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Peanits

Peanits

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Peanits
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  • It took me a little while as well. The way I usually play, I try not to use pallets as much as possible, so going for those stuns is out of the ordinary for me. What I ended up doing was taking a loop once or twice and then camping the pallet so they won't expect it.

  • The in-game friends list should mimic whatever setting you have on Steam. If you launch the game in offline mode, it will show you as offline in-game as well. You may need to restart the game for that to take effect.

    Although if they were using the in-game list to join you, you would have received a request to join anyway. If they're joining without asking, they're either joining you through the button on your Steam profile, or by right clicking you in their friends list and clicking join game. In either case, setting yourself to offline or invisible will prevent them from doing so as well.

  • The first step is always to report in-game. Without an in-game report, we cannot handle your report.

    If you've already done that and happen to have a video you'd like to attach to your report, you can do so here: https://support.deadbydaylight.com/hc/en-us/requests/new?ticket_form_id=191426

    As for messages, there's no need. Your report will save a chat log for us to review. If the messages happened outside of the game, you'll need to report them to their respective platform's authority (Steam, PSN, Xbox, etc.).

  • Yes, to an extent.

    If a perk is required for an archive challenge, it is guaranteed to appear in the shrine at least once between when the challenge becomes available and when the Rift that challenge is tied to ends.

    Beyond that, they're selected randomly with a few rules to prevent the same perks from showing up in back to back shrines.

  • @Fen said:

    @Peanits ?

    Please check the status on the post. Someone has already asked you for more information.

  • No. You will never be banned from the number of reports you receive alone. We review each one and see if they are legitimate before we take any action. Although in this case, tunneling, slugging, and camping wouldn't be reasons for a ban anyway.

  • I'm not sure, but my vote is on Birdy McBirdface.

  • @GHOSTfaceP3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1152220#Comment_1152220

    I won’t be banned for mori spamming? If so why? And how’s that different from flashlight spamming or tbaging ? There both done to make someone angry

    For tapping the button only twice, no. That's not crossing the line by any stretch of the imagination.

  • Just to clarify, this is by design. It was mistakenly left out of the patch notes for the changes between PTB and live, but it has since been updated. Sorry for the confusion.

  • No, that wouldn't be grounds for a ban.

  • I'm not sure how useful that would be. Hooks already respawn in 30 seconds after this last update, so by the time you can chase them and down them again - if they're even still in the same area - the hooks will have respawned anyway.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1152160#Comment_1152160

    Considering that Huntress can down from healthy faster than Deathslinger and can potentially down through a dropped pallet unlike Deathslinger, I'm not convinced that Deathslinger is better at close range.

    To give an example, you're not getting a hatchet at a long wall short wall unless the survivor gets greedy, in which case you can just M1 anyway. You'll see them running around the corner, but if you start to wind up a hatchet, they'll get around the corner by the time you can throw it.

    Meanwhile with the Deathslinger, you see them, you can hit them. It doesn't matter if they're near the corner or not.

    There's a lot of instances where you can get hits with him that the Huntress could not purely due to the lack of a wind up.

  • There is no date for that yet, but we're working on getting it out as soon as possible.

  • I wouldn't say so. I felt that way at first, but the more time I spent playing with and against him, the more I realized that he's actually very different. Huntress does better at long ranges and in low loops (she can throw over stuff and curve her hatchets). This guy does better at close range in loops with high walls (he's got no windup time, giving him way more opportunities to use his power). He's also has no lullaby, so you can show up and shoot someone before they even know you're there if they're not paying attention.

    Having played a ton of Huntress, I wouldn't say that one is objectively better than the other. Each is better in different scenarios.

  • @PeenutsButt3r said:

    @Peanits so I guess this is a bug?

    https://www.twitch.tv/videos/565345768?t=5h3m16s

    this guy stream from 5:03:15

    https://www.twitch.tv/videos/565345768?t=5h25m11s

    to 5:25:10

    it only took him 1 match to complete 100k challenge (with survivor pudding + someone else's BPS)

    That's definitely strange, I'll have to look into that. Previous bloodpoint challenges did not include post-match bonuses, so it's odd that it counted for him there.

  • As others have mentioned, it only counts bloodpoints gained during the match. BBQ & Chili, We're Gonna Live Forever, bloodpoint offerings (and anything else I might be missing) which apply a multiplier after a match are not factored in.

  • @NullEXE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1151711#Comment_1151711

    How about adding a reward system for proper reports like Legue of Legends has? That way people know it's actually working.

    I'd love to see something like that some day, or even just a way for people to see that one of their reports resulted in someone being punished.

  • Conveniently enough, Saboteur was also nerfed between the PTB and live. If your sabotage gets interrupted for any reason (you let go, or you get hit), the perk goes on cooldown.

  • I can confirm that yes, they do indeed work. Both the in-game reports and the support tickets for attaching videos to your reports are used.

    I used to be one of the guys that went through reports before starting full time as a CM. There's a team of people dedicated solely to going through reports. You may not see them get banned, but that's because most things start off with temporary bans that don't show on their profile - barring cheating or things like real life threats.

  • To put it very simply, it was one of those things that appeared very unpopular at first glance, but there was a cult following to it. Since it's an add-on and completely optional, there's no harm in bringing it back.

  • I imagine it wouldn't be too hard if you're specifically trying to get it. Toss on Thrill of the Hunt and some other hex perks of your choosing (preferably Haunted Ground), maybe M&A for the reduced TR or some TR while aiming down sights add-ons, and then you could probably get it fairly easily. You get notifications every time someone starts working on a hex totem and you can yank them off from a distance before they even hear you coming.

  • @Salty_Pearl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149222#Comment_1149222

    Why was this made though? It really doesn't make a lot of sense. Why would I want to keep my uncommon toolbox when I already have 156? I want to get rid of all of them. Also with the addons, I don't get why we have to waste a perk slot just to keep addons. Items and Addons were fine the way they were imo.

    Killers have less addons and are easier to get back while Survivors have a ton of addons due to there being different types of items.

    People would use most of their item and leave a sliver left before anyway, so it was already practically the same before. Since most items are used up very quickly now, we want to avoid that awkward situation where you're staring down the item charges waiting until the last second to let go.

    As for add-ons, they are consistent with the killer's add-ons. Add-ons are used up no matter what, whether you escape or not, whether you get a 4k or not.

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149316#Comment_1149316

    Breakable walls arent bad themselves, but shack is a staple on every map and is one of the only loops that takes a degree of skill to run/mindgame as opposed to just running around a safe loop. like on Cowshed or Thompson house which can spawn multiple safe loops back to back.

    to be able to delete it is a slap in the face to those who want some form of skill in the game

    Right, this is the feedback I'm talking about. For what it's worth, I'm in the same boat. I don't mind shack as a killer or a survivor. I find it to be a fun tile the doesn't go on too long, with ways for both sides to play around it. It's been noted, don't worry.

  • @Deadman316 said:

    Would the holes eventually level a building?

    As much as I love the idea of leveling an entire building, no, the breakable walls only appear in preset spots. You wouldn't be able to break enough of them to take down an entire building.

  • This is nothing stopping a map from being chosen multiple times. I do agree that it would be nice to have, though.

  • Depends on what you want to do. If the area in front of you is clear and you want to prevent them from getting around a corner, walking backwards is your best bet. If they're already at an obstacle, you'll want to try to keep a clear path for the chain as long as possible while navigating around it to hit them.

    @Heartbound said:

    I've been playing with him for a little bit. Apparently if you walk backwards it pulls the survivor to you. Counter intuitive I know. I don't know if walking forward has an effect. If it does, it's small.

    Walking forwards will still close the gap between you at the same rate, but the added movement from you moving backwards is handy for making sure that they can't get around a corner to break LOS.

  • @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149316#Comment_1149316

    That doesn't seem like a good way to measure it's usefulness. Why not spread it across the map?

    You still trying to come up with ways to not just make it break loops? I mean survivors doing gens on The Game opens the level up. Is this going to be the killer version of that?

    They are all across the map. It's not just the shack wall, there's a bunch all over the new map, including in that maps variation of common maze tiles (LT walls, jungle gyms, etc.).

    We don't want to make sweeping changes to the entire game with a brand new feature without seeing what works and what doesn't first, that's why it's only on the new map for now.

  • Regarding sabotage time: Right now if they decide to keep sabotaging the hook after being hit, they will sabotage it, but they'll wind up trading themselves for the person you're carrying since you'll be able to hit them immediately after. We're keeping an eye on it just in case to make sure it doesn't get out of hand.

    For Hangman's Trick, the number used in the PTB was much higher than anticipated. Due to the spacing of hooks, that 16m radius gave you essentially map-wide aura reading on all survivors, completely overshadowing perks like BBQ & Chili. The idea behind the perk is to help combat sabotage, not to give you information on every survivor. You'll still get information on the survivors before they can sabotage a hook, letting you react and change your plans sooner.

    As for the last question, I'm not entirely sure what you mean. The Doctor received some add-on changes in this update, but he also received changes to his base kit as well (in addition to the massive base kit changes from the mid-chapter). Killer like The Plague and The Trapper also received base kit changes in this update. We don't focus on one or the other, we update both add-ons and base powers. Additionally, we do tend to make add-ons that change the way a killer is played these days rather than being straight upgrades over their default power.

  • @Witas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149123#Comment_1149123

    So it's only the Saloon shack that has the breakable wall ? Was hoping it'd be in all shacks atleast :(

    Only that one shack, for now at least. If it ends up being a huge hit, it could always make its way into other maps as well. Though from what I've seen, a lot of people have reservations about touching the shack in any way.

  • Glad to hear it! Also nice snatch on that name, it's very fitting.

  • You probably won't get all 70 tiers done if you at tier 10 now. You'd have to play an awful lot to catch up at this point. Getting the challenges done would get you pretty far into it, though.

    It all depends on what's worth if for you. If you alright with just getting some of the rewards, you can still get pretty far into it. Whether or not that's worth it to you, I can't say, that's all up to you.

  • It's part of the update. You'll now keep your item even if you use it up fully (it'll deactivate and be unusable for the rest of the match, though), but you'll lose your add-ons no matter what like killers. If you want to keep your add-ons, you can throw on Ace in the Hole.

  • You shouldn't lose progress from that. Your save file isn't stored on your PC, it's saved on our end.

    It sounds like your files were corrupted when you had that error and it's now redownloading the things that were corrupted. Everything should be fine once that download is finished, but if you have any issues, you should right click on Dead by Daylight in Steam, go to properties, local files, and then verify the integrity of the cache. That'll force Steam to check again and make sure everything's working as intended.

  • They are only available on the new map for now. We're using them there first to experiment and see what works, then we'll take what people like and apply them to other maps as well later on.

  • I found myself pressing R to reload, but I can't say I've had the other ones.

  • @theArashi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1148605#Comment_1148605

    So it was changes so that female characters have objective advantage?

    No. Both male and female survivors share the same hitboxes, they just correctly shrink to roughly the size of the survivor while they're bent over working on a gen, for instance.

  • It's on the way. Soon™.

    @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/136001/bunny-feng-where

    They're nerfing killers first.

    I'd say after the main problem, a few years?

    Please don't derail threads for no reason. That's totally off topic.

  • That's definitely unusual. I don't have that issue myself. I'd suggest creating a bug report here: https://forum.deadbydaylight.com/en/categories/bugs

  • @johnmwarner said:

    @Peanits or @not_Queen or anyone else have a way to reach Steam about your game?

    We're getting in touch to see what's going on.

  • If you're having any bugs with pallets, I'd suggest posting them in the new bug reports forum: https://forum.deadbydaylight.com/en/categories/bugs

    As for the wiggle progress change, it was changed to give people more freedom to drop survivors if they notice someone sabotaging the hook. With the old values, there was a good chance they would wiggle if they didn't drop them early enough, since it would add a third of the bar to their wiggle.

  • @Nurgling7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1148605#Comment_1148605

    Are you also excited to only be able to walk your 110 butt over to gens since now Survivors will be able to comfortable sit on the opposite side of them with no fear of a skilled shot at range?

    Nothing has changed in that regard. The movement speed is exactly the same, and any half decent survivors would crouch when you threw a hatchet since crouching would reduce your hitbox as expected. There's no difference other than not giving you hits that you should not have gotten in the first place.

  • @GHOSTfaceP3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1148605#Comment_1148605

    Question why wasn’t deathslinger buffed? The feedback was overwhelmingly that he was kinda meh...yet no changes ? Why? Also sabo changes went live?

    He's the type of killer with a high skill ceiling. We don't want to make any knee jerk reactions based on feedback from a few matches on the test environment where ranked matchmaking is not enabled. We'd like to see what someone can do with them with practice first, then make any changes that might be needed. Most people only play a handful of matches on the PTB, and those that did play quite a bit tended to do pretty well with them as is.

    Short version, he's doing okay for now, we're going to watch and see what needs to change - if anything - once people have had more time to learn to play as and against him.

  • I say this as a Huntress main, hitting people when the hatchet flies way over their head was silly. The hatchet wouldn't be anywhere near them, but it would hit anyway. It was also inconsistent with crouching since crouching would make your hitbox shorter.

  • Okay, the patch notes have been updated to reflect the changes. Sorry about that!

  • She's still in, as are the Trapper changes. They fell through the cracks for the patch notes. I'll see if we can get them updated.

  • This handy dandy post will tell you everything you need to know: https://forum.deadbydaylight.com/en/discussion/134600

    ... aaaand Fibijean beat me to it.

  • @Witas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1146621#Comment_1146621

    Then why don't you make more "universal" challenges ? This way players of both roles can complete most of the challenges without "upsetting the balance". They're also arguably the easiest to design well, not requireing any quirky strats/playstyles that make you throw matches is always nice.

    There's only so much you can do with universal challenges. Something like "Earn X bloodpoints" or "Get Y Iridescent Emblems" is fine, but there's only a very limited number of things shared between killers and survivors.

  • @[Deleted User] said:

    Naw we got these challenge tome things instead. I prefer double bloodpoints myself but it is what it is.

    They aren't mutually exclusive. We had a bloodhunt around the end of the last Tome.

  • We'll post a release information post the morning of the update with the expected time for both the updates and the DLC releases. Typically the updates will roll out around 11 AM Eastern with the DLCs releasing sometime later that day, but I'd suggest waiting for tomorrow morning to find out for sure.

  • Nothing has been confirmed yet, and there's not really a trend to bloodhunts. Even if you do spot what might be a pattern between them, I wouldn't hold your breath for it. It wouldn't be the first time a pattern has been broken.

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