Peanits
Peanits
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@DrDeepwound said:
Can't wait to play it too, when are these changes coming? Like October or something?
The PTB starts next week, and the full release for all platforms will be a few weeks after that.
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@tippy2k2 said:
Without the bonus, I see zero reason to ever put BBQ on again. There are plenty of perks that give you information but are better.
I'm very surprised BHVR killed the BP bonus as it can't be a secret that most killers run it for that, not the pitiful information you get that is still super easy to counter...
We're very aware of that (we actually mentioned exactly that in the dev update). However, we do not want people to always have one perk slot locked in just for bloodpoints. Your perk choices should be the perks you want to run, not the ones that make the grind manageable. There was very little reason to run other aura reading perks when this one gave both information and doubled your bloodpoints.
We made sure to pair this with a huge grind reduction and new ways to earn bloodpoints to compensate, but this is ultimately a step that we need to take.
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@ad19970 said:
It's not nearly enough. Immediately the first thing I've noticed. The Endurance Status effect and Haste status effect duration needs to be 12 second at least, I would even say 20 seconds. And the hook phase timer absolutely needs to be increased to 80 or 90 seconds, now that gen time is being increased.
I don't get why they would be so careful with survivor buffs when they are buffing almost everything of killer.
We've tested a whole bunch of durations for them leading up to this, and often times they felt too long to be in the base kit. 5 seconds may not sound like much, but it can be a game changer. As long as you can reach a pallet in that time, it accomplishes the same thing. Alternatively, another Survivor can use this time to get in position and take a hit for you.
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Typically there will be another hook nearby that's a little further from the gate. Hooking them there instead will give you more than enough time for you to run out the 5 second Endurance effect as they run for the gate.
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@[Deleted User] said:
https://us.v-cdn.net/6030815/uploads/9MU6SC7X7C6N/image.png
I take this as a hint as to what the meta they want. The two people running dead hard in this match don't live but the person running a full stealth build does. All of those perks are getting changes. Also the nea gets killed with no mori. Does that possibly mean one of the perks that the twins is using allows you to kill a survivor with these changes? Or is it typical twins gameplay and they got slugged to death 😆
I wouldn't read too far into it that. In reality, this is what happens when you try to record a bunch of clips showcasing various perks and screenshot the tally screen all in one go. 🙃
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As with every update, this is by no means a list of every perk that we think could use some changes. We only have a certain amount of time to work on each update. If you don't see it here, it doesn't mean that we think it's fine or that we won't ever touch it.
When a new chapter launches, we collect feedback throughout the PTB and live release. This doesn't always leave us with enough time to change a perk right away, since we need to submit our builds to the various platforms well in advance. It just so happens that our first opportunity to make the change we've been playing to Overzealous happens to be in the same update that overhauls a bunch of other perks.
We added it to the counter because it would be much stranger if we quietly left it out and didn't mention it only for it to get changed by surprise at the same time.
Also:
nice
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To clarify really quick, you do not need to escape to get a mask, you just need to survive until an exit is available. If you die heroically to save a teammate at the end of the match, you'll still get it.
The main reason why this exists is due to our learnings from past events. When we didn't require people to stay in the match, people would do their event objective and purposefully die as soon as possible (looking at you, pustula plants). Not a huge deal at first, but after a day or two of people throwing matches the game becomes really unenjoyable. So while it is unfortunate that this condition makes it a little harder, it's necessary to not destroy gameplay for the entire event.
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Yes, you can keep contributing to the community goal even after your personal goal has been achieved.Correction: Your contribution is capped to your personal goal. Apologies!
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You can play any Killer or Survivor when looking for invitations. They're out there, they're just pretty hidden sometimes. They'll move around frequently, so you might want to double check areas if you can't find it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3001941#Comment_3001941
Don't you mean 10? It says rewards its /10. I assume that means trapper and dwight is on level 2 of the tome?
It is indeed 12. We're looking into why the UI is lying to everyone (it's going through a phase and lashing out).
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@Crazewtboy said:
https://forum.deadbydaylight.com/en/discussion/comment/3001924#Comment_3001924
Is an escape/certain amount of kills required as well or just picking it up?
For a Killer, you just need to grab an invitation and finish the match. For Survivors, you need to grab an invitation and stay alive until an exit is opened (either hatch or gate).
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@JacksonWise said:
https://forum.deadbydaylight.com/en/discussion/comment/3001924#Comment_3001924
Question: Can you play either role to unlock all 12 masks or is it only 6 for each role?
You can play either role for all 12.
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There's only one at a time, but it will respawn shortly after when someone takes it. They move frequently as well, so make sure to recheck areas you've already searched.
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They should be enabled now. You may need to restart your game for the changes to take effect.
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Generally, I'd say prestige now if:
- You only got them to level 50 (and didn't max out all their perks)
- You aren't currently playing them and don't mind losing all their perks
- You don't have any old event stuff on them that you're holding onto
Otherwise, if you're got stuff that you don't want to lose, hold off for now and maybe focus on prestiging a different character instead. It'll be a whole lot more forgiving later on.
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@Phantom_ said:
Good. He was a snitch!😤
YOU WATCH YOUR MOUTH. >:(
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It's not like him to trot off like this, but we're just as concerned as you are. Maurice is special to us. If you see him, please let us know.
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Flans are the hip new dessert.
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Sorry about that, it should be fixed now. Sometimes the forums get a mind of their own when we post the patch notes. The crazy part is, the draft had everything in the right spot.
We'll try and find out what's going on here.
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All I can say for now is hang tight. Not only have we not announced the extent of the perk changes, but we're preparing base game changes to go along with these meta changes. We are not forgetting about the reasons why the meta perks are meta.
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As you've mentioned, you could just as easily not down them if you want to let them escape. If you insist on 'establishing dominance', getting close enough to down them and choosing not to still sends the same message.
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@thevhatch said:
https://forum.deadbydaylight.com/en/discussion/comment/2956937#Comment_2956937
Thanks for the reply, at tier three already then?
You choose which tier you want to buy from the shrine, and each tier increases the cost.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2956937#Comment_2956937
Are teachable perks still a thing? For example if you don't prestiege a character can you find their perks randomly in the bloodweb and level them up still
The teachable rarity is going to go the way of the dinosaur, but you will be able to find higher tier versions of perks which you've unlocked in the bloodweb.
Say, for example, you unlocked Agitation Tier 1 (whether from the shrine or by prestiging The Trapper). You'll have Agitation Tier 1 on all of your killers, and you'll be able to find Tier 2 & 3 in your bloodwebs.
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No need to find them in bloodwebs, they're immediately available on every character.
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For the perk overhaul, the current release date is targeted for this summer.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2956309#Comment_2956309
If BT/DS are to get nerfed are you guys gonna find ways to make camping/tunneling punishable or at least make killers discourage themselves from doing it???
We would rather come up with a way to make them less effective rather than punishable.
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We're not looking to make things boring. We're looking to shake things up and make the old meta not such an obvious choice. In its place, we'll be buffing a bunch of other perks to give you a heaps of new options to pick from.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2955860#Comment_2955860
Does this work with Pentimento?
It does, can confirm. You may want to second guess blessing a totem if they're running those two together.
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@IlliterateGenocide said:
This perk is not in the patch notes? last second switch?
It's in the top section:
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@Crowman said:
I dislike how something that should've been made a basekit feature is being made into a perk
We wanted to keep the choice for folks who like the time wasting aspect of boons. If you'd rather snuff them and force Survivors to waste their time reblessing them, you can. Otherwise, you can toss this on and destroy the totem outright.
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/2945993#Comment_2945993
Didn't the previous Elodie cosmetic that won give her a dragon tattoo on her thigh?
We had to change the outfit to have the design on her leggings instead since cosmetics cannot add or remove tattoos.
In most cases, a simple tattoo wouldn't lead to a submission being disqualified, but we'd rather not make any more changes to the winning design than absolutely necessary. We're trying to be clearer about what will and won't work up front so the winners more closely resemble the in-game cosmetics.
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@charyzard said:
https://forum.deadbydaylight.com/en/discussion/comment/2945906#Comment_2945906
This helps a lot thanks!
The concept I’m working on now is a revised version of a previous entry involving Hag. I actually do have her stomach hollowed out (you can see the ribcage and the stomach is hollow and open), in her case would this be considered too much?
I just wanna make sure I don’t do something wrong and that I change anything I need to before I submit it to allow me a fair shot
That would likely be too much body modification to be selected, sadly.
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@charyzard said:
The rules for this one seem a bit vague as well, and I’m worried I’ll accidentally disqualify myself because of how unclear they are.
Didnt see anywhere at least on the killer page about not submitting skins for licensed characters, so can we?
It says do not modify the body of the character yet two of Hag’s very rare skins do modify her body because she doesn’t wear clothes, so what exactly does modifying the body mean? Can we add stuff like horns, spikes, things sticking out etc as long as we don’t change the physical model?
Are we allowed to resubmit past entries from previous contests? I have one I made that I like that I submitted 2 years ago, I plan on changing it a bit but the concept is still the same and the design is mine.
the countries thing is a legal issue so that I get bit overall the rules for the contest seem super vague and there’s no explanation for some of them which makes me afraid I’ll just accidentally disqualify myself
Happy to answer any questions you may have.
- Licensed characters are not permitted. That's this bit: "Only original Dead by Daylight characters will be accepted to the contest. Use of characters from other franchises will lead to disqualification."
- When it comes to modifying the body, we're mostly talking about changing their base model (without clothes). In most cases, this won't be an issue, but you should avoid removing what's already there. For example, adding a big hole through The Trapper's chest is out of the question, but adding horns to his head is safe. In The Hag's case, since her outfits often are her body, we do expect some level of body modification there. Another thing you should avoid is adding/removing tattoos from characters.
- You can resubmit a past entry so long as you're still able to prove you created it (if you lost your PSDs, for example, we won't be able to accept it).
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@PerfectlyPink said:
https://forum.deadbydaylight.com/en/discussion/comment/2945455#Comment_2945455
Illegal in what regard? When it comes to copyright, the copyright holder can give others the right to publish and redistribute their work. The copyright laws in Spain are nearly identical to the U.S. What laws might make this illegal?
The contest rules state that the work must be your own, not commissioned from another person. If you were to enter someone else's work and claim it as your own, that would be a breach of the contest rules first of all.
But beyond that, you're required to sign a release form before you can be declared the winner, and pretending to be someone else while signing it would definitely be very illegal.
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We're very sorry to hear that you aren't able to enter this year. We try to make them available in as many countries as possible, but unfortunately local laws can make running contests difficult. Each country has their own rules we need to abide by in order to run a contest, and often times they require very costly and time consuming procedures. Especially with a contest like this, where the winning designs get added to the game, we have a production deadline and can't afford to spend months getting approval from each country.
Even here in Canada, we're unable to run contests in Quebec (where we're located) without jumping through a bunch of hoops first.
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@Littlefabio said:
That's what I have been hearing, Is people don't like GF chase music it also is hurting peoples ears so everyone is opting out of playing him until they change the music.
On this note: We hear ya, and we'll be working on an improved version. In the meantime, we'll be turning down the volume of his chase music in the first bugfix patch.
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@humanbeing1704 said:
Does that mean you get em faster or is it 2 shards every time
It takes the same amount of XP, but you get twice as many.
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@AnchorTea said:
https://forum.deadbydaylight.com/en/discussion/comment/2923747#Comment_2923747
What if the Shrine of Secrets was bigger and had more perks 👀
Presumably that would make it bigger and with more perks in it, if I could hazard a guess. 🤔
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Unfortunately, the shrine changed when the update released earlier today. We aren't able to revert to yesterday's shrine since some of the perks are required for the upcoming Tome release, but we have manually put BBQ & Chilli back in the shrine since we know how sought after it is. If you check now, you should see it in place of Lightborn.
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@MetaBuildSurvivor said:
They took the easy path. Could just have made the next upcoming char one of the letters, with bigger lore expansion. Turning some fictional character gay to please the crowd is just all around stupid.
This is good criticism, but I promise all of this was carefully considered.
First, to the notion that this was just the easiest way, that's not quite true. We're working on new characters anyway. Adding this to a new character's lore instead of David's is no more or less work; at the end of the day, new characters are still in the works.
(I know you haven't mentioned this, but I have seen other people point it out) I just want to make it clear that we're not rewriting a character's lore. I will not go into details on what exactly happens in this upcoming tome (you'll just have to find out for yourself ;) ), but we are not ignoring the past. People often learn things about themselves as time goes on.
That said, we did carefully consider our options, and there are ups and downs for both existing and new characters. For starters, new characters tend not to release with a lot of lore. Typically they'll have a short story that highlights their talents and personality, giving some insight into what they're good at and what kind of perks (or powers, for Killers) they'll have. Trying to shoehorn their sexuality into their lore would likely come across as very forced, and tokenism is one thing we absolutely wanted to avoid. It was important to us to make sure the first character- whoever they were- could stand on their own with fully fleshed out lore rather than focusing entirely on their sexuality. It's a part of who he is, but he is David King first and foremost. Even for a new character, odds are we would have preferred to build up their lore a bit before confirming anything (which in the end, leaves it feeling like a retcon anyway).
We worked with GaymerX to tell a story that fit with our existing characters' lore, and after many discussions, we all agreed that David King would be the best fit. I won't spill the beans just yet, but hopefully you'll find that his story in the tome does this justice.
On a personal level, I also wouldn't be too crazy about the first confirmed gay character being locked behind a DLC paywall. There's a lot of distrust, and rightfully so, with companies promoting pride for a profit, and I'm glad that's something we've always steered clear of. This is a subject that hits close to home for a lot of us and I'm grateful that it was handled with care.
All that aside, a new original LGBTQ+ character in the future is totally possible, and we absolutely are not ruling that out. Representation was long overdue and we wanted to make sure the first confirmed character was handled properly. Now that we've broken the ice, it'll be a lot easier to approach these subjects up front and/or in more subtle ways.
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Those are typically posted when the Rift goes live (tomorrow).
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Pallet stuns are not instant. There's a small window after you've started to drop the pallet before the Killer gets stunned by it. If the Survivor is downed in that window, they will go down, but the pallet will still be dropped. This would be working as designed.
For hit validation, we're looking at when the stun happens vs. when the hit happens, not when the Survivor starts dropping the pallet.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2912354#Comment_2912354
In another post you mentioned needing incentive for rank v unranked - if seeing +/- at end would encourage competitive play and with many wanting to see their MMR and +/- wouldn't that be a good incentive for a ranked mode? It wouldn't be something that would force people to play ranked like receiving a reward would do but would be something that'd set those that want to play competitively apart from those playing casually.
I didn't go into it here for the sake of not derailing the thread too much, but there's a lot more to it than just showing ratings and calling it a day. We would have to be confident that the game could properly support two queues. This goes beyond just player count since the distribution of players based on preferred mode, rating, region, time, etc. all needs to be factored in. I don't doubt that we could create matches for two queues, but the thing you have to keep in mind is that splitting players between two queues is going to decrease match quality. If you sign up for competitive and there's not a lot of people playing around you, it's going to have to pull people in from further away, which is going to have the opposite effect of making the match less competitive.
We've discussed this on multiple occasions, but there's a whole lot more to it than there seems. At least for now, it's not in the plans.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2912408#Comment_2912408
Thankyou, it was driving me nuts and I couldn't find an actual source. I dont suppose you're able to comment on DCs counting as kills? I asked this back when mmr first got added but never seen an official answer either
They're considered a null. For the Killer, each match is treated as four separate 1v1 matches. If someone disconnects, that 1v1 is treated as if it does not exist: You will not gain nor lose rating based on it.
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I can be that official source. Generally speaking, it's a draw. Your rating might go up or down a little depending on the ratings of the people you killed vs. the people who escaped, but it's likely not going to budge very much either way.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/2912261#Comment_2912261
Stupid question from someone who hasn't studied how a MMR system works:
1 What's the point of a soft cap?
2 Why not making it so that if right at your time, when you're above the soft cap by X and queue, if you find also 4 other players above the soft cap by X you will almost surely face them?
3 Why isn't it called a hard cap then since it's almost like it?
I'll try my best to make it short:
- To make sure that the best players out there get matches. Originally we didn't have one, but the absolute highest rated people could end up waiting literal hours for a match.
- This one, I'd have to ask someone who's more familiar with the system, but the odds of this happening are so low that even if this did happen, it would really only make a difference in such a miniscule number of cases. I can't stress enough how rare that would be.
- A hard cap would be setting an absolute limit on your own rating. While it sounds similar on paper, it ends up being very different in practice since the rating difference determines how much your rating changes. Say you're 500 points above the cap and beat someone around the cap: Their rating wouldn't go down by much since the game expects them to lose. But if you hard capped, you'd have the same rating as them, so their rating would drop way more. (TL;DR: Hard cap would assume they are the same skill, soft cap lets them continue to climb but still find matches)
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2912079#Comment_2912079
Is there a possibility of showing players how much their MMR increases/decreases after each match? I think if players see the amount (like -1, +10, etc) maybe it will make MMR not seem as bad. Right now it's assumed all losses hurt your MMR because it's unknown but I think if people were destroyed then see they only dropped a couple points (if any) in MMR maybe the losses wouldn't feel so bad/frustrating. Kind of like with old rank system if you safety pipped when you lost it didn't feel as bad as when you got a negative pip.
It's been discussed a lot, but no, it's not something that's planned at the moment. Showing someone's rating or their rating change would push the game in a more competitive direction. While there's nothing wrong with playing competitively, it's not for everyone. Getting hit with a big fat -10 after your match isn't a great feeling, and it would drive casual players to play more competitively to avoid it. Ultimately, that's counterproductive: They just want to play casually, but playing more competitively is only going to make their matches harder.
In pretty much any other game, you don't see your rating in a quickplay mode, and that's because it puts unnecessary focus on that number and stress on maintaining it when it's really just there to give you a roughly even match. In a hypothetical scenario where the queues were split between casual and competitive modes, this would be a much better fit.
That said, if we were comparing a big "You lose" screen to "You lose, but only a little bit", then yes, that would absolutely be better.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/2912236#Comment_2912236
Question: if you are, for example, 1000 points above the soft cap, and right at the same time you find 4 players that are also 1000 points above the soft cap, does that mean that you're much likely to match with them?
The matchmaker would treat all of them as if they were at the soft cap. Though for what it's worth, climbing that far above the cap is next to impossible for one person to do, let alone four, and the odds off all of those people running into each other are astronomically small. Realistically most people who manage to get above the cap stay relatively close to it.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2912079#Comment_2912079
Also along those lines I'm assuming that when the system calculates how much your MMR goes up or down after a match it's using your actual MMR and not the capped MMR value that's used specifically for matchmaking. So for instance if the cap is 2000 points, and a 3000 MMR killer beats a 2000 MMR survivor, they don't actually increase too much since the killer is significantly higher rated. Whereas if it were using the capped values then both players would be treated as 2000 MMR and the 3000 point killer would go up as if they were equally rated opponents.
So while the cap is used to help get very high rated players into matches more quickly, I'm assuming it's not used for adjusting the MMRs up and down.
Bingo. The cap is only used for matchmaking, everything else uses your actual rating.
