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Peanits

Peanits

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Peanits
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  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190891#Comment_1190891

    As a non Huntress main I just can say that I had to farm the achievement. And I never farm. I just gave up on that one. I didn't even give up on the Evil Incarnate

    For what it's worth, I would say that's more because the achievement requires you to down someone and not just hit them. Normally hitting them from that range would just injure them and make them run to a loop where you won't be able to hit a long range hatchet.

  • That has always been the ideal change in my eyes. That way if you want to get the instant down, you need to do it from far away and aim well, not just follow someone around and toss it as soon as they vault a window or drop a pallet.

    Though as someone who has played a lot of Huntress, I would probably hazard to say 32m instead of 24m. 24m is only a tile and a half, and that's not too uncommon for the Huntress.

  • @TheButcher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190831#Comment_1190831

    Isn't that biased though? You are telling Killers to "git gud", while catering to Survivors that don't even know how the game works yet?

    I wouldn't say so. Bias would be making a decision like that just because you favour one side over the other, and I can safely say that I play both pretty much equally. Making the game less punishing to a new player who's just trying to learn the game isn't biased, and it's something we would do for both sides. There's already a lot to take in when you're starting to play the game. There's 146 perks and 19 killers on top of basic gameplay, having to also hit a great skill check on top of that is an incredibly steep learning curve. You can't expect new players to suddenly hits greats overnight while also trying to learn everything else, and moreover, you should not have a perk that specifically makes the game harder for them without affecting more experienced players.

  • You mentioned it yourself, it only hurt the people who already had a hard time and couldn't hit skill checks, which is the opposite of what you'd want a perk to do. The good survivors would power through it or find the totem in no time, leaving them mostly unaffected.

    If it's only working against survivors that can't hit skill checks, I would argue you don't need a perk to help you win against them. You would already have the upper hand if you're a good killer at that point.

  • I'm sure it would slow some people down, but most people who have played this game for a long time will memorize each generator spawn point, and it wouldn't take long to find one.

    On a related note, I would argue that the setup in that screenshot is great for the killer. Four gens right next to each other like that are very easy to protect. While yes, they'll find and get to them faster, you'll be able to keep them off all four very easily.

  • You didn't do anything wrong. If they did report you, nothing will come of that report.

  • We went over the reasons back when he was initially reworked, but to keep it short, it's for the following reasons:

    1. Most people did not enjoy playing him. Having to wait 7 seconds before being able to hit someone was frustrating since there was nothing you could do. Other killers would be able to hit the survivor, but he would have to stand there and watch them run to a pallet or window without being able to do anything about it.
    2. He was confusing to play against unless you already knew what to do. Intentionally failing a skill check to wake up wasn't obvious unless you knew it going into the match.
    3. His power was just a lot of slowdown. The matches were long, but the killer wasn't anywhere near as threatening as others. This meant long chases and long generators, which wasn't very exciting for either side.
    4. Bit of a side note, but he was hardly ever played. In spite of the fond memories that pop up every now and then, hardly anyone was actually playing him before the rework.
  • If you don't receive the charged shot points after charging a hatchet, no, it's not intentional. I would suggest filling out a bug report in the bug reporting section.

  • Just for the record so y'all don't get your hopes up too much, the perks mentioned in that Q&A are not necessarily slated for the mid-chapter, they're just a few perks that have designs that we're planning to use in the future. They'll come over time, not all at once.

  • @Aven_Fallen said:

    "When the rift first came out we were told completing the tomes would be enough to finish the rift." This was never said. You can do basic math to see that the Rift Fragments are nowhere near enough to complete the full Rift.

    Regarding the Grind, not everyone has to finish the Rift. Like, even when not reaching Tier 70, there is quite a lot of Stuff to get for the 1000 Auric Cells (including most of the Auric Cells back).

    And well, Rift Extension... Lets say the Devs give a extension of 5 days now. Then, after 4 days the next guy will show up and wants an extension... Makes no sense at all.

    It was actually mentioned originally that your would complete the Rift by the time you finished the Tome, although this was based on the original Tome. At first, the Tome would have taken much longer to complete, meaning that you would have many more matches played and many more fragments - and tiers by extension - as a result. After receiving feedback on the Tome, we decided to make the challenges easier, although we mentioned that it would mean that you would need to continue playing matches after finish the Tome to finish off the Rift.

    This is the post where it changed, for reference: https://forum.deadbydaylight.com/en/discussion/108232

    When we originally planned the Tome and Rift, we had designed it in such a way that you would earn enough fragments from Player XP to finish The Rift by the time you complete all the challenges. Since the challenges can now be completed in fewer matches, you may need to play additional matches after completing the Tome in order to reach Tier 70 in The Rift. 

  • It would be an easy win in some ways, but not so much in others. For what it's worth, there are people out there who prefer the longer cooldown. Having a loud noise go off every 8 seconds can be distracting and cause you to miss other loud noises (failed skill checks) or impair your hearing in a chase.

    Pros:

    • T3 would arguably be better afterwards, and it would all make sense.

    Cons:

    • Everyone who left it at T1 would have to get the T3 version on all of their killers.
    • Anyone who does like the longer time in between can't downgrade.

    That said, we are aware of Discordance. We know that there's people out there who prefer tier 1 over tier 3. But at the same time, it's a low priority since it's not really hurting anyone as is and you can choose not to level it up if you prefer the lower tiered version of it.

  • They are indeed still spawning. I've gotten a couple recently.

  • New Tomes/Rifts come out with each mid-chapter, so there will be some time between the end of this Rift and the start of the next one.

    in Tome 3 Comment by Peanits
  • If it's causing you that much of an issue, hop in a locker when the killer picks somebody up. Wait there until a few seconds after they hook the survivor. Your aura will be hidden the entire time.

    You can completely negate the aura reading effect if you want.

  • I'm not sure where you read that we were nerfing the Doctor. We tend not to use the words "nerf" or "buff" in general. We only said that we were going to get rid of some of the annoying parts for both sides, add some QOL changes, and review the add-ons.

  • It's to stop it from being used any time. It would be extremely annoying and frustrating to go against if all you had to do was hop in a locker to get a stun whenever you want. Requiring you to be in a locker for three seconds means you have to plan it out and gives the killer a chance to react to it. If you hop in right in their face, they'll grab you.

  • @OtakuBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1180054#Comment_1180054

    I understand that but how is it fair or balanced game play when survivors are being denied points because of his terror radius. If I am being chased by this man for the equivalent of 2 gens then my meter should match it and not be at under a quarter. All I'm asking that if he's in a chase his terror radius has a SET range that cannot be decreased by addons while he's in chase.

    If I'm sitting at a palette staring at this man and he doesn't have a terror radius or if I'm looping him and it is not considered to be a chase until he shoots me that is a problem. And it's a huge problem.

    He is being played a certain why by 90% of the people who play him. That includes perks and add ons. And if it's not 90 its close. He has a mechanic that is being abused to hell and it needs to be stopped or at least addressed. I understand killers can play how they want BUT if everyone is playing a killer in a certain way where it's essentially wasting the time of others and they aren't even being rewarded for it it's a problem.

    He has a terror radius that can be the size of a palette and usually is because again everyone is playing him like that and he can shoot, undetected, and reel in a survivor that will rewarded with a stun and deep wound or no stun and deep wound which continues to go down as he shoots you to reel you back in for luls and has your mending reset despite your time continuing to go back down.

    He can be in a chase that is not even considered a chase with one survivor because they aren't close enough and then snipe another person. Now I'm started to see Huntress hitbox issue with him hitting the air and being rewarded. Ducking doesn't work after the last patch. And having 3 people body block a chain to instantly break it still applies deep wounds when it shouldn't but we can't do anything about that because "latency".

    I just don't see how this is considered okay. It's like if huntress didn't hum all the time and insidious could actually be used on her. He'd just be lobby iridescent add on hatchets everywhere.

    And I get well he's meant to be played by M1+M2+M1 survivors but no one is playing like that Because it's not as effective as sniping outside of his nonexistent terror radius. for easy downs. I'm just saying he has a dominant play style being abused so he needs the decisive strike, original exhaustion, borrowed time, ruin treatment or at the very least not be able to shoot outside of his terror radius.

    I think you're a little confused here, terror radii and chases are completely separate. You do not need to be in the killer's terror radius to be in a chase. Case in point, Scratched Mirror Myers. If you're chased by Myers in EW1, you'll still be in a chase in spite of him being Undetectable and having no terror radius.

    If you are sprinting within 12m of the killer with direct line of sight, a chase will start. It does not matter if you're in their terror radius or not. With the example of you sitting at a pallet, the reason why it's not starting a chase is because you're not sprinting, not because of his terror radius.

  • @hex_genrush said:

    https://forum.deadbydaylight.com/en/discussion/comment/1180046#Comment_1180046

    I mean by second chance as a opportunity that can help you turn the tide and win the match

    Right, which would still be very subjective. You could say that Spirit Fury gives you a down/hit that you wouldn't have gotten, as with NOED. If you really wanted, you could make a case for PGTW being a second chance since it knocks a ton of progress off of a gen that otherwise would be done the second you turn your back.

    I wouldn't expect a consensus on it, everyone's going to have different reasons for why something should or shouldn't count.

  • In those clips, the killer is using M&A and Whiskey, which both reduce his terror radius. His terror radius is not broken, it's working exactly as it should when you stack perks and add-ons that reduce your terror radius.

  • Totally depends on what you consider second chance perks. It's not something that's actually defined in the game, so it winds up being horribly subjective and nobody can agree on what does and doesn't count as a second chance perk. You could make a case for anything that lets you get a hit or down that you otherwise wouldn't have without that perk being a second chance perk, but there's no single right answer.

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179045#Comment_1179045

    https://forum.deadbydaylight.com/en/discussion/comment/1178788#Comment_1178788

    what even is mending anymore? It's useless, the meter doesn't go down in near all situations and by the time you leave them its done. They can still use items, they can still run the same speed. useless man

    Worst case scenario, it's a time waster. It's another 12 seconds on top of that 16 second heal. A mandatory 12 seconds at that, you can't just choose to ignore deep wounds like you can for healing. But I also wouldn't undersell the value of the desaturated colours. It makes the stain way harder to see, which can give you a slight edge in a chase.

  • Basically where we go through all of his add-ons and change the ones that need to be changed (too good, too weak), and make sure that he has the right number of each add-on (4 common, 5 uncommon, 5 rare, 4 very rare, 2 ultra rare).

  • We haven't announced any changes to the Hillbilly. The only thing we have mentioned in the past is that the Hillbilly will receive an add-on pass at some point in the future.

  • His strength over the Huntress is his lack of a wind up time. You'll want to practice your aim and spend as little time aiming down the sights as possible. If you can nail those really fast shots, suddenly most loops will become unsafe.

    Beyond that, once you've speared someone, just remember that walking backwards severely reduces the amount of side-to-side control the survivor has. If you notice that they're about to round a corner or obstacle, walk backwards until they're past it.

    And last but not least, remember that you don't always need to shoot. Like the Huntress, some people try to dodge your shot so much that they lose a ton of distance and give you a free M1. This is great for you, you don't want to shoot whenever you don't have to. Getting an M1 without shooting gives you an opportunity to shoot them immediately after and get a quick down.

  • If you're a big FPS player and have amazing accuracy, I'd go for Deathslinger. He's scary good if you've got the aim.

    Otherwise, Oni. Even if you do get the Deathslinger, I'd still recommend getting the Oni later on too. He's a lot of fun, and zooming around downing people feels great.

  • I've only run into one guy who tried so far, but they got the memo pretty quickly and stopped trying.

  • @Carpemortum said:

    Because it's not 2x. Literally that's it.

    If wed ever had 3x bp, theyd be mad when we got 2x. They're just greedy.

    Not to mention 1.5 for three weeks is a hell of a lot more earned than 2x for 2 or 3 days.

    So they're stupid AND greedy.

    For the record, we did have 3x BP once back in 2017.

  • @notsonew said:

    https://forum.deadbydaylight.com/en/discussion/comment/1178368#Comment_1178368

    at 22K players i have instant/less than 2 minutes queue times, still makes no sense to me, if there's even more people playing i should get games even quicker, if at 22K i have intsant lobbies, makes no sense i wait 10 minutes with 50K

    Again, the total concurrent player count is not the only number that matters here. Yes, there's more people playing overall, but that doesn't mean that there's an even distribution of people between the two roles. You need four survivors for each killer (4:1). If there's more killers playing than expected (4:3, for example), then suddenly there's not enough survivors to fill everyone's lobbies. In that case you'll have to wait for other people's matches to finish and for their survivors to requeue before your lobby can fill up.

    Also keep in mind that the concurrent player count is worldwide. There may be a lot of people playing somewhere, but there may not be a lot in your region.

  • The number of people playing the game does not determine queue times alone. Regions, time of day, rank, and role all play a part in that too. In this case, you might be having long queue times as a red ranked killer because there are a lot of other red ranked killers playing in your area at the time. Or there might just not be a lot of red ranked survivors playing in your area at the time if you're playing in off-peak hours for your region.

  • The great thing about Myers is that you control how fast he gets his power. If you're careless and let him stalk you a lot, he's going to get his power really quickly. If you're careful about it and break line of sight as much as possible, he'll have to chase you around at 4.2m/s.

  • It's one way to create pressure, but it's not necessarily a good way.

    To give an example, you tunnel that one guy all game. They get saved with BT, you finally down them and get DS'd. Then they're saved again with BT.

    All of that is an awful lot of time for the other three healthy survivors to do generators. You're leaving them with nothing else to do. They're all healthy, nobody that's not in a chase needs healing, so the only thing they have left to do is generators. Yes, things would slow down after that one guy dies, but that's only if all the gens aren't done by then. If the guy you're tunneling is decent at the game, that's going to give them plenty of time to do the gens.

    Short version, yes, that guy being dead is going to help later in the match, but only if there's still a match left by the time you kill them.

  • It's a cosmetic. That's all there is to it. If you like the way it looks, you're absolutely free to use it. Using it doesn't make you toxic, and as long as you're not being toxic while using it, killers are most likely going to realize that.

  • I would like to extend our deepest apologies for offending you with free bloodpoints.

  • @aregularplayer said:

    why not extra 100% as always?

    That's a good question. 2x BP is great and all, but a lot of people jump on that and farm as much as possible. Farming matches are fine if you're just after the points, but they really ruin the game for people who want to play normally. It's not a big deal usually since they're only four days long, but since this one is three weeks long, we don't want it to get in the way of normal gameplay for that long.

  • DCing still ruins the match for the other people there, even if you're stuck at home. The other people in your match are probably stuck at home too, and disconnecting is going to make their time worse. They matter too.

  • Certain perks would probably be a little nutty. Kindred in particular is very good when you stack Open Handed with a couple other survivors right now. You can see the killer through walls pretty far away from the hook, leaving them with no potential to mindgame you. It's not too crazy since you need multiple survivors to use multiple perk slots to pull it off, but if it were easier, I can see it maybe getting out of hand (no pun intended).

    72m Bond might also be a little crazy. That's nearly map-wide auras on all survivors, which is a lot of info to have all the time.

    I don't think it would really break the game since you're spending at least two perk slots to make it work, and those slots could have other meta perks in them, but I do think it might be a little overkill.

  • If someone is hypothetically making a list of people who are opting into dying on the hook when NOED is active, sign me up. You can leave me, I understand. If you want to check the area next to the gate to see if NOED is there, that works too, but please don't throw yourself at the killer when they have NOED. It almost always backfires.

  • I don't mean to be that guy, but at no point in your post did you explain how balancing unfair parts of maps would not help improve balance.

  • It is marked as acknowledged in the bug reporting section, meaning that we've logged in and it's being investigated: https://forum.deadbydaylight.com/en/discussion/137621

    Please be sure to upvote it if you get a moment. The number of upvotes helps us determine how prevalent the issue is.

  • I'm curious to see where you saw us saying that dedicated servers would fix grabs, because as far as I'm aware, that isn't a claim we've made. I'd be happy to correct it if that does exist.

    But in any case, latency is that reason. I'm sorry if it's not the answer you're hoping for, but it is the answer regardless. You see a slightly delayed version of what the survivor sees since you are not physically in the same place as them and it takes time for their info to reach you. When you try to grab someone, it sends a message to the server saying, "I want to grab this guy." The server then checks if that guy is still in the interaction (on a gen, medium/slow vaulting, entering or exiting a locker, etc.), and if they are, it gives you the thumbs up and lets you grab them.

    The part where latency comes in; what you see isn't exactly what the server sees. If they let go of the gen or the animation finished as far as the server is concerned, you don't get the grab. This causes your client to think you're getting a grab, but then get rejected. This is called a race condition and the server does some calculations based on your connections to figure out when each person did their actions (letting go vs. grabbing) and figures out who is in the right. If the server finds that the survivor rightfully should not be grabbed, they will not be grabbed. If it catches them in the act still, you will grab them.

    The alternative of giving the killer the grab all the time is not a perfect solution. This would make it so you could let go of the gen and start running away, but because the killer has a really bad connection, you get teleported back to get grabbed off of it. This would also completely neglect the race condition mentioned earlier and reward the wrong person sometimes.

    Interactions (and grabs) are on the list of things we'd like to revisit at some point, but there aren't any chances on the way in the immediate future.

  • We mentioned it a little while ago here: https://forum.deadbydaylight.com/en/discussion/138523/news-a-message-from-the-team#latest

    The short and sweet version of it is; we're still working on the game, we'll just be doing it from our homes. It might be a little slower while we all adjust, but we aren't stopping. We've already released two hotfixes while out of office, so it shouldn't be too detrimental.

  • There's a couple ways to go about it.

    The best way I would say is Detective's Hunch with a Map and a Crystal Bead. You see the auras of all totems and they get added to your map. When you read the map, other survivors see their auras too. This is the most efficient way to get the totems since the other survivors are going to see where they are and cleanse them as well, but this is also the most expensive way since it requires an item and a very rare add-on to do.

    Detective's Hunch on its own is also pretty decent. You see totems as you do gens, so it's a good way to do the main objective (generators) while also getting rid of totems in between.

    And of course, there's Small Game. Against most killers, it'll only go off for totems, making them easy to pinpoint. It should be easy enough to do a quick lap around the map scanning for totems.

    If you really don't want to use a perk, you can toss on a Map with a Red Twine and a Stamp to find totems that way.

  • Including queue times which were long at times, I played about 3-4 hours per day ~3 days per week. I finished a few days ago with some challenges leftover.

  • Please be sure to check this thread in bug reporting: https://forum.deadbydaylight.com/en/discussion/136229

    If you can provide any of the info requested by QA, they'll be able to investigate further and figure out what's causing it. If you can't provide any of that info, upvoting it will give us a better idea of how many people are having that issue.

  • It's marked down as acknowledged already, but I would suggest upvoting the bug report for it if you're having that issue as well: https://forum.deadbydaylight.com/en/discussion/137621

    It helps give us a better idea of how frequent the bug is.

  • If you're leaving purely because you don't like a perk someone is running, then the DC penalty system is doing exactly what it's designed to do. You leaving a match like that ruins it for the other four people there.

  • @Mo4ntus said:

    I wonder if this has anything to do with the rank update error because I got it twice this week

    It's unrelated to the rank update error. We're working on a new matchmaking and ranking system which should help eliminate matches like this: https://forum.deadbydaylight.com/en/discussion/124795

  • Odds are we're already aware of it, but if you ever need to report something like that, the best place would be to contact support: https://support.deadbydaylight.com/hc/en-us

    I would not suggest downloading anything from there under any circumstances, even for the sake of reporting it. You never know what you may be downloading.

  • As far as the changing exhaustion times go, it would really make a difference after a few seconds. You aren't realistically going to be walking for ten seconds in the middle of a chase if they are actually tunneling you, and if you are, you're probably wasting pallets left and right. The difference between 10 seconds and 50 seconds would be negligible at that point. Beyond that, if it did make a difference, it would likely just end with the survivor running straight into the killer to get the shortest exhaustion possible.

    Given the requirements to activate in the first place, though, exhaustion would likely be overkill. It wouldn't affect someone like me who doesn't run exhaustion perks to begin with (barring Head On from time to time), and it would be a pretty significant downside to a perk you already don't get to use very often.

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