Peanits
Peanits
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Turning invisible would definitely cross the line into giving survivors magical powers, which isn't something we're looking to do.
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@Rexis said:
https://forum.deadbydaylight.com/en/discussion/comment/1135517#Comment_1135517
You can maybe check my logs then! my last intentional DC was about 36 hours ago and it was only 1 DC cause of an annoying kid tbaging on top of me for 5 mins waiting for me to bleed out as last survivor and I had 5 minutes penalty
I was in a Chase with Oni, all sudden my player froze, couldnt move, Oni was moving, he hit me once, and he was moving around me no idea what did he see, then a Loading Screen! boom 15 minutes! score board showed me and Oni as DC
Didnt take a screen shot of that score board as I didnt think I would see 15 minutes after pressing continue!
Even with one other DC, the numbers do not check out. It wouldn't be 15 minutes from only two disconnections.
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I'm pretty skeptical here. Even if you did crash, one crash does not give you a 15 minute penalty. I feel like we're only getting half the story here.
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I do have one question, actually. If you total up the number of occurrences for each of those perks (286 + 121 + 253 + 236 + 297 + 130 + 178 + 321 + 165), you end up with 1,987 occurrences of meta perks. But in 103 games, the maximum amount of perks that could possibly be used is 1,648 (103 games x 4 survivors x 4 perk slots each).
How did they use more than four perks per game (each)? This is before factoring in any non-meta perks or empty perk slots.
EDIT: Counting the Lithe addition, they would have a total of 2,124 perks.
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@Mistikus said:
https://forum.deadbydaylight.com/en/discussion/comment/1134048#Comment_1134048
but apirit was pushed back cos of promblem with consols so it might be the case this time too
Nope. It was not pushed back at all. This time is was always intended to release later than normal.
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Okay, update: I can now say that the update is not tomorrow. We are going to try adding an extra week between the PTB and live this time around.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1133477#Comment_1133477
Originally posted on Dec 2, in these forums, by a community manager
https://forum.deadbydaylight.com/en/discussion/108852/patch-notes-3-4-0-cursed-legacy
That's because they're posted in a hidden section the day before, then moved to the right place on the day of.
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That is (a very severe) case of lag. To keep it simple, online games aren't getting a constant stream of information. They're sending info to you at set intervals that tells you where they are and where they're going, and the game fills in the blanks. When those bits of info start getting lost, this is what you're left with. They're saying, "I'm running left", but then stop sending information for a while, so the game does the only thing it can and makes them continue to move left. Meanwhile, they could have changed directions and starting going right on their screen, so when they do manage to send that info out again, the game quickly adjusts them to their actual position.
This is why someone will run in the same direction when they lag out. The game isn't receiving info from them anymore so it's just using the last instructions it got.
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"The minimal amount of time that it would take to frequently do so would allow for consistent feedback, design ideas for underutilized perks, and promote actual discussion (backed by data) regarding problem areas that people are using perks to 'band-aid.'"
This is the idea behind releasing stats, and I absolutely agree with you, and this is why we've tried releasing stats in the past. However, each time it just ends up in a mess. Rather than sparking interesting discussions, they more often or not end up being scrutinized with questions about their validity when the numbers don't match someone's personal experiences. It's an onslaught of, "Does this count? Are you excluding that?", or conclusions being drawn based off of very broad numbers (averages), and it frankly just causes more confusion than it helps.
In a perfect world, I would love to release stats on a regular basis, but it's hard to justify when releasing them only causes more harm than good.
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@mouse0270 said:
@Peanits can I ask why there isn't an official thread like this pinned to the feedback section of the site? It would really help in showing what has been reported, what you have listed as intended, what is still unknown and what isn't reported
This guy even did an amazing job using icons to make it clear the status of each bug status.
To put it simply, because there's always going to be a new bug that gets discovered, and someone will always ask, "But what about ______? It's not on the list." This is why we're going to be switching over to a different way to show bug reports, so it'll be easy to see what the most reported issues are and whether or not we've seen them yet.
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- Legion cannot see blood stains during Feral Frenzy
- Legion can see only new scratch marks after Feral Frenzy fatigue is over (that's different from blood stains!)
- Doctor can't increase madness of survivors in dying state through Static Blast
- Traps move once a survivor triggers them
Just to clarify, these are all intended. The Legion ones specifically were listed in the patch notes quite a while ago, even.
Other than those, these are all known and we've acknowledged them at some point in the past. Pretty soon we'll be changing the bug reports subforum to make it more obvious when we've seen an issue. If you want to take a look at what'll be changing, we have a preview available here: https://forum.deadbydaylight.com/en/discussion/110394/
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1125138#Comment_1125138
Since the ruin nerf I've yet to see a hardcore slowdown build succeed very well..the consensus is most slowdown perks are crap by themselves and that sneaky change to blocked gens just made ruin even less appealing than before..which is saying quite a bit..the difference between exaustion and slowdown perks is EVERY exaustion perk is very strong..while all but 1 or two slowdown perks are laughably weak
There was no change to blocked generators. They did not regress while blocked from the start. It was purely a placebo effect making people think they were regressing even though they weren't.
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I don't know why it sticks out so much, but I can for some reason never forget the time I watched a Trapper catch a survivor right at the gate, inches from escaping. They were dead on hook, and nobody had a flashlight or could take a hit to save them.
... and then he stepped in a trap on the way to a hook. They were a great sport about it, we all laughed it off and moved on.
Then there was another time, also Trapper, where he for some reason set up a literal minefield of traps in some random cluster of trees (no pallets, no nothing). My friend stepped in a trap and I was nearby, so I ran over to help him. On my way, I step into another trap. He gets out of his, then steps in another trap. I got out of mine, and step in another trap. We were dying laughing at that point.
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This is actually fairly easy to counter. If they just hooked someone and you're in the terror radius, hop in a locker. You cannot be shocked in lockers.
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Combing that with Tampered Timer and Jigsaw's Sketch, you could very easily die before even having a chance to get your trap off. Having to go to the furthest box up to five times on a large map in the span of 2 minutes is an extremely tall order. Getting trapped could mean dying with no possible way to take it off.
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I'm not quite sure how that would work. If it automatically equips it, you'd end up with three add-ons, and the game doesn't support that. If it only rewarded it to you after the game, it might be a bit detrimental to the killer to stop and search it for no benefit in that match.
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@MysticMusician said:
https://forum.deadbydaylight.com/en/discussion/comment/1126186#Comment_1126186
But they don't all have to die at the same time right? Like if one dies at the beginning, and then you were to sacrifice the last one during the end game collapse, it's still a 4k?
Nope, it doesn't matter when you kill them or how you kill them. The end result is all that matters in terms of a 4k. If all four survivors are dead at the end of the match, it's a 4k.
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You know you just admitted to taking the game hostage, which is against the rules, right?
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I'm not entirely sold on that. Sometimes you just want to mess around with a specific perk, even if it's not the greatest. It would be a little annoying if the game told you, "No, you're not allowed to have fun with Head On or Any Means Necessary anymore." out of the blue a few matches in when they're not that strong to begin with, and probably add to the variety of perks killers are going against rather than take away. Likewise, it could be a huge kick to some killers that have strong perk synergies, like the Pig with Whispers and M&A. Forcing them to take off those perks can be a game changer.
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@HellDescent said:
Right...you got a bunch of dummies running around not even trying to juke him. Not a single one crouched to avoid being hit or used a pallet against him in the first game
To be perfectly fair, even just based on the 1:40 timestamp the OP gave, they didn't really have a chance to use a pallet (aside from Ash who for some reason decided to camp that pallet and not drop it for some reason). As someone who plays a ton of Huntress, none of those hits would have been possible due to the wind-up time.
The question isn't whether or not these survivors are amazing, it's whether or not it's just a weaker Huntress.
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1125125#Comment_1125125
So you guys are aware of how powerful they are when combined? If so anything we will see soon?
I cannot confirm one way or the other, I'm just saying that this isn't the first time we've tried to cut down on perk stacking. Exhaustion perks proved to be too much in the past, and it was getting to the point where slowdown perks were in the same boat.
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I'm not a fan of this whole us vs. them mindset, but in all fairness, this is the exact same thing that happened to Exhaustion perks. When they were combined together, they were far too powerful, so they were changed such that only one could effectively be used at a time.
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It's rude, but it's not crossing the line into something we would ban for.
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@GeordieKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1125050#Comment_1125050
so the idea for EGC is for survivors to get out the map quickly ok makes sense but yet you slow down the timer when a survivor is in a dying state or hooked? why just so survivors can plan and take their time for a rescue with very little pressure. Wouldnt it make more sense to keep timer as is regardless of a another survivor on hook or floor and i would argue makes the ending game more fun as you now got to decide to leave or take the risk and save that team member but on a very little time and if they all die to EGC then it was their fault they had the escape but decided to take the risk and it backfired on them.
It's meant to end the game when the game should be over. If there's still someone to be rescued, it's not over yet. Again, the point is not to give you more kills by forcing people to leave instead of going for save, it's meant to stop people from hanging around and making the game drag on way longer than it needs to.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/1125001#Comment_1125001
The main problem is that 99%ing gates makes the EGC a mostly non-issue. You could easily wait for the killer to arrive, open the gate at the last second, take a hit if needed, and If you have dead hard (and it actually wants to work because lmao dedicated servers) you would have even MORE time to just waltz out of the exit. Pair this with the inconsistency of space between exits and it can be just as bad as it used to be where the killer essentially has to camp any hooks to not get BT/Adrenaline/DS rushed out of any last minute kills... all while the timer hasn't even started so survivors have forever to heal up and get ready. Not to mention poor Ms. Piggy still can't even use her traps in the endgame.
The "killer opening the door themselves" part of the mechanic is only really viable for killers with reliable instadowns, and if the exits are close together. In any other situation it happens, its literally just the killer admitting defeat. I've seen some people say that the EGC should be a tiny bit longer, but activate as soon as the last gen is powered, and I kinda agree. Its already a pretty decently long timer as it is (especially with the slowdown for hooks and downs) so it would make the mechanic feel less like its specifically for when the trapdoor gets closed and the last survivor is basically a dead man walking.
I think the issue here is a matter of expectations. The EGC is not really meant to help you get kills, it's meant to get rid hatch standoffs and end the game so survivors can't hang around all day and waste time.
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That's a very interesting idea, although one thing that might be confusing is that it may look like new scratchmarks are appearing as they age and expand. If I could throw out another idea, what if it was instead based on distance rather than time? At a distance, you'd see spread out scratchmarks like you do normally, but up close they stay a single, more narrow and constant width.
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@RayrafLPP said:
https://forum.deadbydaylight.com/en/discussion/comment/1124981#Comment_1124981
Well I agree, but what was the solution to this? "balancing around" would mean something got changed, but in this case it just sayed as it was.
For the gates specifically? Nothing really needs to change. As far as I'm concerned as killer, that gate is open. If I really want the collapse to start so it ticks down, I could open it myself. Overall, though, the goal is to bring the two as close together as possible so you can balance around a single skill level. This way you're not leaving solo players behind in the process.
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@RayrafLPP said:
https://forum.deadbydaylight.com/en/discussion/comment/1124899#Comment_1124899
So in a kinda "Buff killer" post... the answer is no because it would not nerf all survivors equally?
So you discussed that 99% could be a problem but decided against a helpful tool for killers because of survivor balance issues and the solution to the problem is killers gettting nothing?
I wouldn't boil it down to something so simple. Classifying things as "buff X" or "nerf Y" turns things into us vs. them, and that never leads anywhere productive. In this case, we're talking about something that would widen the SWF skill gap- something I'm sure we all agree isn't ideal. You want to minimize that gap as much as possible so it's easier to balance around, not make it bigger.
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1124945#Comment_1124945
Thats it. Any chance you could put where it goes when it gets moved?
Thanks for the answer!
It leaves behind a "Moved" thread in its place when it gets moved. Clicking that should take you to your thread.
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This one?
@csandman1977 said:
So we all know they aren't going to touch gen speeds. Survivors don't want it because its boring and really to make it longer would give killers a huge advantage possibly. So the only other alternative really is to change how the game is played.
I propose... (And no these arent well thought out and no i didn't think of every possibility. These are kind of on the fly)
1) Reduce the time it takes to do generators
2) Increase the first hook timer by 30 seconds. Remove the 2nd hook stage completely
3) Current DS basekit and automatic if you are downed within 20 seconds of being unhooked. When killer picks you up even if youve been slugged for 2 minutes, killer is stunned and you can escape.
4) Rework DS to double the stun time and remove scratchmarks for 10 seconds or so.
5) Survivors have a stamina bar
6) Change working on gens and totems and healing to a mini game where it prompts different buttons for each skill check.
7) Keep random skill checks but also add mandatory skill checks at certain intervals maybe every 20 - 25%
8) Mind breaker type perk for killer but cause oblivious and great skill checks disable it for so many seconds
9) Windows are blocked after 2 vaults and multiple windows can be blocked at the same time
Thats all for now. And i know that certain combinations of these would be stupid strong. Was just brainstorming ideas that change up the game while keeping it true to its roots so to speak.
It wasn't closed, it was just moved to the correct section. If a thread is actually closed, we'll drop a message to let you know why it was closed.
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We do not plan to show people their exact skill ratings. The idea is to give people fairer matches, not to try to raise that number as high as you can. Showing it puts an emphasis on it, and naturally people want to make that number as high as possible. You'll know it's working if you're having relatively easy matches (win about half of them, lose about half of them).
The emblem system will remain as the way to gain pips. What will happen to emblems and the old ranking system later on has yet to be determined.
As for an estimate, it's already being tested behind the scenes, but it has not yet started to be used for matchmaking purposes. We'll be sure to let everyone know when that does happen.
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1124798#Comment_1124798
Except 'coordinated groups already have a noticeable advantage over solo players. I don't exactly know why you make it sound like that isn't a thing. Maybe I'm missing something.That's exactly why SWF is so powerful. What you said, is already in effect.
And it's not like the gap is being closed at any point. Kindred was a good start, but that was the only thing done in, what, years?
How is gate regression going to change how a SWF acts when, again, they're already coordinated.
You may want to read that again. I did explicitly mention "We don't want to widen that gap anymore than it already is." That's not making it sound like it's not a thing at all.
The point being, just because there's already a gap isn't a sound reason to intentionally make that gap bigger. That only makes it worse, not better.
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@korean_zombie said:
https://forum.deadbydaylight.com/en/discussion/comment/1124505#Comment_1124505
With 4 survivors per match, that is almost 2 DS per match. That is still double the number possible for Good Ruin.
That's not how usage rate works. Those two people using DS doesn't let the other two people stun the killer.
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This was actually something that was tested earlier on when the End Game Collapse was created, for what it's worth. While it's nice, it did mean that coordinated groups had a noticeable advantage over solo players. You could communicate and have one guy wait on the gate keeping it prepped and ready to open while the other guy goes for the save. Meanwhile a solo player would have to cross their fingers and hope for the best, possibly coming back to a gate at 0%.
Ultimately it was decided against. We don't want to widen that gap anymore than it already is.
As far as the blocking the gate bit goes, that would be considered griefing and you can report them for that.
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I'm not sure if that would really be necessary. Killers do already get more points than survivors the vast majority of the time. Bundled with the fact that BBQ stacks are easier to get than WGLF stacks and you already get a huge amount of bloodpoints when playing killer.
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First of all, welcome to the community.
Back on topic; this is not intended. Yes, you are supposed to ideally be paired up with people close to your rank. We're going through some matchmaking issues at the moment, but we have a new system on the way. There's a post with full details here, if you're interested: https://forum.deadbydaylight.com/en/discussion/124795/
The short version is that we're switching to a different method of ranking and matching people, so you shouldn't have that problem in the future.
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For the first part, any DLC character that is required for an Archive challenge is available for shards. Licensed characters which can only be bought with Auric Cells will not be used in Tomes.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1122280#Comment_1122280
I'm in Australia. The "official releases" are always technically the day after due to time zones.
It is a joke. Chill plz.
I know, I'm joking as well, I'm not actually serious.
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@EvilJoshy said:
So if we apply the devs reason for destroying ruin. Since it's over 40%, DS and SC need to be "reworked" to oblivion correct? :P
46% is quite a long ways off of 80%.
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Not a bug. The Grip Wrench hasn't changed yet, it'll change alongside the next update (3.6.0).
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I used to main the Trapper, and I never really felt like he was super weak. I could get behind some QoL changes, but I don't think he needs a ton to be good.
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You really shouldn't set out to do that in the first place, but in any case, we don't allow threads that encourage toxicity.
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It's not being ignored. It never has been, even. We mentioned right away that we'll be watching how the changes affect the game and make adjustments as needed. The first part of this are the toolbox changes. Whether or not it'll need further changes beyond that remains to be seen.
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@Biggs said:
If I remember in the past only ONE person can DS you.. know ? if you run it sure DS killer so killer can be DSed 4 times in match is it fun for killer ? no..
you are talking that head on is fun to use.. yeah sure for survivors right ? again feels dev notes which were survivor sided ? why are you always talking about this is fun for survivors.. but never talking what is fun for killers.. I know your job is tough becasue game is really unbalanced, broken and a lot of players are complaining due to frurastration but please ..:)
I understand why you designed for the people and stuff like that but imagine you as killer do you think it would be fun to not be able to hook survivor becasue they are on comms and they can literally brake hook during your killer animation ? and then heal someone from dying state which you finally got him becasue he was throwing all pallets on you for like a minute ? and then they will escape via teabagging and talking ######### only becasue so many second chances perks etc.. am I frustrated ? yes as most of the killers..
I understand survivors should have some second chance perks or something to keep them in game, but thing is babyhanding new players are cousing even more problems
but I like you from dev streams, and I love this game
In the past, all four survivors could DS you. In fact it originally allowed everyone to DS the killer the first time they were picked up- whether they were hooked or not- without even needing to wiggle. It was later toned down so they had to wiggle a bit unless they were the obsession, but one or two people blocking you at the start of the game meant losing all of your momentum. Considering now I can avoid it completely, I'd much rather go against the current version than the old versions.
As for Head On, I don't mind getting hit by it at all. They chose to use Head On instead of a much stronger Exhaustion perk (like Dead Hard).
As for the latter half, I don't have to imagine that, I play killer on a regular basis. I play more killer than I do survivor, even.
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@Biggs said:
https://forum.deadbydaylight.com/en/discussion/comment/1122762#Comment_1122762
peanits you know what is really sad ? and im curious if you answer this : if survivors are complaining about something you immediately impelement some anti counter to it - for the people is definite answer to slugging so middle finger to kilers who tried just slowing game because you in order to gain new rank 20 people destroyed early game so theres no early game and killers are pretty much forced to same perks, 3 gen strategy, noed, mori etc... gj on that btw..
but if killers are complaining about something - DS,unbreakable, BT, adrenaline, you just wave hand and say no its fine lets rework self care which no one cares about and only beginner players are using this perk.. such disgusting ...
It think you're forgetting about all the changes the survivor side has seen over the years. Even DS, like you mentioned, was actually nerfed about a year ago. Toolboxes are getting toned down in the next update as well. We make changes to both sides where needed.
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This is not an actual mechanic. She lied to you.
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@POTUS45 said:
https://forum.deadbydaylight.com/en/discussion/comment/1122869#Comment_1122869
ummm, what about Shrine of Secrets? There are several DLC I haven't bought and it doesn't matter - I've got the perks. It's because I'm a loyal player who checks the shrine weekly. Shame on me, huh?
are you suggesting that people that are buying DLCs are buying inherently and by design weaker perks? Perks that, by your admission, are not designed to be meta, but to be "we'll make perks that offer alternative ways to play"
ummm, that's not a very good thing to explicitly state.
Why shouldn't your repeat customers be rewarded with an opportunity to buy a new meta perk (that will eventually be on the shrine of secrets, too)?
I strongly dislike the content of your post and your reasoning. Just bad.
I'm not sure how that was taken as a personal insult. Why would there be any shame in getting perks from the shrine? That's why it's there, there's nothing wrong with that. Given the large and still growing number of perks in the game, it could be a long time before a perk appears in the shrine. Even so, a perk appearing in the shrine doesn't make it any more fun to go against.
We aren't aiming to make every new perk the new best, and we aren't trying to convince you that they are. They give you different ways to play the game. Some might be very effective, some might just be more for fun.
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@InTheBushes321 said:
https://forum.deadbydaylight.com/en/discussion/comment/1122762#Comment_1122762
Power Creep is one thing; having multiple chapters in a row where nearly every killer and survivor perk is total garbage is another. The latter is the state of the game.
The meta has been the same for a long time, other than the balance team destroying Ruin, because only a few perks are viable in this era. Killers are weaker than ever, and instead of addressing the problem, the balance team does nothing. They create more bad perks that have 0 use in red/purple ranks, and nothing changes because it is impossible to win against a good team without running perks like Pop, BBQ, SF+Enduring, etc, i.e. meta perks.
Power Creep is absolutely not a problem in this game; this isn't Overwatch.
Power creep is arguably more of an issue in Dead by Daylight since we have paid DLCs and both sides don't have access to the same things. If a hero is too powerful in Overwatch, that's alright because both sides can pick them and everyone has them.
I'd have to respectfully disagree about every recent perk being bad. I regularly use perks like Inner Strength, Any Means Necessary, and Nemesis.
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Just to make it clear, not all perks are designed to be the new best. Specifically making things that are going to be the new best is how power creep happens, and that's not something we want. Often times we'll make perks that offer alternative ways to play. Something like Head On might not be that powerful, but it's fun to use and adds some variety to the game.