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Peanits

Peanits

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Peanits
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  • @Raccoon said:

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

    Does this mean there will never be a Pig animatic?!

    T_T

    I can't say about Pig lore, but if it were to happen, you wouldn't need to own the Pig to unlock it.

  • You do not need to buy any DLCs to complete the Rift. Any characters needs to complete the challenges are available in the store via shards (Auric Cell only characters are not required), and any perks needed for challenges can be bought in the shrine for shards as well. In the event that a DLC perk is required, it will be guaranteed to appear in the shrine at some point during the Rift, typically during the week the challenge is added or the week immediately following.

    The short version, in response to your concern about an Auric Cell only character being required, everything you need will be available for shards.

  • A new DC penalty system is in the works. We ran a test a little while back, but there were some things to iron out before we push it live. I hope to have a little more info on where we are with it soon.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1021442#Comment_1021442

    "Please keep in mind that numbers are not everything; there are a whole bunch of factors that could influence these numbers."

    Yes. Again, there are other factors that go into it, and we don't balance based around those numbers alone. There's some good Pig players out there who use her power very effectively as is.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1021442#Comment_1021442

    define "kill rate" If the killer kills 1 person in the game but still depips is that add to the "kill rate" Because at 70% kill rate with 4 survivors that's not necessarily good.

    It's the percentage of survivors that are killed in a match. So in the case where one survivor dies and the rest escape, they would have a 25% kill rate for that match. Or to give another example, if a killer has an average kill rate of 75%, that's an average of three kills per match.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1021442#Comment_1021442

    Old Doc was doing ok too surprisingly.

    Is there a reason why your stats always look so different to player experience?

    Everybody knows Spirit, Freddy and Hillbilly etc are strong and expect them to be performing strongly.

    Then there’s this perception, tier lists etc that you end up with Wraith, Doc, Pig etc on the bottom. There’s generally a consistency among tier lists and the general consensus of players.

    However you guys put out the stats and everybody takes a back step and wonders “#########?”. “THIS killer is performing far better than THAT killer?”

    I wonder why theres such a discrepancy. Sure Nurse and Huntress can be put down to being harder to play but I thought old Doc was useless and I would have expected a number of killers to outperform him.

    The Doctor wasn't exactly hurting, yes. Not all changes are really focused on "balance", so to speak. In the case of the Doctor, there were things that felt bad when playing him, and there were things that felt bad when playing against him. Having to switch modes after shocking, for example, didn't stop you from getting the hit before, but it would feel a little awkward an unsatisfying. His update improved quality of life across the board.


    As for why stats don't reflect opinions, it's anyone's guess. A large part (I would assume) comes down to different people's experience not matching. I haven't seriously played Hillbilly in years, so I'm naturally terrible at him, but that doesn't make him bad. Unlike most games, you can't easily see how that other Hillbilly in your match did and think, "Well he did well with the same killer, so maybe it's just me.". You're the only one there. Your experiences are limited to you, and possibly whoever you watch.

    There's also something to be said about the fact that people tend to focus on bad things more than good things. I'm willing to best most people do just fine in most of their matches, but the one that'll stick out is the match they lost.

    But again, I can't say. There's so many different reasons why that could be the case, and frankly there's no way to tell unless you sit everyone down and go through all of their matches to figure out why they feel the way they do on a case by case basis.

  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1020887#Comment_1020887

    They do have a history of shadow buffing survivor things and shadow nerfing killer things. It's documented.

    I mean... if it's documented, that's not really a shadownerf.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1021442#Comment_1021442

    I thought we could not use just those stats as terms for balancing?

    Of course, general stats alone aren't used for balancing. We make sure to do our research, watch experienced players play and get their feedback, and use more detailed statistics.

  • @AlbinoViera said:

    She probably does well in lower ranks where people don't know how to loop, do gens or get someone off the hook. Thus, she'll likely never get a true buff to her power.

    She does well in red ranks as well. We released stats for all killers a little while ago, if you'd like to take a look: https://forum.deadbydaylight.com/en/discussion/106566/

  • That's very creative, and it also made me realize that there are more perks than elements. Spooky.

  • I'd go with Clown, with Legion as a close second. Clown is just more nostalgic for me.

    If we're counting seasonal menu music too, though, I'd have to go with the Winter Solstice theme.

  • @asergioam said:

    That would give more power to survive with friends.

    • I Found Ruin.
    • Wait, don't cleanse it just yet, let me just finish this gen that is almost done.

    This is a good point.

    But to me, it seems like this would just create a scenario where it gives you a huge benefit no matter what. Cleanse it, all generators regress. Don't cleanse it, generators regress the moment you get off them. The counter to it is counterproductive. Moreover, this wouldn't help if someone finds and cleanses the totem really early on before any substantial progress can be made on generators.

    I'd also argue that PGTW may be more up your alley if that's what you're after, since it has a similar effect (knocking a huge 25% off of a generator).

  • Yes and no.

    Yes, if you get someone out of the match early on, the rest of the game is going to slow down. Now when you chase someone, that's 1/3 of the survivors off of generators instead of 1/4.

    But no, not if the generators get done before that. If you decide to tunnel someone right off the bat, the other three survivors are fully healed and have nothing to do but generators. They're going to be popping off left and right, especially if you get hit by DS and end up in a really long chase.

    It might pay off, but it could also completely backfire very easily if the survivor is good in chases.

  • I definitely haven't.

    If you have some clips of this happening, please be sure to report them in the bug reports section. I wouldn't rule it out completely, but I would assume that it's more of a delayed feedback on your end rather than being a faster blind across the board (since faster blinds would throw off the timing of flashlight saves, and it would be immediately obvious if that was the case).

    Bear in mind that multiple people blinding you with a flashlight at the same time will cause you to get blinded faster.

  • @Ruckpie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1021093#Comment_1021093

    Aren’t survivors still getting a long queue time vs killer queue at the moment? Or is that a small minority screaming the loudest?

    It varies based on rank and region, but that is more of a matchmaking issue than the ratio of killers:survivors. We're working on the matchmaking as we speak.

  • This is, more or less, already the case. When you're using Night Shroud, you're Undetectable. This means that they can't see your aura. They will reveal their aura to you while looking in your direction, but your aura won't be revealed to them.

    The perk will light up when they do so, but they don't see your actual aura, so you should be able to mindgame normally. It basically works like a pseudo Spine Chill at that point, except you also see where they are.

  • There's more survivor challenges than killer challenges as to not affect matchmaking too heavily. This is something that we've learned from the first Tome. When there's an equal number of survivor and killer challenges, there ends up being too many people trying to play killer and killer queue times skyrocket as a result (since it takes four survivors to fill one killer lobby).

    I can assure you bias has nothing to do with it; nobody likes waiting a long time for a match.

  • It's a known issue (see the message pinned at the top of the page). We're looking into it.

  • It wouldn't be affected by dedicated servers. As the killer, you still have the final say on hits (much like before). If they look like they're there and you hit them, they will get hit. What might be throwing you off, if you play a bunch of other killers, is that the Nurse has an ever so slightly shorter lunge, so you might think you're close enough, but you might miss by a couple inches.

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1017535#Comment_1017535

    Do you guys also plan on fixing the multitude of gamebreaking bugs for killer? Sound being messed up in general. Myers/Ghostface stalk being inconsitent, Hag not being able to attack right off the teleport, Nurse's blink sometimes being cancelled, or cut in in short, Clown's bottles not emitting any gas sometimes?

    I don't recall the devs ever creating an announcment specifically for those.

    Of course. We fixed some in this most recent update, even. The Wraith/Spirit lunge bug was fixed, as well as the issue that prevent the Nurse from blinking around unique tiles in Yamaoka maps. We're trying something new with the known issues post since most people did not tend to check the very bottom of the patch notes to see if their issue was reported or not yet.

  • It should still mark someone as the obsession if any survivor is using DS. If it's not, please be sure to fill out a bug report.

  • @NittanyBruin1719 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1018056#Comment_1018056

    Interesting, so is this something ya'll may eventually pursue? I have friends who have been playing for a long time on PC who I'd love to play with. Also, as someone new to the community, are there any planned changes to matchmaking? As a level 19 killer I keep getting paired with survivors hovering around rank 11-13 making for quite the frustrating learning experience.

    I just found this forum today and have noticed devs seem to be avoiding threads discussing matchmaking issues. If this is a topic that has already been addressed--thus the disregard for those threads--my apologies! Was just curious as someone brand new to the game experiencing some minor frustration.

    Purely speaking from my own personal experience there, not on an official capacity. The most we've said about crossplay is that it's something we might consider looking into in the future, nothing more.

  • @Seltas0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1017116#Comment_1017116

    So I have to kick generators to apply unevering presence and distressing now? Amazing change 10/10

    Misread it as Overcharge, my bad. I went ahead and fixed it.

  • Yes and no, in my opinion.

    A survivor on a controller is no different from a survivor on a keyboard and mouse. They can both do the same things, precision isn't a factor, it's purely a matter of preference.

    Killer on a controller is a little more difficult than killer on a keyboard and mouse, though, since precision is a factor at times (e.g. Huntress).

    That said, since you're going up against the same level of survivors regardless, I can't see the harm in mixing the two.

  • It does not, no. Any perk that specifies that you need to kick the generator does not activate when a survivor leaves a generator while Ruin is active.

  • The new event cosmetics are given out through login rewards. If you log in this week, you get the Lunar New Years charms. If you log in next week, you get the Dwight, Nea, and Hillbilly cosmetics.

  • @ClickyClicky said:

    Update is out but no rift? :(

    Yes. The next Rift starts tomorrow.

  • It's on the way out now. If all goes well, you should get the update within the next few hours.

  • @Mc_Harty said:

    https://forum.deadbydaylight.com/en/discussion/comment/1017336#Comment_1017336

    Almo already answered, but they fixed it and it still feels terrible.

    The delay on the shock effect is the same as it was before the update. The increased delay on the PTB, which was a bug, has been fixed.

  • Not intended, no. As FireHazard mentioned, it's a known issue and we're looking into getting it fixed.

  • Do devs think that chasing survivors is not a challenge anymore?

    I'm not sure where that was mentioned, but no, that's not the case at all. The hooks on Lery's were previously very abundant, so they were toned down slightly. Now they'll be more in line with other maps.

  • @[Deleted User] said:

    Nope, we’re in the dark. It’s been said that there’s a known issue and it’s being worked on but that’s just common sense at this point. Actually giving a rough estimate on when it might be available (even if it’s anywhere from a day to a week) would be dandy.

    If we knew more, I would be happy to share more, but unfortunately there's no way I can give an estimate right now. We're working on it and hope to get it out as soon as possible.

  • @FleshTorpedo said:

    I would like a dev response as it makes Hags core mechanics unplayable. Her instant teleport smack is not there and left as a chase killer with 4.4m/s speed.

    If something has changed and there is no mention of it in the patch notes, it would be unintentional (a bug). Please be sure to report it in the bug reports section.

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1017068#Comment_1017068

    Not even freddy's snare can stop the fast vault. I have seen so many times where survivors just run at windows with snare right before it and fast vault

    This is actually because they're placing them too close to the window. If you hit the fast vault prompt before hitting the snare, you'll fast vault through it. Again, this goes back to the fact that you can't retroactively cancel an action. If you hit the snare first, though, you'll be forced to medium vault.

    Short version, place the snare away from the window a little bit, otherwise they can get the fast vault prompt first.

  • Yes. It's a glorious day.

  • @katoptris said:

    https://forum.deadbydaylight.com/en/discussion/comment/1017099#Comment_1017099

    Does unnerving presence and distressing still work for the doctor?

    Assuming you kick the generator, yes, of course.

    Wait I'm dumb. I misread it as Overcharge. Yes, skill check modifiers still work.

  • Glad to hear it!

    For your dilemma at the end, I'd probably roll with Distressing over M&A. That way you'll get more use out of it in case you're not in a chase, which is arguably when it's most effective (helps you find someone else to chase).

  • The width might be related to this: "Range increasing add-ons no longer increase the width of the Shock Therapy, only the length. See the add-on changes below for more information."

    It's the same constant width, only the length is increased through add-ons.

    As for the latter, it depends. Latency may be playing a factor. If they survivor has already started the vault on their end before the shock effect takes place, the game can't retroactively stop them from vaulting. This could cause some instances where you appear to shock someone just before they get to the window, but then they vault anyway.

  • @mouse0270 said:

    @Peanits why is your post not all fancy and marked as a community manager?

    Good question, I assume because I'm fired.

    (Not but for real, just a bug. Let me fix it real quick.)

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1016736#Comment_1016736

    You make it sound like people were throwing their mouse and hitting the neighbors cat to get a hit. If thats the case...the survivors have plenty of time to recover since you now have to take time to walk next door to apologize and retrieve your mouse.

    It's okay, that's why you get an electric reel like you'd have on a fishing rod to pull it back in quickly.

  • It's a technical name for the Windows Store. Technical mumbo jumbo. I went ahead and updated it to be more clear.

  • @Spooky13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1016736#Comment_1016736

    Thanks for the answer Peanits, will console players really feel anything different? Or is it basically back to how it was for consoles because they can't turn any faster by whipping their mouse, and are basically stuck at how far their analog sticks move.

    I believe you'll now have an easier time turning the full 90 degrees, whereas before you wouldn't be able to since your sensitivity was reduced during the attack previously.

  • Not quite. Before there was no conceivable limit. The faster you whipped your mouse across the room, the further you would flick. Now there's a hard limit of 90 degrees, but you have full control during it.

    Short version is that now you can flick a little further, and it'll feel much better.

  • @twistedmonkey said:

    @Hoodied

    THE SCARLET SWARM EVENT

    Celebrate the Year of the Rat in Dead by Daylight with theScarlet Swarm event. In honor of the Lunar New Year, the Fog will once again be transformed into a vibrant celebration full of fireworks and colorful lanterns.  

    From January 21st to February 4th, experience a new Lunar New Year themed lobby, themed Generators & Hooks, and the return of the Chinese Firecracker item as part of the festivities.   

    https://deadbydaylight.com/data/untitled-2.jpg

    https://deadbydaylight.com/data/hook-01.png

    NEW COLLECTION

    Ring in the Lunar New Year with the Scarlet Swarm collection. Join a concert with Jeff’s New Year Showgoer outfit or partake in crime with Legion’s (Susie) New Year Shoplifter outfit, available now through the in-game store.  

    https://deadbydaylight.com/data/scarletswarm.jpg

    SALES

    During the event, you will also be able to pick up the Moonrise collection at 30% OFF! 

    https://deadbydaylight.com/data/lunar-new-year-social.jpg

    • Feng’s Spring Festival outfit: 840 AC (was 1200 AC) 
    • Ace’s Seasoned Gambler outfit: 840 AC (was 1200 AC)
    • The Huntress’ Brave Beast outfit: 840 AC (was 1200 AC)

    Keep an eye on our Twitter & Facebook to find out more about our Lunar New Year Sales & Free Weekend.  

    REWARDS

    Log in during the Scarlet Swarm event and earn free cosmetic rewards: 

    Available January 21st, 2020 11AM ET – Jan 28th, 2020 11AM ET: 

    Longevity Blessing

    (Event Charm)

    https://deadbydaylight.com/data/lny-charm1-1.jpg

    Lunar Rat

    (Event Charm)

    https://deadbydaylight.com/data/lny-charm2-1.jpg

    Available January 28th, 2020 11AM ET – February 4th, 2020 11AM ET:   

    Lunar Rat Cap

    (Dwight - Event Torso) 

    https://deadbydaylight.com/data/dwight-hat-1.jpg

    Rat Print Top

    (Nea - Event Torso)

    https://deadbydaylight.com/data/nea-torso-1.jpg

    Brutal Rat Hammer

    (Hillbilly - Event Weapon)

    https://deadbydaylight.com/data/billy-weapon-1.jpg

    THE ARCHIVES

    With the release of Tome II: RECKONING and the new Rift on January 22nd, earn even more Lunar New Year Rewards including a new outfit for Jake Park and exclusive Charms to collect. 

    LEARN MORE

    'To find out more about the latest mid-chapter update and its content, head to the Dead by Daylight forum and check out the Release information | 3.5.0 post.

    Enter the Fog and enjoy the Scarlet Swarm festivities!

    The Dead by Daylight team 

    The hero we need when the website goes down from too much traffic.

  • Exactly.

    But as others have mentioned, they were Twitch challenges that people could host and play. You would link your Twitch account and join a challenge, then play the game and earn emblems to get points. The person who got the most points by the time the challenge ended won. It wasn't used much, so rather than continuing to support it, we decided it was best to shut it down and focus our efforts on other features and avoid confusion.

  • We aren't looking to sell bloodpoints. While I'm sure there are some people out there who would like to do so and quickly catch up or start off, selling bloodpoints would mostly be seen as a dirty move.

  • New Tomes and Rifts come at the same time, yes.

    @Mrwood204 said:

    Tomorrow? Or no official date yet?

    We have not given any dates for it just yet.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1014168#Comment_1014168

    Except they can still hang around after the match is over because they can 99 the gate soooo.....

    If they do so, you can open the gate and force the EGC to start.

  • @LustForBP said:

    https://forum.deadbydaylight.com/en/discussion/comment/1014144#Comment_1014144

    You want EGC to be fair then remove the slow down for downed or hooked Survivors. You indirectly give survivors yet another chance.

    The EGC is not intended to give you kills, it's intended to end the game and prevent people from hanging around after the match is over. If you have nobody on the hook, it ends in two minutes. If you do have someone, the timer slows down to give them a chance to make a save.

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