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Peanits

Peanits

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Peanits
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  • It does take quite a while to change so much. Add-ons are pretty small and easy to overlook in the game, but there's a bunch of work behind the scenes that goes into updating them. I'll greatly simplify things, but you'd need to:

    • Figure out which add-ons need changes
    • Create new designs for those add-ons
    • Scope them to see how long they'll take to implement
    • Make the changes
    • Playtest the changes, re-iterate until they're in a good spot
    • QA the changes
    • Have everything localized
    • Ship the changes

    Multiply that by up to 20 for each Killer, then multiply it by the number of Killers getting changes, and it quickly adds up to be a lot of work. Some simpler changes (like number tweaks) can be pretty quick and skip some steps, but some larger add-on changes can end up taking just as much time as a perk.

    Though the real catch here is the scoping bit: Setting aside time for add-ons means taking time away from other features & balance changes that you'd probably want. Going absolutely wild on add-ons balancing would end up with less perk/Killer balancing, so it's important to strike a balance (no pun intended).

    TL;DR: Simple on the surface, loads of work in practice.

  • To set expectations realistically, I just want to note that this is not a full add-on pass. As amazing as it would be to do a pass on so many Killer's add-ons all at once, that would end up being years of work squeezed into a single update.

    More accurately, it's a pass on some of the underpowered, overpowered, or unused add-ons for a bunch of different Killers (rather than a bunch of add-ons for a single Killer like we usually do).

  • I hate to be the bearer of bad news, but that section refers to the tutorial bot matches (note the bit that mentions they're already available in the live game).

    No plans for a further bot-mode have been announced at this time.

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2511779#Comment_2511779

    Why is this normal, though? Even if you have 2000 hours on Wraith, you shouldn’t have similar MMR when picking up a killer like Nurse for the first time. That just isn’t right.

    In the past, each Killer used the default rating when you first played them. In theory, this is great. You try a new Killer, you get to practice against easy opponents as you get used to them.

    In practice, however, it's a different story. When this was tested in the past, it ended up with incredibly one-sided matches as really good Killers would get paired with new or inexperienced Survivors just because their rating started at the default. This is because most of the skills you need to do well are shared amongst different Killers. Things like time management, how to run certain tiles, zoning, etc. are more or less the same whether you're playing Wraith or Legion.

    There are some exceptions, of course. Nurse, like you mentioned, plays completely differently from other Killers. The mindgames you normally use don't transfer over, and there's a mechanical skill involved with nailing your blinks on top of that, though most Killers do not have the same problem.


    The shortest way to put it: Starting at default ends up with a lot of unbalanced matches as you gradually climb to the rating you're meant to be at. Starting at the average typically ends up with you in the right place within only a handful of matches. Most skills are transferable between Killers, although there are a few exceptions.

  • I couldn't possibly give an exact number, since it entirely depends on what your starting rating is (based on other Killers) and what your target rating is (where you're comfortable), and also how quickly you learn that Killer. If you're just a little worse with that new Killer, it could only take a few matches. But if you're normally an amazing Killer but way worse with that new Killer-- say, you're playing Nurse for the first time-- it could take more.

    Although ultimately, there is no magic number. It'll constantly adjust over time and get more accurate the more matches you play.

    Short version: It entirely depends on how good you are compared to your other Killers and how quickly you pick up that new Killer.

  • This is normal. When you play a Killer for the first time, the game will base your rating on your other Killers rather than the default/lowest rating. From there, it'll adjust separately as you play. If you have a few bad matches, your rating with that Killer will lower and you'll start to get paired with Survivors that you're more comfortable with. If you're a natural with that Killer, it'll stay the same or even increase depending on how well you're doing.

  • Nope: The first version of SBMM only used kills and escapes to calculate your rating, but it did not work out so it was quickly scrapped. The current system takes a number of different factors into account when deciding when your rating should go up or down (and by extension, by how much).

    Basically, the way it's calculated is complex, and the goal is to have you "win" in about half your matches.

  • Nintendo Switch Release

    SCHEDULE

    Switch: August 3, 11 a.m. ET

    LOGIN BONUS

    Switch players will be able to collect all rewards from the past week, plus some extra Rift Fragments and Bloodpoints to thank you for your patience.

    Log in before August 10 to receive:

    • 450,000 Bloodpoints
    • 90 Rift Fragments

    PROMOCODES

    Additionally, you can redeem the following codes through the in-game store for a limited time for cosmetic items:

    • HISSANDHERS: Unlocks a pair of Greek Legend charms (Only valid on Switch) -- Valid until August 10
    • BOOP: Unlocks a Boop the Snoot mask for Meg Thomas -- Valid until August 9

    PATCH NOTES

    https://forum.deadbydaylight.com/en/kb/articles/290

  • With the chapter 20 release, bot matches were added after the tutorials so you can try out what you've learned in a more match-like setting.

    With this mid-chapter, the tutorials themselves have been completely remade (e.g. the thing that teaches you what generators, hooks, etc. are).

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2345734#Comment_2345734

    So while you're here :)

    Any news on reducing the grind? After 5700 hours I can only imagine how offputting it must be for new players to even get started on this, or at least a "we'll have more on that soon" would be nice.

    Not really a satisfying answer, but I don't really have anything to share at the moment. I can say that we haven't forgotten about it though.

  • @Sypherpathic said:

    https://forum.deadbydaylight.com/en/discussion/comment/2345709#Comment_2345709

    Why is it so slight, though? This is weirdly stingy. Why don't they just... I don't know, make way fewer 3000 BP items at level 1, fewer 4000 at level 2, fewer 5000 at level 3? Then prestige means you really do get more 6k and up items.

    A couple different reasons, namely that A) you don't always want higher rarity items (e.g. your favourite add-ons are common/uncommon), and B) we don't want prestiging to feel like a mandatory thing-- it's meant to be an optional extra that you can do if you've got a ton of extra time and feel like it, not something you need to do to stay competitive.

  • I can clear that up right now: There is an increased to get higher quality nodes in your bloodweb, but it is incredibly slight. So while they're not a myth, it's probably not worth doing just to get rarer items unless you intend to keep dumping bloodpoints into that character for a long time.

  • @Ryuzaki said:

    I hope they address the red on red for status effects, it must be a nightmare for people who are colorblind.

    I still think the character portraits feel out of place, I would prefer them to be monochrome to fit with the gritty aesthetic of the game.

    Regarding the status effects, this is something we're looking to change, but sadly it won't be ready in time for the 4.5.2 update.

    As for the rest- and other posts in the thread, I've been reading them even though I haven't had a chance to reply- thanks for the feedback. I'll keep passing it on and see what we can do.

  • The actual answer isn't anywhere near as shocking: It was originally planned for this mid-chapter, but due to time constraints, we weren't able to get it in on time. It's not cancelled or anything, though, we're hoping to squeeze it into a future update when we're able to.

  • The update will be around 11 a.m. EST, give or take a few minutes depending on your platform.

    Full details here: https://forum.deadbydaylight.com/en/discussion/224881

  • No, it is not. The skill rating system is already active in the background, quietly calculating your rating and predicting how the match will go. Today's update will include some changes to the formula it uses to calculate that rating, but it will not be used for matchmaking yet. We'll be monitoring how the changes to the formula play out, and we're planning to test the skill rating based matchmaking at a later date.

    (Bold just to emphasize bits in case anyone's glossing over, not yelling at you or anything.)

  • At a glance, there's three benefits:

    1. Knowing where the killer is.
    2. Distracting the killer (making them waste time searching for you as you sneak away, without having to awkwardly look away now)
    3. Identifying which perks the killer is using

    The first two would only apply if you were the obsession, but the last one would apply regardless.

  • We have not issued even a single ban for mixing linked cosmetics to date.

    Our stance on exploits has always been to not ban unless it provides an in-game advantage. (The only exception to this are "techs", like the harvester tech or spacebilly, which are adopted by the dev team and officially supported.) Since mixing and matching cosmetics doesn't give you an advantage in-game, we have no intentions to ban for it.

    We've reminded our support agents of our stance in hopes to avoid confusion like this in the future.

    ---

    Regarding the forums; the forums have separate rules from the game and the discussion of exploits of any kind has always been against the rules: https://forum.deadbydaylight.com/en/kb/articles/137-forum-rules


    Hope this clears things up!

  • @GentlemanFridge said:

    If it says Duplicate, it means that someone else reported the same bug already. To make sure you report NEW bugs, use the search function. It saves everyone some time.

    This is correct.

    Our team goes through the bug reports section frequently, and if we see a duplicate bug report, we'll mark it as a duplicate. Whenever you can, please search for the issue first and upvote an existing report. The upvotes give us a better idea of how many people that issue is affecting, and it also lets us gather more information (if needed) more easily compared to having several different threads to comment on.

  • @PyroGL said:

    @Peanits how long does Antidote take to activate?

    I believe the exact time between bottle impact to the gas being active is 2.5 seconds (you can see it here: https://youtu.be/c49bZQ3a2UA?t=373)

    After that, once you touch it, the effect kicks in immediately.

    With a little practice, you can use this in a chase while running between loops by tossing it ahead of you. The survivor won't get the effects since the gas won't activate yet, then it'll kick in so you can catch up.

  • The antidote does not- in fact it does the opposite. The antidote will clear any negative effects, including blurred vision, from the tonic.

    The tonic does still obscure your vision, though.

  • Just to clarify one thing: The 10% movement speed increase from the bottles is based on your movement speed, not a mythical 100/115%. That means a Survivor will move at 4.4m/s, while The Clown would move at 5.06m/s.

    Basically, if you both go through the yellow gas, you (the Killer) close the gap a little faster still.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1858495#Comment_1858495

    https://forum.deadbydaylight.com/en/discussion/comment/1858503#Comment_1858503

    Interesting,i already imagined that the new bottle type will be some sort of movement increase.

    I'm sure it will open up some really fun gameplay possibilities :)

    Is it possible to say how long it takes to switch between the bottle types?

    It's instant and does not slow your movement speed.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1858461#Comment_1858461

    Do you have 4 bottles of the tonic AND the antidote or do they share the same resource?

    They share the same resource. Reloading gives you four bottles by default of any combination you'd like.

    One way you might want to use them, for example, is by throwing an antidote as your approaching the loop, then switching the tonics. That way you get a speed boost from the gas that's too far away for the survivor to run back and get, and then have your usual bottles to slow them down some more.

  • We do have stats for mobile as well, but whenever we show stats for the core versions of the game (PC & consoles), we filter out mobile platforms.

    Those stats you saw were only for PC & consoles (as with any other stats we've ever shown).

  • Hey, sorry for the confusion, you can find the Privacy Policy under the Help & Tutorials section, not the settings menu. We'll get in contact with the team to see if we can get that message updated to avoid any further confusion.

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760185#Comment_1760185

    @Peanits Why not do this on the PTB? This discourages me from playing killer even more so, how many crutches to survivors need? Now they seeing if they can take it out or not? It DID help in some scenarios where you'd get looped to death on 2 story maps

    As to why we didn't do this on the PTB:

    1. Only a small fraction of people opt into the PTB, so we would get far less data and it wouldn't reflect the entire community well.
    2. Because of the above, ranked matchmaking has been disabled on the PTB for a long time.

    Beyond those, if there are other changes on the PTB, it becomes impossible to tell how much of an effect this test had versus how much of an effect the other changes had. If there aren't other changes, even fewer people would opt in just for the test.

  • Just popping by to mention that these only show sacrifices and escapes that contributed towards the completion of Tome challenges over the past year. This is not kill rate/escape rate and should not be treated as such.

  • There were changes to his collision, yes. It was reduced and a secondary collision detection was added directly in front of him (you bonk less when you don't mean to, but more consistently when you want to).

    Full details on what changed between the PTB and live can be found here: https://forum.deadbydaylight.com/en/kb/articles/228-4-2-0-descend-beyond

  • @LowSpecGamersMatter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1605550#Comment_1605550

    Im curious, why is the update so large this time in general? Previous DLCs had like 2-4 GB size but this one is over 8 GB on steam. Realy huge

    This update changes things from all over the game (lots of things were updated with new, higher quality versions). Going back to the super simple explanation above, you end up changing a lot of those packages so the update gets bigger.

  • It has to do with the way updates are handled on different platforms. To keep it simple, files are combined into packages and those packages are downloaded and swapped out when you update part of them. Some platforms have bigger packages than others due to the way they handle updates.

    We do what we can to keep the size down, but when we update a lot of assets like this, it's not unusual for the size of the updates to be larger. With a larger update, the difference in sizes between the different platforms becomes a little more noticeable.

  • You should have received an in-game news as well, but it's just a small thank you for sticking with us while we deal with error codes 111 & 112.

  • No. The login bonus will stay active until the sync errors are completely fixed.

  • You use up your free login bonus points first.

  • There's two pools. Normal bloodpoints, and bonus bloodpoints. Your normal bloodpoints go up to 1,000,000, but the bonus bloodpoints (the free stuff we give out) has no limit and is added on top of your normal points.

    So in this case, if you log in now, you'll have 1,250,000 bloodpoints, but you won't earn anymore bloodpoints from playing unless you drop back down below 1,000,000 points.

  • @Not_suspicious said:

    https://forum.deadbydaylight.com/en/discussion/comment/1570029#Comment_1570029

    Will it affect even minor causes (like when a killer gets a hit through a pallet) or is it only gonna affect extreme causes (like when the killer is literally lag-switching and looks super faraway from the survivor) or both causes?

    It shouldn't make a difference in very close calls (e.g. you drop the pallet, and they hit you just as you're dropping it). You should only notice it in more extreme scenarios, like if you were to drop the pallet and continue running and then they hit you. There's a bit of leeway. This is an online game, after all, and we can't expect the latency to be 0.

  • It affects all attacks, not just basic attacks.

  • We were waiting for you to summon it. Thank you for completing the ritual.

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1566554#Comment_1566554

    Off topic, do you have a YouTube channel that I can watch some of your old games?

    I don't, no. There's VODs from the past few weeks, but I don't bother saving them.

  • It definitely gets me when I stream. You really start to rely on that sound to tell you to pay attention. Even an early skill check at 3 stacks can be pretty difficult to hit.

    When I'm not, way less so. 5 stacks can still mess me up if I'm tired, but I usually don't have much of an issue with it if I'm focusing on the game. I find it can still really mess up a gen if you get chased off of it just as you get a skill check, or if you're up against a skill check Doctor like others have mentioned.

  • There is no announced release date just yet. Any date that you may find is purely speculative.

  • The hill tile is fixed in the next update.

  • That sounds about right. It's worth noting that 30 mbps is not 30 mb/s, you have to divide the Mbps by 8 to get the mb/s. Mbps = Megabits per second, mb/s = megabytes per second. Steam's showing your mb/s.

    It's a little bit confusing, but often times people will list speeds in mbps, which makes it look way faster.

  • A huge thank you to everyone who has volunteered. Your willingness to help out is greatly appreciated! We've contacted a bunch of your to request your ID, please check your private messages at the top of of the screen (next to notifications, or on the bottom bar if you're on mobile).

  • Probably not the answer you're looking for, but as long as they need to be. If the killer is struggling and not able to catch someone all match, I would rather that match be quick and over with ASAP (~5 minutes) so everyone can move on to a closer match.

    If it's a close match, I find 10 minutes is a sweet spot. 10 minute close matches are intense and have a lot of action, rarely a dull moment or downtime. You're always in a chase, downed, hooked, doing a gen or going for a save. The killer is in a chase pretty much the whole time.

    Longer matches can be okay sometimes too, but at some point I want to get off Mr. Bones' Wild Ride.


    But in any case, I don't think there's a single magic number that's best for every match.

  • @Kumnut768 said:

    i think pc players should be able to disable crossplay becasue console survivors are interesting to say the least

    You can opt out if you wish. There's an option in the settings that you can disable any time you're not in a lobby.


    That aside, I'm not so sure chat on console would work so well. Typing out a message with a controller can take quite a while, so by the time you can type out what you want to say (other than a short 'gg'), the other people are most likely going to be long gone. There are chatpads out there, but not many people have one.

    As far as private messages go, I'm only speaking for myself, but I'm not really a fan of private messages. People have a tendency to say things they wouldn't normally say in public since they think nobody else will ever see it, if you know what I mean.

  • It does. It doesn't prevent him from getting points for shocking you, however, so he will know that someone's in the area, he just won't know exactly where. Chances are he made an educated guess when he saw the points pop up and found you.

  • There's not really anything we can do to make the killer queues shorter on the PTB, it's out of our hands. The reason why the queues are long is because there are far more people trying to play the new killer than survivors. If there's not enough survivors to fill all the lobbies, you end up having to wait until you're next in line.

    As far as opening it up to all platforms goes, beyond not being technically possible, I'm not sure that would fix it. I have to imagine that people on consoles would lean towards playing the new killer as well, so you'll still have an imbalance between the two roles. It's not the number of people playing that's the issue, it's the ratio.

  • Teachable perks, as well as any other stuff you buy with bloodpoints, are unlocked forever. The only thing that resets each month is your rank.

  • The math doesn't quite check out there. If you have 4 stacks of Desperate Measures and Botany Knowledge, you'd get a total 89% speed boost.

    Without the medkit, your heal rate would be:

    1.89 * 0.5 = 0.945 CPS

    16 / 0.945 = ~16.9 seconds to self care

    With the medkit, your heal rate would be:

    16 / 2.39 = ~6.7 seconds to heal


    Which isn't too shabby, but keep in mind that A: Botany Knowledge with that medkit alone is a 8.75 second heal, and B: That medkit is going to run out really quick, and then your heal speed slows way down.

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