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Peanits

Peanits

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Peanits
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  • If you're being disconnected from your connection dropping from a 0.1 second interruption, please create a bug report and we'll look into it further. The game gives you a few seconds to reconnect before it boots you from the match, just like you've suggested.

  • @bacon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2799674#Comment_2799674

    Does it make you drop the survivor still? If spirit fury is active

    Yes, it will. It'll break the pallet and cause you to drop the survivor.

  • Nope. Spirit Fury doesn't prevent the stun, it only breaks the pallet.

  • Nope, it's fake. There were about a dozen red flags, but I can safely say that it's not true.

    In short, I wouldn't believe everything you see on the internet.

  • To the point of this change being an objective nerf, you are absolutely correct. There is no instance where the new version of the perk will be stronger than the current version. Best case scenario, they drop after 75% and you wiggle off instantly, but this is the same as it is now.

    By making it weaker at lower wiggle progress, it effectively adds counterplay when a survivor goes down in certain locations. If your only choices are A: Drop, or B: Carried them the long way all the way down the nearest stairs/ramp, you end up with a lot of situations where it becomes outright impossible to hook someone. The only other option you have is to slug them for 4 minutes, and I think we can all agree that isn't the most exciting for anyone involved.

    This way, finding the closest ledge and letting yourself go down doesn't work. You need to put some thought into it and either use teamwork (take hits, sabotaging) or combine it with other perks to get full use out of it (e.g. Flip Flop, teammate with Breakout). Alternatively, the Killer may have to take the long way around hills, drops, and the basement stairs to avoid the penalty, but that's still more time for you to wiggle.


    That graph is great for showing when you'd instantly wiggle out, but what it doesn't do a great job of showing is how long it would take to reach a hook after dropping. Very rarely is there a hook directly under a drop (and it's absolutely criminal that the Space Jam theme doesn't play when you dunk a survivor onto a hook). Most of the time, you'll still have to walk a bit before you get to one. It doesn't really matter if you're at 80%, 90%, or even 99%, if the Killer can't get you to a hook before that bar fills up, you're still going to wiggle free.

    To give an example, if the Killer drops at 50%, that's an extra 16.5% progress (about 2.6 seconds). That may not sound like a lot, but that leaves them with only 5.36 seconds to get to a hook. Toss in a teammate taking a hit for you and you're golden.


    In short, is it weaker? Yes, absolutely, and that intentional. Is it practical? Remains to be seen, but it should still have some utility. Will you reliably be able to get value out of it every single match? No, but dare I say that being able that being able to reliably do something as impactful as wiggle out on your own just by slapping on a single perk and dying in the right spot is way too powerful on a fundamental level. (And apologies, I don't mean to make it sound like you're suggesting that it should. Not trying to put words in your mouth!)


    That said, would 50% make it overpowered again? Who knows. Probably not, since you still won't get a ton of value just by going down near a ledge, but it's better to err on the side of caution and start with a safe number rather than a high number and risk not fixing the issue to begin with. We can always revisit it and fine tune it down the line if need be.

  • Patch notes aren't quite ready to share this early, but to manage expectations, it's another small one. Outside of the Boil Over change, expect mostly bug fixes.

  • @Chimp said:

    when will it expire?

    It's valid until next Wednesday (Feb 9).

  • Just computer stuff.

    The simple version of the really nerdy stuff: It's a signed 32 bit integer, meaning you've got 32 bits of 1's or 0's. Switching these bits between 1 and 0 changes the overall value (if you're not sure how to calculate binary, it's pretty easy, just give it a quick Google).


    The very first bit in a signed integer determines if a number is positive (0) or negative (1). So, all in all, the absolute higher number you can store in a signed 32 bit integer is: 01111111 11111111 11111111 11111111

    Or, converted to decimal: 2,147,483,647

    EDIT: Laluzi beat me to it.

  • In case you're wondering, the actual theoretical max is 2,147,483,647. Will you ever have that much saved at once? Almost definitely not.

  • It looks like your store region is set to a different region. You might want to check this article: https://help.steampowered.com/en/faqs/view/2B3F-DAEF-846B-A0E8

    If you're still having difficulties changing your region after that, you may need to contact Steam support.

  • Confirming what others have said;

    1. the event starts at 2PM EST (about 20 minutes from this post)
    2. no additional update is required (it's included in the 5.5.0 update)
  • Not just yet, don't worry. The process for sending them out is something that has to be done manually, so we'll be sending them out once we've compiled a list of everyone who's played Leatherface at least once before the Mid-Chapter.

    We'll announce it when the rewards start getting sent out.

  • If you don't have the game installed right now, you'd be better off waiting for the update in about 10 minutes. If you want to be extra safe, give it a few more and restart Steam to make sure that the updated version is available to you as well, since it can take a bit for it to appear to everyone.

  • @fblurbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768587#Comment_2768587

    Have you never listened to them talk about MMR and their balancing in-depth beyond this one QnA? Wanting 2 kills and 2 escapes every match is their paradigm. It's what the community has been getting at them for for a long time now, because their logic and philosophy are flawed.

    I'm not sure where you've seen 2 kills 2 escapes every match, but if you have it on hand, please let me know and I'll see if we can correct it. The actual target is 2 kills 2 escapes average. i.e. All matches together average out to a 50% kill/escape rate.

  • I would advise against trying to draw any sort of conclusion based on that statistic, let alone very broad ones like whether or not something is balanced as a whole. There's far too many factors and variables that you absolutely cannot know just by looking at that one number. e.g. At which ratings? Against which Killers? With what perks? How does the procedurally map generation affect the kill rates from match to match?

    Basically, take it as a little fun fact, maybe discuss why you think it is where it is. But I wouldn't recommend trying to find any conclusion with the number alone.

  • The results showed that bloodlust being disabled on average* didn't have a significant impact. The difference in kill rates for that weekend, for example, hardly changed and could not be distinguished between the difference between any other given weekend (everything can fluctuate a tiny bit from one week to the next in spite of nothing changing).

    * This is considering all matches a whole, not individual cases where bloodlust could be used to get a hit and prevent someone from getting to the next loop, for example.

  • @GenJockeyNance said:

    Wait, what!? Could someone please give me a lowdown because I legit can't sit through an entire q&a stream of anything. If it means what I think it means.... 👀

    If by teardown you mean an entirely too long explanation, sure.

    So back in 2019, we posted a roadmap to 60 FPS on console. Needless to say, this didn't end up happening. We were a little too ambitious and didn't manage it by the ETA we gave. That said, it's still ongoing.

    Simply put, to hit 60 FPS on consoles, the frame time for both the GPU and CPU need to be below 16ms (16ms is one second divided by 60). The good news? On the GPU side, we're already there. But the CPU side is going to take more work to accomplish. In 2021, we started the year with ~27ms on the CPU side of things. By December 2021, that number went down to ~22ms.

    This year, we're continuing our work on getting that number below 16ms. There's some things in this next update to help (The Nurse, skill checks), but we'll also be doing other things in the near future like reducing how often things tick when they're far away or off screen. These sorts of things take time to change as they can have knock-on effects in other places if we're not careful. For example, changing it so something doesn't animate if it's off screen might break a sound cue that normally plays when an animation starts.

    All this to say the 60 FPS dream is not dead. There's no ETA for when we'll hit the goal, but things should get smoother as time goes on.


    (On a related note, the reason why we don't do a "low graphics settings" mode for consoles to increase the FPS is because these settings almost entirely affect the GPU load, not the CPU load, so you'd still be bottlenecked and it would have no impact on performance. I know you didn't ask that, but I'm adding it anyway because we mentioned it in the stream.)


    p.s. Credit to @Pulsar for bringing it back up.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761331#Comment_2761331

    So that's why the Circle of healing change wasn't mentioned in the dev update. Got it.

    I can't speak for the community, but I'm sure anything to do with balance with have a good amount of people interested. I've asked Almo before and he says the perk designer is a nice person (or people?), so map design (layouts, upcoming changes, reasons for certain actions), perk design/balancing, killer design/balancing are topics I'm almost certain lots people are interested in especially with the people that handle that kinda stuff.

    I'm also interested in the lore of the game, but lore has always been a "you love it or don't" kinda thing in the community. A mix of most subjects would be ideal for a stream, but it sounds like an absolute pain to plan and actually do.

    This stream was good especially with the questions you chose. Personally I'd rather have lots of hot questions like the SBMM questions be answered with "soon" (like in this stream) than the questions avoided for less asked questions.

    For Circle of Healing, no. It was never intended to be part of this update. Any time we release something, we have a waiting period where we let it settle before we make any drastic changes to something (unless it has a blatant issue, e.g. healing faster than the Killer can hit you). For Circle of Healing, that waiting period was coming to an end, and these changes normally would have been part of the next major release. However, since it's such a hot button issue lately, we pulled some strings and squeezed it into this update instead of leaving it for another ~6 weeks. Normally we would have preferred to have it on the PTB first, but given the timeline, that was not an option this time around.

    (But I can second that for the perk designer, he's a great guy. Though not everyone's comfortable going on stream, understandably.)

  • To go into details on that a little bit, removing them is not as simple as selecting tier 1/2 of each perk and pressing delete. In order to reduce each perk to one tier, you'd have to update the bloodweb to support it (and additionally, add support for any already-generated bloodwebs that contain perks below tier 3). Likewise, the perk tiers would have to be removed from the UI wherever they appear, and any place a tier 1 perk could appear (e.g. In the Shrine), you'd have to update it to show the tier 3 version of the perk instead.

    So while it sounds very simple and can be said in a couple words ("Remove perk tiers"), it would actually be a substantial amount of work.

    As for why it's not a permanent solution: Each time new content is released, not only does the amount of perks increase, but the number of characters you need to unlock all those perks on increases as well. Since you have two different factors increasing here, the grind is increasing exponentially over time, not linearly. Even if removing perk tiers would make it manageable for now, sooner or later it would catch back up and become a massive grind again. We've made changes in the past to reduce the grind, such as reducing bloodweb cost/size, adding additional perks to bloodwebs, etc. While these worked great in the short term, the grind always caught up eventually.

    Would it reduce the grind pretty significantly for now? Yes, absolutely! But if we're going to spend a bunch of time on something to fix the grind, it makes more sense to spend the same amount of time and work on a permanent solution instead. (And for what it's worth, we do have something else planned for it!)


    Long story short, it's not to shoot down the idea of removing perk tiers. It would reduce the grind, absolutely. It would just take as much time as a more permanent solution.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761331#Comment_2761331

    I kind of wish you guys would do a separate dev stream where you focus on specific topics. It'd be nice to tune into a stream where you focus on aspects of the game outside the Q&A. Those answers that are shortened for time would probably do well on a stream that wasn't in a Q&A where you're trying to answer as many questions as possible in a certain amount of time.

    It's definitely an option to do specialized streams, they don't necessarily need to be a part of a Q&A. We've experimented in the past with a stream on hit validation (back when it was first announced), and we've even tried splitting off Q&As into a YouTube series where we take a few questions that we're able to answer fully and go more in depth on the answers.

  • @Ryan489x said:

    My only complaint about the Q&A. is yet again they kept answering the same questions they've answered at least 3 times before.

    I know it's based on upvotes but it's still sad to see.

    "What about the early game slowdown?"

    They've scrapped it. stop asking.

    "Shirtless Felix"

    You've got one with an open shirt you don't need to keep asking. Honestly This question alone feels like an intentional waste of time.

    The worst part about it was watching the chat. I really feel for the mods on that one. It's the usual storm of BS.

    I totally understand where you're coming from here. As someone who watches every stream, you probably don't want to hear the same questions and answers again. But there's a lot of people who don't catch every single one, or who may tune it half way through a stream and miss the answer the first time. We try to keep the duplicate questions to a minimum, but when they're highly voted and frequently asked, we'll toss 'em back in there to spread the word a little more.

    To put it simply, for every super hardcore player who catches all the news & Q&As, there's two or three more who play the game casually and check in on the news only every once in a while, if at all.

  • To answer that for you quickly, it's still something that's up for discussion. As you've mentioned, it would reduce some confusion, but there are also folks who absolutely do not want to see them removed.

    In a perfect world, they'd stay there as some small form of bragging rights, like "Hey, look how far I've climbed this month." But since ranks have historically been used for matchmaking, that naturally causes some confusion for anyone who missed the memo. At the end of the day, there is no single right answer here.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761196#Comment_2761196

    Another thing id consider is the content in the stream.

    Sure people come to the stream for the QNA, but also for other content (eg: Circle of healing nerf, BP codes). If there were a sneak peak to upcoming content, or even something that is almost finalised (such as perhaps a legion/BF change). Somebody coming from the stream wont think of it as a lack of content stream if something people want was teased.

    Also, you should propose a change to the stream, and probably do a poll. Kinda like what happened with the DS/OoO stream. See the general reaction to chat if a certain change was implemented and to streamers who analyse the change more and share their opinion (of which is more valid due to a higher skillset).

    This is a good point. We do try to reserve some reveals and news for segments on the stream to make sure that there's always something to turn up for (e.g. Circle of Healing, Lunar New Year event teaser), but it's tricky because saving news for a stream means not mentioning them sooner.

    The other thing that we've been hoping to do is have more segments about various topics. For example, a talk with a level designer & level artist about what goes into making a map. These would be a lot of work to do, but if this is something you'd be interested in, please let us know. There is also a slight catch here in that some people simply don't care about these segments and would rather we just get to the questions.

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761196#Comment_2761196

    I am not going to lie, there isn't ever a win. I know my suggestion isn't perfect either, but it feels like something has to be done about this "soon" meta. If you don't mind me asking, was the only reason you didn't attempt this method, as you said you guys thought of it before, was you were worried about people not reading the forum post?

    Either, way, I hope you guys think of a way to avoid this in future Q&A, because I do actually enjoy watching them, it's just disheartening to feel like I learned nothing.

    Definitely not the only reason, no. There's other concerns as well, like by relegating those questions to the forums, it could appear like we're trying to bury them so people don't notice (coming back to the dodging questions assumptions). On different note, written posts are great to a point, but not many people will want to read through a massive Q&A list of not-so-great answers. To give some perspective, this most recent Q&A would be 15 pages in written form, and that's considering that a lot of these answers are in point form notes. It's easy to pop a stream on in the background and listen while you're doing something else, but only a small fraction of people will read through the whole thing.

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761142#Comment_2761142

    @Peanits I was being mostly sarcastic because I understand that you honesty can't answer most of the questions.

    If you want feedback on a good way to handle this, take the questions you can answer or provide something more then soon. As to the ones you know you can't, why not have a Q&A post that basically says, here are the most popular questions asked that we don't have a solid answer for and provide a 1-2 sentence answer that basically says soon.

    This way, your Q&A video can be more then soon, like not trying to be mean, but I really only counted like 5-7 answers that were not soon. But you are not leaving all of these other questions hanging out in the air. People are still getting their soon answer, just in text. It really shouldn't add much of a work load, as the page can be created as you are creating your queue of questions for the stream.

    Lastly, this has the added benefit of providing "more" information to your player base, even though its still basically soon.

    No worries, I can tell there's no ill intent behind it. Thanks for the suggestion, it's something we've considered before, but it's worth reviving. We try not to break up information too much (e.g. answering only some questions on stream, then sending people to the forums for the "not so satisfying answer" list) since a lot of people aren't going to follow through on that, but it's definitely an option.

  • Heyo, opening this up for feedback and adding some context: The reason why we end up with a lot of "Soon" answers is because we take the most upvoted questions. In the past, we've cut questions that we aren't able to definitively answer, but we received a lot of complaints about skipping and dodging questions. Of course, like you've mentioned, some things either aren't planned or aren't slated to be released any time soon.

    Our POV is that even if we aren't able to give the most satisfying answer, it's better to acknowledge the things people want us to talk about most than stay silent on them.

    Genuinely, if you (or anyone else) have any suggestions for how this could be done better, please let us know. I'd be happy to change the way we do things for next time, but it's a tricky situation since there's a balance between taking the questions people want to know the answers to and picking the questions we're able to answer to.

  • To confirm what others are saying, there is no hard-set rule for base movement speeds, it's decided on a per-Killer basis. Sometimes it's part of the Killer's core design (e.g. This Killer should be fast and agile), and other times we ask questions like, "Does this Killer need to be slower to offset their power?" and "What kind of effects would that movement speed have on their power?"

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2744546#Comment_2744546

    Is there a reason why those events give so little bonus bloodpoints? I mean, we had tripple bloodpoint weekends years ago, when there weren´t 26 killers and 29 survivors around. Can´t imagine how a new player must feel, when he sees how much bloodpoints he needs to unlock everything.

    Wouldn´t it be better to either completely reduce the grind and/or give more bloodpoints during those kind of events?

    Various reasons, but one of the main ones is the impact it has on the game. The higher the multiplier, the more people want to farm. We don't particularly mind farming so long as you aren't forcing people who don't want to, but it does get in the way for people who just want to play the game. It's not a huge deal when it's just one weekend, but it can get pretty tiring after an entire week.

    As for the grind, we mentioned in our last Q&A that we're working on a new design prestiging. It's still a little ways out so I can't spill any beans on it just yet, but there are things in the works.

    @IamFran said:

    https://forum.deadbydaylight.com/en/discussion/comment/2744549#Comment_2744549

    I'm playing since 2018 and I've never seen a Blood Feast, I don't know if I've missed some in my breaks or there haven't been any in years.

    You didn't miss any, don't worry. It was a one time thing to see just how far we can push things before things get crazy. (Needless to say, we found that limit.)

  • @Sonzaishinai said:

    Weren't these called "blood hunts"

    Am i crazy or did they change the name?

    Bloodhunts are what we called the shorter weekend ones with 2x BP. Bloodrush is what we call the longer ones that last a whole week, but give 1.5x BP.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2737930#Comment_2737930

    Why is hit validation not applied to vaulting windows? As a survivor, I often clear the window and still get hit. You know how it is, we have all been there. But surely hit validation would clean up some of those instances and make it more clear if the killer hit me or if I escaped.

    Windows are trickier than pallets and Dead Hard. If you Dead Hard, for example, you're invincible until the dash ends, meaning any hits during that period couldn't have connected. The server can very easily check if the Survivor used Dead Hard before the hit was sent and reject it. Or to use pallets as an example, the server can easily check which was sent first (the stun or the hit) and reject the hit if the stun was first. Can't hit someone if you're stunned, after all.

    A window, on the other hand, does not protect you from damage. It's totally possible (and even intended) that you can hit a Survivor through it so long as they're close enough. Because of that, you can't really apply the same logic as pallet stuns since it's still possible that the Killer fairly hit you through a window. Likewise, there's some added complexity in that you can accidentally vault into the Killer (yeah, I've done it before, I'm not ashamed to admit it), so it's not as simple as saying "You vaulted therefore you're safe."- if you did, vaulting at the Killer would give you an immune period.

    But all that aside, I'll leave that up to the people who are way smarter than me and actually work on system like this. :P

  • Hey there, thank you for the very detailed write up. You hit the nail on the head with just about all of this, but there is one thing we want to clear up. These days, it's very uncommon for games to calculate hits entirely on the server. Most games will use a system similar to ours that "favours the shooter" (or in our case, the big dude with a machete/club/etc.) This is largely due to the fact that handling everything on the server feels really bad. To use an FPS as an example, you could aim perfectly and shoot directly at an enemy, but your hits may not connect because that's not where they appear on the server. As a result, you have to predict and aim for where they're going to be rather than where they are. This isn't exactly intuitive for the shooter, making it feel like you were robbed when your hits don't connect.

    Now, back to Dead by Daylight: DBD is a unique beast since we're typically dealing with melee attacks, and most importantly, your target is running away from you. This is very easy to overlook, but it makes a very crucial difference in practice. In DBD, predicting where your opponent is translates to "get even closer to them before you try swinging"- something that you usually don't have the luxury of doing without having a pallet dropped on your face.

    Let's say the survivor you're chasing is running towards a window and about to vault it, but you, the Killer, can juuuust barely lunge and hit them before they make it through. With the system in place now, the server will validate that you were close enough (within a reasonable margin) and give you the hit. But on a purely server based system, the server sees the survivor as further ahead, so the hit never happens.

    Is this more fair? Not quite, since the Survivor is always in reality going to be ahead of where you see them. This would mean that any time you can just barely lunge and hit your target, you'll miss. It's not your fault either, it looks like you're close enough, but since the Survivor is (in theory, at least) running away from you, the gap will always be smaller on your end than the server/Survivor's end. This is the main reason why we only validate the hits on the server, not check for them.

    For what it's worth, this was actually tested! A system where everything is handled on the server is actually easier to implement than the system we have now. The trouble is, it leads to a whole bunch of rejected hits even with a fairly good connection. This is why we went through the extra work to make it work the way it does now. As long as your connection is decent, your hits shouldn't be rejected, with some additional checks around things like pallets & Dead Hard to ensure that it's operating as fairly as possible in those key moments where every split second counts.

    In this upcoming Mid-Chapter, we're also doing some more work to clean up rejected hits. If you've got a good connection but a hit is rejected (whether that's because they used Dead Hard or dropped a pallet on you first), then the game will avoid giving you any feedback that might suggest you hit them. This has zero impact on actual gameplay, but cleans up those weird moments where you see yourself hitting the Survivor and they even fall to the ground only to get right back up and sprint off into the sunset.

    Hopefully that sheds some light on why we chose to handle hits the way we do. It's worth noting that we're always looking for more ways to improve hit detection as we go forward, so what you see now likely isn't going to be the exact way it works forever.

  • @Ravenlord4711 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735729#Comment_2735729

    I definitely understand the disheartening point you made, and I appreciate it. That being said we have been told several things over the years that either take forever to get changed while one side is changed and the other is not or the changes never come. I.E. ruin was changed and we were told it was because ruin was in 90%+ of games so they were changing it to look at gen speeds. Also the massive time difference between mori changes and key changes. Especially on killer side it seems like we are always changed or nerfed so the balance team can look into something meanwhile it takes months to years to have the other side balanced. yes I know this patch was a lot of nurse recoding but that honestly doesnt have much to do with balance and nurse has a very low play rate so the large majority of killers do not feel the affect of the changes you made. meanwhile things like dead hard and CoH are still being allowed to run rampant. IMO the only time the balance team has changed something quickly was Metal of Man and that was because it was beyond broken by any standard. So while I do think you guys have some good intentions I do not think you have killers in the skill level needed to see the issues at high level of play. For example you base things on kill rates and yes freddy had a good kill rate and probably still does but is an easier killer to play. meanwhile anyone with any number of time in the game (300+ hours)knew nurse is the best killer in the game. but freddy gets nerfed and reworked so his 6% slowdown with 2 addons doesnt even do that an now his best addons are the teleport cd reduction which isnt even that much. so again we feel like you have the best interest in mind but lack the skill to have the experience of what the balance has done at the high level. thank you for coming to my ted talk.

    I'll try to keep this shorter than my last post, but to touch upon a few of the points you've brought up:

    1: On the subject of The Nurse, using pick rates as a determining factor is very shaky territory. First, you've gotta consider the fact that part of the reason she's picked less often is due in part to the bugs with her power. Even if someone likes The Nurse and is doing moderately well with her, it's totally within the realm of possibility that the bugs were too frustrating for them to continue playing. Secondly, pick rate is not a universal thing. While it stands it reason that she may not be picked at lower skill levels (owing to her higher learning curve), she becomes far more popular at higher skill levels. I won't speak for everyone, but I'm assuming at least some people would like to see more Killers pop up regularly in the higher skill levels.

    But beyond this, The Nurse's bug fixes is also a prime example of something that has come up a lot over the years. Often times we're asked to focus on things like game health rather than content / balance, and The Nurse and her various bugs was often tied directly to that as a poster child of sorts. Fixing these issues did require a complete redo of her coding, but it's a prime example of us doing exactly that: Putting content / balance to the side to focus on fixing things. I totally understand if you're not pumped for this next Mid-Chapter, but it's a pretty shocking reaction to something that was asked of us very often (focusing on fixes/game health over content).

    2: To think point of Circle of Healing, I just want to say that this is absolutely not something we're ignoring. We make a point out of letting things settle before making rash decisions these days. Between PTBs & live these days, the changes we make are almost always fairly minor. We've been burned in the past by making rash decisions when the initial feedback was rough. Nowadays, we try to let everything have some time to settle before we start thinking about how it should change. This gives us a better idea of where it actually sits rather than making a knee jerk reaction and hoping it works out. Circle of Healing is an even trickier scenario since it came bundled with an entirely new mechanic (boons), so it's very important that we see how things work before diving head first into changes.

    That said, though, I can't reveal if/what will happen to Circle of Healing right here, just please keep in mind that there's always a cycle that looks like this:

    • Something releases
    • Wait for it to settle
    • Determine if changes are needed
    • Create changes

    3: On the subject of Freddy, I feel like this something that often gets misconstrued as well. In reality, kill rates only play a small role. You compared him to The Nurse, and I'm really glad you did because she's the perfect example of why that's not the case. The Nurse overall has a fairly low kill rate (well below the rest of Killers), but that doesn't mean she's weak. She's tough to play, and in the right hands, she can be hands down the best. But that also isn't necessarily a problem because there's a ton of skill that goes into playing her extraordinarily well, and there's also a lot of skill that goes into playing against her well.

    In the case of Freddy, on the other hand, you had a Killer that was very strong without needing much thought or skill. Dropping a couple traps at a loop would yield very strong results with very little risk or strategy. His slight tweaks aimed to make the strategy of spamming traps constantly while in a chase less viable.


    On the point of lack of skill, I won't delve too far into this, but that is a very loaded point to make. Many developers play the game daily (typically not with BHVR tags in their name, they don't want to be recognized). I myself used to stream this game three times per week, and I was playing at the higher ranks just fine. Sure, not every game developer's going to be ready to jump on an eSports team, but expecting everyone working on a game to be able to play it at a competitive level is a frankly unrealistic standard, even if some of them are pretty good.

  • I'll start by saying that I'm not trying to throw any shade here. People come and go over the years, and I really don't expect anyone to catch every single thread we've responded to or remember every time we've answered something. I'm willing to bet there's a good chunk of people who weren't even around last time we talked about it, but we have indeed brushed upon this in the past.

    First of all, I just want to clear up this idea that we are only thinking about this now that SBMM is a thing. I can safely say that it is not the case. Over the few years I've been here, there have been loads of conversations about not only this, but many other hot topics that for one reason or another have to get shelved for a while (whether that's time constraints, bottlenecks, bigger fish to fry, etc.).

    We shared this statistic because it gives something concrete to aim for. Previously, we only had ranks 1-20 to work on, and due to the way ranks worked- and since there's not a whole lot of granularity when you only have 20 ranks to work with- players of wildly varying skill levels ended up lumped together. I think anyone who's reached rank 1 on the old system knows that it's not necessarily purely about skill. Just by virtue of playing a lot, many people would end up climbing to rank 1 even if that wasn't where they were most comfortable.

    As a result, the data wasn't very reliable and the gap appeared far smaller than it really was. Does that mean the gap didn't exist? No, absolutely not. Sure, we could feel a difference playing matches, but I think we can all agree that blindly aiming for a target that you cannot see is not a good idea. Doing so makes any change we could do very risky, as it could be totally overkill and buff Survivors way too much, or not enough and still leave solo Survivors behind (as well as wasting development time that could be spent on other issues). Even after the fact, it'd be hard to say whether or not the change was effective because we don't have anything but our gut feeling to determine if it worked.

    With SBMM, on the other hand, we're able to see much more accurate info on just how big the difference is at different skill levels, and more importantly, we have something we can monitor to see how effective any changes are. It gives us a tangible goal beyond "This feels a little better I guess." Now if we do a change, we can see exactly how much the gap has closed (whether it's gone, unchanged, or smaller than before).

    But moreover, the main reason we shared this info- both the statistic and the mechanic- is to be more transparent. I think anyone who's been around for a while can vouch for the fact that we normally don't talk about mechanics like this so early on. It's something that people have been asking for and it's something we've been pushing for as well. We genuinely believe it's better to be open about it and frame the things we're suggesting with reasoning rather than dropping it as a surprise with no context.


    On a personal level, I find it a pretty disheartening that when we do push to reveal things earlier like this, it's often met with conspiracies, fearmongering and passive aggressive jabs at the team. I always get excited when we're able to good news like this with the community, especially when it's a big topic like the SWF gap. But it's really disappointing to see something that people have been asking for somehow get twisted into something negative. Even still, I stand by the fact that it's better to be transparent and share these details than the keep them locked away until the last second.

  • The effects of all of your equipped scourge hook perks are combined into every scourge hook.

  • Hey there, could you check if you both have crossplay enabled in the settings? If crossplay is turned off, PS4 players can only invite other PS4 players, and PS5 players can only invite other PS5 players.

    If crossplay is enabled, however, please let us know so we can investigate further. Thank you!

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2550621#Comment_2550621

    Wouldn't that example be a net positive +15?

    Because it's +30 and -15

    Just making sure it's a typo and I'm not missing something.

    You are correct, and this is why I try my best not to do any math before my 4th coffee.

  • It would depend on the ratings of the Survivors you've killed.

    • If you and the Survivors all have the exact same rating, your rating wouldn't change.
    • If the Survivors that you killed have a higher rating than you, you gain more rating.
    • If the Survivors that you killed have a lower rating than you, you gain less rating.
    • If the Survivors that escaped you have a higher rating than you, you lose less rating.
    • If the Survivors that escaped you have a lower rating than you, you lose more rating.
    • Hatch escapes are a null (it's as if that Survivor was never in that match, you nether gain nor lose rating from them)

    So when you kill 2/4 Survivors, your rating change is the sum of each 1v1 matchup. I'll use some made up numbers as an example here:

    • Kill "better" Survivor: +20
    • Kill "equal" Survivor: +10
    • "Equal" Survivor escapes: -10
    • "Better" Survivor escapes: -5

    So in this case, 20 + 10 - 10 - 5 would leave you net positive with a +15 gain.

    This is a simplified version, of course. The difference in ratings is also important (e.g. Killing a way better Survivor rewards way more, while Killing a slightly better Survivor rewards only slightly more.) It's not a single fixed bonus.

    (Again, please don't read too much into those exact numbers, they're not at all accurate, this is just an insanely simplified version for the sake of explaining how it works.)

    Hopefully that clears it up a little.

  • I just want to say that I appreciate your very topical sketches.

  • Yes, although please keep in mind that there was one change that unfortunately didn't make it into the update in time: https://forum.deadbydaylight.com/en/discussion/comment/2517379/#Comment_2517379

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2524049#Comment_2524049

    To be fair to you guys for a second, that isn't as awful as I thought it was going to be.

    Would that maintain quickscoping as an option?

    If you would consider the time it takes to fully aim down sights to be quick, then yes, nothing's changing there.

    @ignaeon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2524049#Comment_2524049

    Is there also a delay on how long before the warning sound is played? Because that was a big part of why I quickshot, it's almost impossible to hit someone with a directional sound warning to the center of your aim.

    That remains unchanged. The warning sound is meant to alert the Survivor that they're in danger. The same happens with The Huntress, where you can hear a clear grunt when she raises a hatchet. The point is to give clear feedback to the Survivor so they're able to react and attempt to dodge the shot. You can, of course, still hit them even though they have time to react, but that bit comes down to how good your aim is.

  • @Shroompy said:

    In before it takes him .5 seconds to ADS and every one is freaking out for nothing

    It's actually 0.4s. The animation isn't any longer than before, it just requires the full animation to play out before you can fire. To get an idea of what it's like, you can jump in game and see how long it takes right now. Basically, it's just long enough for the animation to appear on the Survivor's end and give them a very short window to react.

  • @Peanits said:

    https://us.v-cdn.net/6030815/uploads/UMBQ8LFEY9EA/announcement.png

    Back so soon? Welcome back to the Developer Update, a series of posts detailing some upcoming changes to Dead by Daylight. Previously we went through a ton of changes, and we’ve got just as much in store today. 

    If you haven’t read part 1 yet, you can find it here:

    https://forum.deadbydaylight.com/en/discussion/281832/mid-chapter-developer-update-september-2021-part-1

    Without further ado…

    Killer Updates 

    https://us.v-cdn.net/6030815/uploads/A5IRSVY59YO8/bannerdeathslinger.png

    The Deathslinger 

    We’ve kept an eye on The Deathslinger since his release last year, and we have a few small changes aimed at (haha, get it?) his power.  

    Currently, there is almost no delay between aiming down sights and being able to fire your weapon. Likewise, there is almost no delay between cancelling your shot and going for a basic attack. This creates lose-lose situations for the Survivor where there is nothing they can realistically do to avoid getting hit. For example, if they vault a window, you can easily aim down sights and fire without giving them a chance to dodge your shot. But if they decide to not vault the window, you can easily cancel your shot and hit them with a basic attack instead. Additionally, since there’s almost no delay, the Survivor must constantly dodge and run erratically just in case the Killer decides to shoot.  

    With that in mind, we’ve made the following changes:  

    • You can no longer shoot until you have fully aimed down sights 
    • Increased the delay after cancelling your shot before you can start a Basic Attack  
    • Decreased movement speed penalty while aiming down sights  

    Since The Deathslinger would spend more time aiming down his sights than before if you quickly aimed and fired, we felt it was only fair to increase his movement speed while aiming down sights to compensate. This will cause you to lose less ground while aiming and keep up with the Survivor a little longer.  

    Last, but not least, we’ve increased The Deathslinger’s terror radius to 32m. The Deathslinger is the only ranged Killer that does not have a "lullaby", which meant terror radius reducing perks like Monitor & Abuse could allow you to get close enough to surprise and hit a Survivor without them getting any warning whatsoever. 

    Like usual, we have also gone through a few of The Deathslinger’s add-ons and given some small buffs to the least used/powerful ones. 

    https://us.v-cdn.net/6030815/uploads/6Q8ILHX2189U/patchnotesdividersmolwhite.png

    https://us.v-cdn.net/6030815/uploads/GHOLZCALUDBP/bannerplague.png

    The Plague 

    The Plague has been in the game for a while now and hasn’t seen a whole lot of change, but that ends today: We’re making a series of quality-of-life changes that should make her more effective and more fun to play.  

    First, we looked at infected objects. Previously, interacting with something would cause your infection to increase faster. We’re adding an additional penalty to interacting with something that is currently infected, meaning your infection will increase even faster than before. Additionally, we’ve increased the base infection duration on objects (like generators) from 35 seconds to 40 seconds. These changes will make infecting objects feel much more impactful.  

    Next, we turned to her Vile Purge. The Plague takes a massive hit to her movement speed whenever she is on cooldown (after purging or cancelling her purge). We’ve increased her movement speed from 2.3m/s while on cooldown to 3.6m/s. This will cause her to lose far less ground when she does so.  

    One of the things that felt really bad for the Killer was when you let get of your power button a little too soon, causing your power to be cancelled entirely. Now, tapping the button or letting go before the minimum threshold will cause your power to continue charging until the minimum amount has been reached. (Basically, it now works like the Huntress’ hatchet.)  

    Finally, we’ve increased the time it takes to cleanse at a fountain from 6 seconds to 8 seconds.  

    Like the other Killers that are changing in this update, we’ve revisited The Plague’s add-ons as well and did a complete pass on some of the less powerful or rarely used ones. 

    https://us.v-cdn.net/6030815/uploads/7ZJTZ6FFA13Y/plagueaddons.png

    https://us.v-cdn.net/6030815/uploads/7B1OULF10DYH/patchnotesdivider.png

    https://us.v-cdn.net/6030815/uploads/2ZXN8ZSSZLK5/banneraddons.png

    Survivor Item Add-ons Update 

    Surprise! We also updated the description of item add-ons in this update as well. Like we’ve done for Killers, each Survivor item add-on will now list their effects with numbers rather than descriptive terms like moderately, considerably, and so on. Additionally, add-ons the grant a Status Effect will also have a brief description of what that Status Effect does.

    https://us.v-cdn.net/6030815/uploads/553GPTH70A9N/patchnotesdivider.png

    https://us.v-cdn.net/6030815/uploads/4RKCOP4OPNH1/bannerperks.png

    Perk Updates 

    Oh, did you think the list last week was all of them? 

    Windows of Opportunity 

    Much like Zanshin Tactics, we’re removing the cooldown from this perk entirely. We’re also increasing the range to 24/28/32m as well. Go away, cooldown, we don’t want you here! 

    Repressed Alliance 

    Repressed Alliance has the potential to save a good chunk of progress when timed well, but due to the high requirements for the perk to activate, it can often not be ready by the time you need it. With that said, we’ve reduced the time required to activate the perk to 55/50/45 seconds. 

    Built to Last 

    This perk shipped with fairly safe numbers to make sure it couldn’t get out of hand, but that ended up making it a pretty unpopular choice. We’ve reworked it to be far more effective at what it’s meant to do. 

    Hiding in a locker for 14/13/12 seconds with a depleted item in your hand will cause it to refill 99% of its charges. Each use of Built to Last reduced the number of charges refilled by 33%.  

    Any Means Necessary 

    Previously, we reduced the cooldown of Any Means Necessary and saw more people start to use it. It’s still not quite where we’d like it to be, so we’ve added an aura reading effect on all dropped pallets. This way, as soon as it’s ready, you’ll know exactly where you can use it! 

    No Mither 

    No Mither allows you to trade a health state for other bonuses, but these bonuses aren’t strong enough to warrant using the perk. We’ve increased the Grunts of Pain reduction to 25/50/75%. Additionally, we added a 15/20/25% increase recovery speed while in the dying state. 

    Side note: Yes, we know a lot of you use this perk as sort of a “hard mode”. We’re not looking to completely get rid of that, as silly as it may be. 

    Mindbreaker/Fearmonger 

    This is a simple one: Survivors who are working on a generator will now suffer from Blindness in addition to Exhaustion. This’ll cause the perk to not only prevent the use of Exhaustion perks, but also any aura reading that the Survivor may have. 

    https://us.v-cdn.net/6030815/uploads/SZE04EINQ6JE/patchnotesdivider.png

    https://us.v-cdn.net/6030815/uploads/M4T28KV73LTD/bannerhatch.png

    The Hatch & Keys

    The hatch, and keys by extension, have long been very contentious topics, leading to some heated debates. We have some changes incoming to make them a little fairer. 

    First, the hatch will no longer spawn if there’s more than one Survivors in the trial. This means you’ll never have to worry about the last three Survivors vanishing when there’s still one generator left.  

    Additionally, the hatch will now take a few seconds to open with a key once it is closed. Progress does not reset when the Survivor cancels the interaction. This eliminates the problem where a Survivor can simply sprint straight at the hatch and instantly open it and escape.  

    With that said, these changes will make the “Where Did They Go!?” achievement impossible to obtain, so it will be changed to ‘Escape through the Hatch using a Key.” 

    https://us.v-cdn.net/6030815/uploads/DV8NRBWTHQ90/patchnotesdivider.png

    Boon Totems 

    As promised in the Anniversary Live Broadcast, we are introducing some new gameplay around Totems, these will add an extra objective around the map and much like Killers Hex Totems, are tied to Survivor Perks.  

    Survivors will be able to bless a totem to change it into a Boon Totem and these blessings are designed to offer comfort to the Survivor Team, a small safe haven. However, unlike a Hex Totem, the Killer can also quickly interact with the created Boon Totem to completely remove the associated blessing, once again turning it into a dull totem, they will also be able to hear the Boon Totem when in its range. 

    Each Survivor can only have one Boon Totem active at a time. This Boon Totem will combine the effects of all of their equipped Boon perks. 

    This will add some more strategic decisions for survivors to make when it comes to their interactions with Totems. 

    https://us.v-cdn.net/6030815/uploads/7H62U8KQ12IN/boon.png

    With that, we’ve come to the end of the Developer Update (for real this time!) All of the changes mentioned in this two-part post (and more!) will be available for testing in this week’s Player Test Build! We look forward to hearing what you think, and until next time… 

    The Dead by Daylight team

    Yes.

  • Replenishing toolboxes is something we kept in mind. The benefits to recharging your toolbox would be offset by the time you spent hiding in a locker. Overall, you'd be better off working on the generator (even if you don't have a toolbox anymore).

  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2523059#Comment_2523059

    Wait, is the key and hatch changes the ones you all were referring as the key rework, or will there be something bigger eventually?

    No, there's still more in store for keys down the line. I can't go into details on just what that is yet, though.

  • @[Deleted User] said:

    More great updates!! Im a little disappointed to see no PTB this week, but we got more updates than i was expecting so i am fine with that. I am so glad they have also addressed keys early, i see almost no problem with it now.

    That was a typo, there is a PTB this week. I've gone ahead and updated the post.

  • Addendum 

    We’re thrilled to see such a positive reaction to the first part of this Developer Update! We have a small update to something we announced in Part 1: Unfortunately, due to time constraints and the size of this mid-chapter, the change to The Spirit which would cause her to kick up dust while phasing needed to be pushed until further notice. The directional audio will be in the mid-chapter PTB as planned. 

    We’ve seen some mixed feedback to the dust change specifically, so we will monitor feedback closely from the PTB and subsequent release to see if this change is ultimately necessary.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514699#Comment_2514699

    I expect the 2nd part to only list the add ons that are getting updated but I hope there’s more.

    I won't spoil exactly what is or isn't in there, but part 2 is packing just as much as part 1.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514409#Comment_2514409

    I also don't mean to be that guy, but I feel like the players do those first two steps all the time. Everyone from the forums to Reddit to YouTube are constantly giving good ideas for balance changes.

    They do, and it's wonderful and I love to see it and hope they keep at it. Sometimes those changes even make it into the game. Giving The Trapper two traps by default is one that we've seen a lot of, even.

    Though on the other hand, people will often have varying opinions on things. You don't have to look far- even on the forums- to find people disagreeing about a suggestion or balance. The design team needs to take everyone's opinions into account and make a decision which is as unbiased as possible. So while there's plenty of people happy to share their two cents (and we're also happy to read them), we still need to sit down and think things through before we slap 'em into the game haphazardly and hope they work out.

  • @R2k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2514409#Comment_2514409

    Can u reveal about how u choose what should be changed? Is it killer win rates, survivors escape rates or are there any statistics on what perks/addons players use?

    In short, yes and no.

    We've got detailed statistics, but ultimately it always comes down to a mix of stats and feedback. Stats typically show us where to look, not so much what should be done/whether it's a problem. For that, we turn to feedback & gameplay.

    For example, say there's two really popular add-ons on a Killer, but they're not actually that powerful (kill rates relatively unchanged). That might suggest that it's not overpowered, but rather that people feel they're a huge QOL improvement, so we'd look into it and see if that's the case. (And if that's the case, that might be a good time to take part of the add-on and integrate it into the basekit so people don't feel they need to rely on those specific add-ons as much, for instance.) Alternatively, those two add-ons might just be wicked fun to play with, which is why it's important to do further research and look at feedback & gameplay.

    So to summarize, we've got stats, but that's not all we base decisions on.

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