Peanits
Peanits
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- Peanits
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Kind of wish it was your 9th ;)
I dread the 10th, where everyone gets 101,010,101,010. RIP economy.
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It is not. That's a bug that's already fixed, but the fix didn't make it into the PTB in time. It's totally normal for the charges to refresh completely and restart the entire chainsaw sweep over, but the duration is not supposed to stack like you can see at 3:45.
Basically downing a survivor is meant to give you three charges, which would then give you three charges worth of sweep when activated, not a sweep over 50 swings long.
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Your tantrum will still be slower than a survivor even with the add-ons, but since it's longer based on how many charges you've used, increasing the speed during tantrum means you'll lose less distance to the survivors if you do bump.
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@Oicimau said:
https://forum.deadbydaylight.com/en/discussion/comment/1423908#Comment_1423908
I hope after dealing with hit validation you BHVR may fix the not-grabbing-neither-hitting problem from killer pov.
Interactions are on the to-do list as well. It basically stems from the fact that they are no longer in the interaction and can't be grabbed, but that info hasn't reached you yet.
@Thypari said:
https://forum.deadbydaylight.com/en/discussion/comment/1423908#Comment_1423908
Is there movement validation as well? So killers and survivors get rubberbanded back to the last known server position when they lag?
Because lag switches effect movement as well. And when hits are server side checked but movement is not, you can easily exploit that. Just lag as survivor and killer can't tell where you are and will miss (thx to server side hit checks) or lag as killer and survivor has no idea where he is and suddenly gets hit because it was fine for the server.
When your connection drops, you stop sending info to the server. If you freeze in place, the survivors keep moving. When you hit them and reconnect, the game's going to check where you were when you lost connection, check where the survivor is (far away, they're still moving), then deny that hit. To put it simply, lagswitching won't work. The person doing it is always going to be at the disadvantage.
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/1424079#Comment_1424079
Need a bit of clarification on that as I just started downloading the PTB and haven't tested yet.
Do you mean-
The hit will confirm for Killer as it does on live and starting the animations, reduced move speed, THEN revert the hit if found if the server says so?
Or does the Killer need to wait for the server to confirm the hit before the animations and move speed adjustments start?
Right now, it's not active yet. The hit validation testing starts tomorrow (just in case it interferes with testing for the other changes). But yes, the hit will appear instantaneous and you'll immediately react to it as if you hit them, but if your connection is really bad, the hit will appear to be undone on your end (if you're the killer). The survivor will never see the hit.
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@WisteriaButterfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1424079#Comment_1424079
Alrighty, thank you for the detailed answer that I was hoping for, I was told there would be changes to the game soon and I'm grateful that this is one of them. I recently got back into Dead by Daylight because my uncle and his friends bought it from the steam summer sale and it's definitely been improvement from a while back.
Welcome back!
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Currently, killers have the authority over hits. If they hit a survivor on their end, the survivor will get hit on their end (no matter where they are). This is a carryover from the days before dedicated servers where the killer was the server.
In the PTB, this is actually being addressed though. The killer still has authority over hits to ensure that everything feels the same as before, but if they have a weak connection, the game will reject hits that are too far away. Testing for that starts tomorrow.
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Thank you for the kind words! It's always nice to see some positivity every once in a while.
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@Tydie said:
i doubt it. it takes a long time. i have full nea and thats it. if they did they probably farmed. back in the day you could switch your steam region to africa/vietnam and basically only get paired with your friends and farm. this wasnt known to a ton of people.
It was pretty well known, FWIW. Never forget the Toronto days.
But as for the original question, yes, there are people who have done it.
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I'm very confused by what you mean by that, but this sort of thing should be fixed with the server side hit validation which we'll be testing in the PTB. Basically what happened here is that the killer briefly lost connection, but they still have the authority so they got the hit anyway. With server side hit validation, the server would look at that and say, "There's no way you could hit that guy, he's way too far away." and reject that hit.
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That's gotta' be a straight no from me. They were changed for a very good reason, we aren't looking to bring the old Legion back.
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Going in thinking you're going to lose isn't the best. You should probably go in and think, "I'm going have some fun and get some practice, I don't really care what happens." The "oh well" part is great and all, but if you are actually getting upset when you lose, I don't think you're really in that mindset.
What worked for me when I was learning her was not really caring about the outcome and instead focusing on how much I was improving. Everyone's bad at her when they start. The people you see doing really well with her consistently have played her for hundreds if not thousands of hours, and even they have bad matches sometimes. Going in expecting to be like that is setting yourself up for disappointment. Instead, focus on what you messed up last time, and try to do it better next match. That way you've got a small victory that you can celebrate every time, even if you lose.
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Most people just want to play the game, is the thing. I'm sure they appreciate you being a nice guy, but a lot of people don't really care for farming. Personally, I just want to get out ASAP so I can go back to playing normally.
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I think if all perks were available in the shrine all the time, it would definitely be a no brainer for most people to just get the perks. But that's the thing; they're not. You've gotta' wait and hope that all three of their perks appear in the shrine, and with how many perks are in the game there's no telling how long that might take. Getting the character is a sure thing. You get them, you spend a few points on them, you have all the perks for sure.
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That quote is just a joke, nothing's actually changing. The joke being that it moved, and they're asking if it rings a bell to anyone. Because the wraith has a bell.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1418564#Comment_1418564
Sounds like a good build to use, any recommendations for the fourth perk?
Anything you're comfortable with, but I'll usually run Kindred since it's nice to have when you're playing solo and combos nicely with Open Handed.
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Not really a meta build by any means, but Windows of Opportunity, Any Means Necessary, and Open Handed. Optionally stack Open Handed with other people.
You're the pallet doctor. You see downed pallets and you go pick them up.
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I'll take the feedback to the team and see if we can add a way to continue searching through the rest of the results, although this is where their unique ID comes into play. Everyone will have a # followed by four characters after their name in their friends list. If you friend shares those four characters with you, you can search for their name like "Dwight#1234" to find them. That ID is unique to them so they should be the only result.
On a related note, crossfriends is only on beta for PC right now. You may not be able to find your friends on console just yet, that'll come with crossplay later on.
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@Mookywolf said:
could you imagine Pig's wrist blade being the size of Pyramid Head's knife? now that would be funny
Pig with the drill weapon would be like:
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@Ghoste said:
I clicked your link, and it told me I had already taken this survey when I had not.
Here's one for the survey: https://www.surveymonkey.com/r/DbD-PlayerSurvey
The one up there links to the end page.
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When crossplay is added, everyone gets matched together. If you don't want that, that's perfectly fine and we understand, so you'll be able to opt out of crossplay through an option in the settings.
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@Speshul_Kitten said:
Does this kinda show there aren’t enough people playing Killer?
https://us.v-cdn.net/6030815/uploads/HDS2RP50Y12L/7b4f07c4-069f-4033-ac89-f8214831cbf4.png
Not necessarily. It can vary wildly from region to region or based on the time of day. Where I am, I actually have the opposite problem. There's so many people playing killer that my queue times take a while, meanwhile I can get instant lobbies as a survivor.
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1418429#Comment_1418429
While i would love for that mechanic to be implemented wouldn't it be hard for rank 20 survivors?
Probably not. Pyramid Head already has that sort of thing going on with his cages. The skill checks are massive and pretty hard to miss, and even then, missing one doesn't outright kill you, it just decreases the timer slightly. It might actually make for some good practice as they gradually get smaller the longer you're in the cage, so it might help newer players practice their skill checks as they play.
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It's not the size that matters, it's how you use it.
Being real for a second, though, increasing the size slightly wouldn't really help too much. You can only make a knife so much bigger before it starts to look silly, and it would still likely be much smaller than the hitbox. Making some weapons larger is also a lot trickier to do on licensed killers, like Freddy and Ghost Face. I can only imagine that it wouldn't be easy to get Hulk Hands approved for Freddy.
What we've done in the past is change their attack animations to better reflect it. The killers with small weapons would lean forward further as they attack, unlike killers with larger weapons (like The Trapper) who just swing their weapon. If they still aren't lining up very well, I think it would be great to revisit them again and make more changes.
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That second one though.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1418333#Comment_1418333
Can I KYF with cross friends right now?
Or not yet?
If you're both on PC (Steam or Windows Store, doesn't matter which), yes, you can.
If one of you is on console, not just yet. That'll come with crossplay later on, but it is coming. PC-PC crossplay has been around for a while, but you've never been able to add and invite each other before.
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@HighQualityDonut said:
ok but as if PC killers are gonna struggle against a console survivor in a chase. Console killer? well...
You can opt out of crossplay if you so choose. There'll be an option in the settings to turn it off.
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After having the same loading screen for four years, it's definitely refreshing. I don't think it'll be sticking around after the event ends, but I do certainly hope we bring it back in the future. I've seen a lot of people saying that they really like it.
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See, I look at the silver lining. One pretty much guarantees going there anyway, the fact that they wasted four just means that it'll be one Haddonfield match instead of four.
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Not in the PTB, no. Ever? I can't say for sure, it's always possible. We did a bunch of changes to a lot of the Coldwind maps in 3.7.0, so nothing's off the table.
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Crossplay is coming, and this is a test to ensure that the ability to add friends from other platforms is working properly before that happens.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1417824#Comment_1417824
And what happens if a survivor is the one lagging? I notice that's never brought up and I worry we are just flipping the issue here
That was answered here: https://forum.deadbydaylight.com/en/discussion/comment/1417855/#Comment_1417855
But in short, the person lagging is always going to be the one at the disadvantage. If the survivor is lagging, their position is behind on the server, which is beneficial to the killer. If the killer is lagging, they're behind on the server and it's possible their hits will be rejected.
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@FellowKillerMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1417810#Comment_1417810
Just to add to this, you could also start entering the locker just after the survivor is hooked. The killer will see you climbing in the locker. Wait a couple of seconds, then get out of the locker, go hide behind a rock and wait for the killer to come and check every locker in the area.
See, now that's a 200 IQ play.
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They are made exclusively out of gluten. Gluten is wicked cheap right now, we're just recycling all the gluten from all the gluten free stuff.
Fortunately they're not for eating, just for burning to appease the Entity.
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@Sylorknag said:
https://forum.deadbydaylight.com/en/discussion/comment/1417844#Comment_1417844
Do you know how the game decides which server it puts you in?
I tend to have an average of 60ish ping, but if I change the language of my PS4 to English, my ping goes through the roof.
So I'm guessing the servers use my system language to determine where it puts me.
The game checks which server you have the best connection to when you start it. The language you're set to on your PS4 has nothing to do with it.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1417824#Comment_1417824
Just out of curiosity, what happens if the survivor has horrible ping?
It is purely detrimental to them. They appear behind on the server (closer to the killer), so having a bad connection as a survivor means you'll probably get hit through windows still.
To put it as simply as possible, the person with the bad connection feels their bad connection no matter which side they're on, not the other people they're playing with.
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Consoles will be receiving crossplay as well in the future. If you're not okay with crossplay, there is an option in the settings to disable it. You'll only be able to play with people on your platform if you do, but you're not forced to play with everyone else if you don't want to.
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That shouldn't happen unless you have a really bad connection, in which case you probably shouldn't be getting those sorts of hits to begin with (your bad connection is giving you an advantage).
If your connection is good, you shouldn't notice any difference. Your hits will still be 100% instantaneous and feel exactly as they do now.
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Yes, they're both on the to-do list.
Also that is a blessed puppy. Would pet.
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If you don't want to get caught by BBQ & Chilli, hop in a locker whenever the killer picks someone up. You'll hear when they hook someone. Count to 4, maybe even 5 to play it safe, then leave the locker. You'll completely avoid BBQ, they'll have no idea where you are.
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1-2% per stack sound small on paper, but in practice, it's a pretty massive increase. Even at 1% per stack, that would allow a 4.6m/s killer to catch up 33% faster. At 2%, that'll let you catch up 66% faster. Granted, only at the very end of the match, but even at 4 stacks you'd have a huge amount of speed that never goes away.
I'm not wholly against a buff for Fire Up or anything, although movement speed would probably be a little much. I do find it to be a pretty decent perk especially when combined with perks like Brutal Strength. Maybe not something you'd slap on in any build, but it can be combined with other perks to be pretty decent.
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It won't be in this upcoming PTB, no. It's on the long list of things we'd like to do, but when we'll get a chance to squeeze it in is hard to say.
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Legion can also vault windows and pallets while in frenzy, and you can lunge while in frenzy to cover those last few feet. The Cannibal cannot do any of those while chainsawing. If someone vaults a safe enough window, you're not hitting them.
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You keep the add-ons that you have now, but they get updated to their new counterpart.
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I'm definitely looking forward to it. I might run it on some of my killers now purely for how much info you get out of it.
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@Cancan71 said:
https://forum.deadbydaylight.com/en/discussion/comment/1408368#Comment_1408368
Thanks for the quick response. What's weird though is that you can't see it on the official channel while using the app. I took a picture of the channel which shows that these two videos don't appear on the list of videos.
https://us.v-cdn.net/6030815/uploads/IJ3VNUBLZJ6O/screenshot-20200703-194845.jpg
They're set to unlisted. They were only really meant to be embedded within the dev update, so there's no fancy editing or thumbnails. Although if someone does want to share it around, that's totally fine too.
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That's actually where they're uploaded, but here's the links if those aren't working for you.
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As far as mobility goes, it's negligible. Sprinting heats up the chainsaw at a significantly reduced rate, so you can do entire laps around the map no problem. More importantly, even if it overheats a few laps in, it doesn't cancel your chainsaw.
As far as curving and all that goes, your ability to do so is functionally unchanged. You'll only notice a difference if you miss a bunch of them or pull out your chainsaw way too early (something you don't want to do anyway because it means the survivors are going to widen the gap).


