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Peanits

Peanits

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Peanits
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  • I feel like those survivors usually know they're not the greatest and that's why they run builds like that. They know they'll drop in a matter of seconds in a chase so they do all they can to not be in a chase in the first place. But I'm sure there's at least a few people out there like that who think they're the best.

    That said, I have noticed that the people who drop eight pallets in a minute long chase will usually insult their team when five gens don't go off, and then assume that the reason why everyone's dying so fast later is because they're actually a survivor god and everyone else is bad, not because they wasted all of the pallets and still managed to die.

    But then again, I've also seen killers run four slowdown perks, not manage to down someone for five minutes, then attribute it to SWF and genrush in the post game chat, so there's a bit of that on both sides.

  • Even if you don't have time to set up, you can set them up 'aggressively' at a pallet and force them to leave a loop. It probably won't catch them, but if you can force them away from a safe loop and make them take a weaker and easier to mindgame loop, you'd still be getting some value out of it. Even if someone does run in to disarm it, they're wasting time doing that and you can easily reset it whenever someone else runs there.

  • I have the same thoughts about it for the most part, although there are some very valid points out there. Namely:

    • It's way harder to deal with solo where you can't ask the other people how many totems they did.
    • The 'counter' to camping is to do gens and leave, but if you do that, you aren't cleansing totems and you risk a second person dying to NOED.

    Granted neither of those are really unsolvable issues, the latter being fairly rare in my experience, but they are very fair points and I don't think they should be completely ignored just because you're alright with the way it works.

  • I'd say they have different uses. Whispers is great if you just want to find survivors, Discordance is great if you want to know which generators they're working on and go stop them.

    I tend to run Discordance more, though. Whispers, I can get by without no problem. There's rare times when I think, "Man, it would be really nice to have Whispers right now," but I don't feel like running a perk just for those few times.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1464594#Comment_1464594

    Question- If I'm affected by 2 different Leader perks (ie person I'm healing and person helping me heal), is it capped at 25% (1.25c/s), does it increase to 50% (1.5c/s), or does it increase the 1.25 by another 25% leading to 56.25% (1.5625c/s)?

    In Leader's case, you can only be under the effect of one Leader perk at a time (with the higher value taking priority). Though as a general rule, positive modifiers (e.g. increased speed) stack additively, while negative multipliers (e.g. decreased speed) are multiplicative. If you were able to stack two Leaders, for example, each survivor would be healing at a rate of 1.5 CPS.

  • You won't find that in the patch notes, but if you're looking for patch notes, you can either go to the patch notes section of the forums (from the front page or on the right), by clicking the Patch Notes link in the side panel under Useful Links, or by heading to the Info & Help button at the top of the page.


    To answer the healing question though:

    • Each survivor adds 1 charge per second (CPS) by default, and the heal takes 16 total.
    • Leader adds 0.25 charges to each of them, so each survivor adds 1.25 CPS.
    • 1.25 CPS x 2 survivors = 2.5 CPS
    • 16 / 2.5 = 6.4 seconds to heal

    Assuming there's no Sloppy Butcher or anything slowing it down, of course. There is no inefficiency to co-op actions on anything but generators.

  • BBQ & Chilli is only active for 4 seconds after they hook someone. There's no reason to stay there for the entire game. All you gotta' do is get to a locker when someone gets picked up, get in the locker, wait for them to be hooked, then count 4 Mississippis (5 if you're a fast counter and want to be safe). Then you're free to carry on doing whatever you were doing.

  • @JackFrostMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1461167#Comment_1461167

    I would assume the third one would be because checking if New Ruin is a thing is way quicker than Old Ruin.

    New Ruin: "let's tap the gen annnd it's regressing. We got ruin"

    Old Ruin: "oh boy gen- WAIT WHY IS THE SKILL CHECK RED!"

    Skill checks are variable in how often they appear so it's possible that they wouldn't notice until the gen is half done or something. So people would know way quicker that they have a hex, which makes them want to cleanse it.

    Definitely possible. It might suggest that people do feel the need to go out of their way to cleanse it as soon as they can.

    in Ruin Comment by Peanits
  • @Victor_hensley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1460838#Comment_1460838

    Didn't the team say in the post with the Ruin nerf that you guys are planning to eradicate ALL gen regression/slowdown perks for killers?

    No, not at all. The idea is to make them all stand on their own without stacking to ridiculous amounts (e.g. Ruin and PGTW are both fine choices, but don't work together very well).

  • Some interesting stats on the subject (woo, stats) from before and after the ruin changes:

    1. The number of matches where all five generators are done decreased from 41% to 39%. The number of matches where only one or two generators were powered by the end of the match dropped by a similar amount, while the amount of matches where three or four generators finished increased by roughly the same amount.
    2. The average match length fell from 11:28 to 10:59.
    3. The percentage of matches where Ruin was cleansed (of the matches where Ruin was used) increased from 61.3% to 78%. The average time to cleanse also dropped.

    (As always, please do not make blanket assumptions based on stats alone. We would love to share data more often, but if it gets out of hand again, we'll have to hold off.)

    in Ruin Comment by Peanits
  • I can confirm that it is still possible, I did it just yesterday. The rarity of the flashlight makes no difference in how hard it is to blind the killer, the time is the same across the board.

  • I wouldn't want to see that. Being in a SWF doesn't make them any better in a chase, so changing the amount of pallets seems like a completely unrelated change just because. More importantly, that would mean that anyone playing solo with a partial SWF group in their lobby would have fewer pallets to work with.

    That, and it also assumes that all SWF groups are amazing. Most of them are pretty mediocre, completely indistinguishable from solo players. Sometimes it's a long time player playing with their new friend. Adding a blanket punishment to everyone just for those few really good teams out there (who would probably do fine even without comms of any sort) would likely not go over well.

  • I feel like you've turned a blind eye to the plethora of perks that slowdown generators either directly, or by forcing the survivors to do other actions other than generators slower.

    Corrupt Intervention, Dying Light, Huntress Lullaby, Ruin, PGTW, Surge, and Thanataphobia all directly slow down generators or regress them.

    Then you've got perks like Discordance and Surveillance which help you keep track of the generators so you know where to go to keep the survivors off of them.

    And finally, you've got perks like Sloppy Butcher, which makes other actions (in this case, healing) take longer. Times spent doing other things is time spent not doing a generator.

    This doesn't even go into lesser used or more niche perks which could give you some extra regression/info/slowdown.


    I know you wrote off perks like Ruin and Thrilling Tremors because they don't work automatically, but that's because getting them off the generators is your job. You, as the killer, need to get them off them so they can take effect. In Thrilling Tremors' case, that info helps you figure out where people are so you can go chase them off. Thanataphobia as well stacks with other slowdown effects and can was a lot of time (a heal becomes ~24 seconds when combined with Sloppy Butcher, double that for Self Care).


    Perks aren't the only way to slow things down. They can help you, but they're not meant to stop all progress for you. The best way to slow things down always has been to play smart and keep people off of generators.

  • It's definitely too powerful to not be a hex, especially if you throw Surveillance into the mix. That's 200% regression as soon as you force someone off the generator and you have instant feedback to tell which generators are being worked on. Normally that's balanced by the fact that it can be destroyed, but having constant info on where everyone is and what they're doing with no way to disable it would be pretty crazy.

    in Ruin Comment by Peanits
  • The first thing I would say is do not worry about getting to rank 1. Not everyone's supposed to be rank 1, and you shouldn't feel bad because you're not. It's a number that's used for matchmaking and there's no reward for getting there. If you're struggling now, pushing to get your rank even higher is only going to make your matches even harder and less enjoyable.

    Play for fun, do what you enjoy. You'll get better as you play, and some day it'll happen without you even trying.

    If the end game chat is bothering you, you can completely hide it by clicking the >> button next to it. It'll stay off until you press the button again to turn it back on.

    As far as stress goes, that one I don't really have a great answer to. I just go into it knowing full well that I'm playing make belief freeze tag with Michael Myers and Freddy, and then it just feels silly to get upset. It's a video game at the end of the day. I'm playing it for fun, nothing changes if I lose, so there's no point in stressing over it.

  • If they're healthy, I couldn't tell ya'. It's a dumb move, but I see people do it a lot.

    But if you're injured and you know you're going down anyway, it can buy your teammates a few more seconds to do generators. A few seconds can make the difference between the generator getting done and the killer running over there and kicking it with PGTW. You're basically choosing between going down for sure, or almost definitely going down and you stall for a couple seconds.

  • They do it for three reasons:

    1. Assuming you're not injured or have Iron Will, it forces the killer to guess which way you went, which can give you enough distance to get to the next loop in time by the time they figure out where you went.
    2. Points.
    3. Flashlight blind challenges.
  • I'm not so sure this would be the best idea. Don't get me wrong, I see the good intentions on paper, but in practice, it likely wouldn't work out so well. Newer players who rely on perks like those as they learn would be scared away from them. You'd have to choose between losing with weaker perks and getting points, and winning with stronger perks and getting no points. On the flip side, the people who have thousands of hours in the game and already have all the points they could ever use have no reason not to use the best perks out there. They could slap on a full meta build every match and it wouldn't make any difference; the point reduction doesn't affect them.

    If anything, I would rather see a small (like maybe 5% per perk) increase for using lesser used perks. People like rewards for doing something extra more than punishments for doing something they want to do. Ultimately if you start punishing people for doing what they like, they're not going to stop, they're going to keep doing it and start to hate the game.

  • As Tippy already pointed out, voting on maps would most likely result in playing survivor favoured maps most of the time, since there's four people playing survivor and one playing killer. Map voting doesn't work so well in an asymmetrical game.

  • It's okay. If you're having a good round as Huntress, most pallets either never get used or get used as you're downing a survivor (where Brutal Strength doesn't really matter). It's still good for breaking safe pallets with high walls, but it's not quite as good as it would be on other killers.

  • @NullSp3c said:

    https://forum.deadbydaylight.com/en/discussion/comment/1447517#Comment_1447517

    Aren't they a guarantee if there is only one in play?

    Nope. It's a very high chance, but definitely not 100%.

  • @MaybeShesCrazy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1447508#Comment_1447508

    Perhaps a silly question, but, here we go anyway:

    Other than a VPN - is there a way to be moved out of your region?

    No, not unless you're playing with a friend who's in a different region.

  • It can happen in a custom match if you have only 2 survivors. In public matches though, there will always be 7.

  • Those aren't dumb questions, they're perfectly reasonable.

    1. Yes. You should see a camera sensitivity option in the Settings; one for Killer and one for Survivor.
    2. You can ignore them if you REALLY want, but I wouldn't recommend it. They'll keep popping up, and any time it shows up, it's taking the place of a different perk that you might want. It's usually better to just take them and get them to tier 3 so they don't appear anymore.
    3. It's not too hard, no, it's just that we don't want to add gestures that could be used to taunt. If we do add more gestures, we would want to add ones that help people communicate.
  • Offerings actually aren't a guarantee that you'll be sent to that map, they just significantly increase your chances of being sent there. You could get unlucky and be sent somewhere else by design.

  • We are looking into cases where queue times are excessively long for some people (i.e. 10+ minutes). Those are definitely out of the ordinary. In the vast majority of cases, however, it comes down to the amount of people playing each side in your region and platform at that time. I used to get instant killer matches as well, but in the past few weeks my killer queues have gone up to 2-3 minutes during the day, then drop back down to nearly instant at night.

    For the most part, it has to do with the number of people on each side. If there's a lot of people playing killer, there may not be enough survivors to fill all of their lobbies. Meanwhile if there's a lot of people playing survivor, there may not be enough killers to host those survivors. It can vary from region to region, platform to platform, and the time of day.

  • Typically the new chapter lobby will run between the release and the mid-chapter update. The anniversary happened to be shortly after the chapter released, so the special event lobby overrides the chapter lobby. As soon as the event ended, it would switch back to the default (Silent Hill) lobby.

  • There's no announced release date just yet, but you can expect it to be a few weeks after the PTB. The PTB started last Wednesday, for reference.

  • @CakeDuty said:

    https://forum.deadbydaylight.com/en/discussion/comment/1444119#Comment_1444119

    Just a random idea that popped into my head while reading this thread, but make the timer 30 seconds and then make it work like Mending. If you are running, possibly also slugged since the short timer it won't go down or slow timer down when slugged so it doubles the time (60 seconds), down. Deactivate when fully healed or working on a generator, since it shows you're not being tunneled. Only way I can think of it being abused is to just run around to keep the timer up, but then you're not doing anything to progress the game and just wasting time.

    This, I'm a little less supportive of. Don't get me wrong, it's all good intent here, but I think this would actually make it far more frustrating to deal with. I could get unhooked, sprint around for a minute, jump in front of you while you're chasing someone else a minute or two later and you'll still get hit by DS.

    I'd much rather have a very clear cut condition, one that I can predict and play around easily. In the case of a 60 second timer, it's pretty easy for me to keep track of when someone's unhooked and when DS is going to wear off. Adding in a "deactivate on _____ actions" condition is also very simple; if I see them do it, I know it's safe. But adding on a timer pausing mechanic on top of that makes it incredibly hard to tell if they still have it or not. They could have it several minutes later and I'd have no way to tell.

  • We've got eyes on some add-ons as well. This post only covers the things that are planned to be in for the initial release, so we would rather not confuse anyone by mentioning add-on changes that wouldn't be there when the update drops. It's totally possible that there could be some add-on changes in the following hotfixes, though.

  • @[Deleted User] said:

    The changes made are small, but quite noticeable. The reduction on amount of charges accumulated (8, instead of 10), means you 2 whole seconds of revving available. That means the difference between you landing a hit, and you being placed on cooldown. The dissipation changes are also quite significant, among the other adjustments made. I'm sure that this will be a noticeable improvement, and I'm looking forward to seeing what else they have planned.

    It's actually quite a bit more than 2 seconds with the removal of heat generation whenever the button isn't being held. Feathering is essentially halved on top of the heat reduction since you're not pressing button half the time.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1444119#Comment_1444119

    Doesn't that just mean that the chase mechanics need overhauled so that killers can no longer moonwalk to spoof the chase system? It could still be initiated the same, but after the initiation the game could take into account the killers potential LoS, like a laser pointer that's locked onto the survivor and doesn't allow the chase to decay til the survivor stops running or its broken. Sure, it would destroy PWYF, but it would open up some interesting possibilities like this DS concept.

    I wouldn't say so. It's just an outcome of tying a penalty to something that should be a good thing. Again, there's no reason not to be in a chase under normal circumstances. It only provides you (as the killer) benefits. When you start to create perks that add penalties to that, then you start to have issues. It's not the chase that's at fault there, though, it's the one outlier perk that's using something it shouldn't be using.

  • I'd have to disagree, personally. I've played other games that tried exactly that and it's great for the first few events. But after a while, it all starts to blend together and feel underwhelming. Events are special because they're limited time, but when there's always one going, at some point in just loses that charm.

    It's like cake. Cake is good. Cake for every meal of the day is not good, it'll probably make you sick (or at the very least, sick of cake).

    But to a lesser extent, I also just want to play the game normally sometimes. I love events as much as the next guy, but a lot of people want to farm during events to get as many BP as possible, and that would get really tiring if people were doing that year round.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1444119#Comment_1444119

    What about the changes that suggest to make DS disable itself if you preform for example unhooking or working on a gen ? I think those are pretty reasonable.

    I've always been a fan of that, personally. That way you've only got yourself to blame if you don't get to use it. You're opting to put yourself back into the game.

  • @RedditUser69 said:

    It's big that they're altering the heat mechanic to keep it from being restrictive, but they seem to still think the addons are good where they are which is laughable.

    We've taken feedback on add-ons as well, don't worry. There's only so much time to make changes between a PTB and the actual release, and that post is just for the changes that are locked in for the initial release. It's still possible that there will be some add-on changes in the hotfix, but I can't confirm that just yet. We could also make further base kit tweaks in the following hotifx(es) if necessary.

  • The odds of us noticing your post is actually pretty high. Even if we don't get a chance to respond to everything, we do actually read most of what is posted here.

    Anywho, getting back on topic, the issue with the chase mechanic is that it has predefined rules that can be abused. Under normal circumstances, it's not an issue: You only stand to gain bloodlust by being in a chase, there's no downside. When you start penalizing being a chase, however, that gives you a reason to avoid being in a chase. You can do that simply by turning around. If the survivor isn't sprinting in your field of view (and you don't hit them), you can't start a chase with them. Simply put, if you wanted to actually tunnel someone, you could do that way more efficiently by moonwalking after them for 30 seconds rather than the normal 60, then down them and hook them freely.

  • They can. It greatly increases the chances of going to that realm, but it's not guaranteed.

  • Wicked late response to the original question, but it's definitely not money. Any time we-- or any other company for that matter-- speak out in support of LGBT+ people, there's always people who leave or spew hate (before promptly getting blocked). We aren't selling anything to 'celebrate' pride and there's no money to be gained in doing so. If anything, it's the opposite.

    I do get that the popular thing is "big company evil, must be some plot", but there's actual people working here behind those messages, some of which are LGBT+ themselves. I'd like to believe that these days treating people like people no matter who they are is a given, but the amount of moderation we have to do on each of those posts is staggering. I'm not even talking about differing opinions, but overt hate. Sitting there quietly and pretending it doesn't exist doesn't make it go away, so if we can use the reach that DBD has to do some good, we're absolutely going to.

  • See, the problem there is that you lump everything in together. The reason why people are still talking about those things after all this time is because there is no single right answer. If I'm getting camped on the hook because my teammates are rushing towards the hook before the killer can leave, that's not the killer being toxic, that's the killer being smart. It's not his fault, it's my teammates.

    Something isn't inherently toxic unless you're doing it with the intent to ruin the game for people.

  • Jokes aside, it's doing exactly what it's supposed to. It's detecting that you have modified files (in this case, likely corrupted) and preventing you from playing. That is what the anti-cheat is supposed to do.

    You'll want to verify your game files (see here if you're unsure how: https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335)

    That'll redownload anything that's corrupted and let you play again.

  • @Weederick said:

    I dont like overly nice or evil killers. Just dont pity or tunnel me and its all good. I enjoy the horror settings and farming ruins it for me, just as hard tunnelcamping. I can see your point, but the middle road is the sweet spot to me.

    I'm in the same boat. I appreciate it when the other side tries to make the match more fun, but I also don't want them to give me a free win. The chases and challenge is why I'm playing, after all.

  • @SquirrelKnight said:

    So. Did the devs just say that if you get rude survivors, just deal with it they are probably bad abd just brush it off cause they are probably bad? Thats not how you fix toxicity in a game, usually that encourages more of it ☹️

    https://forum.deadbydaylight.com/en/discussion/comment/1428521#Comment_1428521

    No. If you choose to read way too deep into things, you'll start to get weird messages like that. I'm telling you why it doesn't bother me personally.

  • @kingoftheirish1992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1428447#Comment_1428447

    If that's the case why are region not being locked to the closest server as in not getting a EU server when I live in TX? Most online games at worst can manage that.

    That is how it works, the issue is that the thing that determines what the best server is for you isn't working properly on the PTB. Thus, people are being sent all over.

    @Artick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1428447#Comment_1428447

    So why not fix the server and then test the system? It feels like you guys are trying to scrap the idea or make it "lost" along the way.

    I can ensure you that there's no developer out there who's keen to spend weeks (if not longer) working on something like this only to scrap it before even testing it. If we weren't planning on testing it, it would have never been announced. There's just no sense in testing it while issues are going to completely invalidate the test, and most people opt out of the PTB by the time we'd be able to fix the issue.

  • @hex_thicc_dweet said:

    @Peanits hmm maybe im doing something wrong idk do u have to do something before you get picked up?

    Not exactly sure how you're using it, but it's basically like Borrowed Time but when you get healed off the ground (or pick yourself up), not when the killer picks you up. As soon as you stand up from the dying state, you should see the Endurance status effect pop up on the side of your screen.

  • I have definitely seen it work recently for sure, multiple times at that.

  • I don't really care most of the time. A lot of the time they're not doing it to be a dick, they're doing it to give you points (free hits) or buy their teammates who are still in the match some extra time.

    That said, though, I find that the people who do actually sit there teabagging are usually the ones who went down in a chase in a matter of seconds, so you go out of your way to not kill them super early, and then they abandoned their teammates and sat at the gate letting them die. I usually just laugh those guys off. Proud of you champ, you did it.

  • It's being sent to the spam filter. Posts from newer accounts will sometimes get filtered if the bot thinks they're spam. When that happens, they get sent to a queue for a mod to review. Once someone reviews it, they'll mark it as not spam and it'll reappear (or mark it as spam if it actually is). Don't worry, it's not gone, it'll reappear as soon as someone checks it.

  • It is not what is causing the issue, if that's what you're wondering. The system is completely disabled through the backend on the PTB at the moment. There's a separate issues causing the wrong server to be selected, meaning that a lot of people are getting sent to a far away server with a high latency. It wouldn't make much sense to test something that limits people with weak connections when everyone is being sent to the wrong server and getting a weak connection.

  • There is, yes. It's called Mary's Letter.

  • It would definitely be bad, since bloodpoints are a 32 bit signed integer and only go up to 2,147,483,647. After that, they flip and go negative. Everyone would be billions of BP in the hole.

    Yay, nerd stuff.

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