Peanits
Peanits
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This is not something we're looking to add, as it could be abused to avoid completely innocent people who have beaten you in the past. It would also have a negative impact on queue times and match quality as the matchmaker would have to work around any lobbies with blocked players in it.
If someone is doing something against the rules, I would strongly recommend reporting them. That's the best way to make sure you (nor anyone else) aren't matched with them anymore.
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It would definitely be nice to have. I'm not so sure about seeing other people's stats, but seeing your own would be great.
@ZoneDymo said:
Waiting for someone to link Not_Queen's reply stating they want to do this but its not high priority from like 2 years ago........
It wont happen man, its actually amazing hope people keep coming to these forums with the same rather basic requests for years and the devs just dont do anything and its fine, ez money through no staff to hire to actually work on stuff for this game.
I would not be suprised if this game is maintained by like 10 devs.
I'm not sure if you understand just how much work goes into a feature like that when a game isn't built with it in mind from the ground up.
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It sorta depends on how good your teammates are. If they're smart, they'll lead him away and last long enough for you to finish it. If they're evenly slightly decent, the time it takes for them to go down, get hooked, and for the killer to run back should be enough to get that last 30% or so.
If they're not, yeah, it's probably best to just move on to a different one. A lot of people focus way too much on that one gen and neglect all the others. It's free real estate.
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I've always had a soft spot for the Winter Solstice theme. The Clown's theme has to be a close second, though.
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The release date for the update has not yet been announced, but given that the PTB only ended yesterday, I wouldn't get your hopes up.
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@CasualConsolePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1212382#Comment_1212382
Yes I got it. But it's just makes no sense that downed killer is forced to ignore this survivor for 60s. There could be 4 same looking survs with similar names and he wouldn't even know that was her. It can be fixed really easy as I wrote.
Right, except you don't have to wait 60 seconds unless you do actually tunnel them directly off the hook. In this case, her DS was almost up and the OP could have waited just a few more seconds (hooked one of the other survivors first) and it would have run out.
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@CasualConsolePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1204505#Comment_1204505
Maybe she had unbreakable? As a killer you need to pick up and get ds'd or let her use unbreakable to save everyone. Because she is untouchable for 60s
Any one of those people could have had unbreakable, as I've mentioned. It makes sense to pick up the most recovered survivor first and go back for her later. She'll need to recover for a while anyway before she can get back up while the other guys could be at 99% already.
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The best advice I could give you is to not sweat the losses right now. She's far from the easiest to play, especially with a controller, so there's no shame in losing with her. The only way you're really going to get better with her is to lose and learn from your mistakes. Going against easier opponents might make you win now, but it won't help you learn how to mindgame and hit the good ones.
If you are playing against good survivors, though, I would recommend not blinking through walls (at least, not all the time) but instead blinking to the corners. Survivors need to break line of sight to get away from you. If you blink to where you think they'll be if they kept running, they can wait by the corner and run back the other direction and you'll have no idea where they are. By blinking to the corner, you can make sure that you can see them no matter which way they go.
But you're ultimately want to get a feel for it. Sometimes it'll work, sometimes it won't. You'll need to practice and get a feel for what works and what doesn't, and how to read a survivor and guess what they'll do next.
With the next update, we'll be increasing the maximum controller sensitivity, which might help you out a little if you find that it's not turning fast enough.
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You seem to have focused on the end result and rewards (points, pips), but that's not all that people play the game for. When the killer leaves early, the game ends. Everyone now has to go back and sit in queue. If you're playing to actually play the game, that guy leaving has quite literally stopped you from doing so.
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If your rank didn't reset, it's likely just a visual bug. Restarting the game should fix it and cause you to reset to the rank you were meant to be reset to.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1211599#Comment_1211599
But wouldn't it change the game a huge amount? The post wasn't referring to their match BP, but to their overall account BP. So suicides would never, ever have BP and literally be forced to keep playing just so they can get perks/add-ons. I don't know if it's the good solution for the health of the game, but surely it would reduce the amount of suicides considerably. Especially if their account could drop into negative numbers.
I'm not sure if it really would. It doesn't take much to keep up a survivor. Items can be found in matches and add-ons aren't necessary. As far as perks go, you can unlock new teachables with 1,000,000 points and a teachable perk from the shrine. After that, it just takes a day of playing normally to unlock those on your main survivor and then the gloves are off, they could go right back to having no points. You might discourage them from doing it a few days every three months or so when new content releases, but the rest of the time it wouldn't be a huge deterrent.
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That would be pretty nutty. I've been running Any Means Necessary for a couple weeks on my survivors and it's pretty decent sometimes. I wouldn't mind a buff to it, but to rebuild broken pallets would be a little crazy. I can't imagine it would be much fun to have to deal with shack pallet (or another very safe pallet) multiple times in a match. As is, if you let it get reset, that's on you. You should have broken it. But if they can rebuild it after you broke it, there's nothing you can do to stop it.
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@wiccax said:
https://forum.deadbydaylight.com/en/discussion/comment/1211599#Comment_1211599
we won’t fix potential problems the community highlight or implement new ideas for positive change because alt+f4 exists
overall energy i got from your last point
seems reasonable
If that's what you got from it this recently after we've added DC penalties, the only thing I can suggest is not trying to read between the lines for some sort of hidden meaning. If you make fixes that don't actually fix the problem, you're just wasting time that could be spent elsewhere.
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I don't think that would change much. If we're assuming that the people who previously DC'd are instead dying on the hook, they would have given up their bloodpoints when they DC'd anyway. If that didn't stop them before, that wouldn't stop them now.
But even assuming it did discourage them, what would stop them from running straight at the killer to go down again, or walking away from their computer and coming back when they're dead?
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@GeordieKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1204523#Comment_1204523
yeah what op did was wrong always go for 1st down but here's a common scenario you go back to the other two hook them up then get the jane boom DS and she rescue the other person who then goes rescue the other two why is that becuase its only been 30 seconds from the 60 time limit even though you clearly didnt tunnel and you played it safe. You are punished for being a good killer and captalising on survivors poor choices
Also before you say should of waited we have no indication on time with a survivor perk we are literally guessing every time if it safe to pick up and even then we got to keep in mind of unbreakable so that scenario is common
If you truly want it to be a anti tunnel perk and not a anti momentum perk then put the condtion that it deactivates when one of the following things happen:
killer hooks
someone else you do any action (healing,repair, hiding in locker etc)
or you are healed by teammate.
Common is very debatable there. In the clip provided, the Jane was unhooked 7 seconds in and downed again 52 seconds in. Each of the survivors went down very quickly. To be DS'd by the Jane after hooking the other two, they would have to go back, pick up and carry the survivors to a hook, then go back to the Jane all in the span of 14 seconds in order to get hit by DS. That's just not possible, you can't move that fast.
If you are somehow downing and hooking four survivors within the span of 60 seconds on a regular basis, DS would be the least of my concerns. I'm more concerned with how you're reliably able to down all four people even faster than the clip provided.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1204648#Comment_1204648
But why though. Me taking more than one hit would give the killer another free down even if the person wiggles off, I don't understand why that has to be disallowed.
It's not disallowed. Blocking the hook works because you are physically blocking the place they need to be. When you lose collision after a hit, they pass through you and so you're not blocking that spot anymore. If you want to take two hits, you still can by taking the first hit before they get to the hook.
For what it's worth, it has its uses. You could take an extra hit with a Styptic Agent or Mettle of Man, or you might trade yourself for someone who's dead on hook.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1204389#Comment_1204389
Body blocking doesn't even work right now. When the killer hits you they can phase through you during your speed burst and just hook anyways.
Right, I mentioned this and it's by design. When they hit you, you lose collision with them and can't block the hook area. If you took a hit right under the hook, that means they'll pass through you and get to the hook area. If you want to take more than one hit, you need to take the first one away from the hook so you regain collision before they get there.
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@Claudette_Baguette said:
https://forum.deadbydaylight.com/en/discussion/comment/1204505#Comment_1204505
ANTI TUNNELING PERK BTW.
He literally hooked someone, got 2 downs and the 4th survivor still gets rewarded for having this perk thats SUPPOSED TO STOP TUNNELING? This is just not what the perks intention is and is just OP.
I'm sorry for answering the question and giving a surefire and strategic way to completely avoid the situation, as I was asked to do. But user error is not a cause for a change.
If you were to show me a situation where an unhooked survivor is working on a generator and hops in a locker whenever the killer gets close, I'm right there with you. That's something you can't really avoid and is totally justified. This, however, could have been avoided very easily.
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Of all the people you have on the ground, you picked up the one that was the least recovered (furthest away from being able to use Unbreakable if they have it) and the only one that was unhooked recently. The smart move would have been to pick up one of the other survivors in case they're running Unbreakable, preferably the first person you downed since they're the most recovered.
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Keep an eye on where the killer is standing when they're hooking a survivor. You'll want to block that spot. You don't want to stand at the base of the hook, you'll want to to stand just in front of the hook itself (like, the actual metal hooky bit).
If the killer is approaching from a very tight angle, that might mean standing behind them to actually prevent the hook.
Also keep in mind that once you get hit, you cannot block them anymore. You'll lose collision with the killer and they'll be able to move through you and hook them. If you're using something like Mettle of Man and trying to take a second hit, you need to make sure the first hit you take is slightly away from the hook so you regain collision before trying to take a second.
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@Name_Unavailable said:
https://forum.deadbydaylight.com/en/discussion/comment/1204313#Comment_1204313
But redused too many tiles, Which made big parts of some maps has nothing but dead zones. And for Disturbed Ward you should keep the pallets number but make them not so save and close 1 window.
For OP, I think running Claudette with Urban evasion, Prove theyself, Iron will, Spine chill will be meta, If you dont rush and finish gens in 4 min all pallets will be gone. You have to use Prove theyself.
Again, though, the changes do not create deadzones. If a maze tile is replaced, that does not mean that a pallet cannot spawn there, it just means that a maze tile won't spawn there. You can still have an ordinary pallet loop there instead (e.g. a truck loop, a loop made of a big rock and some trees, some debris with a pallet on it, etc.).
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You may be misinformed. We are not reducing the number of pallets on any map except for Disturbed Ward, which is having the number of pallets in the main building reduced to 2 from 4.
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Unfortunately yes, that is the case. Due to legal reasons, anyone from the regions listed are unable to enter.
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I'm not sure where the rumours of pallet reduction are starting, but they are not true. The number of pallets is unchanged barring the Disturbed Ward, which now has two fewer pallets in the main building. For the rest of the maps, the amount is unchanged. While a tile may not be a maze tile, it can stick have a pallet on it (e.g. A rock/tree loop, some debris with a pallet on it, bales of hay with a pallet, etc.) Changing how many maze tiles spawn or where they spawn does not change the minimum and maximum pallet counts.
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@Kalec84 said:
Nurse non being able to turn animore wile blinking, is that a bug or intended?
That would be a bug, and it is fixed for the full release.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1203903#Comment_1203903
I agree inner strength for me, but I have one more thought that you could maybe answer related to this @Peanits do you think this is a good example of why perks should list numbers?
Maybe not all survivors especially new ones know that healing someone else takes 16 and healing yourself takes 32? It’s not defined unless you go to another website.
I think this is actually a good example of why this isn't always a good idea. The time it takes to heal is dependent on the other perks being used in the match. A heal takes 16 seconds by default and 32 seconds with Self Care, but those are both increased if the killer uses Sloppy Butcher, for example. Suddenly those 16 seconds and 32 seconds numbers are completely wrong because they jump up to 20 and 40 seconds.
I'm definitely on board with saying numbers, but I would avoid showing exact times when those times are subject to change. Self Care already shows the important number.
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You've basically said it yourself, but each one has pros and cons.
Self Care
- You can do it wherever you want.
- Unlimited uses.
- Takes a long time (32 seconds base, more against perks like Thanataphobia or Sloppy Butcher, which are very common).
Inner Strength
- Takes 22 seconds total, only increased by Thrill of the Hunt. Ignores heal speed modifiers.
- Efficient: You get rid of a totem AND heal at the same time.
- Limited uses.
- Can be hard to find a totem sometimes based on maps, whether your teammates are also cleansing totems.
I'd roll with Inner Strength, personally. With Sloppy alone, Self Care goes up to a 40 second heal (half a gen). Even if I do only get one or two heals with it, odds are someone's going to be there to heal me most of the time anyway and I won't need more than one or two self heals in a match.
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Again, it bears repeating since we go through this every time, the challenges you see now are placeholders and subject to tweaking before the challenges actually go live, just like the last Tome.
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I hate to break it to ya', but the number of pallets has not changed (except for Distrubed Ward, where the Aslyum now has 2 pallets instead of 4).
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To keep it simple, each map has a minimum number of pallets. It'll spawn the pallets a certain distance apart to distribute them as evenly as possible. The only time it'll ignore this minimum distance rule is when it has run out of possible valid spawn positions for pallets and the minimum number of pallets has not been reached. In that case, it will start spawning the remaining required pallets anywhere they can fit.
In the case of Coal Tower, the maze tiles could be LT walls which don't have any pallet spawn points. If the map generates with a lot of LT walls, it'll limit where the pallets can spawn. The silver lining to a situation like this is that you have the minimum number of pallets that could possibly spawn.
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The most glaring thing that comes to mind is that it would be detrimental in the event that we're trying to gather feedback on a new or updated killer if a bunch of people are using the PTB as a demo to try other killers that were not changed. It makes sense to unlock a character that was changed for testing purposes, but unlocking every character would just distract from the test.
But also to a lesser extent, this wouldn't be an option to anyone outside of Steam, so it wouldn't be the fairest solution to the console folk.
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If you are outside of the refund window on whichever platform you bought the game on, we are not able to make an exception and provide you with a refund. As this is a live game, anything is subject to change and balance and we do not offer refunds in the event that one of these balance changes are not to your liking.
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I, for one, share your outrage and will be sure to bring up this grievance with the team.
We need a no pineapple charm to balance it out.
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This article might help you out: https://forum.deadbydaylight.com/en/kb/articles/158-technical-issues#the-game-isn't-registering-my-mouse-clicks
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I'm stealing this.
For real though, there's no single name behind the scenes. As long as we know what we're talking about.
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@Nurgling7 said:
Probably because "Super powerful, unmindgamable window that every Survivor knows they are incredibly safe using." took up more space.
Partially this, but also because there's not really a single good name for them. Some people call them infinites for example, but they're not infinite, so we can't call them that. Internally, we call them different things which is fine because everyone knows what we're talking about, but we'll typically call them strong windows externally. I went ahead and updated them for clarity.
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I don't mean to disagree with you by any means, because yes, survivors are most efficient when they're working on separate generators. Though that isn't what we were aiming to change with this update.
What we are looking to get rid of are the situations where a generator goes off before you could possibly get to it. Things like spawning in the opposite corner of the shack in Ormond and having all four survivors spawn in the shack. Outside of one or two killers, there's no conceivable way you could have gotten there in time to stop it from going off.
The goal is to give you the tools to go stop that generator from being powered, not to stop generators from being powered when you're not stopping them.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1198834#Comment_1198834
Do you still get struggle points?
I don't believe so. As far as I'm aware, it's exactly like getting hooked as the last survivor.
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Basically when everyone is in struggle and nobody can possibly free themselves, it skips everyone straight to the sacrifice stage (much like when you hook the last survivor) so you aren't waiting around for a minute doing nothing and waiting for them to die. It won't change the actual gameplay, it'll just end the game when you can't possibly survive.
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For the record, Wreckers' Yard is not being reduced in size, only the layout is changing.
As for Mother's Dwelling, that's a fair question. While it is the largest map, it's actually right in the middle in terms of kill rates, favouring neither side. While the map is large, there's a lot of dead zones between tiles that make it much easier to capitalize on the mistakes of survivors. Keep in mind that the list of changes in this update are not the only maps that will ever be changed. We wanted to go through as many as we could in the time we had for this update, and we would rather focus on more pressing issues (like strong loops) than tweak a map that is already giving close to ideal results.
But for the screenshots we shared, I would strongly recommend trying them first. They can still be used well, but you'll need to put some thought into how you run them rather than getting a guaranteed three loops out of it every time.
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Thank you for the kind words.
Just to clear something up, maze tiles basically spawn like you described it. Each tile on every map has a preset type. Maze tiles (like jungle gyms) can only spawn in tiles designated as maze tiles. Every time that map generates, it will have some tile of maze tile there. Sometimes it's a little more picky and will even have a certain type of tile that must spawn or can't spawn in a specific spot.
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/1196776#Comment_1196776
I'm pretty sure they mentioned nerfing you by name in the next dev update.
You know too much.
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I'm failing to see where the math was actually done wrong. It seems as though you came up with the same numbers we provided.
In any case, please wait until you try it on the PTB before making any conclusions. It's a little to early to say that it won't be enough. It's not meant to stop gens from going off period, it's meant to stop them from going off before you can possibly get there.
It's also worth noting that with a 20% reduction, it would actually be faster to repair a generator with three survivors than it would be with four.
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@Crazewtboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1196035#Comment_1196035
Like I said, don't really feel the t-wall stuff was necessary once you get a bit better and learn how to counter it, but not gonna take a 100% stand point on it until I see what they do
Not sure what exactly you're referring to, but LT walls are not being changed. The only thing that's being changed is the way they spawn next to other tiles. Having a long wall jungle gym right next to shack for example turns them into an extremely strong setup, even though they're fine on their own. Even if you do make the survivors slip up, they're able to get to the other tile very easily and recover. They're being spaced out a bit so you can play around them and outsmart each other.
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For Ormond in particular, it's not actually a very big map. I'm not sure where the stigma of it being massive comes from, but it's actually tied for the 18th biggest map in the game (of a total of 34 maps).
As for Mother's Dwelling, while it may be the largest map, it's also just about as close to the middle in terms of kill rates as it can get. That's not to say that it won't be reduced in size later, but it wasn't necessarily pressing at the moment. We tried to hit as many maps as we could in this update and we would rather focus our efforts in other maps that need tweaking more, such as maps with strong window loops.
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I'm not sure how you calculated those numbers, but they're not right. It looks a little like this:
80 / (base CPS - sum of repair inefficiency + prove thyself if applicable) / number of survivors repairing = time to complete the generator
So two survivors with no Prove Thyself would be ~47.05 seconds, not 51.11 seconds. The math looks like this:
80 / (1 - 0.15) / 2 = 47.05 seconds
Prove Thyself can negate the inefficiency of one survivor working on the generator with you, but you cannot be under the affects of more than one Prove Thyself at a time. Functionally it's exactly the same as it is now. Two survivors will make a generator take 40 seconds (1 - 0.15 + 0.15 is still 1). Beyond that, however, you still get the penalty. So if you were to have four survivors on a gen with Prove Thyself active, you'd be looking at:
80 / (1 - 0.3) / 4 = 28.57 seconds
Compared to the current:
80 / (1 - 0.2) / 4 = 25 seconds
TL;DR: The numbers there were wrong, it's longer no matter what. Prove Thyself isn't do any more than it is right now.
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It means nothing these days since people use it for both, but way back when the game first launched it was established by the community that flailing your arms around meant "They're camping me, don't save, do gens."
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Most people don't even consider it, so they don't bother avoiding crows. As far as finding people goes, it's pretty good.
The downside is that you get a lot of loud noise notifications, so you might miss things like missed skill checks unless you're paying close attention.
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Oops, I dropped my mid-chapter screenshot. Well shucks, so much for revealing it next week. Guess we'll have to reveal some other changes instead.
