Peanits
Peanits
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- Peanits
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For what it's worth, #2 would not be necessary since bloodhunts are a post-match bonus. They don't increase the points of everything you do in the trial, they take your end score add a 100% bonus to it. This ignores the normal 32,000 cap. If you were to hit 32,000 points in that match, you'd get 64,000. BBQ & Chili works the same way.
@MegaWaffle said:
Out of curiosity @Peanits is it possible to shed some light on the reasoning for 1mill BP cap and the possibility (or not) that the cap could be increased?
Way back in the day, it was added to deter cheaters. It's since outlived that purpose since save files aren't stored locally anymore and we've tightened down on cheating quite a bit. These days it kept at 1,000,000 to prevent someone from immediately maxing out all of the new content the moment it comes out.
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First and foremost, no, we don't hate killers.
Second, this was something we were very transparent about back during the first Tome. Originally we had an even distribution of survivor and killer challenges, but this caused a lot more people to play killer than normal. When that happened, killer queue times went way up, making it difficult for people to do their challenges. Now there's slightly more survivor challenges than killer challenges as to not mess with matchmaking too much.
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@Almo said:
You know, that one guy.
Oh yeah, that guy...
What was his name again? I can't remember. It's right on the tip of my tongue.
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I do it from time to time when it's a really close call, like if they're vaulting a window. I'm not proud of it, and this is the only game where I'll do it.
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A couple things to note:
- They sound a lot like totems. I would rather see something that like that tied to totems rather than a new mechanic, since that could very easily be added onto it.
- 30 seconds is a lot of time considering you'd have to deactivate five of them.
- I'm not too crazy about variable speeds. It makes it really hard for both sides to judge whether or not they'll get hit before reaching that pallet/window, since the rate at which the killer is catching up is going to be changing sporadically.
Those are the main things that come to mind. I wouldn't be too sure about it myself. I tend to have a lot of close matches as the killer, and sometimes the right move for the survivors is to get some gens done while the killer is snowballing. Forcing them to stop and do 2:30 of a side objective would give me a ton more wins when I would normally have a close match.
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@DYNAMICskills7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1146368#Comment_1146368
I hope it’s a option and not force changed one day. I prefer the joystick and people don’t know you can just spin it 360 degrees repeatedly instead. While pc on the other hand is annoying for bad keyboard players.
Just so we're clear, I'm only making a note of it to bring to the team, it's not a confirmations that it will change.
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It's not bannable, no.
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@Spirez said:
https://forum.deadbydaylight.com/en/discussion/comment/1146334#Comment_1146334
Can you please let the team know if it’s possible to change the wiggle controls on console from a joystick to L1-R1 on PS4 and LB -RB on Xbox. The joystick is very inconsistent, it’s much easier on PC when you alternate between 2 buttons.
I will note it down.
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@Exerlin said:
I think killers should be allowed to open an exit gate at any time.
It's neat on paper, but then you'd run into the issue of people immediately opening the gate at the start of the match to force not only themselves, but everyone in the match to derank.
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I don't see the need to call someone a moron just because you don't like something. That's highly unnecessary.
Wiggling definitely has its moments, but you're not meant to reliably wiggle out. It'll typically only happen if the killer gets greedy or poorly manages their hooks, or if the other survivors run breakout and/or take hits. But even if you don't wiggle out, it still holds a very important purpose. It's the only thing preventing a killer from walking across the map to hook you in the basement.
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It's a pretty solid perk, I don't think it really needs to be changed. It takes a while to setup between finding and cleansing a totem and then getting to a locker and hiding, and it's hard limited to five uses per game between all survivors. All in all:
- + You cleanse a totem and help prevent NOED (yay, multitasking)
- + You ignore any heal speed penalties
- + You can cleanse a totem ahead of time to heal quickly when you need it
- You probably spend just as long as you would with Self Care
- - You're hard limited to 5 uses per games between everyone
- - Someone else cleansing a totem means you get one less use
- - Some maps have very hidden totems, making it hard to use
All in all, it's a good perk with some upsides and some downsides. I don't think it's overpowered, and I also don't think it's underpowered.
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@Raven9 said:
https://forum.deadbydaylight.com/en/discussion/comment/1146310#Comment_1146310
I thought it was a rumor. i'm not sure @Peanits sorry to bother you but did you make a formal statement about this? new uptade&dlc?
The release date was confirmed for March 10th during the stream last week.
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Going by numbers alone, Freddy would statistically have the highest average kill rate. Though if you're willing to put in the effort, you'd arguably be able to do more with a killer like The Nurse.
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@OmegaXII said:
Level 4 is released already?
Yep, it released a little under two hours ago.
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@AntiJelly said:
https://forum.deadbydaylight.com/en/discussion/comment/1145960#Comment_1145960
Does the internal DbD clock (for Shrine reset, daily reset, updates, etc) follow daylight savings?
Anything that is automated or recurring (Shrine, rank reset, etc.) is based on UTC, so they will shift an hour depending on daylight savings. Anything that is manually scheduled, like Tome level releases, are typically based on Eastern time and adjust according to daylight savings.
If you're ever unsure, feel free to ask. We'll try to get you the answer.
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It should still launch at 11 AM Eastern, but depending on whether or not your local timezone follows daylight savings, that may be an hour later for you.
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I feel like the majority of people I play with/against use some sort of cosmetics, particularly survivors since they don't need to swap between survivors constantly.
But I can see why not everyone does it. Some people just don't care what their character looks like to begin with, and others are very proud of their prestige (yes, even though it may not be a big deal to you or me).
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If you ever need to attach a video to your report, you can do so with one of these tickets: https://support.deadbydaylight.com/hc/en-us/requests/new?ticket_form_id=191426
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I'm assuming you meant to say that the EGC should not slow down when someone is downed or hooked? In that case, no, that's not the intention behind the EGC. It's meant to force people out at the end of the match when there's nothing left to be done, not force them to leave someone on the hook because there's not enough time to save them.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/1141394#Comment_1141394
On that note, please don't actually loop the killer near the hooked person. 🤣👍
Ah, but that's the wonderful thing. You can be 2+ tiles away and still see them perfectly.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/1140075#Comment_1140075
Does the future tomes will include a licensed characters? :)
No. Tomes will only include original characters that can be purchased with Iridescent Shards. Any character that can only be bought with real money or Auric Cells will not be required for a challenge. Their perks may be, but in that case, they will appear in the shrine for a week around the time the challenge is added.
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@Yung_Slug said:
Can who figure out which player was the second killer? I wouldn't report the original killer because they are usually unaware that they're going into a 2 killer match.
We can tell who the real one is. The real one has nothing to worry about. The people who are doing the exploit will be banned, though.
We are aware of it, and I believe we have a fix on the way.
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@Yung_Slug said:
Open Handed + Kindred
Seeing the killer at a range of 24 meters from the hook is amazing. Even if they're not camping, you know exactly which way they're going.
@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1141377#Comment_1141377
To add to this. Open Handed + Bond is pretty great too.
I will second both of these, especially if you can convince some other people to run Open Handed as well. Kindred in particular is really nice. As long as someone's hooked even remotely close to you, the killer cannot mindgame you in a chase. Definitely a sleeper combo.
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This Tome is based on The Doctor, The Spirit, David King and Jane. There won't be any challenges that require any other characters in this Tome (including level 4). Future Tomes may include him, though.
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@Wooden_Enthusiasm said:
https://forum.deadbydaylight.com/en/discussion/comment/1139774#Comment_1139774
Serious question why is it only considered abusive if they decide to work on a gen and not say unhook survivors/heal them or anything like that?
Nobody has said that it isn't, that's just an example. Nothing is confirmed yet.
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There are already some out there (@Spannungsstoß beat me to it, thanks for the link), and we have been adding more from time to time. I would love to get myself a DBD ugly Christmas sweater some day, though.
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@Lmronby said:
https://forum.deadbydaylight.com/en/discussion/comment/1139816#Comment_1139816
What's keeping it from release? Was he too weak or too powerful so they're shifting and changing some things?
Too many bugs? Maybe something with the tiny hitbox that makes Latency even More noticable??
None of the above. It was always planned to be released later than normal.
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OhTofu is great if you want to learn some things. If you just want someone chill who isn't going to get mad at people constantly, I'd suggest RunningMan or Friskk.
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1139730#Comment_1139730
To play dveil's advocate advocate. The survivors mission should be to survive by any means neccesary not stay to do totems, open chests, bully the killer, or find ways to farm more points. The only resaon I could see you not opening the gate is to go for a save. Nothing else.
Also that's a terrible idea "Just open the gate and force them out". So not only is Killer expected to lose 2 gens in the first couple minutes of the match, but is not expected to be able to win at the end of the match either? The only reason a Killer should ever open the gate is to utilize Blood Warden. Otherwise that's precious time the killer needs to complete their goal. Telling them to "just open the gate and push them out yourself", your basically just telling Killers that survivors are broken, suck it up, and move on.
I'm really surprised a Dev's response to anyone finding EGC to be a problem is "Survivors should ignore their goal, and Killers should give free escapes".
You are taking that massively out of context. No, nobody expects you to open the gates and let them go. It's there as an option if you're not able to catch anyone and they refuse to leave, and instead stick around to waste your time and troll you.
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@rhodamia said:
https://forum.deadbydaylight.com/en/discussion/comment/1139730#Comment_1139730
I'd say the issue is being able to counter/avoid both Blood Warden and EGC simultaneously without any thinking or choice.
Commonly nerfed things are "benefit without a price"... Not opening a 99ed gate until it's safe to do so, counters Blood Warden. It also negates any pressure added by EGC (which slows down if someone is downed anyways)
In my opinion. If hooking someone at any point after the last gen enabled Blood Warden, then it activates upon exit gate opening... This would fix 99ing without changing 99ing. Survivors can still reap the benefits of it. But now they choose between:
"Open the gates asap to counter a POTENTIAL Blood Warden, but deal with EGC timer"
Or
"Don't open the gate, don't activate EGC, reap the benefits, but POTENTIALLY deal with blood warden. If the killer runs it."
It would also allow killers to have a perk that doesn't have one of its activation conditions as "open the exit gates for survivors"
One perk that is made as an endgame perk. Could DETER 99ing. Without ever changing it as an option.
None of those are really things that need to be addressed, though. If you are using Blood Warden- and the vast majority of people aren't- you can open up the gates yourself. If you want to start the timer and get add some pressure to the survivors, you can also open the gates yourself. But in either case, this is a direct upgrade to what we had before where you had no control over the situation and solely relied on the survivors opening a gate, in spite of the EGC not being designed to give you more pressure or kills.
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We have not announced a date for the release yet, but we can say for sure that it won't be this week.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1138092#Comment_1138092
How is it abusive at all if the killer can simple come back to the hook and a locker is nearby? It is a legit strat.
It’s not like the locker tenders the survivor unable to be pulled out.
I don't disagree with you. Personally, I couldn't care less if the killer goes back to the hook and the survivor hops in a locker. They're using their "don't tunnel" perk to stop the killer from tunneling.
The time where it starts to get abusive is when they use that to work on a nearby generator, they hop in a locker whenever you get close.
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To play devil's advocate here, what are you aiming to fix with this? The EGC isn't made to give you more kills or force people to leave while there's still things to be done (saves, etc.), and if they do refuse to leave, you can always open the gate to force them out yourself.
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For the record, we aren't aiming to make every game end in 2-2. This is just an average. You might do better in some games and worse in others.
You can safety pip with only two kills if you played well enough. If you struggled and just barely got them (by camping, for instance), you'd probably depip.
@darktrix said:
Cause devs don't take into account your Gatekeeper emblem getting destroyed by gen rush in the meantime.
We actually made a change to Gatekeeper at the same time to compensate, conveniently enough.
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Yes they can. You only get the Undetectable status once Insidious fully activates. Up to that point, they'll still be able to see you.
The OoO icon will also light up if they look in your direction even if you are Undetectable, but it won't reveal your aura, you'll just see theirs.
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- Huntress
Maybe it's just because I play a ton of Huntress, but I love playing against a good Huntress and getting in their head, thinking about when they're going to pull out a hatchet and when they're going to go for an M1.
- Doctor
I'm one of those crazy people. I like to try to outsmart them and break away from a loop when they aren't expecting it, or dodge a shock and change my plan on the fly.
- Myers
He's simple, but fun. The way he plays changes as the game goes on, and EW3 really makes you second guess whether or not you want to go in for the save yet.
I'd also throw out an honorable mention for Hillbilly, Pig, and Legion. They can make for some fun matches, depending on how they're played.
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@OtakuBurrito said:
No. But the trick to this is you have to see at least 20% of him in perspective to what you see. Revealing GhostFace from the side is significantly harder than front or back but it can be done.
Basically if he's 36 meters or less he needs to directly in the middle
. But farther than 36 meter divide your monitor into 5 areas with a box in the middle and that box is your safe zone for reveals.
He's actually got a maximum detection range of 32m by default (-8m with Driver's License, -4m with VDR). You wouldn't be able to reveal him from that far away.
Also, just to be clear and avoid any confusion, you need to see 20% of his body, he doesn't need to occupy 20% of your screen.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1138160#Comment_1138160
What about the scenario where the gen is next to the hook you're hanging from and it's almost completed. You get unhooked, you finish the gen as the killer rushes towards you and BAM, he hits you as the gen is completed.
Happens to me quite a bit.
Sounds to me like you opted to do a generator and put yourself back into the running. You aren't really being tunneled at that point. They're chasing you off a gen, not off the hook.
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@BigTimeGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1138132#Comment_1138132
How often does that happen? 80% of the time I don’t even get to use DS as most killers play around that and BT. Not to mention DS is 60sec which is not long at all, Scott’s mission for Locker DS into Head on into flashlight is as extreme as it can be and even that is a very difficult thing to achieve. Changing one method of forcing a DS stun based on extreme examples seems illogical.
if anything has to be changed with DS then imo it should be if you hook a second person then it deactivates if they are not downed. at that point you aren’t tunneling.
Not often, but in any case, you're arguing with someone who feels the same as you. I don't think the locker by itself is the problem, it's the fact that it stays active even after you start working on generators. I have no issue with it activating when you grab someone from a locker, personally.
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@BigTimeGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1138092#Comment_1138092
I’m curious as to how hopping into a locker to make a DS play is abusive since it’s not forcing the killer to do anything
I would agree with you. The abusive part would more so be if they were work on a generator, then hop in a locker any time you came close. At that point you're forced to take the stun or allow them to work on the generator unopposed. Though I would argue that the locker isn't the problem there.
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We are looking into the potentially more abusive aspects and seeing what we can do, but nothing is confirmed yet.
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1136135#Comment_1136135
@Peanits Since you seem to be paying attention to this thread, why is there a gap time between books or chapters (or whatever term tomes 1-4 entail)? I was pretty disappointed after the first chapter ended and there was a wait of several weeks before the next started. At the very least you guys could extend the time to complete the current chapter if the next chapter isn't available. I'm sure the casual players would appreciate it.
It's to give people a break in between. Gives you a chance to relax and not worry about challenges for a while, or to catch up any any that you missed from older Tomes.
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@Boludosattendant said:
https://forum.deadbydaylight.com/en/discussion/comment/1136185#Comment_1136185
ok, if i wouldnt be ban for that so, i can freely enter in "AppData\Local\DeadByDaylight\Saved\Config\WindowsNoEditor\GameUserSettings.ini" modify the "Gameusersettings.ini" and "Engine.ini" with a notepad and make the killer red light more bright,remove grass and fog etc?
I'm really not sure where you're reading all this. I couldn't find any mention of that in the post you just quoted.
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Plunderer's is your friend. You've got a decent chance of getting a key from a chest, so you won't run out. Aside from that, don't sweat it too much. Play like you normally would. Either you'll die, you'll be the last one alive, or the gens will get done and you can run around looking for the hatch.
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@Boludosattendant said:
https://forum.deadbydaylight.com/en/discussion/comment/1133221#Comment_1133221
There is no ban for the killer? you can see the modified icons when you said specifically it is a reason for BAN...
or this is allowed now?
I'd be curious to see where we've said that we ban for that, because that's not something we ban for.
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The hero we all need.
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@Ksoni said:
https://forum.deadbydaylight.com/en/discussion/comment/1136079#Comment_1136079
Since between Tome level III and Tome level VI there is a 3 weeks break instead of 2 like it was in the previous tome. Does that mean that all the future content will release a week later than normal?
There was a three week gap between levels III and IV in the first Tome as well.
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March 9th. We'll post the dates in-game, but generally they'll follow a rule of:
- Tome Level I
- Two weeks
- Tome Level II
- Two weeks
- Tome Level III
- Three weeks
- Tome Level IV
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@Might_Oakk said:
https://forum.deadbydaylight.com/en/discussion/comment/1136040#Comment_1136040
If it supposed to decay from 15 to 5 which it didn't you may want to look into it instead of just giving a dismissive reply "community manager" lul
It was not meant to be dismissive. I'm just saying that if you were to decay a point, when you lost connection again you would have gained another, so your penalty would have appeared to stay the same.
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They do not reset, they decay. Your penalty points go away one by one, not all at once.