Peanits
Peanits
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- Peanits
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I feel like I would wear that button out by mashing it as much as possible just for fun.
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It depends. You don't need to be actually touching the pallet for it to stun you, the stun area is slightly larger than the pallet itself. If you add in some latency, it's possible to move away from the pallet a little before the stun kicks in. The short version: It's the same way you can hit a survivor and simultaneously get stunned by a pallet, it takes time for that info to reach the other person.
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@innocentguy said:
https://forum.deadbydaylight.com/en/discussion/comment/926838#Comment_926838
They probably wouldn’t have been on the hook if you spent that time doing gens instead.
Takes at least like 2 minutes to activate MoM. From following the injured survivor and healing and running to them again 3 times
so they were probably hurt
I couldn't have finished a generator before they got to a hook, and even if I did, that wouldn't get them off of the killer's shoulder. You don't need to run around all game doing nothing, you can do gens until you're needed.
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@konchok said:
Mettle of Meme. Serious talk, if you're running this perk you're hurting your team.
I was able to use it to save someone who was dead on hook. They escaped. I don't think they felt very hurt.
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I wouldn't be completely against it, but I do feel like it would be unnecessary clutter. Lockers are static and are always in the same place on specific tiles, so you can memorize where they are (and which tiles have lockers period) pretty easily.
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The thread's still up, just not pinned. No sense leaving it pinned and cluttering up the forums. It's still the current plan.
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Whispers in most cases. I run Deerstalker all the time on my Huntress, but that's just because she's really good at switching targets. Whispers is good no matter what, but also has some really nice synergy with M&A on killers like Pig and Ghost Face. Once you see Whispers activate, you know you're close to a survivor and can crouch/cloak.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/925458#Comment_925458
Then the question is are you guys planning on bringing it back?
Not planned at the moment. I'd love to see it back, personally. The little bits of tech like that really help separate the average players from the good players.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/925442#Comment_925442
Was the removal of the old unhook tech intentional?
It's a consequence of a different change, so yes and no. No, we didn't set out to specifically remove it, but yes we know it's gone.
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Purely coincidence. There haven't been any changes to reduce ping- it's not something we can actually reduce easily. The ping is the amount of time it takes for data to get between you and the server (killer, for PS4/Xbox) or vice versa. This is all down to how far they are from you, how good their connection is, whether or not they're on wi-fi, etc. You'll probably notice a huge decrease when consoles eventually get dedicated servers, though.
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No, it's not. You can hit them immediately after.
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@Witas said:
Not only would that require too much work, it also makes no sense, something like Prestige shouldn't give you an advantage, it should just show your dedication.
I also share the same thoughts. I would prefer prestiging stays optional for people with a lot of time on their hands. I wouldn't want people to feel pressured into prestiging just to stay competitive.
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I think that's fair to say. Immediately giving up the first time you go down is one thing, but giving up because there's four generators left and everyone's been on the hook multiple times and you aren't having fun is another. If your chances of winning are that slim, there's no real harm in it.
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There is no date on it just yet, but it is coming soon at this point. We showed off a work in progress version in our last(?) stream. I think it was the last one, at least.
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I think it's pretty silly to balance an entire game around one match, but let's go through a couple things:
- No down until ~1:10 in.
- Sees survivors on gens with BBQ, does not attempt to stop them.
- The game slowed way down after that when he started getting some pressure.
You can't expect them not to do generators when you give them no reason not to. That is their objective. They aren't going to stop just because you're putting portals down.
Anyway, let's say that generator times do go up to 90 seconds. That's a grand total of 50 seconds per game if they're done sequentially, or 20 seconds if they are efficient and work on separate generators. That's not really going to change anything. You'll still lose if you were going to lose.
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That would be great to see. I'll ask the team if we can work that in for the future, although I wouldn't expect it any time soon.
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@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/925054#Comment_925054
If you didnt know, old insidious removed the TR, restain and made the killer invisible while they were standing still.
It never made you invisible, though.
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Iron Maiden, because reloading hatchets faster is great. Getting info on people who try to hide from BBQ is also great.
Deerstalker, because slugging and switching targets with Huntress is really good.
I'm a sucker for Head On too. It's just too much fun, even if it gets me killed most of the time.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/924991#Comment_924991
Wait, so we won't always get lore on characters?
So we will never find out how nea became the entity?
Wait, I'm confused. I'm just saying that the next Tome doesn't release the day this one ends.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/924933#Comment_924933
not too long before the next tome though
Wonder who this one is gonna be based around
Dwights many jobs? Meg's running? How nea became the entity?
We will only find out in less than 25 days
Worth noting that there's a bit of space between the end of this Tome and the start of the next one.
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New Tomes come with every mid-chapter, but level 4 of the current Tome comes this Wednesday.
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It actually sounds sorta' neat on paper, but I feel like in practice it would be a different story. If it were like this, you would probably end up using this primarily in the end game (where you're on your last hook), so I can imagine that being pretty frustrating to play against. More importantly the downside is almost negligible at that point since the game is almost over, so aside from DS, it won't really make a difference. If it were focused more towards the early game, you could probably get away with a super powerful effect at the cost of disabling the rest of your perks, since you would really feel the downside in that case.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/924803#Comment_924803
It would.
I was thinking either a Very Rare with a downside or limitation (such as a cooldown) or an Ultra Rare with neither of those.
I feel like refunding successful hatchets could get by with no downside at very rare. Best case scenario, if you hit literally all of your hatchets, you never have to reload. But even the best Huntresses out there don't hit all of their hatchet, so you'd ultimately just have at most two more than you normally would after a chase. Most of the time you'd still rather reload just to be safe.
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@Alice_pbg said:
I only wish they learned to count to 3...
(Continues to pretend diablo 3 doesn't exist for the joke to work...)
But wait a minute that's Blizzard. -
@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/924603#Comment_924603
Personally I would ditch the instant down effect entirely.
In my addon rework thread I suggested:
- Hatchets Pierce through Survivors and apply on hit effects (aka: Anything that says it triggers on a basic attack)
Of course that's really weak for an Ultra Rare, which in the addon rework was the point, but here isn't going to cut it.
So maybe have successful hatchet hits auto-refund?
Food for thought, but she's also missing an ultra rare and a very rare. You could add some of those as add-ons without replacing one another. I think refunding successful hatchets would make a great very rare.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/924581#Comment_924581
Oooh, where/when do you stream?
On Twitch (peanits_bhvr), typically on Wednesday/Thursday around 7:30 pm ET.
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@OMagic_ManO said:
https://forum.deadbydaylight.com/en/discussion/comment/924603#Comment_924603
In my personal opinion, is all it needs is to be capped at 1 hatchet, there is not a single hatchet adding add on that could work on it, does not stack, taking two health states in one shot should require skill and punishment, not "I'm gonna whiff 2 hatchets and miss and hit you with the third one."
To play Devil's Advocate, though, I could still follow you around like a true M1tress until you're forced to vault a window or drop a pallet and then throw it at you while you're stuck in the animation. That wouldn't take a whole lot of skill.
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It looks like they've beaten me to it, but it's because they're generally constructive or helpful (preferably both).
To give an example: https://forum.deadbydaylight.com/en/categories/ask-a-question
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Thank you for the constructive post!
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I'd generally be against that. What would more than likely happen is that people would flock to the survivors with the best perks (probably Meg, since she has three good perks). Personally, I'd rather people feel free to play the survivor they like most. It adds a little variety to the game and helps the killer tell who's who so they can (if they want) avoid tunneling the same person. If I've got four blendettes in my game, there's a good chance I'll accidentally tunnel them.
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The tell I feel is pretty obvious. Once you see someone go down from healthy once, you know she's using it. Ideally you don't want to get hit by a hatchet even if she's not using it, so it's not really a "too little too late" situation.
Anyway, I'd be totally okay with that personally. The most interesting idea I've heard was to make long range hatchets (>24m or 32m) instantly down people. That way it stays powerful, but requires a lot more skill to use and has way more counterplay. What do y'all have in mind?
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Well now that you mention it, it turns out I use it all the time. Silly me, I must have forgotten.
Fortunately I stream pretty much every time I play killer, so I can back it up.
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Balanced Landing could be used to turn some loops into infinites, which is something we want to avoid. Typically you wouldn't use the stagger reduction from Balanced Landing more than once in a chase unless you were taking advantage of one of those loops.
As for Decisive Strike, if you have to wait a full 60 seconds, that's because you're tunneling someone immediately off the hook. The perk is designed to prevent that, so of course it's going to be very punishing. If you had chased someone else and returned, their timer will be almost up and you'll be able to wait it out in under 10 seconds. It's fairly easy to avoid.
Borrowed Time, I'll let y'all debate that all you want. Again, it can be mostly avoided by not going for the same guy and instead hitting the unhooker. If you hit them before they get the unhook, you can hit them again right after they finish the unhook and you'll still have someone on the hook in the end.
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I never run it these days. I used to way back in the day just because it was the cool thing to do and I didn't really put any thought into my builds, but I realized that all it tended to accomplish for me was snowballing against bad teams while doing nothing against the actually good ones. I didn't need help against the bad teams, so I just took it off and learned to play without it. I actually feel like I've improved quite a bit without it.
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It could be interesting. My only concern would be things like bear traps, since different traps could be harder to see or smaller, making them advantageous over the default ones. Otherwise I've got no issue with it. Use them if you want, don't if you don't.
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What I gathered from the OP is that you had a bad match and then took out your frustrations on a completely different team that didn't do anything to you. I can't stop you from camping and tunneling if you want (I won't even try to), although that's a very flimsy reason at best.
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- This is a planned part of the disconnect handling system, which we are planning on testing soon. The husks are not in the first version, but are still planned to come further on down the line.
- This one is a mystery to me. I'd have to find out, but I wouldn't exactly say this is a pressing issue.
- It's a known issue.
- The stun is not problematic as originally thought, since it is fairly easy to avoid in the first place. We have not promised that the timer would be reduced.
- This is just because of the way auras work. If they are close enough and not obstructed by a solid object, the aura does not appear. This is the same for anything else in the game.
- This would be a bug (likely already logged, but you can always report it just to be safe).
- Because there is a design team working on improvements to the game. Some are hits, some will miss. Not everything comes from a request, we also try to stay in front of the curve.
- It's on the list of things we'd like to do.
Almost all of these have been answered at some point in the past.
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Toolboxes, easily. You can completely avoid flashlights if you play well or by using just one perk. There's not really a good way to stop four toolboxes.
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We did not say that the flick isn't meant to exist, we have only said that you weren't meant to flick as far as you could. As a result, we have capped the angle that you can flick.
You can find the most up to date info here: https://forum.deadbydaylight.com/en/discussion/112192/
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The Doctor has not changed yet.
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All of that is way easier said than done.
How do you ensure that games are at least 10 minutes without locking the exit gates even if generators are completed sooner? How does that promote playing well to slow things down as much as possible? What purpose would keeping the pressure up have if you had a long game regardless? (A 10 minute match time is already average, for what it's worth.) How do you get rid of tunneling, slugging, or camping in a fair way that can't be abused by survivors?
These are all things that can't be easily 'fixed', you'd need to completely rebuild them from the ground up.
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@brokedownpalace said:
It needs a rework, not a buff.
I'd probably have to disagree there. I think having a perk that rewards you for taking hits for other people has a place. It doesn't necessarily need to be meta, fitting into a niche build is perfectly fine. Sticking it in a build with Breakout can pay off nicely.
I could maybe get behind a slight buff, but I'd also like to see if protection hits could be improved a little more first. I've had a couple times where I didn't get a stack when I should have.
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The vault should be the exact same speed as other vaults.
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I feel like it depends on what you want out of it. Discordance is really nice for someone like Huntress, where I can see someone working on a generator, throw a hatchet at them at long range, then chase them without ever getting close to the generator. I'd have to run over to it and kick it with Surveillance, and by the time I can do that they would be long gone. It's also way better in the early game since it's active right away, while Surveillance requires you to regress a generator first (which you can't do until they start repairing it).
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He doesn't like sweaters. There's no way he can fit them over that big noggin of his.
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Not quite sure if you're referring to the forums or the game itself, but no, you can write in whichever language you are fluent in. English is preferred, but if another language is easier for you, that's perfectly fine.
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It'd be cool to see. I could use a good (ugly) Christmas sweater.
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That's a 100 IQ play for sure, but the 200 IQ play is to then Q&Q into the locker after they checked it.
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The flick is intended. Being able to flick as far as you could was not intended. It was mentioned in the known issues of the patch notes when the update first went out.
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Can't say I do. There's less clutter in bloodwebs since they're gone, and it's harder for someone to pick the best possible map for them as often since they only have a rare offering.