Peanits
Peanits
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Nope.
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I'm willing to bet that they don't care for bloodpoints if they're disconnecting. They already get none when the DC, so you probably wouldn't be DCing in the first place if you wanted points.
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I checked my stats again out of curiosity. ~55.6% killer to ~44.4% survivor.
To answer the second part, it turns out I've actually played way more killer lately. I used to be around 53%.
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It hasn't been announced just yet. We'll let you all know whenever we have the date locked down. We only needed a few questions this time since it won't be a full fledged Q&A stream.
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If you're not sprinting, you will see the prompt to disarm the trap. If you don't know if there's a trap there, don't go sprinting in blindly.
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@Witas said:
https://forum.deadbydaylight.com/en/discussion/comment/1067428#Comment_1067428
Honestly, I'd make all perks Uncommon at level 1, Rare at level 2 and Very Rare at level 3. Just for consistency's sake, doubt it'd take a lot of work, but would certainly be nice. Have you discussed that internally before ?
I wouldn't be against that, it's just a very low priority.
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@Blinking_Bat said:
Perk rarity does not correlate to perk strength. This isn't a valid argument to change its rarity.
This is true.
The perk rarity is just a carryover from the old days where a killer/survivor would have one rare perk, one very rare perk, and one ultra rare perk. Eventually ultra rare perks became very rare perks, so now you'll have one rare and two very rares. It's not to signify their strength, since that is very subjective and can vary based on the killer or other perks you're using.
(Myers and Laurie are the oddballs out, having three very rares.)
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@OMagic_ManO said:
https://forum.deadbydaylight.com/en/discussion/comment/1067376#Comment_1067376
In my opinion, this would work really well if we had gens that were far and separated from other gens, these far placed gens would only have two Survivors or so able to work on them, and gens close that are possible for a 3 gen should have no coverage or little so, more protection for outer gens so we're not losing as much by walking around to patrol.
It would be neat, but that sort of thing is hard to force with the procedural generation of the game. We do keep this in mind when we're dealing with "landmarks" (unique tiles that always spawn in the same place). Again, referring back to Hawkins, the generator upstairs in the offices was very intentionally designed. It takes a long time for the killer to check since it's all the way upstairs and there's no shortcut, but it also has very limited LOS and it's basically a deathtrap (weak pallet and weak windows only) if you get caught up there. Limiting it to one person gives the killer a longer window to get there and defend it if they choose to protect it.
Since that area is exactly the same every time, we can plan around it. This isn't really possible for most maps, though, since the procedural generation of maps makes it pretty much impossible to do this for all tiles. You're bound by how many spots are accessible on the tile the generator spawned on.
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@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1067366#Comment_1067366
I'm more curious to see If SWF is the same % across all platforms or do certain platforms have a bigger % of SWF than other platforms.
There are actually stats for exactly that. PC tends to have the most SWF, followed by Xbox and then PS4. These are a bit old at this point, though, so the Switch isn't on there:
And their average survival rate, for anyone curious:
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My only concern would be with the minimum number of survivors part. That sounds incredibly confusing, and like you said, would directly make SWF more powerful than solo survivors. There's no good way to convince someone that they should get off the generator they're on to come help me with some other generator that hasn't been touched yet, no matter how much I mash the button to tell them to follow me.
For what it's worth, the maximum number of survivors part is something that we've already started doing through some clever level design. These days, generators tend to have only one or two open spaces. You can see this on a map like Hawkins Lab, where the generator upstairs in the offices has only one open space, others (like the one closest to the portal) have limited space as well, sometimes spawning with only one open spot. There's even some baked into pallet loops, leaving only the two opposite sides accessible.
That's not to say that there should never be generators that four survivors can work on, but we're a lot more careful about them now.
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If they had a reason to (e.g. Teammates running around the hook like the killer can't see them), I'll just drop a gg and wait around to back them up when my teammates inevitably complain about them camping.
If it was for no reason at all, I'll just say nothing and move on. Writing an essay about how you're upsetti spaghetti after dying in a video game is never going to change anyone's mind.
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Dwight, because the world needs more elf pizza boys. There's not enough places that deliver to the North Pole.
And for killer, I'd have to go with Wraith, because he's probably the least likely to kill anyone else. He never wanted to be a killer in the first place.
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Nope. If they don't, someone can easily unhook them and run right out the gates, taking a hit a long the way just to be safe. I would never expect someone to give up a kill like that.
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For the hatch specifically, no, but we are working on the first phase of disconnection handling (disconnection penalties) and hope to test it against shortly.
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It should count if you make the same survivor scream multiple times.
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@luka2211 said:
Aren't they making one rn? I feel like i read it somewhere,i could have just made it up aswell tho or i might be confused.
Not an app, no, but we are working on a huge update to the forums, mobile site included. We have some previews here, if you missed it: https://forum.deadbydaylight.com/en/discussion/110394/
As far as a mobile app goes, it would be neat, although I don't believe the forum provider we use supports it at the moment. The new forums should be much better, though. It'll look and feel like something from this millennium.
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I've had this happen to me as well, although the time it happened to me, a survivor had dropped their firecracker while they were standing next to an object. Since it was high enough, it still managed to blind me.
If you notice anything out of the ordinary, please be sure to create a thread in the bug reports section. Any clips you might have of it would help a lot as well.
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The challenges are organized in such a way that you can always reach the end of the Tome without having those characters, not necessarily so you can complete every other challenge.
@sulaiman said:
it is? how do i get the shape and pig for free?
Neither of those characters are available for shards, so we will not be using them in Tomes. Only characters that can be purchased with shards are eligible.
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The most up to date info I can give you on the missing event cosmetics is that we ran into a hurdle when trying to restore them, but we've since resolved that. We're hoping to get them back to you (and anyone else who is missing them) as soon as possible. I'll check to see if there are any other updates.
As far as misc cosmetic improvements, we'll see if we can expand on that in future updates to give more details as to what is changing. If you notice anything wrong with any cosmetics, please be sure to fill out a bug report if there isn't one already. We'll try to get to them as soon as we can.
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Definitely teammates. I can try to play around what the killer is doing, I can't fix my teammate self caring in the corner against Sloppy Butcher while I'm on the hook and the only other guy is in a chase.
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Enduring has never affected pallet rescues (or flashlight rescues before the change). When you're stunned with a pallet while carrying a survivor, it becomes a wiggle, and those are not reduced by Enduring.
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@ggallinftw said:
Anybody know if it counts even if they are hooked before egc begins but get swallowed by the entity after it begins?
That should count, yes.
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The people working on sound and the people working on cosmetics are two completely different teams. One does the inhibit the other.
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It'll continue regressing once the Thrilling Tremors effect wears off, but the regression is paused while the blocking is active.
EDIT: For the record, this hasn't changed. It was already like this. But this is a great example of how strong the placebo effect can be.
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I can confirm that they are actually voiced by different people.
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Different bugs can take different amounts of time to fix. It's not a matter of preference. In fact, the same update fixed an issue with Freddy's trap placement (which surfaced the same time as the Decisive Strike issue). We'll also typically have a section in the bug fixes specifically for killers in larger updates, like this:
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That's not a nerf, that's a bug. Please be sure to report it in the bug reports section.
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The official answer is that it's use at your own risk. We do not actively hunt down and ban people who change them, but since you are modifying files, you are risking triggering the anti-cheat. If that happens and you get banned, we cannot help you.
Nobody has been banned for it to date, but I cannot give you a "Thumbs up, it's safe."
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Twistedmonkey nailed it, couldn't have said it better myself. The new system is still on the way, it hasn't been forgotten.
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@Witas said:
https://forum.deadbydaylight.com/en/discussion/comment/1061545#Comment_1061545
Would it be possible for you to share some data on how the new ruin is performing ? Im curious mostly of how much it's used after the change and whether or not the Hex actually stays alive longer since it's a "lower priority".
I would love to some day, although it's still very early. It typically takes longer for things to settle.
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It was a lot of fun. I'd love to see if we could bring it back this year. There's some amazingly talented people out there.
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It would definitely be too much to be a non-hex perk. We aren't looking to change it to a non-hex perk.
It's definitely not just a late game perk, though. It'll get stronger the longer the game goes on and the fewer generators you need to check, but it can still be handy early on.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1061285#Comment_1061285
Does the delay have anything to do with not being able to stalk people out in the open or being able to stalk people through walls, or is that a separate issue entirely?
They are related, yes.
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They're still on our radar. We've already made some improvements to reduce the delay in their stalking, and we would like to decrease that even more when we get the chance.
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I'd have to double check on the numbers, but in order for a chase to start:
- The survivor needs to be within 12m.
- The survivor needs to be running OR the killer needs to hit the survivor.
There's also a bunch of other smaller details, but those are the main criteria. There's also a ton of conditions under which the chase will end, but that's a different story.
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AntiJelly beat me to it, but yes, the Year 4 roadmap is still the current roadmap. Our roadmaps go from anniversary to anniversary (June to June).
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That's a tricky situation. Say you increase movement speed while outside of a chase.
- That number would have to be fairly high. Something like 5% is not going to make a difference. 5% would be the difference between covering 44m in 10 seconds and 46m in 10 seconds.
- Moonwalking would be exploited to keep this movement speed during a chase. In a chase, whatever bonus you're giving people is massively amplified. Adding an extra 0.6m/s when moving around the map is nice, but not a huge game changer. Adding an extra 0.6m/s when you're chasing someone doubles the rate at which you catch up (if not more, depending on the killer).
I would be very hesitant with that. It would likely be abused.
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I'm not necessarily against reducing some of the random bits in the game, but that wouldn't quite be possible with the way the traps are set up. It's not just a set chance to get your trap off in each box, the key to your trap is in a specific box. That one box will take your trap off whenever you search it, the rest will do nothing (other than waste your time).
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We tend to only make killers move at 4.4m/s when their power is strong enough to warrant it. Killers like the Huntress or the Spirit definitely make up for their slower speed with a stronger power.
We try to keep them full speed (4.6m/s) whenever we can, though.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1060700#Comment_1060700
You don't need to do a generator to take the trap off. If anything, it's probably ideal for you if you don't.
I think the argument OP is trying to make is that it is actually more ideal on average to simply do the gen anyways and wait until the timer starts before you start pounding away at boxes, which lines up with your reasoning as to why you don't want RSN2 to become base kit.
I could be convinced otherwise, but I don't see a reason to do that specifically, unless there's a generator at 99% and the killer has been protecting it pretty heavily/you need to stop a 3 gen. Though at that point, the same can be said about any killer. You'd spend just as much time taking the trap off either way you slice it.
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It's an interesting question, but I think there's a bit of a loophole in the OP: You don't need to do a generator to take the trap off. If anything, it's probably ideal for you if you don't. You can take your trap off before it's active, and it still slows the game down and takes you away from generators. (This is also why I'd strongly advocate against making Rule Set No. 2 base kit. It forces them to do a generator before searching for boxes.)
On a personal note, I do think it's very fitting that something the survivor does is what activates their trap. It's very fitting to the Saw theme.
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It's no longer possible, even on PC with your settings on low. Rarely, the stain will show through a wall, but this is a bug (and would happen on all settings).
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Yes way!
@Primalux135 said:
https://forum.deadbydaylight.com/en/discussion/comment/1053922#Comment_1053922
Hahahaha nice answer but I meant month no need to say exact date 🤣
Sorry, we can't give an exact date yet. If you keep an eye out on Twitter/Discord, we'll let you know when we're ready to start teasing it.
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In the future.
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If you're willing to put in the time it'll take to learn her, yes. She's still be far the strongest killer if you do well with her.
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@Shaai1 said:
https://forum.deadbydaylight.com/en/discussion/comment/1053826#Comment_1053826
Even while playing red rank killer?
Yep, still can't say I've ever felt like it was a racing game.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1053825#Comment_1053825
You were gone for 160 seconds? If I'm not wrong, and I probably am, gens regress normally at a quarter of what Survivors repair at. Therefore, Ruin makes them regress at half the speed that Survivors repair. A gen takes 80 seconds, so for it to regress fully it would need to be about 160 seconds, or two minutes and forty seconds.
It was almost done, not 99.99%, to be fair. I'd say I maybe dumped 70 seconds into it or so? Anywho, by the time I lost the chase, got hooked, then got unhooked and ran back, it was fully regressed.
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1053840#Comment_1053840
When will you release stats? Since the ruin nerf
I can't promise stats, although it certainly won't be any time soon if we were to. It usually takes a couple months for something to settle properly.


