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Peanits

Peanits

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Peanits
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  • Of course! We slipped a hidden change into the last patch that made it so you, specifically, won't get Kindred until the very end. Looks like it's working!

    But for real, though, that is unfortunate. Sometimes the bloodweb is generous, sometimes you get unlucky.

  • @Lucama said:

    https://forum.deadbydaylight.com/en/discussion/comment/1028503#Comment_1028503

    There's plenty documentation of grabs being broken right now, your response tells me that the dev team isn't aware of it despite all the video evidence.

    Nope, we are well aware of grab issues. The context post you quoted is in response to someone telling me that grabs aren't working and somehow that means that they get DS'd.

  • Bamboozle, for the simple fact that you have control over it. Cruel Limits is a stronger effect, but you can't count on it going off when you need it.

  • @FleshTorpedo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1028503#Comment_1028503

    I have no issue grabbing them, the issue is grabbing them then the animation canceling half way through the grab. Yesterday i had a grab animation cancel as im walking away with the body and the survivor running away, while i have a ping of 50.

    You keep offering game advice that is completely oblivious of the meta at higher ranks and/or is blatantly survivor sided. But I digress, you know because killers are getting a Cruel Limits buff.

    Oh and lets buff Cruel Limits to allow killer to complete one gen for the survivors so i can run a Bubba build while wearing Claudettes face and help complete gens for immersed game play.

    Again, you've changed the topic.

    I'm going to drop it here, but I will have you know that I regularly play both sides in red ranks. I wouldn't suggest anything that I wouldn't do myself.

  • @Spooky13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1028468#Comment_1028468

    So going off of #2, is there any chance of Legion's fatigue being shortened? Like you said, eating a 4 second stun for simply using my power, which is non-lethal, isn't really fun.

    I can't make any promises, but I would imagine there would need to be some other mechanic in place if it were reduced. You do need to have some sort of delay after ending your power, otherwise you could hit them with frenzy, catch up really quickly, then instantly cancel it and down them.

  • @FleshTorpedo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1028496#Comment_1028496

    Who goes for a grab when the dedicated server make grabs so inconsistent its used as a bait mechanic.

    I feel as though you're looking for reasons to be mad without actually refuting what I'm saying, but surely if you're having issues grabbing them, this would be even less of an issue for you. You don't get DS'd if you down them and slug them.

  • @Goat_Worship said:

    https://forum.deadbydaylight.com/en/discussion/comment/1028400#Comment_1028400

    And what about how DS practically makes you invincible late-game? I had one game where I got unhooked, went and worked on the last generator with another survivor. 50 seconds later, the killer came back, the gen was at 95%, i'm just working on it in his face. He grabs me off it, and gets DS'd while the other survivor finishes it, and we both got out scott-free.

    Sounds like he should have lunged at you instead of grabbing you.

    Although I'd also point to this: https://forum.deadbydaylight.com/en/discussion/comment/1028432/#Comment_1028432

    That would solve a situation like that.

  • That's a very creative way to interpret it, but that was not what was said at all. We mentioned the usage rate in response to a question asking about survivor perks that shared the same usage rate (there are none, barring Self Care). We also mentioned looking into the more abusive side of Decisive Strike right after.

  • That marker is the Plaid Flannel add-on (a common add-on). Did you happen to take it off, or run out of them?

  • We mentioned this back when we updated the Nurse, but there's a good reason why we didn't go with any of those.

    1. Charge time: Increasing charge time would mess with the muscle memory that Nurse players have built up over the years. It also doesn't really change much.
    2. Increasing fatigue: This is something people have made clear that they don't like. The Legion's fatigue was increased to 4 seconds when they were updated. Even though you catch up faster than before given their increased movement speed, the feeling of being in fatigue for 4 seconds was not ideal.
    3. Reducing range: Similar to the first, it would mess with the muscle memory of the Nurse. It also wouldn't change a whole lot. Either the range is low enough that you have a hard time keeping up with the survivors, or it's not and nothing has changed. Either way, not ideal.
    4. Reduced movement speed while blinking: This would give the survivors a ton of time to react and avoid your blinks. Right now you might only have a split second to react, and increasing that window could make it almost impossible to actually get a hit.

    I promise that it wasn't something that was taken lightly, we considered a whole bunch of options before settling on this. This way you maintain control and keep the same feel for your blinks, but you can't use them back to back if you missed. If you blink and miss, it gives the survivor a chance to break the line of sight. If you blink and hit, nothing has changed. Mistakes are a little more punishing, and the reward for blinking accurately is the same.

  • @Groxiverde said:

    https://forum.deadbydaylight.com/en/discussion/comment/1028400#Comment_1028400

    Hey Peanits I only want to say that you are right about noed, but wrong about DS.

    Survivors abuse the 60 sec invulnerability to repair generators or to do risky moves to make you eat their DS. Stop with the anti-tunnel perk argument because it is not an anti-tunnel perk anymore at red ranks.

    Noed can't be abused.

    Have a good day!

    I can't speak for your experiences, but I find that I can play around DS very easily. Typically if you're not actually tunneling them, I find you can slug them for ~10 seconds or so and that last bit of their timer will run out.

    Not to go too off topic, but I do think it would be nice if DS deactivated once they started working on a generator. That way you're saying, "I'm not getting tunneled, I'm putting myself back into the race."

  • I don't hate the idea, but I will throw a scenario out there:

    What if I hook someone, move away, then wait for a rescue with the Hag, Huntress, Demogorgon, Freddy, etc.? I can get right back there or interrupt their unhook from a distance, meaning I could take advantage of that faster progression while not giving them any opening to actually unhook.

    That would be my main concern, although to a lesser extent, I would also be worried that it would encourage survivors to rush the hook as fast as possible, which in turn forces the killer to camp, at which point you'd lose any benefit. I can see this backfiring a bit on both sides. The killer wouldn't want to have the person they just downed freed the second they step away, and survivors wouldn't want to be farmed off the hook before the killer really has a chance to leave.

  • I've got nothing against NOED, personally. I view it a lot like DS. It takes a bad game and makes it better, and if you're already having a good game, you don't need it.

    NOED takes a game where people don't bother with totems and only focus on generators and punishes them for it. If they do the totems, that's extra time for you and you probably won't need it anyway.

    DS takes a game where the killer tunnels you and makes it better (gives you another shot). If they don't tunnel you, you don't really have anything to worry about.

    In both cases, you can work around it and never see it.

    Spoiler Spoiler Warning ▲▼

    Before anyone says it, no, I'm not saying 'these perks are equal', I'm just saying that they both have the same effect of making a bad match better while not getting used in a good match.

  • The point being that the game doesn't end when those first two generators off. Defending a tight cluster of generators is going to make your job way easier as the game goes on. Wasting your time going way out of your way to defend that single generator in the corner all by itself will usually backfire.

    I'd suggest at least giving it a try first. I use that strategy myself quite a few times and it's very effective.

  • @wisdomwielder said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026018#Comment_1026018

    Wow you actually want killers to play like #########? Jesus that's just asking to get flamed. So you want us to camp until some stupid bastard goes for the save then slug him then run away to try and find someone else instead of hooking them too? Sounds like something that happens at rank 15.

    There must have been some sort of mistake; the post you quoted does not tell you that you should camp at all. Camping is definitely not required.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026280#Comment_1026280

    Not asking you to go into details right now, but will there be details coming as to why this has been an absolute nightmare for new killers specifically for months?

    We will be going over that, yes.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026206#Comment_1026206

    This leads me to believe the fix will come with an explanation of what's been going on and why we can be optimistic it won't happen again? Not just, "matchmaking has been fixed."

    It's definitely more than a simple fix. I can't go into details right now, but I'll just say that there is a "rank rework initiative" coming up on the roadmap as well.

  • @Hopesfall said:

    https://forum.deadbydaylight.com/en/discussion/comment/1025859#Comment_1025859

    it's not always about the emblem.. killers want long matches so we can have a decent amount of chases (more than 3 before EGC).

    "as long as you recover" ... why even have that caveat? you're saying that like playing killer has an immediate, known disadvantage.

    The OP specifically mentioned emblems.

  • @shalo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026234#Comment_1026234

    You play killer Peanits, you know survivors think that's still camping 😁

    That's alright, them being wrong doesn't stop it from working.

    image.png
  • @shalo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026018#Comment_1026018

    you have one on the hook, you slugged a second that went for the save

    I'm afraid surivors have deemed camping "not fun" and will DC at that point.

    You don't need to camp them. More often than not, someone will carelessly sprint over as if you can't see their scratch marks.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026195#Comment_1026195

    This is what I meant by the "conspiracy theory" thing...

    Never seen any actual proof devs said that, most were some reddit rants, if you have one (proof, not reddit rant), then I will gladly take it

    It is the case. To explain:

    Auto aim gives you a hit you otherwise would not have gotten.

    What happens in DBD is that the game recognizes that you've gotten a hit by checking a cone shaped area in front of you for survivors, then pulls you towards them to make it look like you'd expect (so your weapon actually makes contact). It will not give you a hit unless you actually aimed at them. Basically it dresses it up after the fact.

    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".

    EDIT: Just noticed the other part of the question.

    It is not there to hide lag. To hide lag, you would have to predict their movement and move the killer on their screen in advance. This is not the case. If there's a lot of latency between you two, the killer will appear to miss wildly regardless. As the killer, you have the authority over hits. It's not compensating to help you out. What you see is what you get. It's purely just to make your hits more visually appealing.

  • We'll be explaining it all soon. There's a lot more to it than you might think, and this isn't the sort of thing we can rush out the door.

  • @Seltas0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026125#Comment_1026125

    What makes survivor perks take priority over killer perks on this "soon" list as shown by the 6:1 ratio?

    It's not a matter of sides, it's a matter of how simple the changes are to implement. We only have a set amount of time to change things with each update (see the post above about Monstrous Shrine, for example).

  • @underlord99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026125#Comment_1026125

    I really hope you guys work on monstrous shrine , it's the only perk in my opinion that serves no purpose.

    It's on our to-do list. The issue is that some perks are very easy to buff (simple number tweaks) while others are a little less so. Monstrous Shrine is actually a great example of that so I'm glad you brought it up. In Monstrous Shrine's case, increasing the numbers probably isn't the way to go about it (unless you really want Basement Bubba to be meta). Monstrous Shrine would likely need a new effect, which takes a lot more time.

  • Cruel Limits is on our "soon" list, but we have plenty of other perks on our list for future updates. Unfortunately we can't hit them all at once. Don't worry, there will be killer perk changes in the future as well.

  • @Th3Nightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/1026015#Comment_1026015

    I'm not a designer but ... I've been in the game for about 3.5k hours, since August 2016, and Ethan has given me the feeling ... I didn't know much about the perks. I get the feeling that the game is going astray. The only people / players who think everything is correct are those who barely play killer.

    There are several factors which the survivors may be only repairing generators, depending on the structures that appear on the map and depends on how good that player is.

    I do not know, no matter how much we complain about the state of the game I think there will never be ANYTHING in favor of the murderer, what a shame ....

    @Peanits Everything I've said is constructive, and I complain because I love this game, but I couldn't go on like this ... it seems like you're laughing at the oldest players, that's all.

    I'm definitely not laughing at you, I'm only trying to answer the question you asked in the OP.

  • @NullEXE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1025859#Comment_1025859

    Can you elaborate on that update though, it's confusing because it doesn't sound like it impacts a lot on the early game as opposed to the endgame.

    Gatekeeper Emblem: Flattened score value of all remaining generators so now all generators are worth the same amount (1 point per minute) regardless of the duration that they remain in the match. Also added an additional score for both gate remaining unopened at the end of the match.

    Like with the slow killers walking across the map at the start of the match. 1-2 generators can (and do) explode in the first 40-80 seconds of the match. By taking that update by word you would get 0-2 points for either of those generators, and then only 3 points per minute the rest of the match - it doesn't sound like much of a difference from before at all. How many points do you get for the doors? Sorry i'm not trying to nit-pick, but just confused.

    I won't go into extensive details, there's a lot of math, but it's the combination of three things:

    1: It's calculated differently, with less emphasis on keeping generators up longer.

    2: There's no longer a bonus for the number of generators remaining at the end of the match.

    3: There's a large bonuses if the gates are closed at the end of the match.

    So the short version is, it's less focused on keeping as many generators up as long as possible.

  • @luka2211 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1025975#Comment_1025975

    It works on pallets that have 2 same sided loops. If you play the smaller side of a loop,against a doc like the shorter side of the pallet gym,the one that looks like an L,you will likely die. At most medium sized loops it can work,not necessarily tho. Thank you for the advice regardless,will take it into account

    For sure. In general, against any killer, you don't want to run that short side of the loop unless you absolutely have to (unless you know you won't make it back around the longer side and really want to get one last short loop out of that pallet).

  • No. If you purchase a character with shards now, they are not returned to you if you decide to buy the complete DLC later on.

  • You'd apply pressure the same way you would as any killer. It's not exclusive a select few.

    To give an example, say you have one on the hook, you slugged a second that went for the save, and then you left and found a third survivor to chase. That's three people not on generators, and the hooked survivor will die if they don't go for the save. This isn't an extremely uncommon scenario. Even assuming you don't have somebody slugged, you can have one hooked, one in chase, and a third going for the save, leaving only one person on a generator.

    Pressure does not mean only chases.

  • I'm in the "didn't use it before" camp, so nothing has changed for me. Unless I'm having a really bad match and making a lot of mistakes in my chases, things usually go pretty well.

  • I'd imagine so. Legion and Pig, I feel. Both have mechanics that force survivors off of generators, so they either have to spend time off of generators, or do the generator anyway and go down/die.

  • Try to maintain enough distance that you never need to use that pallet or window, and always have a backup plan. Most pallet loops will have two sides to them, and you'll want to go around both sides to keep your distance rather than looping one side and risking them changing directions and hitting you while you're still under the effects of their shock. Safer pallet/window loops are your friend against him.

    Worst case scenario, dropping a pallet early can sometimes save you from getting hit (at the cost of the pallet).

  • @HealsBadMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1022083#Comment_1022083

    So what will be the situation if you decide to make a Rift with the 'Auric Cell' characters? I get that due to most (if not all) of them being licensed that their lore may be more difficult to tell, but does this mean they will never be in a Rift? If they will, how will the OP's issue be prevented?

    We aren't planning on using Auric Cell only characters for Tomes.

  • I'd be all for it, but only so I could put the perk Nemesis on Nemesis and Nemesis while I Nemesis.

  • We've mentioned this a couple times recently, but after that announcement we ran into a bit of a hurdle. Progress has been made since then, and we're hoping to get them out soon. I can't give an exact time frame, but it is close.

  • This actually goes hand in hand with the recent Gatekeeper change. Previously it was very punishing if you let one or two generators go early on. Now, it's not the end of the world if a few go off early as long as you recover and keep the match going afterwards. We made sure to keep Gatekeeper in mind when changing Ruin.

  • That's not criticism, that's an insult. Criticism is welcome, but everyone can do it without throwing insults around.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1025277#Comment_1025277

    I wondered about this too but didn’t bring it up so I’m thankful someone else did. Are there any plans to look into consistency for these perks?

    I don't think anyone is passionately against changing them, it's just fairly low priority since it wouldn't make a difference in the vast majority of matches and would take time away from other more pressing issues.

    You got me, the jig is up. We all sat around the table and thought making Rancor work differently from other killer and survivor perks was the best way to intentionally chase killer players away from the game. That's definitely a way more logical explanation.

  • @underlord99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1025258#Comment_1025258

    is there a reason why rancor works like that ? just curious

    This is a good question, but I'm actually not sure about that. All of these perks existed before the EGC was created, so their function and wording was determined back when there was no difference. Nowadays, thanks to the EGC, there is actually a difference between the two.

  • @T2K said:

    https://forum.deadbydaylight.com/en/discussion/comment/1025240#Comment_1025240

    I saw you 4k slugging on swamp with huntress at the beginning of the match :P what a meanie xD

    Was it the Grim Pantry one?

    If it's the one I'm thinking of, they know what they did. Each time I'd hook someone, someone else would start running over like I couldn't see them.

  • It's based on the wording of the perk. One activates when the gates are powered, one activates when the last generator is completed. When the hatch is closed, the generators are blocked (not completed) and the gates are powered, so Rancor does not activate. Meanwhile Adrenaline and NOED do because they're based on the gates being powered.

  • Depends on what the situation calls for. I'll usually match whatever the survivors are doing. If they want to rush the hook the second I leave, I'll tend to hang around expecting an unhook and make that altruism backfire, for example.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1024997#Comment_1024997

    Can you say what the known issue is? Ranks distribution? An actual bug? Something else?

    Varying factors, but it'll all be explained in detail through a blogpost soon.

  • I've been hit by it a couple times, although I'm a Head On gamer so it more or less means "I guess I won't mess around with lockers this time."

    I could definitely see how it would backfire if I was counting on an exhaustion perk like Dead Hard, though. If I focused more on those perks, I would probably have second thoughts about staying injured.

    Side note, it's very good on Plague. If people choose not to cleanse, they're always injured, which means they're probably going to be exhausted forever.

  • We are aware of matchmaking issues are do have something on the way shortly to help fix that. We're hoping to share some more details on it as soon as possible.

  • It would be a circle. Your terror radius (<--- keyword) will always be a circle.

  • My favourite builds are usually just for fun or QOL.

    For survivor: Q&Q, Head On, Any Means Necessary, and a wild card fourth perk (usually Iron Will, Inner Strength, or DS). These perks just make for some funny moments, like blowing someone's mind when they get stunned by the same pallet twice.

    For killer: BBQ, Nurse's Calling, Deerstalker and Iron Maiden. I play Huntress, don't judge me. I like the auras, they make for some nice hatchets.

  • For starter, it's not reportable. They are not taking the game hostage. The hooked survivor will die after two minutes.

    Beyond that, they do actually lose chaser score if they stay near a hooked survivor and there are no other survivors nearby. As long as someone isn't hanging around the hook for no reason, they will lose points.

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