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Peanits

Peanits

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Peanits
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  • @MPUK said:

    https://forum.deadbydaylight.com/en/discussion/148746/how-does-shrine-rotation-work

    They used to claim it was completely random. It wasn't. BBQ came up twice fairly close together in the last 12 months or so, I wouldn't expect it to be soon that it shows up again.

    That bit is actually random. The shrine picks perk randomly, and with how many perks are in the game, some are bound to appear more than others. There's more details here: https://forum.deadbydaylight.com/en/kb/articles/163-the-shrine-of-secrets#which-perks-can-appear-in-the-shrine

  • Now I'm a guy who uses Windows of Opportunity regularly (with Any Means Necessary to run around resetting any unbroken pallets), but I do think having 128m aura reading on any pallet or window would be far too much info. The window that's 100m away isn't important to my chase, that's across the entire map.

  • CheersTC is correct. Steam will charge taxes in some regions (states/provinces) but not others depending on the local laws. Some places do not tax digital purchases while others do.

  • I've always found it to be important, personally. As long as the time it takes you to get hit is longer than the time it took to heal, you'll be net positive in the end.

  • We do not discuss bans in public, although I can safely say that discussing anti aliasing is not the reason why. You can see that by the many threads, including one with hundreds of posts currently on the front page, discussing it.

  • @PrettyFaceKate said:

    It depends on the player. She's fun to face at pallets and tiles if the killer knows how to use their dash. On the other hand, the kind of Pig who tunnels hat wearers, or stealth camps hooks, is very dull to verse.

    Basically my thoughts as well. The person playing the killer is what makes it fun for me, not so much the killer itself. Though I think I'd rather go up against a variety of killers over any single one, personally. Pig's great and all, but if it were nothing but Pigs all day, I'd get bored of that sooner or later.

  • It's time to Prove Thyself.

    c:

  • It does not reveal your aura while you are undetectable. Their perk icon will still light up when you are looking at each other, but they won't see your exact position.

  • The backstory mentioned in his original lore is the time Dwight went missing. He was never heard from again after that. That doesn't mean that the cutscene you saw couldn't have happened before that, though.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1244834#Comment_1244834

    But this is a big reason for the division between the two sides, get almost a perfect game, and safety pip. Feels like a loss.

    Makes you think, "well if I would have just tunneled that one dude out of the game when I had the chance, I would have 4ked and pipped"

    But you try to play fair, keep it fun and get penalized for it.

    The killer emblem system needs a tweak, reward killers for being fun and not just tunneling people out of the game to get hook actions and avoid losing points for them healing because you gave them time to.

    I would argue that the thing causing the divide in that case is the misconception that bloodpoints mean pips. They are completely separate. You get bloodpoints for doing pretty much anything and never lose them, meanwhile emblems are gained for a lot of things, but typically lost when the other side does things that earn them emblems. It's a give and take scenario. The better one side does, the worse the other does.

    Reflecting on the match and thinking about what you could have done differently is a good thing, though. Whether or not tunneling would give you a win is up for debate, I find it tends to backfire more than anything if the survivors are smart. It's a lot of time to hammer through gens as the killer eats BT and DS.

  • I would suggest creating a bug report here, ideally with a screenshot if you have one: https://forum.deadbydaylight.com/en/categories/bugs

  • That seems about right to me. You had a close match judging by how many points you got, and you managed to kill half of them. That tells me that you're right around the ideal rank for you.

  • Respawning every pallet is way too much, especially every two minutes. One of the skills good players learn is how to preserve pallets. Respawning them every 2 minutes takes that skill away. Suddenly it's not a bad move to drop every single pallet after a single loop, by the time you're done with them, they'll all be back anyway.

    Beyond that, the game shifts from the survivor's favour to the killer's favour the longer it goes on. Pallets are one of the reasons for that; the longer the match goes on, the fewer pallets there are and the more unsafe the map becomes. Continuing to add pallets takes that away and keeps the map safe all game.

    If you're running out of pallets on a regular basis, you may be dropping them too frivolously.

  • @LiunUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1243131#Comment_1243131

    i am not getting any lore from the challenges i have already completed

    @Mew said:

    https://forum.deadbydaylight.com/en/discussion/comment/1243131#Comment_1243131

    so i restarted my game but i still dont have lore for the first huntress challenge (as i already claimed it)

    i can see the lore entry in the challenges but i dont have the lore itself

    I've sent you both private messages for more details. We'll try to get this fixed as soon as possible.

  • If you don't see any lore entries on the master challenges, restarting the game should cause them to appear.

  • A fix has just been pushed live. You should now see lore entries on master challenges.

    in tome 3 Comment by Peanits
  • It's a known issue. We've got it logged and we'll try to get it fixed as soon as possible.

  • As the others have mentioned, Small Game and Detective's Hunch. Detective's Hunch in particular is nice if you bring a map, since the revealed auras will be saved to the map as well. Makes it way easier to keep track of them.

  • @PrinceAshitaka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1242845#Comment_1242845

    Any Billy news? Any billys in chat that wanna play today but can't?

    Nothing definitive yet, but we have logged a few new bugs for the hillbilly and we are working on fixes.

  • @OutcastEric said:

    https://forum.deadbydaylight.com/en/discussion/comment/1242341#Comment_1242341

    Can we at least make it so if I down a survivor at the spike's they dont fall out of the game and escape? Theres a level of toxicity that survivors know they're inflicting after all four of them sit there tbagging waiting to be hit twice after just wrecking you on comms. It's frustrating. Either that or walk around the map while they refuse to leave and let the 3 minute timer run down. I wish I had more of a threatening presence as killer in these situations. Not be a joke to survivors egos

    Don't get me wrong, I see where you're coming from, but they're not always doing it to BM. Sitting at the edge and forcing the killer to hit you out

    A) Gives you points. They could just be doing it to be nice.

    B) Buys the other survivors more time to heal up or go for saves, or

    C) If you don't hit them out, allows them to go back and make a save.

    Obviously they could just be doing it to mess with you if they're actually teabagging, but there's also practical uses for it. I'm generally against punishing people who are playing normally just because of a few bad apples.

  • Slugging is well within the rules. It doesn't sound like they did anything wrong.

  • @PodgeNotRodge said:

    The only issue I have with this was that a survivor was hooked right beside a window, and it made me home to the vault 3 times as I was in a rush to pick them up. This is an issue as if a killer is close by, you lose that valuable time for that save :/

    The game prioritizes the thing you're looking at. If you're trying to pick up the survivor, I would suggest facing away from the window. You can't vault it unless you're looking at the window.

  • This has been suggested in the past, but there's a pretty major flaw in this: Say you're healthy. You're running towards the gate and the killer is right on your tail. You get to the gate, and now you have two options.

    1. Enter the gate area and try to escape. If you do, you're exposed and you'll go down before you can escape.
    2. Wait for the killer to hit you and use that speed boost to get out the gate. If they're smart and don't hit you, the collapse will kill you. If it hasn't started, they can just open the gate.

    The benefit to it? There's not really anything that I can see, other than an indirect buff to Blood Warden as you've mentioned. If they're sitting there teabagging in the exit gates right at the threshold, there's no difference between downing them in one hit and having them fall into the escape zone and downing them in two hits and having them fall into the escape zone. They're still going to escape no matter what. It would punish ordinary people who are just trying to escape more than it would people who are trying to BM. I don't think it's worthwhile when you can already just hit them out.

  • @Yapzic said:

    https://forum.deadbydaylight.com/en/discussion/comment/1242028#Comment_1242028

    I'm pretty sure it is a BHVR style method to offset the impact the dedicated server offers.

    Now the survivors got a free distance bonus after vaulting. That's why more killers have found it is hard to hit the survivor though the window.

    I mention it not to treat it as a bad change, because we can adapt, even it is so odd.

    I just dont like the way you guys doing your job. Be very perfunctory.

    On many issues you just didn't even find out where the trouble is, then make a band aid to cover, to conceal it.

    Thats why every time there is an update, then there is for sure more outrageous bugs.

    Sorry for the offence, I'm not aim at you,Peanits. just some whining.

    This isn't true. Survivors do not get any free distance after vaulting a window. They will land at the same place they've always landed, they just don't get pulled back to the window and lose all of their momentum. That was a bug and it was previously not like that. Any hits you would have gotten due to the survivor getting pulled back to the window were due to a bug and should not have happened in the first place.

  • @Wesker said:

    https://forum.deadbydaylight.com/en/discussion/comment/1242058#Comment_1242058

    Any plans to remove the anti-aliasing bro? I have crippling headache

    Please do not derail threads.

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1242028#Comment_1242028

    I guess the part I question is; since it prompted so much earlier am I actually closer to the window than I appear? and should we be hitting the vault button the second it procs to avoid latency hits?

    No, you're exactly where you appear to be. Pressing it early doesn't give you any benefit over pressing it later, the vault doesn't start until you're actually at the window. Pressing it sooner just makes you run towards the window like you normally would.

  • The FOV has not changed. The hillbilly's camera, however, appears to have moved forward slightly. That FOV will be the same, but it would explain the missed hits @SaltedSnow is talking about. Since you camera is further forward, you might feel like you're in range when you're really just barely out of range.

  • @Razvan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1242028#Comment_1242028

    any news on the anti aliasing thing ?or maybe a hotfix patch for bugs?

    Please don't derail the thread. The feedback has been taken to the team.

  • The running vault zone is quite a bit larger than the normal vault zone. This is normal. You don't run any faster after pressing the button or anything, you'll just continue to run towards it at the same speed.

  • Adding onto what Rizzo said, this can happen, although it is fairly rare. If you have any details on what you were doing when it happened (anything unusual that might have happened leading up to it), please let us know.

    If you fill out one of these tickets, we'll be able to fix that and give you your teachable perk: https://support.deadbydaylight.com/hc/en-us/requests/new?ticket_form_id=191306

  • It was just caught in the spam filter. There's a bot that will scan posts that it thinks might be spam and send them to a queue to be reviewed by a moderator. One a mod reviews it, they'll either mark it as spam and delete it, or mark it as not spam and it'll reappear. In this case it was just a false positive and it should be back now.

  • In terms of emblem scoring, a hit means that a chase has ended. You then start a second chase up until the second hit (or until they lose you). A perfect chase would mean that you escape without ever getting hit.

  • The update just came out under three hours ago; an update full of community suggestions. We're watching for feedback and taking notes back to the team. Nobody's ignoring you, take it easy.

  • @senki527 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1239562#Comment_1239562

    do you have also a response on the topic please? not about the red stain, about the anti-aliasing please

    HamletEagle basically answered it, but it's to prevent malicious modification of the ini files to gain an advantage. Unfortunately that means that other harmless tweaks, like disabling anti aliasing, are also disabled. It's not just to spite the people who prefer playing without anti aliasing.

  • They are smoother, but they are the exact same speed as before.

  • Are you using perks like Monitor & Abuse or Shadowborn that increase your field of view? The angle you can be blinded from is based on your field of view.

    Otherwise, the angle you can be blinded from should not have changed.

  • They do not. This was changed a few updates ago.

  • That's definitely strange. It just be that the low detail version of the building wasn't updated, but in any case, I would definitely suggest filling out a bug report.

  • FOV has not been touched. Do you have any screenshots showing what you saw before and after?

  • It's really technical, but the ELI5 version is that games have files packed together. When you change one thing in that package, the whole package updates. Basically since this update changes a lot of different assets around the game, a lot of different packages need to be updated, so the update is larger. You've also got all the new cosmetics and rewards from the Rift as well as changes to various killers, QOL changes, and bug fixes.

  • There's two main reasons:

    1. Since it was a part of a paid promotion, it wouldn't be right to give it away for free. We asked people to make a purchase to get it, whereas the others were only ever given away for free.
    2. Since the promotion was limited time, bringing it back would decrease the rarity of it and lessen the value.
  • @ablahabra said:

    https://forum.deadbydaylight.com/en/discussion/comment/1238848#Comment_1238848

    Yeah, they delayed it. Ok. In the dev stream they said it goes live on Tuesday but oh well

    It's not delayed. The update goes live on Tuesday (today), but the Tome/Rift go live the day after, as was originally planned.

  • Simply put, because there's more to pips than just the end result. There's a big difference between someone who struggles all match and just barely gets two kills in the end game and someone who does really well, has short chases and gets 10 hooks.

  • As far as tips go, I'll say three things:

    1. Charge your hatchets when you can. Charged hatchets are way harder for a survivor to dodge. You should only lob hatchets when they're right next to you or if you absolutely have to. (Or to curve it over something if you want to be fancy.)
    2. Sometimes, you just gotta' power through it. If the survivor is good and you can't throw over the loop, pulling a hatchet in hopes that they'll drop it will backfire. There's going to be times where you can't get a hit with a hatchet and just need to M1.
    3. Unless you're confident you're about to get the down, don't chase without hatchets.

    For perks, avoid anything that relies on basic attacks. You should be using basic attacks as little as possible. Anything that gives you aura reading is a little more valuable than normal since you can use those auras to hit someone far away. Anything that's based on pallets (stuff like Spirit Fury or Enduring) are a little less valuable because you're probably not going to get stunned as much (and you can throw over pallets).

    Some that I would recommend:

    1. Iron Maiden. It's good for reloading in the middle of a chase without losing a ton of ground. Sometimes people will leave the tile thinking that they have time only for you to catch them off guard with a fast reload. It also gives you a fair amount of info on where survivors are if paired with BBQ; you see them if they hide in a locker, you see them if they don't.
    2. Deerstalker. One of her strengths is being able to quickly switch targets and down multiple people. Deerstalker helps you keep track of people and find your slugs.
    3. Nurse's Calling. Again, aura reading is great on the Huntress. Healing survivors are really easy to hit since they aren't moving, making for some easy downs/hits.
    4. BBQ. This one's pretty obvious. It's a good perk on other killers and even better when you can throw a hatchet across the entire map and hit someone with it.
    5. I'm All Ears. Seeing people after a vault lets you aim a hatchet before they come around the corner.
    6. Bitter Murmur. Again, aura reading is good. I tend not to use this one myself since I try to stop the gens from going off as much as possible, but if you're still learning her, it's not a bad choice.

    I'd also avoid anything that's based on your terror radius. She has a very small radius (20m), so perks that activate within your terror radius aren't very good. She also has a 45m lullaby that's independent of your terror radius, so anything that reduces or hides your terror radius isn't ideal.

  • For what it's worth, most casual modes in online games do have some sort of rank, you just don't see it. Overwatch, for example, has a hidden rating separate from your competitive rank used for quickplay. If you do well, it goes up and you get harder opponents. If you have some bad matches, it goes down and you get easier opponents. Even though you don't see a rank, there still is one.

    That said, DBD isn't really a highly competitive game. Yes, there's ranks, but the extent of ranks at the moment is more or less to find you similarly skilled opponents. With that in mind, splitting the game into a competitive mode and a casual mode wouldn't be necessary.

  • The meat of it are map changes, but there's also some quality of life changes like increased controller sensitivity. There's a rundown of it here if you're interested: https://forum.deadbydaylight.com/en/discussion/141304

  • You remembered correctly, that's why it disappeared (and stayed gone). That said though, it does sound interesting to bring it back only for the killer.

  • Not necessarily a full build, but I would strongly recommend Monitor & Abuse with Whispers. Whispers tells you when someone is within 32m, M&A knocks your terror radius down to 24m outside of a chase. That way you'll always know when to crouch before someone hears your terror radius, but you won't have to slowly crouch around the whole map.

    Last two perks can be whatever you want.

  • Right, except it without a doubt does. The numbers have been changed such that they are slower than before. Assuming you're crunching the numbers correctly, there is not a single instance where a generator will be done faster than before.

  • Yes. You progress through the Rift at the same rate whether or not you bought the premium pass. You can decide to buy the premium pass at any point and you'll still get the premium rewards you would have earned.

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