban.
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@nickc2122 said:
So if we purchase the game after the 14th when it's released we are able to get both masks in dead by daylight?
Yes. No pre-order required, just own it.
Though if you're interested in DG, pre-ordering it upgrades you to the deluxe edition for free.
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https://youtu.be/v6ef8pjDtlk?t=29m8sThey are almost the exact same size. The killer's hitbox is slightly bigger, but you can see it for yourself, only by a very, very small amount. The hitboxes aren't really the problem here. What's actually happening here is that the killer takes time to accelerate to their full speed. When you press W/forward on the stick, you aren't instantly going 4.6m/s (or your killer's base speed). You gradually build up to that. You might not have noticed it because this is a standard in many games. It makes movement feel more realistic and natural, like in real life where you can't just go 0-100 instantly.
This also applies to making sharp turns. Going around a corner tightly slows you down a little (not to a complete stop, but it requires a tiny bit of acceleration to get back up to speed). Survivors don't take nearly as long to get to full speed.
What would be a more fitting change is to reduce the time it takes to get to your full speed. Changing the hitboxes alone wouldn't do much, though I'd be okay with them being the same just because that would remove the fatshaming spots.
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@Tsulan said:
@Peanits said:
I've seen some good doctors that are able to time the shocks to prevent vaults/pallets and get a hit pretty reliably. Is he top tier? No, not really.The thing is, most of the suggestions I see attempt to make him more of a chasing killer. I don't really think this is the right way to go about it. Making him a chasing killer is making him something he's not (e.g. Hag is a defensive killer, not designed to be powerful in chases, but powerful in controlling a section of the map). The doctor's power is mostly to find/track survivors and slow down generator progress through madness.
The only thing I might want to see changed is madness itself. It's too easy to snap out of it, so applying madness to someone and breaking off to keep the pressure up and slow down progress isn't worth doing. It stops them from working on generators, but the second you aren't chasing them they can very easily just snap out of it and go back to working on generators. If the time to snap out of it was increased, or maybe a secondary objective was added to snap out of it, I feel like that would be better.
Basically, make him his own dude, not just another chase killer. I don't like seeing every killer shuffled towards being chase focused. If his gimmick is being able to control objectives better than other killers and slow them down, that's great, that's his own unique playstyle.
We had some pretty amazing ideas for the doctor on this thread:
https://forum.deadbydaylight.com/en/discussion/comment/90114#Comment_90114I'll take a look!
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https://steamcommunity.com/app/381210/discussions/16/1474222499230242023/
I'm not sure if we've got them posted on the new forums. I'll have to see if we can get it up somewhere.
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Hillbilly can chainsaw forever. He'll only stop if he hits something.
I think what you're confusing him with is leatherface, a different chainsaw killer. He's a big dude and wears a yellow apron. He can only chainsaw a short distance before he gets tired out (he goes "HUR HUR HUR HUR" while doing it), but his chainsaw can hit multiple people in a single burst.
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I've seen some good doctors that are able to time the shocks to prevent vaults/pallets and get a hit pretty reliably. Is he top tier? No, not really.
The thing is, most of the suggestions I see attempt to make him more of a chasing killer. I don't really think this is the right way to go about it. Making him a chasing killer is making him something he's not (e.g. Hag is a defensive killer, not designed to be powerful in chases, but powerful in controlling a section of the map). The doctor's power is mostly to find/track survivors and slow down generator progress through madness.
The only thing I might want to see changed is madness itself. It's too easy to snap out of it, so applying madness to someone and breaking off to keep the pressure up and slow down progress isn't worth doing. It stops them from working on generators, but the second you aren't chasing them they can very easily just snap out of it and go back to working on generators. If the time to snap out of it was increased, or maybe a secondary objective was added to snap out of it, I feel like that would be better.
Basically, make him his own dude, not just another chase killer. I don't like seeing every killer shuffled towards being chase focused. If his gimmick is being able to control objectives better than other killers and slow them down, that's great, that's his own unique playstyle.
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@SovererignKing said:
Krueger1428 said:Will this apply to console players as well? Assuming DeathGarden comes out on console that is.
PC exclusive. You know... AFTER they told us no more platform exclusives... (Yeah, I’m salty)
It's not on consoles yet. The plan is to bring it to consoles in 2019. I wouldn't jump to conclusions just yet. That's also not to say that it can't be on consoles period, it could also go the Bill route.
¯_(ツ)_/¯
I'd wait and see first.
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@Tsulan said:
Either implement voice chat because everyone in a swf team uses it anyway or ban external voice chat programs to get the horror feeling back.I don't see the later one happening, since the voice chat is to much fun for swf survivors.
Banning voice chat is not possible. There's so many options out there, even some in your browser, that you can't possibly block them all. Not to mention Steam itself has voice chat built in, which is required to run the game. Even if you did manage to stop all of them, I could still grab my phone and talk to my friends over Discord like that.
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Use at your own risk. It's not something that we actively ban for, but because you are modifying files, EAC may detect it at some point and ban you for it. If that happens, we'd be unable to help you.
I would recommend not doing it just to be safe.
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@M2Fream said:
Touch the forum thermostat and they will all comeWho touched the termostat?
I was sleeping. Mandy is the hero we need.
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Nothing at the moment. It's tracked as a way to say, "This guy's cool", and at one point the top props'd players would be announced on stream, but otherwise it serves no purpose at the moment.
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HOLY MOLY, THAT'S OVERPOWERED.
6 tokens x 6%, 36% increased speed total. That's ~6.25m/s on a base 4.6m/s killer. In other terms, you close the gap at ~1.65m/s, nearly three times faster than normal (AKA, chases are 3x shorter). Bloodlust 3 is 1.8m/s gain, in comparison.
If the speed boost is going to be that high, it's gotta' be really hard to get, and even harder to keep. Otherwise a 1% would be plenty for something that's always active.
The other thing to keep in mind though is that given the way you get tokens, you're typically going to get the full effect at the end. NOED also adds a speed boost at the end of the game. Stacking the two would be excessive.
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If you manage to get all your objectives in a game, the invitations are basically the best you can get. I find that Streamers/Pudding/Cakes net me roughly the same points in the end. They're also worthless if you don't use them before the event ends, so there's that too.
Math: I can't count.
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I don't know how I've never seen this before, but I want to thank you for sharing that.
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This game's actually got a pretty strong community, all things considered. It has only grown since launch with many people playing hundreds if not thousands of hours.
Not having voice chat was an intentional design choice. If I recall correctly, it was even tested at one point early on. The general consensus was that it ruined the atmosphere of the game, turning really tense moments into "Wow I really wish this guy would mute his mic." It would kill the tense moments where the killer might find you because lil' Jimmy is yelling to his mom that he'll clean his room in five minutes, and that it's an online game and he can't pause it.
I'd be interested to see if they'd consider it now though. Things have certainly changed a lot since launch and I feel like most people heading into it now have already seen videos/streams of it, making it less of a spooky scary horror game and more of a game-game. I would say definitely have the option to disable it though, for those that still want an immersive experience.
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One per bloodweb, exception being the first few levels. Sometimes you can get more than one. I've seen up to three once or twice.
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There's a couple different bits in the lore than mention Claudette's botany knowledge, and how she's able to identify plants that can be used to heal and save lives. Sticking with that, I don't see it as too much of a stretch to assume she's able to MacGyver some of them together to heal herself without a medkit.
Meg's got Quick and Quiet because she's an athlete. She's used to moving quickly, and while we don't know which sports she was involved in, it's heavily implied that it's something track based (lots of talk of finish lines, running). Could be hurdles, which would explain the quiet part. You ain't supposed to touch the hurdles.
Iron Will sorta' makes sense on Jake. Living in the woods with no medical supplies, he's bound to get injured at some point. The perk mentions being able to enter a meditative state and numb pain, which would fit with his off the grid lifestyle. He naturally likes to shut out the rest of the world.
For lightborn/shadowborn, ¯_(ツ)_/¯ The only thing I could find is quote from Vigo on lightborn:
"These monsters... they adapt! They emerge with strange new abilities."
In reference to Max Jr. emerging from the room he was held captive in. That's all I got. That and I guess wraith = stealth = shadows, but I'm really at a loss on this one.
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@Blay91 said:
Ive played both of the tutorials, and restarted everything and all my things are still lockedThe game allows you to play the tutorial as it is still downloading. It basically downloads what it needs first, then lets you start the game and tutorial while it downloads the rest in the background. You just finished the tutorial so fast that it hasn't had a chance to finish yet. Give it a while and it should unlock.
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That's a Valve policy that developers have no control over. It's not a matter of someone going out of their way to say, "No, I don't like you, I'm going to stop you from doing everything I can.", it's just all lumped in together.
https://partner.steamgames.com/doc/marketing/community_moderation#3
Effects of a Ban
While banned, an account will not be able to interact in your community hub. This includes creating new threads and posting in existing ones.Banned accounts are also not allowed to upload screenshots, artwork, guides, workshop items or other UGC types to your hub.
I wish they were separate, personally, but them's the rules. I suppose it's because some people would try to circumvent the bans by spamming inappropriate screenshots, guides, etc. to flood the 'new' page of the hub, which given some of the grudges I've seen people hold in my years of moderating, I can totally see happening.
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I could get behind a buff/rework (namely to get rid of the "I facecamp" meta and give him more power in a chase). Though I would definitely rather see Freddy/wraith first.
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@Esheon said:
Peanits said:With pallets being less safe (there's a very slight delay before the stun), it's now less risky to swing through a pallet, so many killers will take the risk and swing.
This. I am much more likely to swing through a pallet now, so if your timing is good enough you'll probably stun me. To me, it's worth the stun if I land the hit as well.
Sure is. It's especially worth it if you run enduring because you shake off the stun so much faster.
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I would be impressed if you could gather enough scratched mirror to get to rank 1 using only that in one month.
But practically speaking, no, good players know how to counter scratched mirror and take advantage of your slower movement speed, so the higher you go the harder it's going to be.
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It's mostly in your head, but it's also because pallets are less safe now, and because there's no vacuum. With pallets being less safe (there's a very slight delay before the stun), it's now less risky to swing through a pallet, so many killers will take the risk and swing. To a lesser extent, because the vacuum no longer exists, the times you do throw down pallets the killer is likely going to be closer. Rather than lunging where you were (before you warped to the other side magically), the killer now lunges where you are. Difference is before if you vacuumed, they would be swinging to a spot far enough behind the pallet that they wouldn't get stunned, whereas now they're either going to hit you or you're going to stun then.
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Yes, it'll be unlocked whenever you unlock/buy Kate.
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Maybe I'm in the minority, but I haven't had such bad luck. I've made progress in all my games so far, and I've only seen one or two people try to sabotage.
It's a two way street though. There's also killers out there hard camping the event generators just so nobody can get points. -
I can see this being abused to farm, though. Being able to consistently queue up with the same people also makes it so you can essentially play with friends in ranked matchmaking. (SWF, join lobbies until you get in your friends' lobby, requeue.)
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I have not, but it may be related to the recent outages.chemical_reject said:Hey @Peanits @MandyTalk have u guys ever heard of the locked icons? -
I don't really see the need. Coordinated flashlight saves would be very easy to counter. You're still in full control after picking them up, so you'll be able to walk over to and face a wall, hard countering flashlights. In order to get blinded from it, you would have to let them.
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Still happening after 2.0.1a? If so, see here: https://forum.deadbydaylight.com/en/discussion/4853/cannot-move-after-2-1-0/p1
If you've got a log file, even better.
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The masks are not yet available. They should be soon, though.
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I don't know, that seems like a pretty good amount of variety to me.

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I dunno. For survivor specifically, you can often end up with games where the killer never even sees you, making it really trivial to get those achievements. Even as killer, sometimes you'll get a game where everyone's jumping into your arms.
In a way, these already exist in terms of the more recent adept achievements. Maybe if you were forced to make use of them (i.e. a healing build, but you also need to heal people X times in a single match). Otherwise it'd probably just feel like filler to pad out the achievement list.
https://m.youtube.com/watch?v=z6p5CTFgtiU