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Peanits

Peanits

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Peanits
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  • I can't give you an exact date, but it is on the way. I've seen an early version of it and it is amazing.

  • That would be a little too much, in my opinion. A cosmetic is perfectly fine- if it looks good and fits with the game, it can't possibly go wrong. A chapter, on the other hand, is months of work, testing, and iterations. What it starts as and what it ends as can be two different things, and I can foresee a lot of disappointment if for once reason or the other the end product ends up different from the original design.

    Beyond that, we have chapters planned well into the future, so squeezing it in might be tough.

  • That is quite the conspiracy, but to clarify a few things:

    • We don't use just that data + other data to balance, we also take a look at feedback and watch/play the game ourselves.
    • The data does not show hooks, only the state of the survivors at the end of the match (dead, or alive).

    For what it's worth, though, this is why we tend not to do stats very often.

  • While I understand where you're coming from, this is a live game and everything is subject to change. We made it clear in the known issues section of the patch notes that you could turn further than intended the day the update released. It's not unusual for something to change shortly after release, it's somewhat of a regular occurrence. If you're worried that something might change after being, I would strongly suggest being patient and holding out for a few weeks, and I would never suggest buying something just because you think it's really powerful.

  • Flailing your arms, although it doesn't mean as much as it used to. So many people don't know what it means that I wouldn't suggest relying on it.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/914424#Comment_914424

    Agreed, that is another factor.

    Take NOED games out and show us the amount of hooks per killer.

    Also, I wouldn't count any kills once the exit gates are powered because after that the killer will just camp whatever survivor they got because the games over. As well as once the gates are powered the survivors know they won so they just dick around swarming the killer and trading hooks. This also doesn't take into account all the games survivors just kill themselves on the hook.

    I also want rank 1 stats, not just red rank stats. As we've seen from prior data they've shown, rank 1 stats are very different from overall red ranks.

    There are just SO many factors that give the killer kills for these stats, but at the same time are not indicative of "balance".

    Rank 1 stats are a little different from red ranks. The reason why we showed red rank stats rather than just rank 1 is mostly due to popular demand, but also because it gives a larger sample size.

    That being said, the kill rates at rank 1 tend to be even higher across the board.

  • I would be against this. Unless there's a totem counter on screen, this would create a divide between solo survivors and a full SWF group. You could easily say, "I cleansed three totems" to your friends to figure out how many are left, but every solo survivor would need to search the entire map just to make sure.

    And to some extent, I'm not sure if this would really be a game changer. I feel like if that's the meta, most people would just rush through the generators and dip. You might get one kill, but nobody would stick around and risk giving you another if they expect it.

  • @Huntar said:

    https://forum.deadbydaylight.com/en/discussion/comment/912627#Comment_912627

    Survivors now absorb his blood orbs if they touch them, but give Oni 2 seconds of aura reading per orb. This means that an organized team can take his power away completely without actually risking anything.

    Not sure how likely that is in practice, but that's the position people are taking.

    It's an add-on, so you'd be opting into it. You're not forced to use that. But more importantly, it's pretty nutty for tracking. You're making your power harder to get, yes, but you're also getting a ton of tracking in return. It's a different way to play him, if you want.

  • @Nhekii said:

    They love me for sure.

    This is true. You're a good egg.

  • @Bill_I_Am__Overbeck said:

    Thanks for clearing up the ambiguity. Is the turn rate ratio applied when he's at the end of his sprint, or is it his turning ability while he's sprinting?

    Both, currently. There's a limit to how quickly you can turn while sprinting, and there's also (currently) a limit to how quickly you can turn your camera while attacking. You could whip your mouse across the room like it's on fire and you won't turn any faster. The idea here would be to allow you to move your camera around freely while attacking, but keeping the 90 degree maximum.

  • @SilentSpectre said:

    https://forum.deadbydaylight.com/en/discussion/comment/912528#Comment_912528

    Words cannot express my satisfaction that a dev has acknowledged the term 'fat shaming' as canon in DBD.

    We're pretty hip.

    image.png


  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/912492#Comment_912492

    I think there is a lot of miscommunication going on. Yes, you CAN turn 90 degrees at the VERY end of the lunge, but now before that you are locked to a max of about 30 degrees, meaning you can't turn around corners even slightly. All survivors have to do now is just run around corners and keep going forward.

    Here's a perfect visual example: https://youtu.be/O_j9EtJmaoo?t=50

    Thanks for the clip, it's good to see what everyone's referring to. I can't say I've experienced that myself while testing it.

    On a related note, we have a quick update here: https://forum.deadbydaylight.com/en/discussion/112192/

    The short version is that the overall limit of 90 degree is staying, but you'll have more control between the time you start the attack and when the attack actually happens. (So you'll be able to turn up to 90 degrees every time).

  • Hi. I did read this, like most of the posts here, even if we don't get a chance to respond to all of them.

    First and foremost, there's isn't necessarily auto-aim, so to speak. What happens is that the game checks a cone shaped area in front of you to see if a survivor is there. If there is, it registers that as a hit and pulls you and your camera towards them. This is just to make your weapon looks like it visually appears to go through the survivor. The important thing is that when this happens, the killer has already gotten the hit. It's "movie magic", as it were.

    As for making the survivor hitbox smaller, that wouldn't really be possible. The hitbox is already about the same size as the survivor themselves. Here's an example from a previous dev stream:

    image.png

    Making them smaller would have huge ramifications on other parts of the game. For example, survivors would be able to fit through even tighter gaps that the killer cannot (fat shaming), clip through walls, and take loops way tighter than the killer.

    If we're talking specifically about hits through windows, this comes down to latency, not the hitbox itself. The hitbox is working as intended, the issue is that what you see as the survivor and what the killer sees on their end are two different things. There's only so much we can do about that unless you're physically in the same room as one another, since it takes time for data to get from one place to another.

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/912475#Comment_912475

    Wait. I'm really confused. Because I saw people like Scott saying his flick was now 30 degrees. Even on console it doesn't feel like 90. I've played 4 games with him so far and it feels near identical to before. Or maybe it is and I'm just dumb lol. Thanks for the clarification, it's very much appreciated. :)

    I can confirm that it's 90 degrees. I've given it a try myself and confirmed with the designers.

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/912404#Comment_912404

    It was a massive nerf. It reduced his 90 degree flick to 30. This puts him far below Billy level now. His dash is entirely useless at loops now.

    To clarify, it reduced the up to 180 degree flick to 90 degrees. There is a hard limit at 90 degrees now. You can still turn 90 degrees no problem, even on a controller now. Being able to stack the mouse and keyboard controls to exceed the normal turn rate ratio was not intended.

    We made this clear in the known issues when 3.4.0 first came out:

    The Oni can rotate faster than intended with the keyboard or joystick during Demon Dash. 

  • Of course, we'll keep fixing bugs, toning back things that are too powerful and buffing things that are too weak. The Doctor is going to get some much needed love pretty soon.

  • There was no ETA given just yet. We're let you know as soon as we have a date and time locked down.

  • Boy, the forums are meta today.

    The point is that they are very general stats, they don't show you exactly why they are what they are. Is it because of mori's, a specific set of add-ons or perks, a certain playstyle? You have no way of knowing based on those stats alone.

    You should use them in the sense of, "I don't know, I think this is fine. Look, it's performing well overall: Stats ". Not "Look at these stats: Stats It's OP, nerf it."

    Using them to support your point is good. Making a conclusion off of very broad numbers is bad.

  • @Polychrome_Baku said:

    https://forum.deadbydaylight.com/en/discussion/comment/911016#Comment_911016

    Nope. Feels worse. Hardcapping the angle was a huge mistake. This is from someone who plays on both platforms. You really outdid yourselves this time.

    Thanks for the feedback. I'd be curious to hear what you think after it's been more than a few hours since the update went out when you've had the chance to adjust to the changes.

  • @Financial_Stability said:

    Yo this is what I'm experiencing.

    https://youtu.be/Ie23EovdIEs

    That's not the flick. The flick happens after a dash.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/911572#Comment_911572

    If you have a problem with the effects reaching a certain point, why not just add a ceiling? By this same logic, thanataphobia and dying light still stacks, no matter how much the addons get nerfed. If your looking at the combined values of multiple addons and perks, I feel like this would be the best solution as opposed to gutting one part of it that a player could be using with no intention of stacking to begin with.

    Right, but then there's still the issue of other things with similar but not identical effects. Stuff like Ruin and PGTW which don't apply an action speed penalty but do have the same end result. Either way you slice it, you aren't going to be able to cover everything with a single change.

  • I'd definitely have to disagree there. You can stop that from happening by healing, much like cleansing against the Plague. Unlike cleansing against the Plague, though, there's no downside to healing. Healing doesn't give the killer their power, it slows down how quickly they get it.

  • @FregglesFred said:

    https://forum.deadbydaylight.com/en/discussion/comment/911064#Comment_911064

    If that's the complaining issue, then don't make the add-ons stack.

    If you ask me, this is more of a lazy fix. If you combine them, yes. They are worse. You just said the issue. Don't make it stack.

    What you're saying is easier said than done. What if I'm using two of those add-ons and Thanataphobia? What stacks? The add-ons clearly shouldn't, but can it stack with the perk? If not, which effect gets used? Even if you have a good system for that (i.e. Use the highest value), how do you stop it from stacking with Ruin and PGTW?

    I don't mean to make it sound like I disagree, I'd be a-okay with not stalking slowdown, but it's not an easy thing to do.

  • The first makes it so you can turn faster than before, since sensitivity was a limiting factor.

    The second is a hard cap so you can't do a full 180.

    Basically you can turn quicker, but the furthest you can turn is a little lower than before.

  • Have you considered combining it with other effects? Toss on swing chains and you've got up to 12%. Thanataphobia can add up to another 16% (total of 28%), and Dying Light can raise that up even further. And that's only considering action speed modifiers, you could also slap Ruin and PGTW on to slow generators down even more.

    On it's own, it's no big deal. But stacking everything together makes it way too much.

  • @liarcy said:

    Funny thing is they responded to a someone today saying the bug will be fixed yet it’s not

    We did not. We acknowledged it as an issue, we did not say it would be fixed today.

    @Peanits said:

    It's not intended, no. It's a known issue.

    I'm assuming this is the post you're referring to.

  • This is a known issue. We are looking into it, but it didn't make it into this hotfix in time.

  • We did some changes in the hotfix today (notes can be found at the top of the screen). It should hopefully feel a little better on a controller now.

  • It's not intended, no. It's a known issue.

  • Wow looping houses in Haddonfield too.

    smh my head

    1. The gates do not need to be powered.
    2. You'll want to find the hatch without the killer knowing.
  • The best I can come up with is because if it's not your fault, it's his, and he doesn't like that. I wouldn't take their report seriously, if you're not doing anything wrong, nothing will come of it.

  • @Rin_is_my_waifu said:

    Survivors' bugs > Killers' bugs

    Simple maths from BHVR

    That's gotta' be it. Clearly a bunch of guys sat around a table and thought, "How can we make the game worse for half the players, leaving the other half with nobody to play against?" It's a bold strategy, I'll give you that.

    We're working on a hotfix as we speak.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/908330#Comment_908330

    Thanks for this btw

    I always wanted to see if my theory was true

    Worth noting that this is how CS specifically does it, it's not the same for all games. In the case of Dead by Daylight, the killer is the authority. If the survivor is in range on the killer's screen, they will hit them. The idea is basically the same though, it may look weird on the survivor's end, but the important part is that the killer wouldn't have gotten the hit if they weren't in range on their end.

    (But again, that's not what's going on here anyway.)

  • I wouldn't be too crazy about that. It would make it outright worse on killers with smaller terror radii, like Huntress, Myers, etc. The amount of times where it would be beneficial would be very slim, mostly just coming down to running Distressing or not. Even some of the things that normally makes your terror radius huge (Treatment Doc, Button Legion) can't activate it since you can't down someone in those modes, so it's pretty situational.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/908335#Comment_908335

    I like to think of it like a more efficient Solidarity. You run it on a healer build so no one has to worry about healing the healer.

    This too.

    Side note, Solidarity is a really solid perk. Run that with We'll Make It and you can unhook someone, heal them, then have them heal you all within the span of 16 seconds. That's crazy.

  • The killer is desynched. It's in the known issues.

    It is possible to get desynched between host and client.

    We're looking into it.

  • @Thanatos_x said:

    I feel like it should work with Deliverance tbh and that Deliverance shouldn't make you broken

    That probably would be a little nutty. Maybe less so now that instaheals aren't quite the same, but it would have been crazy at the time if you were to guaranteed unhook yourself and fully heal right away.


    I look at Second Wind as more of an efficiency perk more than anything. You get unhooked, you don't have to waste time healing, you can go straight to a generator. That's anywhere up to 32 charges saved (a little under half a generator)- maybe more if you're Mangled.

  • It sounds sorta' cool on paper, but I feel like in practice it would make them a glorified slug killer. You'd be giving up a hook state just to bury them, so the end result would more or less be the same as leaving them on the ground. While I'm sure it could be good, you'd get the same effect and have a power on top of that by tossing Knock Out on another killer.

  • I wouldn't really want that, personally. As you've touched upon in the OP, you could work around it by using Discord or something and using an unused recording device in the game. If the game works around that by checking all of your recording devices for activity, that seems a little intrusive, but it could also be abused by playing a quiet ambient sound that's hard to hear through that device. In the absolute worst case scenario, I can use Discord through my phone and the game wouldn't be able to detect it.

    But at that point, I feel like it's going too far. If I'm casually playing with friends, we can't talk about things other than the game without someone else listening in.

  • @Alice_pbg said:

    Here's my solution.

    Reduce regular repair speed.

    Increase (or keep it exactly as it is now) repair speed with multiple people.

    That way, being separated will be less effective than grouping up.

    Now killers gain more time at the start when people are usually separated.

    Also making the shroud of separation actually useful. And it's counterpart on the survivors side aswell.

    I'd thought of this a while back and I think it would be an interesting thing to try. Some perks like Discordance would be way more appealing if that were the case (maybe too meta), and others might be a bit crazy (Ruin when you're trying to work on a generator with multiple people who aren't great at skill checks would be a yikes). It would be neat to try, though. Disrupting a generator with three people on it means three people doing nothing for a while, whereas normally disrupting one person on a generator means everyone else is working on other generators as efficiently as possible.

  • Now I'm not totally against it, but there's a bunch of things that need to be considered, such as:

    • Where do these toolboxes spawn? Set locations? Chests? Literally anywhere? Do I need to search every inch of grass in case they're in there? Do you see them?
    • What if I want to use a different item, like a medkit or a flashlight? Would I have to drop that and grab a toolbox instead?

    More importantly, in order for it to be worthwhile for survivors, you would need to find a toolbox and get back to a generator in under 20 seconds, otherwise you'd be better of powering through it. But that also raises a different question, would those extra 20 seconds really be a game changer against a really good team?

    Those are the sorts of things I'm curious about.

  • It would depend from region to region, but typically if you're not home, it'll be sent to your nearest post office and your courier will leave a slip telling you when and where to pick it up. Depending on where you live, they may also leave the parcel at the door. Worst case scenario, if something goes wrong, the package gets returned and then it's up to the store to contact you for more info or cancel the order and refund your purchase.

  • Thrill of the Hunt, Huntress Lullaby, Haunted Ground, Third Seal, Devour Hope and Ruin.

    Can't cleanse what can't spawn.

    image.png
  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/905789#Comment_905789

    Why can't it be an extension of KYF though? At this point I don't think those of us who are wanting a 2v8 mode are particularly concerned about balance at this point. We'd be more than satisfied with just the ability to do it, no need to actually spend time to balance it.

    Again, because that would be a lot of extra work. If you put it exclusively in custom games, even fewer people would end up playing it since there's no rewards for doing so. We need to think about what we're doing and wonder, "Is this worth our time, or could we be doing something more important instead?"

  • Definitely depends what you're looking to get out of it. If you want info on where the killer is and where someone in need is, Empathy is the perk for you. If you want to know where teammates are when you need help, go with Bond.

  • @FearlessHunter said:

    https://forum.deadbydaylight.com/en/discussion/comment/905789#Comment_905789

    You could add a new objective to that particular gamemode to balance things out?

    You could, absolutely. But then you're spending even more time on a mode people might not even want to play. So many perks would be obsolete since they're based on generators rather than this new objective.

  • The short version is because we'd rather focus our efforts on the main game before branching out into different gamemodes. To use 2v8 as an example, that would be a nightmare to balance. Even if both killers are chasing someone, that's still 6 people on generators. There's no way you could apply enough pressure to stop them. Beyond that, it would split the playerbase, which means longer queues for everyone.

    I wouldn't be against it some day, but it's not exactly a priority.

  • @FearlessHunter said:

    @Peanits is there any update on console optimization? I remember it being announced last year but nothing has changed yet. I don't expect the changes to happen overnight but it would be nice to know if any progress is being made.

    It's always ongoing. We slip in some optimization whenever we can. These days it's very technical so there's not much we can say about it.

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