Peanits
Peanits
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- Peanits
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We wouldn't really want to go that direction with them. The idea behind cosmetics is that they're optional. If you want to spring for a nice outfit for your favourite character(s), by all means, go for it. If you can't afford it or it's not worth it to you, that's fine as well. Adding stat boosts to them would push them from being optional into being meta, and that's not something we want.
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@Supernaut said:
Thanks for writing this up! A massive undertaking and really appreciated (although I am a sucker for watching these things through!)
My question got answered, but it was a very quick answer and was wondering if anyone would be able to elaborate...
"Are breakable walls showing up on Windows of Opportunity by design? (from @Supernaut)
Yes, this is intended functionality."
Unless I am mistaken, this serves no purpose for the survivor and if anything is slightly confusing. The doors are highlighted as a potential "Window of Opportunity", where they are in fact, a dead end and could see the pursued downed as a result. Or is there a benefit that I'm just not seeing?
Anyone any ideas?
It helps as a learning tool. They appear very different from pallets and windows when you see the auras, you wouldn't mistake one for the others.
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I, for one, am really looking forward to it.
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I just chase them as normal. They're realistically not relaying every little thing I do. They can't constantly tell each other every single time I change directions in a chase, and if they're relying on it that heavily, the info is going to reach them way later than if they had just used their eyes. Outside of a chase, they might run a bit sooner when you head their direction, but I never found it to be a deal breaker.
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The numbers on Thanataphobia are not currently high enough to warrant it being a hex perk, given that healing will get rid of the effect.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1231891#Comment_1231891
Yes I get that, that is what I said though.
You can only agree, you cannot disagree.
The only thing then is to make a new post purely to disagree and have upvotes on that, which is just a tad silly all in all.
I don't feel like it's all too silly. That is the point of the forums, after all; to discuss things. If everyone's just clicking a button instead of actually explaining why they disagree, there's no discussion going on.
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@myersismydaddy said:
https://forum.deadbydaylight.com/en/discussion/comment/1231891#Comment_1231891
Quick question - doesn't the browser authentication (sorry if I got that wrong) somewhat block the bots from pulling stunts like that? Or are they somehow still going through that without much resistance?
Yes and no. Yes, it would stop someone from doing that on a massive scale (hundreds of accounts). But no, on a small scale, it wouldn't stop someone from having a bot run on one account. It's more to prevent DDOS attacks than a single person going to different pages.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1231732#Comment_1231732
Well why have upvotes then still? I mean that just skews the idea entirely.
Unless you always have the immediate counter view posts that can get its own upvotes.
You can upvote the posts you like, or if you disagree, find a post that explains why you disagree (or make one yourself) and upvote that. A lot of people use it as a way to say, "I agree with this." without having to copy and paste what the other guy said, or quote them and say "This."
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We used to have one, but people would use bots to mass downvote posts of people they dislike. We even tried bringing it back once, but the same thing started happening again.
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He's still in our hearts, and our living rooms.
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Because there's no conceivable way to reliably enforce that. We can't go around banning people because you think they might be streamsniping you. If you choose to broadcast your gameplay (especially if you're advertising your stream in your name or profile), you run the risk of someone you're playing against using it against you.
If they're griefing, that's still reportable and I would suggest making a report for that, but just being in a game with someone is not grounds for a ban.
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We don't mind farming, but if you're forcing someone to farm against their will or farming at someone else's expense (e.g. unhooking them in front of the killer multiple times), then it falls into griefing and becomes bannable.
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He was released after the winter gifts were given out, so there's no way he could possibly have some. There's always a chance he'll get some this year, though.
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Your progress is saved, but the cells or shards that you used to buy that individual character are not returned when you buy the full DLC.
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No. Using stuff that's in the game as they're designed to be used is never toxic. Being toxic is something you need to go out of your way to do.
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That's an awfully big blanket statement, and those don't tend to help anyone.
Yes, sometimes people just don't bother cleansing the totems in spite of the match going very well and then get hit by NOED. That's not all matches, though. There are times when the match is really close and they simply don't have time to go look for all the totems. Especially when you've got someone using a strong killer with 3 slowdown/regression perks on a map with very well hidden totems, stopping to go find all five totems is easier said than done and would probably do more harm than good.
To dismiss them all as lazy is a pretty lazy excuse.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/1230137#Comment_1230137
Nothing can change the outcome of someone without Adrenaline, Unbreakable or No Mither as the last one standing. Of course if someone has those perks, they can use them or wait (to earn Wiggle points?) or look for the Hatch. It would be a reasonable option in cases where you lack the aforementioned perks and it's hopeless other than wasting your time. So in that sense, I see no difference since the situation is the same and the stated goal would equally apply. Btw thanks for your insight and I totally understand that it doesn't mean this will happen. It may even be a bad idea for the health of the game, I tried to think of every point and can't think of any that justifies holding a Survivor hostage - especially as last one standing.
Even so, if the hatch spawns nearby, that person has the chance to crawl out and escape. Same with an open exit gate.
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To your point, yes, it's absolutely about managing time. The second it's not about managing your time, there's something seriously wrong. Both sides have a limited amount of time to do their obective; the killer needs to kill people before they finish the gens and escape, and the survivors need to finish the gens and escape before they're killed. The moment either side doesn't have a time constraint and has the luxury of doing their objective at their own leisurely pace, that's a red flag that something is not balanced.
If you don't want to feel like you're up against the clock, that's perfectly fine, you definitely aren't forced to. If you'd rather play the game more casually and not focus so much on winning, you'll naturally end up in the lower ranks with other people who are just looking to play for fun. If you are hanging around the red ranks and expecting a casual match, that's not very likely and probably shouldn't happen.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/1230049#Comment_1230049
It would be a Survivor decision, like Hold L2 to "Bleed-out." That way the Survivor can still use Perks that may be active to use. Another example is last Survivor without those perks and The Killer decides to waste your time to do other stuff. You can now "get to the next match" without wasting minutes (not a mere 45s) by being held hostage any further.
I'd be totally okay with that, personally, although it's definitely different from all the survivors being on the hook and in the struggle phase since there is nothing that could change the outcome of the match at that point.
(Also just to be clear, this isn't to say "This is happening". I can't promise that. I just wouldn't mind that as someone who plays the game.)
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1230063#Comment_1230063
“Unrelated” no legion is very related it’s his tome for the mid chapter and he did receive a change so that makes it related just admit you guys don’t care about legion because it’s obvious you don’t
It was entirely unrelated to the change itself, as I recall. If I remember correctly, you were asking if there were any future changes planned for the Legion.
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I'll leave this here for you: https://forum.deadbydaylight.com/en/discussion/144116/q-a-chapter-15-and-mid-chapter
As always, these questions are asked by you guys. You can see who asked the questions in the thread, and you can also see how many upvotes a lot of them got. To say that nobody cares is not true. You may not care, and that's fine, but the entire thing isn't a waste of time because your question did not get answered.
As for why your question was not answered, it is unrelated to the updates that the Q&A was focused on, as mentioned in the original post.
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For slugging specifically, there are perks that could allow them to pick themselves up (Unbreakable, No Mither), unlike when you're in the struggle phase.
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I just want to take a second to clarify something here because a 50% penalty would be impossible.
With the way the efficiency penalty works, the amount of charges people put into a generator are reduced by 10% (now going to be 15%) for each additional survivor working on the generator. That means that with four people on a generator, you'll all be putting in 0.55 charges per second rather than 1 for a total of 2.2 charges per second. That's just about the 200% repair speed you're talking about.
A 50% penalty would mean that with two other survivors on the generator, you wouldn't be making any progress at all. With a third, you would actually be regressing the generator at half speed.
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The characters could have been taken later in their lives when they were over 18.
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@DingDongs said:
https://forum.deadbydaylight.com/en/discussion/comment/1217015#Comment_1217015
I have questions and I really hope you can answer this
1) Do we also have to report with screenshot from support ticket for chat abuse?
Sometime, i'm not really feel for look up for Offender's ID, Player Cloud ID, Your ID64/Console Gamertag and so much more just to report 1 toxic
Even if i did, i really don't feel reward at all for reporting it since they won't tell you if they actually banned or not
2) The most important question: Does your ACM team REALLY REALLY reading our reports(including hostage, afk, cheats) and ban players? Because i really really never heard someone get banned except for cheating.
NOBODY talk about that they get banned from DBD since that's the reason why people keep doing toxic/racist/whatever because we think and feel the report system are doing nothing at all
3) Can we just give us option to completely remove chatbox like PS4/Xbox?
I know you can hide chat but i rather have both you and opponents can't post any chats because you never get "a very nice words" from anyone
1: No, you don't need to. Those tickets are only to attach a video (if you have one) so you don't have to wait around in-game while the video uploads so you can put the link in the report. Chat logs are saved automatically when you report in-game. You don't need to send a ticket for chat related offenses.
2: Yes, we do read them, and we do ban people for all of the bannable offenses.
3: If you hide the chat box, it won't reappear until you decide to turn it back on. This was changed a few updates back.
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I'm sorta' against that. In theory, you'd want to block perks that people are using frequently so they are encouraged to switch things up, but that would mean that the same handful of perks are being blocked over and over. If it were to block This Is Not Happening or Monstrous Shrine, it would be like nothing changed. Meanwhile if it did block the meta perks frequently, it would get really annoying after a while.
But most importantly, I'm just not too crazy about telling people what they can and can't use. If someone wants to be a Head On gamer because that's just their jam and it makes them happy, go for it. It would really suck if your favourite build gets blocked for a week just because. If anything, blocking perks that aren't used often as is would decrease the variety of perks being used and push the people using them towards the other more meta perks. Given that this isn't a super competitive game, I would much rather see balance changes so that more perks are considered viable.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/1225095#Comment_1225095
@Peanits I actually have a question regarding blocked generators I was hoping if you had the time you would mind answering it for me.
How comes blocked generator's no longer regress? This has bad synergy with a few perks in the game so i was generally confused by this design mechanic.
They've actually never regressed. The idea is to make slowdown perks not stack as much, but instead make them stand on their own.
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You cannot kick a blocked generator. You could pick that guy up, hook them, and the go to the generator you want to kick and wait for the blocker to go away, but you cannot kick it while the blocker is active.
If you theoretically could kick it, you'd still get the PGTW effect of knocking 25% off the generator, it just would not continue to regress while the generator is blocked.
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@myersismydaddy said:
https://forum.deadbydaylight.com/en/discussion/comment/1217015#Comment_1217015
I know you get paid to say that over and over again, but could you negotiate with the higher-ups that you don't have to do that anymore? You do absolutely nothing about these people. You know it, we all know it. I got even worse insults than OP, and yet nothing happened to those people despite in-game report and a ticket. I can send you all the proof you want.
Now, if you are actually speaking the truth then your company might have to take a look at the people who are handling these tickets. If they do exist then they need to get a grip or get rid of them, because they are utterly useless.
I was one of the ACMs for over a year before I became a full time CM.. As nice as it would have been, no, they didn't pay us to sit there and pretend to deal with reports. Not everything is a conspiracy.
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It's just your mind playing tricks on you, basically. In a real world scenario, increasing your field of view means you see more to your sides. On a screen, though, increasing your FOV doesn't stretch your screen (obviously). So to get around that, increasing your FOV in a game crams more stuff into the same space, making it seem zoomed out. Things around the edge of your screen will often be stretched or warped.
To give a better idea, here's an example someone made for Destiny:
I'm no scientist, so I'll just do an ELI5 version.
Say you wanted to walk up to the wall straight ahead. With a tighter FOV, it already looks larger, so as you walk towards it, it's going to feel like it's getting bigger pretty slowly. That in turn makes you feel like you're moving slowly. Meanwhile with a high FOV, it's the exact opposite. Your camera is so wide and zoomed out that the wall ahead looks small -- you can even see over the top of the building. As you move towards it at the same rate, it's going to appear to get bigger much faster, making you feel like you're moving faster.
On an unrelated and fun note, console games will often feature a lower default FOV (often around 70) than PC games. This is because consoles are most often played on TVs, which are a good distance away from your couch. Ideally the right FOV makes your screen act like a window, so it doesn't feel like it's zooming in or out from the perspective of a player. Meanwhile on a PC, you're typically much closer to the screen, so a lower FOV can feel very zoomed in an nauseating. I don't have any examples of this handy, unfortunately, but I could totally whip up some crudely drawn pictures if you want to know more. FOVs are a pretty interesting topic in games.
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I sorta' feel like that would be worse. It would be better if you're doing poorly and generators are popping off left and right, but if you're doing well and stopping them from going off, you'd get less of an effect than you currently do since it's only active when one does go off.
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You are not meant to reliably escape the killer's grasp by wiggling. Wiggling stops the killer from carrying you around forever, taking you across the entire map to the basement. In order to escape, you'll need something else. Someone will need to take a hit, sabotage a hook, or you'll need to be slugged with Flip Flop.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1223434#Comment_1223434
When you say "Spine Chill" is still a solid choice, i assume you dont think the same way about premonition.
Have you and the dev team considered to change/buff this perk in the not so distant future?
I think it's good at doing what it's supposed to do; showing you where the killer is approaching from. I don't think it's going to appeal to most people, but for a newer player or someone who's playing more stealthy, knowing not only that the killer is coming but also where they're coming from can be a big help. It's something that might help you as you learn the game.
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There's a couple reasons, but it basically boils down to far too much upkeep and an undesirable result. Often times making the map very dark allowed people to hide in plain sight, which wasn't exactly exciting. Whenever we updated the engine and the lighting changed, we'd have to go through each map and tweak them to make sure that the lighting is as close as possible to what it was. With bouquets, you'd have to do that for each combination of lighting offerings as well. With a growing number of maps, it's just not sustainable. It would take quite a bit of work, and the end result is a match that might arguably be less enjoyable.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1223470#Comment_1223470
You forgot that Premonition detects killers who have that 'Undetectable' status effect (I think it's called that?) and Spine chill doesn't, so Premonition can detect a crouching Pig, but Spine chill won't.
Spine Chill detects undetectable killers as well. Undetectable will prevent their aura from being read, but since Spine Chill doesn't reveal their aura, it still activates.
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It'll prevent screams, but nothing else. Anything that reveals auras or makes a loud noise on its own (like a bear trap) will still give you away.
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I do remember those days. I don't think it would be as effective as it used to be. Back then, everyone thought the Wraith was OP and built specifically to counter him. Oh how times have changed, we were all so innocent back then. The level of skill has gone up significantly since then and most people can play around him without it, although Spine Chill is still a solid choice no matter which killer you're going against.
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Probably Iron Will or Any Means Necessary for survivor. Killer, I tend to switch it up a bit more depending on the killer I'm playing. Iron Maiden and Deerstalker are always locked in on my Huntress, for example, but I don't use them on others killers often.
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No, they have not been changed.
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If you've been billed and haven't received your cells, please contact support. We'll make sure to get that fixed: https://support.deadbydaylight.com/hc/en-us
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No official release date has been announced yet.
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The wait time can vary depending on how many tickets are being received at the moment. If someone hasn't gotten back to you yet, you should get a response shortly. You may want to check the spam folder of your email just to be safe.
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Sorry to hear that. I hope you reported them, our ACM team will take a look and make sure they're dealt with.
@xGodSendDeath said:
BHVR looks the other way at toxic groups like this because they buy pink and blue hair cosmetics hand over fist
Please do not spread misinformation. There's no need for that. We take things like this seriously and we have a team of people dedicated solely to going through reports like these.
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Nope. To be completely honest with ya', I've been hearing it on a regular since May of 2016 (while the game was still in beta). In spite of all the claims that the game is going to die, it has been steadily growing ever since.
I totally understand if someone has some criticism or feedback to give, but often times people will slap "the game is dying" in there for no reason when there's something they dislike. It doesn't mean a whole lot without anything to back it up.
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This wouldn't really reflect skill due to the way chases work. Different killers are able to get hits (end chases) much easier than others, so certain killers would naturally rise to the top regardless of skill. Legion, for example, is able to close the gap really fast and get a hit counting as a won chase. Someone who uses Feral Frenzy and gets a hit with the Legion isn't necessarily better than someone who played Hillbilly and perfectly curved around a loop to get a down just because they got that hit sooner.
Or to use another example, Ghost Face might sneak up on someone and get a hit before they can even run, making the chase incredibly short. Or the Spirit might lose a chase as she phases, but get it back after ending her phase and immediately get a hit. Meanwhile other killers are going to be in chase much more consistently, like a Wraith or a Leatherface.
I wouldn't boil it down just to chase lengths, there's far too many variables in play for it to be reliable.
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It's somewhat random. Each map has a required amount of hooks (based on the size of the map), and much like pallets it'll try to space these out as evenly as it can. Sometimes a map will have tiles that can't spawn a hook, and so the hooks will get clustered together a bit more. It's something that we can fix fairly easily, so please be sure to report those as you see them.
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@GhostofYharnam said:
https://forum.deadbydaylight.com/en/discussion/comment/1215460#Comment_1215460
Curious then. Can he ever end up in the archives or would you need liscene permissions for that?
Since he's a licensed character and only available for Auric Cells, he won't be included in any Tome challenges. Any character required for a Tome challenge needs to be purchasable with Iridescent Shards so everyone is able to complete them without paying for them.
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It's completely unrelated from the movies. It's the real mask, but the character behind the mask is an original character with their own lore and story.
The best way I could describe him is a fast paced stealth killer. You very rarely stop moving with him. You can activate your stealth mode whenever you want and it doesn't slow you down. Stalking while leaning around a corner is very quick, and you can attack right out of stealth. But if you're seen by a survivor, they'll break you out of your stealth mode. There's a little more to manage than some of the other stealth killers (gotta' keep track of your power cooldown, angles people could see you from, etc.).
If that sounds like something you're interested in, I'd say go for it. He's one of the ones I play on a regular basis.

