Peanits
Peanits
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- Peanits
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I play both about equally, but I'm definitely a better killer than I am a survivor. I don't really think either side should be changed across the board, it's more specific things on both sides (keys, mori's, certain perks, certain maps/tiles, etc.).
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It's a nice touch, but it's not an absolute requirement. The Sanctum of Wrath didn't have a unique gate, for example.
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I have to ask, what kind of cooldown does the Plague have? You could puke back to back all you like.
And to play devil's advocate, a lot of the perks you mentioned have strict activation conditions that need to be met before they can activate. Something like Unbreakable can only activate if the killer slugs someone for a while and can only be used once, PGTW requires you to hook someone first so there's already effectively a cooldown in terms of how quickly you can down and hook people.
I don't mind cooldowns where they make sense, personally. The Doctor's a great example of it. He doesn't have a cooldown on his normal Shock Therapy, only on Static Blast. If Static Blast had no cooldown, it would break the game. You could sit there and spam Static Blast over and over and the survivors would never be able to do gens.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1122385#Comment_1122385
So can we have a mod or dev confirm, that rank is literally just a matchmaking tool? Because it sounds like that is what you're eluding to. "Were moving away from rank as a system for matchmaking" sounds like that's what it was, and over time people have got so dead set in the idea that rank=your skill 100%.
Just for peace of mind? Everyone misinterprets rank (due to games having ranked standings and modes) for the fact that it just TRIES to BETTER match you with people that are AROUND your skill level.
Yes, rank is purely meant to be for matchmaking purposes. In an ideal situation, your rank would be directly proportionate to your skill. We've found that this current ranking system doesn't directly reflect your skill, so we're trying something else.
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They are still a thing, but they can only be made in certain subforums (the "Polls" section, for example). You make them, click the little arrow next to the New Discussion button. It'll bring up a menu asking what kind of post you want to create.
Pick New Poll from there and you're all set.
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They don't mean absolutely nothing, although they are more indicative of how much someone played in a given month rather than how good they are. Naturally people who play more tend to be better at the game, but it's not a hard set rule. Someone might only play a few matches a week but still be very good at the game. This is why we're moving away from the current ranking system for matchmaking.
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It has actually happened in the past. The current version of Save the Best for Last, for example, was originally a suggestion by a community member. Other perks have taken inspiration from community suggestions, like Hex: Haunted Ground.
That said, though, the original suggestion often doesn't make it through completely unchanged. To use the first one you suggested as an example, that would probably be incredibly frustrating if you get a skill check as you let go of the generator, and might be pretty underwhelming against good players who have no issues with skill checks.
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@Rey_512 said:
I don’t think people realize that this would be cumbersome on your storage. Recording the perspectives of 4 survivors for your post-game viewing seems like it would take up a lot space.
Does “Theater Mode” auto delete previous game footage when you start a new one?
Does it save on DBD’s servers or your own?
It's not quite as consuming as you might think. A replay system like that isn't actually recording a video file, it's recording everyone's actions. The game basically recreates it like a play; it knows where to move each character and at what speed, when a pallet drops, when a generator is finished, when a totem is cleansed, etc. The amount of data you would need to store would be comparable to the amount of data you send and receive when playing a match (not much).
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It does show fake pallets.
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It would certainly be interesting. I think there's a lot to learn by watching what other people do. "Where did they go?", "What did that mindgame look like to them?", "What did Meg do all game?" etc.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1122088#Comment_1122088
So, March 11th at 10 in the morning. Got it.
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There is no multiplier for one side or the other. The game doesn't care which side you play, it'll time you out for disconnecting all the same. The timer is shared between sides, so you can't get a timeout for killer and then go play a survivor match while you wait for the timer to wear off.
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Quite simply because the game is asymmetrical. The killer is one person going up against four survivors. They are not meant to be parallel.
For the record, though, survivors do have items in place of powers.
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@gemjas said:
The next level of the Tome is coming out on March 10th, so they could have just assumed the new killer would come out then too.
Just to avoid any confusion, the last level of this Tome comes out on March 9th, not the 10th.
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I don't know if we just watched the same match, but I just saw Otz 4k (and double pip) with speed limiter bubba and no meta perks.
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They are exclusive for a limited time. Sooner or later, they may appear in the store.
@ZoneDymo said:
I dont think BHVR likes exclusives anymore so they will most likely come back later, probably just added to the sstore
If we ever do exclusives, we want them to be available equally. To use Dweard as an example, you could only get that if you're on Steam since the codes could not be redeemed on consoles. The most recent Lunar New Year cosmetics are exclusive to people who played during the event period, but you could get them no matter which platform you were on.
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Nope, it goes perfectly straight. There's no curve to it.
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Random is, well, random. Sometimes you get lucky and get it off first try, sometimes you get unlucky and it's the last possible box. If you're really unlucky and they brought the right add-ons, you might not even have time to get to that last box.
The luck is purely in that survivor's hands, though. Their key is in a box, no other box will remove it. It's not so much the game rolling the dice and saying 'no', it's more that you got unlucky and picked the wrong one.
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It is not. Since they will die when the timer runs out, it's not considering holding the game hostage.
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I don't think this would necessarily solve anything. Someone might just heal in there for points because it's safe. If they really wanted to taunt you, they could sit just outside the gate and teabag, then run when you get close. You'd have the same thing happen, just in a different place.
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1120590#Comment_1120590
No obligation to, just you won't get that pip if you don't. It's pretty obvious you can't be selfish at all in this game. The entire survivor emblem system is based around playing survivor like a team game.
I don't know about that, you can definitely still pip if you went for saves before the end game. I tend to not be very altruistic in the end game and even a boosted survivor like me can still pip.
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We have not announced any release dates. I'd take any rumors with a grain of salt until someone from BHVR officially confirms it.
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You have no obligation to save someone at that point, but I wouldn't expect to make many friends if you don't. You'd be taking full advantage of the teamwork to get you to that point, then abandoning the team the second they stop benefiting you. You can play it however you want, but it's a selfish move and people will recognize it as one. If you're alright with that, you do you.
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You can, you just can't get too greedy. You'd probably better off keeping a bit of distance between you and him and then breaking LOS and acting unpredictably. Running around the same thing over and over makes it really easy for him to predict where you're going and shock you, randomly splitting off from the loop or loop a different part of the loop makes it harder for them to hit it.
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@CornMoss said:
https://forum.deadbydaylight.com/en/discussion/comment/1120349#Comment_1120349
Wait u actually changed it? I didn't even realize lol thanks for letting us know
Yep, it was changed a few updates ago. It no longer goes through walls on low settings.
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@DarKStaR350z said:
https://forum.deadbydaylight.com/en/discussion/comment/1120341#Comment_1120341
Do you know if the killers map might be looked into at the same time as it was with Doctor? (I get that was different as it was more of a rework)
If not to the same extent as Lerys maybe just to add the breakable walls or something?
It's nice if we can bundle changes for the killer and their map together, but it's not a requirement. We can update just one or the other if need be.
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It shouldn't be a thing anymore. If you notice the stain going through a wall on a certain tile, please be sure to grab a screenshot and drop it in the bug reports section.
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@Tactless_Ninja said:
Billy and Cannibal, then Huntress. They're going after the ones that don't have two Irredescents in their add-ons.
Not quite two ultra rares, it's more about the distribution and amount in general. Each killer should have:
- 4 common
- 5 uncommon
- 5 rare
- 4 very rare
- 2 ultra rare
Any killer that doesn't fit that criteria is on the list to be reviewed, but there's also others that we'd like to look at as well (Pig, for example). Some might receive base kit changes at the same time, others might only receive an add-on pass.
As for which one is next, that bit has not been announced yet.
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@ModernFable said:
https://forum.deadbydaylight.com/en/discussion/comment/1120131#Comment_1120131
I’m personally against Behavior creating perks like Corrupt Intervention or Borrowed Time to address core game issues/frustrations like oversized maps and tunneling.
Or selling community requested features as perks like Blood Warden or Buckle Up.
Or selling the best means of making in game progression bearable in the form of Barbecue & Chili, or useless in the form of We’re Gonna Live Forever.
That’s how I feel, personally.
Well I'm sorry you feel that way, but this has absolutely nothing to do with the topic at hand, so I'm not sure why you feel the need to bring it up here.
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I'm generally against a fifth perk slot, personally. I really like the limitations of having only four perks. It makes me make choices about what I want to bring, I can't just take them all and be the jack of all trades.
To a lesser extent, while some of us might use it to make fun builds, I can see most people using it to slap on another meta perk just to better their odds of winning, and that would just further extend the gap between meme builds and meta builds.
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I'd argue yes. Having it lets you do things that you couldn't do without it. An LT wall is a great example of how it can be used to your advantage. If I approach it going forward, my stain goes around the corner and the survivor might vault thinking that I'm committing to that direction. Meanwhile if I turn around, they might think I changed directions and continue running instead of vaulting.
Without it, they're just making a blind guess (if they wait to see you, it's too late). Nobody's really outsmarting the other person there, you're both just hoping for the best.
With it, they can make an educated guess, but you can also mess with them and mindgame to get a hit.
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I like scary stuff as much as the next guy, but just adding blood and gore isn't going to make it scary again. At some point, you just get hardened to the horror aspect of the game.
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I went ahead and reduced the size of discussions. You should see a little more than before now.
@chase131119 said:
https://forum.deadbydaylight.com/en/discussion/comment/1111446#Comment_1111446
Is there a way you can add back the view/comment counters back? They seem to be missing now with this forum update, those helped out a lot!
That's beyond my control, but I'll definitely ask if there's a way we can get that back.
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Thanks for the feedback guys. I went ahead and added the navigation back to the bottom (always open).
@ThisGuuy83 said:
I have to run my browser in dark mode just to see what I type on mobile
That's strange, I'm able to see it just fine. What phone and browser are you using? I'll look into it.
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There is no way to revert to the old layout. What's bothering you? I might be able to make some changes and fix it.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1111178#Comment_1111178
https://us.v-cdn.net/6030815/uploads/778/80I2KMHZ0KCP.png
Dark mode on notifications pls? 👀
Done.
(On desktop, I need to make adjustments to mobile once the desktop site is all set.)
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It should be back now.
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A few things got lost in the move- I'm working on fixing them as soon as possible. It should hopefully look even better once it's done.
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We did a stream on this recently. I would suggest giving that a look if you haven't already.
As far as capsule based hitboxes go, yes, plenty of games still use them. It's very common in almost any game that doesn't require precise hitboxes (i.e. headshots, body shots, etc.). Having precise hitboxes in DbD would be largely unnecessary and give smaller survivors an advantage over larger survivors.
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I don't know about them being bad without add-ons. You don't need any add-ons to get a save. The add-ons make it better at chain blinding or make it last longer if you're trying to blind at pallets, but they definitely aren't necessary.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1108849#Comment_1108849
It doesn't work like that at all it keeps re-opening for me; you also can't close it until you've gone into a game. I would much prefer they put it in the settings menu, this has been a commonly requested feature.
Haha one thing though I really wish it showed you had your chat hidden with an icon by your name, if only for selfish reasons. I know those people that want to just tell you to go ######### and all that seeing they can't harass you that way, would cause them to just stew in their own anger.
That would be more punishment than any temp bans or whatever BHVR does. It will never happen I know but a guy can dream.
It was changed to work like that in 3.5.0:
Feature - Showing/Hiding the tally screen chat is persistent after every match. This feature has been added to each type of chat (party, online and tally) and is independent for each chat.
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@Avis_Deene said:
https://forum.deadbydaylight.com/en/discussion/comment/1108783#Comment_1108783
You should recommend to the dev team that there should be an option to disable the chat in the settings menu so people don’t have to keep hiding the chat. Just don’t remove chat, some of us like giving out advice or congratulations, and some of us enjoy the salt >:-)
That's already a thing. Once you hide the chat, it stays hidden. The only way it'll come back is if you choose to open it again.
@InnCognito said:
Can I safely suggest here without fear of backlash;
that other game companies have taken the approach of removing "post-game chat" because of player behavior?
Sure, I don't think it's unreasonable. That's why we give people to choice to opt out of it if they like.
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I wouldn't say it's completely unreasonable, but I don't know how useful that would be. You'd end up wasting a substantial amount of your flashlight waving it around looking for portals, and ultimately there's nothing you can do about them anyway. You can't close them until they've been used. The only practical application there would be to avoid a "surprise portal", but given the map-wide sound effect, you'd already be on edge.
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- You cannot remove the ability to disconnect. Even if the button is gone, there's nothing stopping someone from closing the game, shutting off their PC/console, or unplugging/shutting off their internet. The best you can do is add a deterrent for people who choose to do it willingly.
- If you (as the killer) do not want to see messages from the survivors after a match, you can choose to hide the chat. There's a little button next to the chat box that will hide it. It'll stay hidden until you choose to turn it back on. You are not forced to see any messages unless you want to. Also, if someone is saying terrible things in chat, we do enforce it and all you have to do is report them.
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Not going to lie, these are pretty accurate. The David one is especially true for me. It blows my minds whenever a David uses a different exhaustion perk, like Head On or Balanced Landing. It's just not right.
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@peacemaker94 said:
https://forum.deadbydaylight.com/en/discussion/comment/1108280#Comment_1108280
Lol. Ok, then why im playing only with red ranks survivors, while im on purple?
As we've mentioned multiple times, that is not intended. We have a new ranking an matchmaking system on the way that'll address that: https://forum.deadbydaylight.com/en/discussion/124795/
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Yes, it does. If they break free, it's considered a special attack (your power injured them). If you hit them while they're chained, that's a basic attack (you hit them, your power just pulled them towards you).
So if you want to be clever about it, you can spear your obsession, let them break free to avoid losing stacks, and then hit them with only one basic attack to down them.
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There's a very simple answer to that; because an average typically means a draw. You shouldn't rank up or down in a draw, that's usually a good indicator that you're at the right rank.
The whole point of pips and ranks are to match you with people around your skill level. If you're having even matches already, you shouldn't be pipping unnecessarily.
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I almost feel like it would be worse to change the thing people have been asking about for years. It's pretty darn close to the concept art.
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I'm a little unclear here, so sorry if I answer this wrong.
The spear itself is a projectile (like a hatchet). It is much smaller than a hatchet, but travels in a straight line much faster. It is not hitscan.
The chain, I'm not too sure about.
Being a projectile, it's a little more complicated than normal attacks.

