Peanits
Peanits
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- Peanits
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@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1044021#Comment_1044021
Would it not be a great idea to constantly nerf the meta of both sides. The Ruin nerf has really made people rethink their Killer strategy. Should we not review other must-run perks to keep things fresh?
Maybe, although the thing about the meta is that it's like a game of whack-a-mole. The moment you take one down, something else will take its place. For a while in between, you do see more variety, which is nice.
I'd like to see a mix of buffs for weaker perks and nerfs for stronger perks, personally. Give people more of a reason to use the others while also stepping in when something goes a little overboard. The meta is always going to exist, the best you can do is make not using meta perks feel satisfying.
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Perks are the real meat of the game, in my eyes. It's what keeps things fresh after all these years. Of course, if you're just after the best of the best, you could completely overlook them. Personally, I love some of the more recent perks. Head On, Inner Strength, and Any Means Necessary have all become favourites of mine. Even if they aren't the most practical, they switch up the game and make it a lot more interesting.
That's not to say that new killers and maps aren't nice, but sometimes a new killer isn't your cup of tea, and a perk works on any of them (even if the combo with some better than others).
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1043755#Comment_1043755
You would be more likely to sell console copies if cross progression were a thing.
I'd love to buy the Switch version so I can loop while I poop. I just don't because screw the grind.
I've never heard that before, but I love it and want it on the box art.
"Dead by Daylight for the Nintendo Switch: Loop while you poop."
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It's purely to gauge interest. It's not confirmation one way or the other than anything in the survey is coming.
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@Hero_awesome said:
https://forum.deadbydaylight.com/en/discussion/comment/1043123#Comment_1043123
Easy For one I matched with the same 3 people who admitted they were SWF at the end game chat. She kept trying for flashlight save and followed me.
And the next game all were on Com's becuase of how they were playing calling out my location using toolboxes and just all on generator's. Im not mad just saying I can't try different playstyles when all everyone wants to do is rush generator's. Now I can play seriously but in the end I just don't like playing that way for a game that isn't that serious. And when entitled survivor mains like you jump in and im playing tryhard you'll still whine and cry camper tunneling!
I don't mean to be that guy, but if someone is following you around trying to get flashlight saves, they aren't doing gens. I would really hesitate to call that gen rushing.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1043130#Comment_1043130
We'll make it and autodidact run counter to each other though. I'm not going to get anything beyond one skill check (though probably none) with how fast it does the heal.
This is true, but it's only true because healing faster reduces your chances to get skill checks. If you had guaranteed skill checks, though, that would be a different story. Suddenly it doesn't matter if you heal quickly, you'll always get one at least.
You'd also be able to heal people without We'll Make It being active, for what it's worth, so you'd still have some opportunities to get them.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1043124#Comment_1043124
Even at least guaranteeing a minimum of a single skill check would be nice.
Also your teammate is gonna hate you if you're healing them with autodidact and the killer is on the way lol
I mean, let's just take a scenario where I slap that bad boy on with We'll Make It.
I unhook a guy, I start healing them. I get a guaranteed skill check, that instantly finishes half the heal. Because I'm healing twice as fast with We'll Make It, I get that remaining half done in only 4 seconds.
That'd be pretty nutty if you could do it every time.
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I would hazard to say that with guaranteed skill checks, it would be a little too much. That's a guaranteed half heal any time you heal someone.
You can toss on Spine Chill to greatly increase your chances of getting a skill check if they killer is headed your way. I suppose more things along those lines to help get your skill checks more often would be nice to have.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1043038#Comment_1043038
What about Nurse's blink sometimes being cancelled or cut short? Her inconsistent post-blink lunge? What about Clown's bottles sometimes hitting and emitting no clouds? Myers and Ghostface sometimes being able to stalk through walls, and in other instances not being able to stalk in plain sight?
There are loads of gamebreaking bugs for killers, which were not even mentioned by the devs, even thought they have been in the game for months now (most got introduced with dedicated servers). I would be really nice if fixed some of those. Expecially Nurse feels miserable with those bugs.
Odds are, if those were reported properly in the bug reports section, they're on the to-do list. As much as we'd like to snap our fingers and fix every single bug in one update, that's just not possible. Each one takes time to log, find, and fix. It's not a matter of picking favourites just because your specific bug was not addressed yet.
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@AsePlayer said:
@Peanits save us, Springwood still disabled :(
I'll double check to see if it was re-enabled. Hang tight.
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Probably just coincidence. I wouldn't be surprised if people are trying it more in honor of Kobe, but nothing has actually changed behind the scenes.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1043025#Comment_1043025
Does bubba even have 1 ultra rare?
At the moment, no. Neither does the Hillbilly. Both of them were created before there was a standard for add-ons.
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@ABannedCat said:
Sounds being messed up for killers on a gamebreaking level: After months barely even mentioned by the developers.
DS bugged versus one killer sometimes : Gets fixed within a week.
God, do I love Behaviour.
Here, I went ahead and grabbed this for ya':
There's a section in the patch notes specifically for killer related bug fixes.
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They're on the list. Any killer that doesn't have that distribution of add-ons is planned to be looked at (at some point).
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1039641#Comment_1039641
Double pallets are gone? Ive seen multiple double pallets.
Double pallets are largely gone, yes. I'll try to keep this short:
- The game has rules when generating a map.
- Certain tiles are marked as "maze tiles". These can be a jungle gym, an LT wall, etc.
- The game then spawns pallets around the map a certain distance apart. It does this until it reaches a number between the minimum and maximum number of pallets.
- If there are no more valid spots (far enough away from other pallets), it'll plop them down wherever it can. This will happen most often if you get a bunch of LT walls.
- If this happens, this means you have the absolute minimum number of pallets.
But it's nothing like it used to be back in the day, where some procedural tiles had two guaranteed pallets.
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@Purple_Orc said:
@Peanits I saw that the Survivor movement might have been fixed what about the Killer's movement problems?
I'm not sure what movement you're talking about specifically, but there haven't been any changes to survivor movement in the recent updates. We tested a change on the PTB that would affect both sides, although that never went live.
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@Th3Nightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/1042927#Comment_1042927
and... the rank update error? Its annoying.
Also being looked into. We've gathered some logs for the QA team to look through.
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@Hoodied said:
Hook tech is harder to fix than they expected, which is why its not in this patch
and I hear survivors in the dying state just fine, did they have no mither?
Not necessarily that it's harder to fix, but it's riskier. Hooks are a crucial part of the game, and rushing out a fix without having the proper time to test it could backfire in other ways.
But getting back to the OP, both are issues that we are working on at the moment. We'll get them fixed as soon as possible.
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Yes, we're always working on optimization. Most of the work being done these days is very technical, so it tends not to get talked about as much. We are still working on it though, and we'll be sure to mention it if we think you'll see a huge increase in a certain update.
Yes, other maps are going to be updated like Lery's. Pallets and generators are not planned to be changed at the moment.
There has been (and will continue to be) changes to both sides, not just one or the other.
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Batch matchmaking and skill ratings are two different things.
The batch matchmaking takes a group of people (let's say, 100 killers and 400 survivors) and goes, "What are the best matches I can make with these people?" It compares their skill ratings and makes the fairest matches it can.
You'll know if it's working because you should win about half your matches. The end result should be an average of two kills or so.
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@toxicmegg said:
https://forum.deadbydaylight.com/en/discussion/comment/1040258#Comment_1040258
when is this gonna happen?
The bit where you don't see your ranks, not any time soon. That'll be once we are sure this system is working well and officially make the switch away from the old ranking system.
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@Joao_Bandicoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1040292#Comment_1040292
Wait you guys were getting achievements ? (This comment was made by the Console community)
There are rank related achievements on PC. The consoles have always had a slightly cut-down list (there's limits for consoles).
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Not sure if you skipped to the end, but matchmaking and ranking are both being completely changed. Yes, ranks will be hidden at some point, but only because they are not going to be used for matchmaking. Instead, we'll be using a different method to track skill (independent of emblems) and matching you based on that.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1040258#Comment_1040258
So what will rank do now?
Give you the achievements, if you don't already have them. Otherwise it's just for bragging rights for the time being.
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More or less. You will see your own rank. It'll be something for you to work towards each month. Nobody else will see it, though.
Your rating is going to be completely hidden, though, and your rank will have no influence on matchmaking.
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Moo Moo is tired, let Moo Moo sleep.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1039656#Comment_1039656
Can you guys fix some of the killer bugs? I believe one of hag's skins has huge pauses on trap placement. Freddy has similar pause problems with his snares. Killers has sound problem where if you slug a survivor, there's a chance that you can't hear them on the floor and they become completely mute. There's also player-level and the rank up error that randomly appears on scoreboards and it like glitch UI really badly. Decisive strike has problem with doctor. A lot of these are somewhat game breaking bugs that disrupt gameplay so please hotfix if possible.
They're being looked into. I'll have to double check on this, but I believe Freddy's snare placement is being fixed in the next hotfix.
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@Booper_Of_Snoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1039641#Comment_1039641
You can't lie peanits, MoM was broken and needed a fix otherwise killers were actually gonna leave
That whole time I didn't see a single surv without it
Of course, and I'm glad it's changed.
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@Kevin_the_wise2000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1039600#Comment_1039600
It don't matter how long ago it was it's a NERF
We've nerfed plenty of survivor perks as well, if time isn't a factor. Let's not forget that Sprint Burst used to have a 20 second cooldown and recharge mid-chase. Several nerfs later, you could still stack it with Lithe, Balanced Landing, and Dead Hard. Nowadays Exhaustion exists, and it doesn't cooldown while running at all.
Double pallets are gone, DS doesn't activate the first time you pick someone up, MoM has been massively toned down, instaheals are no more, instablinds are dead and gone, vacuums have lost their suck- the list goes on. There's changes to both sides, we're not picking favourites. Sometimes there's going to be changes that are great for you, sometimes the pendulum swings back the other way.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1039489#Comment_1039489
So it was actually an intended change to not show notifications past a certain range?
That's an....odd....decision. at least we have clarification it's not a bug....
Still hurts to know it was INTENDED.
Not really a change, this has been the case for years. I can only recall this not being a thing back in the alpha/beta days, where people could spam jumping in and out of lockers at the end of the match to farm massive amounts of BP (there was a score event tied to that back then, and there was no cap).
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@Carpemortum said:
Is this a known issue? Just wondering if anyone is aware it's happening.
It's not a bug, this has been the way that loud noise notifications have worked for a very long time. Each loud noise has a minimum and a maximum range. The minimum stops it from appearing when you're next to someone, making it hard to see (the action already makes a noise anyway). The maximum means that loud actions across the map aren't heard, though you're still at risk because the killer could be within hearing range while outside of the terror radius. If I recall correctly, the maximum for most actions is about 48m, although there are exceptions (AFK crows, missed generator skill checks, etc.).
If you're not getting them for something like a generator going off or someone missing a skill check on a gen, that would be out of the ordinary. Those can be heard map-wide.
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@Tarvesh said:
https://forum.deadbydaylight.com/en/discussion/comment/1039126#Comment_1039126
Wait.... Do you guys NOT consider data based on what's used? Because you say things like Dead hard, Decisive Strike, Adrenaline, Unbreakable, Sprint Burst and all the other meta perks aren't in 80% of all matches. But right here we glean data that it is used in almost 70% of all matches from rank 15 to 1, and in 90% of games in red ranks.
That's MORE than Ruin across all ranks AND in red ranks. But you're planning on buffing more survivors perks and announced essential nerfs to killer slowdown perks when slowdown is precisely what killers need (especially in the early game).
We have our data that shows what everyone gets combined, but we tend not to dive into what one specific person gets in their matches. I feel pretty safe in saying that I don't have the same experience when I play (maybe due to regions?), so it's fascinating to me.
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@Tarvesh said:
https://forum.deadbydaylight.com/en/discussion/comment/1039071#Comment_1039071
But you guys are telling us that out of 16 perks in any given game (remember, four survivors bringing 4 perks each), 80% of games have NO Dead Hard, Decisive Strike, Sprint Burst, Adrenaline, or Unbreakable?
I would love to see the proof of that.
You can't say it doesn't count if every survivor doesn't run it. So long as the killer has to go up against it, it's still in the game. So saying that 1 survivor out of 4 in a game didn't bring one of the meta perks is NOT equivalent to a killer not bringing ruin when the other 3 are likely stacked with them.
To clarify how these stats are listed, this is a percentage of the total perks used (every perk people have used it added together and it shows you what percentage of those were that perk). We don't show stats this way anymore because it tends to confuse people, but you can effectively multiply the percentage by 4 to get a rough estimate of what % of loadouts it is used it.
Just keep in mind that it's % of loadouts, not % of games. There's a difference between the two when talking about survivor perks since there's more than one survivor in the match.
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Golly, that's a lot of data. I gotta' commend you for taking the time to note all of that down, it must take a lot of time. It's very interesting to read through and see the different outcomes based on what's used.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1039065#Comment_1039065
Quick question @Peanits , does we'll make it affect Inner Strength speed? Cause that's a 8 seconds heal turned into a 4 seconds right there isn't it? If your answer is yes I'm gonna try Q&Q + IS + wmi + Small Game tonight
Nope. We'll Make It doesn't apply to self healing to begin with, but in any case, Inner Strength is just a flat 8 seconds. No healing speed modifier affects it, positive or negative (so something like Sloppy Butcher won't slow it down either).
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I might have not realized that there was only one survivor left and looked for the non-existent unhooker after they Kobe'd. And that guy, hypothetically of course, might have enjoyed a free pass looking for the hatch.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1039034#Comment_1039034
So self care is basically ruin for survivors?
In terms of usage rate alone, it would be the closest, although it is still significantly lower.
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For me, it's usually when I run my usual Head On + Q&Q + Inner Strength build...
... and then it's a Plague, so the lockers glow green as soon as I get in them, and I never get to use Inner Strength.
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@Callmehandsome said:
https://forum.deadbydaylight.com/en/discussion/comment/1039023#Comment_1039023
Could you release stats what perks are most used in high ranks both killer and survivor?
We actually have in the past (it hasn't changed all too much since then): https://forum.deadbydaylight.com/en/discussion/61114/
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@supersonic853 said:
I know peanits live streams i dont know what rank though i don't know how easily it is for devs to balance red ranks if none of them are red ranks.
Rank 1, currently.
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@BadMrFrosty said:
https://forum.deadbydaylight.com/en/discussion/comment/1025859#Comment_1025859
Who actually cares about these shiny buttons with arbitrary conditions? I just want a game to last more than 5 minutes.
The OP, who specifically mentions the gatekeeper emblem.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1029546#Comment_1029546
Why isnt is as simple as removing ranks altogether? This may be a burning hot take, but I consider rank to be completely pointless at this point, plus, I think it may help newer players adapt
You're not completely wrong. There is some correlation between rank and skill, and the wider the disparity between ranks, the bigger impact it has on the outcome of the match. However, rank does not perfectly reflect someone's skill level. You can have a casual player who plays a ton in a month and eventually hits rank 1, and you can have someone who's really good at the game but only plays a few matches each week.
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I don't think matching based on player level would work. There's people who are devotion 15+ already, so there wouldn't be any match for them. At the same time, this would assume that everyone gets better at the same rate over time. That's definitely not the case. There are people who have played the game steady for years and have hit the ceiling for how well they can do, or just simply don't care enough to try to get better (casual players), and there's also people who catch on quickly and always try to improve.
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Fortunately their cooties won't spread since they heal themselves. It's the safest possible practice, honestly.
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Looks like BBQ beat me to it, but yep, keep an eye out on the forums or on the announcements channel on Discord. We do a thread and leave it up for about a week, take the best questions, and then answer them on stream.
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Whispers is amazing on him. That way you'll always know when someone is within range of your Static Blast.
Distressing will make your terror radius bigger, so you can hit more people.
Otherwise, anything that messes with skill checks can be nice on him.
Dark Devotion is a fun way to mess around as well, since hitting the obsession gives them your terror radius, and your Static Blast comes from them.
Other than those, basically anything that you'd run on other killers.
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Of course. I'm not trying to convince you otherwise. I actually addressed it with this line: "That's not to say that it can't cause a hit that should have connected to miss- I'm not trying to convince you that it doesn't happen- but it's not "auto aim" or "aim assist"."
It's just an explanation of how it works.
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@KingOfGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/1028495#Comment_1028495
Here the thing tho as devs you say it in the Q&A we thought that ruin has problematic AND have hight pick rate, you "fix" the perk because was a problem for the game not because has 80% pick rate. At the same time you denied that perks like DS and BT are problematic for the game because reasons and to justify that you say that those perk are not close to 80%.
Reason why ruin was it help passively the killer same with DS and BT as the killer you don't know how many survivors have those perks and you are force to play in a way that help survivors having or not those perks
Now regarding the pick rate of a perk let's play a game we have 100 killers and 400 survivors now all of them are red ranks. Using your data and our experience we know that 80 killers out 100 use ruin and 50-75% from the survivors side use at least one of those two perks ( DS and BT). What we get from that please leave you answer.
In that very same Q&A, we also mentioned that we are looking into ways to address the more abusive side of Decisive Strike.
I'm not sure what you mean by that last part- of course if you total up the usage rate of two perks it'll be higher than a single perk.
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Yes, there is a fix on the way. I'll be able to share more info with you through a blogpost very soon.
