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Peanits

Peanits

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Peanits
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  • It sounds like an interesting idea on the surface, but it does also impact killers who are playing fairly. Say, for example, you have someone on the hook. Rather than going to save, the other survivors stay on a generator (or two), finish it, and then swoop in for the save at the last second before they hit the second phase. Normally as the killer, you can punish their decision to stay on that gen by going back to the hook and guarding it for the last 10 seconds or so and guaranteeing that they reach the second phase, meaning you'd only have to hook them one more time in that match.

    If they stay in the first stage indefinitely, on the other hand, you lose that option. They're free to sit on that generator for as long as they want and go for the save when it's convenient. Sure, you'd lose a little efficiency due to one guy being out of action, but that generator's out of the way.

  • Generator regression is paused whenever the generator is blocked, so if you were to block it using Repressed Alliance, it would not regress for the next 30 seconds.

  • I'm not sure whether I should take this as feedback or criticism, but either way, it's great to hear that the new chapter brought some horror back into the game for you.

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356587#Comment_1356587

    You don't think it would have been a good idea to clarify that before people started buying cosmetics?

    We do actually mention it in a couple different places. The first being in the very first line of the patch notes. The second being in the top left corner of the outfit, and the third being in the top right of the outfit when you hover over it in the store (seen below).

    image.png

    The goal is not to mislead you, we want to make it clear up front what you're getting. If you have any suggestions to make it more clear, please let us know.

  • Most killers that place traps have similar conditions, the one exception that comes to mind being Trapper and exit gates. The Demogorgon can't place portals next to gates, generators or hooks, and the Hag has a similar no-build area around some things (although she also has an extended trigger range).

  • The points you received from the login reward are bonus bloodpoints, counted separately from your regular bloodpoints. You can still only have 1,000,000 bloodpoints, but bonus bloodpoints are unlimited.

    So if you have 1,000,000 BP and you get 50,000 bonus BP, you'll then have 1,050,000.

  • You seem to be very passionate about hoods. I don't judge. A lot of people like the bunny Feng outfit, though.

    It was released before unbreakable sets were introduced, and it wouldn't be right to change that after people bought it. They are separate pieces and can be worn separately.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356042#Comment_1356042

    Oh wow, would you believe I never noticed there was a difference? I can't believe that. I haven't used MoM in so long that I forgot about that.

    In all fairness, even I didn't know for a long time. I only realized there was a difference a few months back.

  • @Nicholas said:

    SG still gives you the endurance status effect after you're healed or recovered from the dying state. What was nerfed about it exactly?

    Instead of completely ignoring the hit, you get Deep Wounds.

    To give an example, before it was like Mettle of Man, now it's like Borrowed Time.

  • There were changes to every perk except Repressed Alliance. They were mistakenly missed in the patch notes, but I've since gone back and added them in.

  • It's just a placeholder name. I'll check with the team to see why it's appearing in-game, though.

  • We've only ever mentioned that we're looking into it (and we are), but there's nothing set in stone just yet. You'll see the change on the PTB before it hits the live game.

  • Check the banner at the top of the screen. It'll have the release times for your platform and region for both the update and the DLC.

  • I just play the game. They're usually no different than anyone else. Most of the people with that in their name are just small streamers trying to get their start.

  • I want to get better at survivor. I've played a lot of killer in the past year or so and I'm happy where I am there, but I still go full potato when playing survivor. I know what I should be doing, but it's like there's a disconnect between my brain and my hands.

    Brain says: Go to that corner and watch for the killer.

    Hands say: Go to that corner and wait for the killer to be within sneezing range, got it.

  • None of those are bannable. I'd have to question why you would choose to go out of your way to do them, but they wouldn't get you banned.

  • It's Broken. There was a mistake with the script for the spotlight trailer.

  • It's a very, very popular game. I'd be willing to bet a good chunk of the people who play DBD have played games like TF2, DOTA, PUBG and others as well. People rarely play just one game.

  • I would direct you to the 3.7.0 update patch notes, which included loads of changes for all sorts of maps: https://forum.deadbydaylight.com/en/kb/articles/179-3-7-0-mid-chapter

    We're going to keep changing maps. Some will require larger changes and take more time to properly update.

  • PGTW was always a very good perk, a lot of people just never gave it a chance until it was buffed.

    I would argue that lowering the timer on DS is the wrong way to go about it. Doing so would make it way easier to intentionally chase someone off the hook and wait out the timer, whereas normally that's discouraged since waiting out the timer takes a long time and gives the others plenty of time to do generators.

  • It is random. There's a few rules to it, but they're mostly to ensure a more even distribution. There's a list of rules for the shrine here: https://forum.deadbydaylight.com/en/kb/articles/163-the-shrine-of-secrets#which-perks-can-appear-in-the-shrine

    The simple answer is because there's a lot of perks, and what you consider a good perk might be very selective.

  • We've mentioned this in the past, but mobile is a completely different beast and won't be receiving crossplay with PC and consoles. It wouldn't be fair to pair someone using touch controllers to someone with a mouse and keyboard or a controller, and there's a lot of mobile specific changes to improve the quality of life of playing DBD on the go that wouldn't mesh well with the core platforms.

  • Yep. Those holes are actually holes. If you can see through it, you can shoot through it. With some practice, it's a great way to injure someone unexpectedly, although you probably won't be able to down someone that way.

  • I'm a fan of the sounds, personally. I've seen some people use it creatively to bait people into thinking they've teleported away when they've really just teleported to another nearby portal. It gives people a false sense of security and makes them think you've left, so they'll usually run in for an unhook only to be caught off guard.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1336433#Comment_1336433

    That's good to know.I specifically thought about the matchmaking changes because it seemed like they would be introduced very soon.

    Thank you for answering my question

    The matchmaking changes are a little sooner, although we covered that a while back: https://forum.deadbydaylight.com/en/discussion/124795/

  • A few things to note:

    1. The game does not use the colour of your rank for matchmaking, it's based on the actual number. It's normal for a rank 6 to get rank 4 teammates/opponents, they're only two ranks away. Even at rank 7, rank 1 is still within the acceptable 6 rank range for matchmaking.
    2. You seem to have lumped in draws and losses together, but you haven't done the same for draws and wins.

    The second one in particular seems to be the issue. You're counting a draw as a loss when it's really not, it's a draw. You neither ranked up nor down, you're staying right where you are. It sounds to me like it's more a perception issue in this case: You're doing well and you're winning about half your matches, and as a result, you rank isn't increasing higher than it should (or dropping any further and giving you easier matches).

    I would strongly advise against using rank as a measuring stick. You don't need to be rank 1, not everyone should be rank 1. It's a number used for matchmaking, it's not something that everyone is expected to do.

  • About the changes mentioned in the 4th Anniversary stream specifically? It'll be when they are much closer to releasing. They're still a ways off.

  • The best thing you can do in a situation like this is to report it. Support teams aren't just there to punish people when they're breaking the rules, they'll typically be able to take precautions for real life threats/concerns as well.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1336284#Comment_1336284

    I wondered about that too, @Peanits does BHVR plan to announce will everyone start at MMR zero or will people start at something based on their current rankings nag?

    No, you don't start at 0. You start at a somewhat low point and it adjusts quickly to get you to where you should be. Though by the time the new matchmaking system comes out, you would have already been placed at a rating fitting for you. It'll be tracked behind the scenes before it's used for matchmaking.

  • @GreenPufferFish said:

    https://forum.deadbydaylight.com/en/discussion/comment/1331160#Comment_1331160

    Since you where a dev do you know why a message saying something about crossplay popped up when i had to restart the game (had to restart pc because my discord was beig weird).

    That message appears on PC because there is crossplay between Steam and Windows Store. Why it popped up just now, I'm not sure. Typically it appears the first time you launched the game after it was added.

  • Glad you enjoyed it! We've still got some kinks to work out, but it seemed like people had a lot of fun. Random perks were actually in there, but No Mither won that poll.

    Looking forward to doing more.

  • Crossplay has existed for a while on PC between Steam and the Windows Store, although nothing has changed since. You still cannot add friends on other platforms just yet, but it is on the way.

  • @Sylorknag said:

    https://forum.deadbydaylight.com/en/discussion/comment/1328105#Comment_1328105

    Thank you for explaining how useless his power is.

    Now, how many years until they get a proper rework?

    I guess if that's how you chose to interpret it. Having people injured all the time is a pretty big deal. That's not even mentioning that if you decide not to heal, you still need to stop and mend. Mending isn't optional.

    They're not being reworked. If the killer isn't your cup of tea, that's fine, but there's plenty of people out there who enjoy them as is.

  • While cloaked, Object of Obsession will not show your aura. Cloaking makes you Undetectable, and Undetectable blocks aura reading.

    The perk icon will, however, light up to signify that they are revealing their aura to the killer. They can use this to tell if they're looking in your direction, although they won't see exactly where you are. They have no way to tell if you're across the map or right next to them.

  • I would assume that they're saying it because the two aren't mutually exclusive. You'd still go for all perks after prestiging, you'd have just spent a few million BP to get that point.

  • The best advice I could give you it to simply not heal in that scenario (unless you've got a fast medkit or Inner Strength/We'll Make It). The red progress bar seems a little daunting and makes you want to, but you really don't want to be discouraged by that. Thanataphobia is only 16% with all four people injured. That only takes a solo generator up from 80 seconds to ~95 seconds.

    Comparatively, a heal with two people takes 18.6 seconds, or 37.2 seconds with Self Care. In both situations, you're still dumping just as much progress into healing that could be getting put into generators (two people busy vs. one person busy).

    The thing with the Legion is that they can injure you very easily. As a general rule, in order for healing to really be beneficial, the time it takes for you to get hit needs to be longer than the time it would take for you to heal. Since they can just activate Frenzy, vault over anything in the way and get an easy first hit (assuming they don't massively mess it up), healing is often counterproductive. You'll spend 37.2 seconds healing when you could have put that into generators, and all it takes for them to undo that is to run it, press their power button, chase you for 3-4 seconds and hit you.

  • It's more of a small lunge and less of a burst of speed. Think of it like you're charging forward, not like Sprint Burst.

    It's a very good perk when you know what you're doing. It essentially lets you recover from a mistake once per chase. You'll want to use it when you know you won't make it to the window or pallet in time. It won't carry you, however. If you aren't already good in chases, it'll probably only delay going down for a few seconds. The better you are in chases, the more value you're going to get out of it.

    It's a good perk. I'd recommend picking it up at some point. David King is a free character, though, so don't feel pressured into getting it just because it's on the shrine. You can always get it later just by leveling him up.

  • That's not something we are looking to do. The game was built with the survivor's third person camera in mind. Forcing them to stare at a generator as they work on it would immediately make stealth killers way more powerful, since the only way to see them coming would be to stop working on the generator and scan the area to make sure it's safe, then repeating the process every few seconds. We want to reward survivors for being vigilant, and killers for being unpredictable and approaching from unexpected angles.

  • @elvangulley said:

    yea because selfish entitled survivors cried enough because heaven forbid they have a hard game. Just another case of a good killer getting ruined for survivors fun because killers fun doesn't matter.

    If you only think that Huntress is good because of an ultra rare add-on, I don't know what to tell ya'.

  • Not really afraid, no. We aren't setting out to make the new best perk every time we add one. We've always been sure to avoid making things pay to win, of course, but we also want to make interesting perks; things that let you make niche builds, allow you to make use out of something you might otherwise ignore, or make you reconsider the perks you'd run against it.

    Simply put, it's easy to make the new best perk and ship it, but that is not and has never been the goal.

  • The old version was very unpopular since it made scratch marks linger longer, which is usually regarded as a bad thing. It's great for finding people, but really hurts you in a chase since it'll be covered up by the old scratch marks. To put it simply, longer duration = easier to see from a distance, but harder to pinpoint their exact location. Shorter duration = harder to see from a distance, but easier to pinpoint their exact location.

    The new predator narrows the scratch marks, which practically draws a line leading right to the survivor.

  • Entirely depends on the killer's skill level. If they play smart and zone people back towards the areas they were just in (where there's no pallets), there's no way you could avoid a hit forever.

    To put it simply, I have yet to see a good killer go an entire match without getting a single hit, even in their worst matches.

  • One add-on is not a cause to rework an entire character. But that aside, what do you have in mind for an alternative?

  • The perk you've suggested is very similar to one of his other perks, Deathbound.

    Food for thought, though: It doesn't only work with basic attacks. Any attack can trigger it. Huntress hatchets, feral frenzy, etc. will all trigger Forced Penance.

  • It would depend on what exactly they're trying to sell. If you're ever unsure, I would suggest getting in touch with support.

    https://support.deadbydaylight.com/hc/en-us

  • It'll reduce her terror radius to 12m from 20m, but her lullaby is unaffected. The lullaby fills the entire 45m radius; there is no gap in between where you don't hear anything.

    They'll still get a warning that you're coming thanks to the lullaby, but they won't know where you're coming from since the lullaby is not directional. A lot of people also won't pay attention to it since it's 45m, so you'll often be in the lullaby range even if she's not coming for you.

    That said, though, I would not recommend Monitor & Abuse if you're planning on playing Huntress seriously. The shifts in FOV can affect your aim and make it harder to judge how far someone is, so you'll have to get used to aiming with two different FOVs. You're much better off getting used to a single FOV.

  • I would argue that they would be too much, yes. Having the ability to instantly recover from exhaustion in the middle of a chase is huge. Use it with Sprint Burst and you have an on-demand SB whenever you mess up and run into a deadzone. Use it with Dead Hard and you essentially have the ability to avoid a mistake that would have downed you not once, but twice in one chase.

    Beyond that, you'd also be able to combine it with a Syringe, which would be extra nutty. You'd zoom off into the distance and then automatically heal just because you brought good stuff and pressed a button.

  • I do definitely agree with you on the first point; even if it's not what you personally wanted, there's other people who are excited for it. Don't ruin the fun for them, the one you want could always come later on. Most people seem to be pretty happy with Silent Hill, though.

    For the latter part, though, that depends on what you mean by overpowered. Overpowered in the sense that one killer is stronger than one survivor, yes, that's totally normal. But overpowered in terms of overall balance is not good. Something being overpowered means your chances of winning are naturally higher than the other side, and that tends to make the game less fun. To give a comparison, if you give me a "Kill all the survivors" button, yes, I'd be incredibly powerful, but that's not fun to play against. This is a PvP game, after all: Both sides need to be having fun, not just one.

    That said, the feedback is important, but we don't intend to make knee jerk reactions to first impressions. DCing against something you don't like is also pretty silly and won't accomplish anything. We value good constructive feedback over childish behaviour.

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