Peanits
Peanits
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- Peanits
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@Bingbongbong said:
I don't think it'll make that much of a difference but it is a little strange. I'm also surprised they added a sound que to let survivors know when he is sprinting without mentioning it.
The sound is mostly just a small detail. They're still going to hear your chainsaw long before he starts screaming.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1407591#Comment_1407591
Can I ask if his speed with the chainsaw revved fully still goes down to 86%?
He's still slowed (not sure if it's still exactly 86%), although his speed after he starts chainsawing is faster than before so you end up closing that gap quicker. You also chainsaw for way longer so you don't have to be as close to them before raising the chainsaw.
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It's pretty much just a straight buff. The only thing I can think of that's actually worse than before is holding your chainsaw for obscene amounts of time (a.k.a. facecamping with the chainsaw revved).
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Oh yeah, loads. Even using them this whole time, I was still getting way more cakes than I could use.
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There are no details on it just yet. We'll reveal more about it when it's a little closer.
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I'd actually be against that, as someone who doesn't want to tunnel people out of the cage. One of the neat things you can do is cage someone and send them across the map when you know survivors are close to you, that way they're forced to go across the map and waste a lot of time to save each other. If it sent them somewhere randomly, you take that bit of strategy away and make it entirely based on luck.
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I wouldn't say you're alone. It's definitely one of those perks that you can totally get by without, but there's always going to be times where you can say, "I would have been able to stop that if I had whispers." If you're good with it, it can help you practically pinpoint survivors, though.
It's a solid choice. Use it if you wan't. I don't run it, personally, but there's always times I wish I had it.
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I can promise you that it is not intentional. We've changed our process on patch notes lately, and unfortunately some things slip through the cracks. We're working on improving the process and we'll try to make sure they're all mentioned in the future, and I'll see if we can get these ones updated to match.
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Definitely wouldn't go that far. If you only used it to camp the cage and then tunnel them knowing full well that Borrowed Time or Decisive Strike wouldn't activate, then sure, it's going to be less appealing now (as it should be). Under normal circumstances, however, it still has benefits. Putting them in a cage sends them as far away from you as it can, so if you know all the other survivors are close, you can force them to go across the map to save them. It also allows you to completely avoid flashlight or pallet saves, and saves you the time you would spend picking them up and bringing them to a hook.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1404029#Comment_1404029
Whats stopping survivors from getting unhooked going over to a gen right now and when i come over they hop right into a locker. Guess im either getting dsd or waiting outside the locker for a while.It should really just stay the same it is but at least deactivate on lockers because if survivors want to counter being slugged they have 2 now.
If that's your issue with it, wouldn't a more elegant solution be to disable DS when you touch a generator? Then you don't have to worry about moonwalking to cheese the mechanics, it just straight up disables the second you decide, "I'm not getting tunneled, I'm putting myself back in the game."
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To play the devil's advocate, what's stopping me from cloaking as Wraith or moonwalking after you as any other killer for 30 seconds and then downing you? Or even just slugging you for 30 seconds and then picking you up?
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It might not be your aim. Might be a silly question, but when are you trying to blind them? If you try to blind them as they're running towards you, chances are you're not going to be able to blind them. You can only blind someone if they're looking at you within a certain angle, so they could just turn sideways or look up or down to avoid the flashlight. Ideally you'll want to blind them when they're locked into something, like picking up a survivor, breaking a pallet, or vaulting a window.
If you are blinding them when they're locked into an action, you may want to keep an eye out for any obstacles. You can see over things like crates, but you hold the flashlight way down by your torso. If something's blocking the beam, it won't blind.
(I also wouldn't completely rule out Lightborn, but it's pretty rare.)
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In case the many other posts before mine weren't enough, yes, you can have a fourth perk of your choice.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1399232#Comment_1399232
red is 250 i believe
It's 150 for the white one, 300 for the red one.
But yes, to keep it short, the thing that appears in the top left corner is telling you that your connection is slow.
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There may be on your platform and in your region, although it's definitely not the case across the board. Where I am on PC, my survivor queue times are actually shorter than they've been in a long time, and my killer queue times have gone way up lately. A couple weeks ago, I would get instant lobbies as a killer and have to wait a few minutes to play survivor.
Overall, there's no shortage. Your mileage may vary, though.
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There is no way to tell. The reactions system typically has a mix of positive and negative reactions, and naturally you wouldn't want people to see every time you downvote one of their posts. Granted, we don't have downvotes anymore, but the system still prevents you from seeing the positive ones as a result.
Mods and devs are able to see who reacted, though.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1399041#Comment_1399041
Can you say any more on when we can expect the new MMR? The livestream in May stated that it should be released next month. Since that's not happening in June, could you shed any more light on when it will happen?
Testing has already been happening for a little while now in some regions and platforms. I can't give more details right now, the next steps depend on the outcome of those tests. If everything's successful, we'll be rolling it out to everyone soon. But if it needs some more tweaking before it's ready, we'll take the time to do it properly before pushing it live for everyone.
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Ghastly Gateaus are being fixed in the next hotifx, a new matchmaking system is gradually being tested in some regions, VPNs should become a non-issue with the upcoming server side hit validation, and bug fixes are on the way. As for the new map, while I don't discount your opinion, it is exactly that, an opinion. I've seen a lot of people say that they like that map as well.
Just about everything you've mentioned is being worked on and should be resolved in the near future, some (Gateaus) sooner than others.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/166852/if-an-account-uses-a-bot
I don't even see how you could tell if a killer is using a bot. I've seen drunk people playing killer and they're horrible, of course. Unless the killer told you he used a bot?
Bots are usually pretty easy to spot since they're not really a "bot", they're just using something to click over and over most of the time. Sometimes they'll add in a little movement or rotation, but it's always easy to spot.
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It is bannable, yes. It starts off as a temporary ban, but if they keep it up, it'll quickly escalate and become a permanent one.
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Windows aren't meant to make you immune to any damage. They are a hole in the wall, after all, not a magic portal that blocks attacks. If you are within range of an attack, it is totally normal to get hit through it.
That said though, if you're getting hit significantly after vaulting, that is usually down to latency. Server side hit validation is on the way, and it should help with that. Basically the servers checks where everyone was when the killer says, "I hit that guy". If it turns out the killer was actually too far away to hit them, it cancels that hit. In short, if someone has a bad connection, the game stops trusting what they see.
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Hi New Here, I'm dad.
For real though, yes, we do read these forums regularly. The best place to suggest things is in the Feedback section of the forums.
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Event points are a separate category, so you'll be able to cross over 32,000 points only during events.
It is pretty rare, though. You'd need to get a perfect game and do whatever the event objective is to get more than 32,000 points.
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That's what the bloodweb looked like back during the winter event. How you managed to get it in a new bloodweb just now is beyond me, though. I haven't seen anything like that before.
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@txcrnr said:
https://forum.deadbydaylight.com/en/discussion/comment/1389205#Comment_1389205
Right, wait until they’re fixed and if the event is still going THEN use them. Forgot to mention that
The Gateaus do not expire, so you don't have to worry about the event still being active. You'll be able to use them any time.
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Should only be a few hundred thousand. A million will get you pretty close to level 40 if you're smart with your bloodwebs, and the later levels are much bigger than the early ones.
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1386280#Comment_1386280
You wouldnt have to add a 4th slot tho?
Just add an option to toggle them on and off
Would that be too hard to implement?
That's more or less a fourth slot, but with switching the existing UI for a checkbox. That would also mean that if we do end up using that style of cosmetic in the future, we'd have to go back and change that checkbox back to the normal UI so you can pick which one you want to use.
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You'll receive all the premium rewards up to the current tier that you've unlocked. So in your case, if you've completed up to tier 70, you'll instantly receive every single reward from the premium rift if you buy the pass.
Basically, it doesn't matter when you buy it. You can buy it the moment it comes out or after finishing the whole thing, you'll still get all the rewards for the tiers you've done.
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This isn't something we'd really want to do. If you are intentionally giving someone the hatch, you're doing the opposite of what you're supposed to do as the killer. That's not to say that you aren't doing something nice, but the emblem system and bloodpoint system aren't meant to reward you for being a nice guy, they reward you for playing well.
That said, part of the reason why it's such a nice thing to do is because you're sacrificing something for yourself to give to someone else. You're giving up points and giving them points instead. If you were rewarded all the same no matter what, it would create an expectation that you should always do it. You don't lose anything by doing it, so people would naturally assume you're being selfish if you hooked them and denied them points. That part, more than anything, I'm not crazy about. Suddenly doing what you're supposed to do makes you a bad guy.
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Such a thing would require creating a fourth cosmetics slot just for these event items. While I'm sure a fourth slot isn't completely out of the realm of possibilities, it's not realistic for a single event cosmetic (who knows if it would ever be used again).
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Two things:
1) We mentioned that we were looking into it the day it was released, and then mentioned later that day that we've figured out what's wrong and will fix it ASAP. The only other thing we can say at this point is, "It's still on the way, don't worry."
2) Yesterday was a holiday in Quebec. There was nobody around to comment on it.
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You've always had the power to deal with teabagging. You are the killer. You move faster than them, you can hit them, and you even have a power to help you do so. If anything, it was in favour of killers for years since the guy on the hook can't just hit the killer to make it stop.
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The quotes are great and all, but I am willing to bet that you'll probably be tired of them by the time the event is over. Not to mention that some of the loading screen tips are actually helpful to new players, like the ones that teach you how to play against a killer your first few times you play against them. I do love the layout of the anniversary loading screen, though. Something about it is just so refreshing. I guess just having something different after four years of playing just spices it up.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1379460#Comment_1379460
How could you possibly get it though if you have to play a game as that character and collect the crown to obtain it?
The login reward is different from the crown. It's the fancy Deathslinger outfit you'll see in the event trailer. You don't need to play the Deathslinger to get that outfit, you just need to login. You will need to play him if you want the crown, though.
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Just to clarify if anyone is still wondering, you just need to finish the match as the killer. You do not need to 4k.
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We didn't give out the old event cosmetics so everyone could have them, we gave them out because people had lost their event cosmetics and we weren't able to isolate the people who had earned them with the data we had from the time. Giving out the old event cosmetics was purely to return them to people who had lost them.
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Yes, you do. It'll be added to your inventory and you'll be able to use it if you ever decide to unlock the Deathslinger.
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I'll go ahead and pin this, since there's some helpful info in here.
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- You'd be surprised. People waste time without even realizing it. Sometimes you'll get a guy religiously following the killer around waiting for a flashlight save, sometimes it'll be someone looking for totems or just being immersed.
- Lithe is alright, depends what you're after. Personally, I'd rather stick around at a good tile and use the window a few times before leaving. If I vault a good window with Lithe once, it goes off. If I'm staying in that tile anyway, it's a waste.
- Not true, for Wraith at least. Both are good at getting that first surprise hit, which means they bank a ton of chaser very easily since it counts as a short chase. Shorter chases mean more chaser score. Myers has one caveat in that downing someone from healthy doesn't count any differently from downing them from injured in terms of emblems, so if you're using Evil Within 3 a lot, you could potentially miss out on some chaser. But again, that is sorta' offset by the surprise attacks you'll get.
- Pretty much all offerings are from the original release of the game or shortly after. It was a different time back then. Most offerings did way less than they do now (common BP offerings would add 25% to one category). Luck is actually deceptively good, though. Tossing on luck with Up The Ante-- or multiple Up The Antes-- can nearly guarantee an unhook.
- ¯\_(ツ)_/¯
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I'd go for Inner Strength. Self Care is convenient, but Inner Strength is faster and has the added benefit of cleansing totems while you're at it. More points and you fight the good fight against NOED.
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It's not a matter of prioritizing newer players over older players, it's actually quite the opposite. Back then, the way event cosmetics were stored were much less secure than recent events, and it made them susceptible to loss of progress (the reason why we needed to return them to people in the first place). We originally decided to return them only to the people who had earned them specifically to not alienate long time players who had worked for them. Despite our best efforts, there were people missing them who should have received them and didn't: The data we had at the time was not robust enough to catch everyone.
So in short, some of the people who did work for and earn them didn't receive their cosmetics back, and there was nothing we can do for them. Those long time players were out of luck. The idea of not alienating long time players ended up alienating those long time players.
It's unfortunate, yes, but leaving those people behind is not an option. This is the fairest way we can handle the situation. This shouldn't be a problem for future events as the way we store rewards now is much more secure.
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It's not a matter of prioritizing newer players over older players, it's actually quite the opposite. Back then, the way event cosmetics were stored were much less secure than recent events, and it made them susceptible to loss of progress (the reason why we needed to return them to people in the first place). We originally decided to return them only to the people who had earned them in specifically to not alienate long time players who had worked for them. Despite our best efforts, there were people missing who should have received them and didn't: The data we had at the time was not robust enough to catch everyone.
So in short, some of the people who did work for and earn them didn't receive their cosmetics back, and there was nothing we can do for them. Those long time players were out of luck. The idea of not alienating long time players ended up alienating those long time players.
It's unfortunate, yes, but leaving those people behind is not an option. This is the fairest way we can handle the situation. This shouldn't be a problem for future events as the way we store rewards now is much more secure.
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You can use it if you wish, it's not against the rules. It won't be too useful since the projectile curves, but if it helps you, go nuts.
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It's not random, but it is procedural. Random would be more along the lines of sticking it absolutely anywhere, whereas procedural means it has preset spots where it can spawn and picks one.
The hatch is spawned when the match starts, but it is invisible and cannot be used until the conditions are met. It can be tracked by maps before it appears, although you won't be able to see the aura until it appears. You may also notice it with some killer powers as you play; things like bear traps, torment trails, and portals can't be placed on top of the hatch, so you may notice a random spot where you can't place anything (other than hooks or generators).
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I would say no. Not everyone's playing with their friends is going to be using voice chat. A little situational awareness goes a long way. But even so, the vast majority of SWF groups are totally average and can be beaten. Most often it's just a couple friends hanging out and playing games together, not training for the world series. You'd be adding an extra generator for that 1% of groups out there who each have thousands of hours in the game and would do well with or without voice chat, and in the process make the game less balanced for the other 99% of matches.
And again, even if it were to have a noticeable impact, there's still the age old problem of queuing up separately until you end up in the same lobby to completely avoid the penalty.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1367246#Comment_1367246
I think that it's more of a case of people with the Lisa skin being targeted similar to how Fallout First members got targeted in Fallout 76. Targeting people who payed lots of actual money for particular in-game purchases.
But yeah, there are going to be those who target Cheryl players for not having complete builds. That or they like her particular screams.
Petty people will be petty, for sure. Although that wouldn't affect Cheryl specifically if that were the case, only Lisa. Cheryl is just like any other DLC survivor.
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The Nea Hype shirt belongs to Diatech, and it's up to him to decide who he gives it to. The Bloodletting shirt was part of a paid promotion with the merch store back when it first launched, so we don't give out any keys for it (wouldn't be fair to the people who had to buy something from the store to get it).
If you do stream regularly on Twitch, however, we do have Twitch shirts that we give out from time to time. Our team browses DBD streams pretty often, and we'll give them out to people who are dedicated and put a lot of work into their streams.
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They can show up, but the odds of any given new perk to show up are fairly low. Better Together and Camaraderie have both been on the shrine recently.
To give an example, there's 66 teachable survivor perks in the game, and only 2 appear on the shrine each week. The odds of any given survivor teachable perk appearing is only around 3% (give or take, since there's some rules in place to prevent the same perk from reappearing within a few weeks).
The Wiki page posted that WeenieDog posted above is accurate, it'll let you know which perks have and haven't appeared in the shrine yet.
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Now I can't confirm this, it's just a educated guess, but some people might target her over other survivors because she's new, so she usually won't be maxed out just yet. They're less likely to have full builds of meta perks, so they're easier targets. It tends to happen anytime there's a new character.
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Good to know, I'll mark it on my calendar. The many other "game will die" predictions that came up over the past four years haven't been right so far, but I'm sure you're onto something this time in spite of the game steadily growing since release.