Peanits
Peanits
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I would say they serve different purposes. One is better for finding survivors in general but requires you to hook someone, one is better for keeping track of people with a slug build.
I tend to run Deerstalker on my Huntress since it's easy to switch targets and get multiple downs back to back, but I'll go back to the first guy I downed and hook them first because they had the most time to recover. BBQ would show me where they are, sure, but I would need to take the time to hook someone else first, which means that somebody will probably run in and get them up while I'm hooking that first guy.
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Since there are two of your left, your best bet would be to split up and go for the doors. The killer can only chase one of you, so the other will be able to open the door. If they hit you and leave, that's okay, you can heal up and go back. The gates don't regress, so sooner or later you'll get it open unless they commit to a chase.
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Speed does not affect the amount of heals you can get from a medkit. If you have 16 charges, you'll get one heal. Even if you heal twice as fast, you'll use just as many charges.
The medkits haven't actually been changed, it's just that the charge add-ons for medkits are bugged right now. We're looking into it.
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That won't be happening. The old Legion didn't offer any counterplay or require any skill to play, so each chase was more or less on a timer where you were guaranteed to go down regardless of how well you played. That's not something we want to bring back.
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No, that's detected as well.
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@Oshi said:
https://forum.deadbydaylight.com/en/discussion/comment/890574#Comment_890574
Did you just saying, Legion on-hit effect nerfed just because of NOED???
No, but that is one very creative way to read that.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/890477#Comment_890477
I never had a problem understanding his M1 and when I started playing Legion was new.
Also if you cared about new players at all you wouldn't have a matchmaker/ranking system that puts people who have played the game like for an hour total time ever against red ranks, don't tell me it doesn't I've literally just had it happen like just the other day, we were all rank 8 - 1 and got a rank 20 killer who could do NOTHING against us. Imagine his confusion he never even found a survivor until like 3 gens in, and never even managed a down. Even if it didn't, he could still get rank 15 people who have been red ranks like 50 times with like 2000 hours playtime.....
When I was new I quit the game a few times because of your matchmaker/ranking, I only stick with it now because once you learn the game and get decent at it that you are in the upper ranks, than most of your games are just fine....until that point it's a bloody nightmare.
That right there would be a non sequitur. Just because one system is not so friendly to new players at the moment doesn't mean that we don't care about new players when we try to make something else more intuitive. What we're aiming to eliminate is the question of, "Does X work with Y?" Like the example given, why does Sloppy Butcher work with Frenzy while NOED does not? Both activate on basic attacks, so why are they different? Having each power work on a case by case basis would mean you'd either have to look it up or test it out for each killer.
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We respond to as much as we can, but we aren't watching only the forums around the clock. Odds are if a post is disrespectful or outright insulting, it's not going to get a response. There's a fine line between constructive criticism and insults, and the latter is not how you have a conversation with another person.
As far as the basic attack change goes, it's the same as the Pig. It's to create consistency between powers so it's easier to understand what a basic attack is and what works with it. Previously, it was a bit of a mess. Something like Sloppy Butcher would work, but NOED would not. Both activated on basic attacks, but both were treated differently with Feral Frenzy. Not only is this less confusing for someone new to the game, but it also makes it much easier for us to balance.
As for mending, previously it was too easy to get stuck in an endless loop of mending (with mending times of up to 20 seconds). This left people mending most of the time which isn't exactly thrilling gameplay. There's no interaction between the killer and survivor there.
The movement speed, vault speed, and pin changes were all common requests.
Regardless, the changes have only been out for a little over a day at this point, so we'd like to see what kind of effect they have before making knee jerk reactions.
@supersonic853 said:
Its not just legion theres a vote for bringing back survivor ranks that has 110 upvotes. No response so far.
We've also commented on similar threads about that exact same thing- it's not coming back because people use it to dodge lobbies. It was never intended to come back.
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@TKTK said:
https://forum.deadbydaylight.com/en/discussion/comment/890339#Comment_890339
That sounds like foreshadowing to me, hope keys get the same treatment.
Nope, no foreshadowing. We would make a proper announcement if changes were on the way rather than subtly hinting at it.
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I would argue that DS isn't really the key in that scenario, it's the mori. Perhaps the issue isn't that you can't use DS, but rather that there's no counter to the mori.
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No, they can't. There's an archive challenge that specifically asks people to hook survivors in the basement, and there's no way for the killer to tell that it's bugged or not. We're testing a fix as we speak and hope to have it out as soon as possible.
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We're testing a fix right now. We're hoping to release a hotfix as soon as possible if all goes well.
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That system has not been turned on yet- our plan is to test it on Thursday, although we won't be turning it on until the game is in a stable state.
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You'd be giving him a free locker grab and he'd keep his current power progress, so he'll be able to activate his power again in a few seconds. Worst case scenario, everyone hides in lockers for no reason and it slows the game down.
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Quick update, it seems like some add-ons (namely the charge add-ons) don't seem to be applying correctly. We're looking into it.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/886700#Comment_886700
Beautiful! Thank you! Does this apply to legacy aswell or only event cosmetics? Also, do I have to make ticket or is the system automatically detecting and restoring it for those who lost it?
It'll be automated. Unfortunately this doesn't apply to legacy as our data was not as detailed when the game first launched, so we aren't able to determine who had earned which pieces of legacy.
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I would suggest giving it some more time before jumping to conclusions- had you have played him first, you would probably know that the flick is still there, it was just toned down to a more reasonable level.
Constructive criticism is good and welcome, but this is not constructive criticism.
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@CloakedDagger1 said:
https://forum.deadbydaylight.com/en/discussion/comment/886737#Comment_886737
Ahh yes but y’all did say y’all were giving them out at that point... it’s disappointed a lot of people and they lose faith in y’all when that happens why not give them to the others in a different color variation or give another chance to earn them ?
If giving people a ton of free cosmetics and then finding a better way for the ones that people had to earn makes someone lose faith, I don't really know what to tell them. At that point it would be an awfully selfish thing to do to get upset about not getting those last four.
As far as recolours go, we aren't looking to do that at the moment. Some of them are recolours of existing cosmetics to begin with, so a recolour would just be the default cosmetics that are already available. But in the end, giving everyone a recolour doesn't change the fact that you don't have the original (if you didn't earn it).
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There's a section explaining it here: https://forum.deadbydaylight.com/en/discussion/108882/
But the short and sweet version is that we originally did not have a way to identify the people who had earned it, since it wasn't tracked. Since then, we found a way to do so, and so we're going to award them just to the people who had earned them. This way anyone who earned them and lost them due to loss of progress gets the back, which was the entire point of giving them away in the first place.
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@Mistikus beat me to it, but yes, we'll be returning them to everyone who earned them originally, and prevent anyone else from losing them at the same time.
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There's a section in the PC patch notes for only the things that changed between PTB and live:
FIXES & CHANGES FROM 3.4.0 PTB
BALANCE
Deep Wound timer will no longer go down when Sprinting or while Mending. Deep Wound is no longer connected with the Killers terror radius.
Added a small buffer for spawning blood orbs when crouching. A blood orb will spawn right when crouching, but can only spawn a maximum of one per second.
The Oni will receive blood orbs when pulling a healthy Survivor out of a locker.
2 Blood Orbs spawn when hooking a Survivor.
Decreased the number of Blood Orbs spawned when a Survivor vaults to 2 Blood Orbs, down from 3 Blood Orbs.
Passive power build-up pauses when reaching a certain threshold (98%) before completely filling. From this point, The Oni needs to absorb at least one Blood Orb to completely fill the power gauge.
Picking up a Survivor will cancel Blood Fury, however, now it will not reduce your remaining power gauge. Downing a Survivor will not cancel Blood Fury, however, will remove a small portion of the power gauge.
Ending a dash now incurs a 1 second cooldown, increased from 0.5 seconds.
Increased the interaction timer of perk, Any Means Necessary, to 4 seconds, up from 3 seconds.
Decreased the cooldown timer of perk, Any Means Necessary, to 140/130/120 seconds, down from 160/140/120 seconds.
Decreased the aura reveal duration of add-on, Renjiro's Bloody Glove, to 3 seconds, down from 4 seconds.
Modified the turn rate ratio of Demon Strike to reduce last moment sharp turns causing the attack to affect a wider arc than intended.
Destroying a pallet with Demon Strike now plays the properly timed animation, lasting 2 seconds in total.
BUG FIXES
Fixed an issue that caused the Dead by Daylight logo to appear blurry on the IIS.
Fixed an issue that visually caused Killers to get stuck in their fall animation from other players perspectives after falling from a height.
Fixed an issue that caused The Nurse not to physically blink until the end of the blink.
Fixed an issue that caused The Pig's weapon wielding arm to be mostly offscreen during her Ambush Dash.
Fixed an issue that caused character and prestige levels to be visible to other Survivors in a public lobby.
Fixed an issue that prevented The Oni loading tips to appear.
Fixed an issue that caused The Oni and Yui's Prestige customization unlock prompts to be missing.
Fixed an issue that caused The Oni's horns to block his red stain while Blood Fury is active.
Fixed an issue that caused The Oni's Demon Strike to ignore the effects from the Borrowed Time perk.
Fixed an issue that caused The Onis entire screen to fill with blood when using Demon Strike on a hooked Survivor.
Fixed an issue that caused The Onis Renjiro's Bloody Glove add-on to remain active while Blood Fury is active.
Fixed an issue that caused blood orbs not to appear for all Survivors when using The Onis Renjiro's Bloody Glove add-on.
Fixed an issue that caused more blood orbs to spawn when a Survivor crouched while being healed.
Fixed an issue that caused Custom Game spectators to see blood orbs each time they swapped between players.
Fixed an issue that caused female Survivors to be missing facial animations when attempting to escape the hook.
Fixed an issue that caused Survivor who unhooked themselves after a failed unhook attempt to be stuck in place.
Fixed an issue that caused Survivor models not to rotate and become stuck in one direction when being unhooked.
Fixed an issue that made it impossible to enter the garage of a closed house in the Lampkin Lane map.
Fixed an issue that allowed players to walk through the wall underneath the slope in the lodge building in the Blood Lodge map.
Fixed an issue that caused an impassable gap between a Buddha statue and a rock in the Sanctum of Wrath map.
Fixed an issue that prevented The Hillbilly from chainsaw sprinting down the stairs of the temple in the Sanctum of Wrath map.
Fixed an issue that caused The Demogorgon to jump on top of a hook next to the Shrine in the Sanctum of Wrath map.
Fixed an issue that caused bear traps to clip inside some rocks at the base of the Shrine in the Sanctum of Wrath map.
Fixed an issue that caused the statues perspective to be different between players and spectator in the Sanctum of Wrath map.
Fixed an issue that caused the light posts around the Shrine to be missing collision in the Sanctum of Wrath map.
Fixed an issue that allowed players to get on top of a chest when spawned next to the hill in the Sanctum of Wrath map.
Fixed an issue that caused fire torches to float on the maze walls in the Yamaoka Estate maps.
Fixed an issue that caused a missing texture on the roof of the shrine asset in the Yamaoka Estate maps.
Fixed an issue that caused projectiles to pass through hooks in the Yamaoka Estate maps.
Fixed an issue that caused the collision to be too big on a plant around the manor building in the Family Residence map.
Fixed an issue that caused the Resilience perk to affect Mending.
Fixed an issue that caused the Technician perk to be missing the audio cue when failing a skill check.
Fixed an issue that caused healing and portal interactions to give half the amount of points when done with coop.
Fixed an issue that caused the Hemorrhage status effect not to be removed when affected by the Blood Echo perk and the Serrated Jaws Trapper add-ons.
Fixed an issue that caused the Classic Ghost Face Shroud customization to stretch when getting stunned while carrying a Survivor.
Fixed an issue that could cause certain Survivor cosmetics to glow after being picked up by the Killer.
Misc Sanctum of Wrath art/audio tweaks and improvements.
Misc The Oni and Yui animation/audio/VFX tweaks and improvements.
Misc changes to the Japanese thematic lobby.
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@LordRegal said:
https://forum.deadbydaylight.com/en/discussion/comment/886511#Comment_886511
What about endgame collapse? Before if the BT surv took a hit and the killer peeled off to chase the saver the BT survivor had to mend before going to the exit, stalling them. Now they just run out despite “bleeding out”
For that to make a difference, the unhooker would need to be running away from the gate, which wouldn't make much sense. Otherwise you would have been in the terror radius before and your deep wounds would not tick down. Beyond that, the timer was (and still is) long enough to get to the gate from pretty much any point on the map, especially when you factor in the speed boost you would have gotten from the hit.
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If you're playing a killer that can hide their terror radius or Freddy, I suppose. But otherwise, I can't see it really changing anything. The amount of people that went down to Deep Wounds before was incredibly low. It's not really meant to down them as much as it's meant to delay them, and it still does that. Dare I say it does that even better since you can't do a generator while within the killer's terror radius now.
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They shouldn't have been changed. If you're noticing that they're getting used faster than they should, I'd recommend sending in a bug report.
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They do not. They'll require dedicated servers to work, and we aren't ready to push dedicated servers to consoles yet.
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Talented people with fancy tools, that's how.
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Definitely not nobody. A lot of people didn't like the old rank reset. Anyone who played a little too much in the first few days would end up with crazy long queue times since there weren't enough people at their rank yet.
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@Pirate said:
https://forum.deadbydaylight.com/en/discussion/comment/885722#Comment_885722
i WISH you would have removed the strafe (because it looks wrong, like its glitching) but let the flick! I miss old billiy with the flick SOOO much! Nowdays people are 360°-ing Billy (atleast they try). Make Hillbilly flick again!
You can still adjust your aim after you end your dash, you just can't spin your camera as quickly.
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He still has greater control during his dash (he can strafe), a shorter charge time for his attack and greater control while attacking, and more tracking while outside of his power. You could also make a case and say that the survivors are more likely to spend time healing to avoid you getting your power.
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There is actually a perk for this called Decisive Strike, if that's what you're after. Although we generally don't want survivors to be able to fight back.
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The temptation to mash the crouch button was too much, and while we aren't under any legal obligation to replace the keyboards/controllers of those who do, we felt morally that we should remove that temptation. Now you just need to teabag once per second for maximum bleeding.
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Sorry to hear that the changes aren't quite to your liking, but it would mean a great deal more if you gave us this feedback after the update came out and you had a chance to try it first.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/885201#Comment_885201
Wasnt the counterplay to nemesis though to just not stun the legion which you dont wanna do anyway since legion stuns themselves for longer when the power runs out or they mess up?
Sure, once you know they have it, which would likely mean going down with nothing you can do to prevent it the first time it happens. That wouldn't prevent Beast of Prey, though. Rather than messing around with specific perks and making sure they work with Deep Wounds on a case by case basis, we opted for a solution that covered all instances where it could be abused.
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Bill's sweater is totally free. You don't have to spend a cent.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/885171#Comment_885171
So legion gets more nerfs because he cant use the basic attack perks anymore and didnt even get nemesis which all you had to do was not stun him with the pallet *clap*
You don't get a free down for doing absolutely nothing with zero counterplay, interactivity, or effort involved, correct. You do need to put in a little effort to get the down.
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@Spooky13 said:
https://forum.deadbydaylight.com/en/discussion/comment/885134#Comment_885134
Anything about Legion? Or will they get a fix in a hotfix, at least regarding BoP and Nemesis?
Deep Wounds now pause while sprinting or mending rather than while you're in the terror radius. That way we can keep the perks the same while also dealing with the Oblivious/Undetectable issues with other killers (i.e. Freddy, Pig, Wraith, etc.)
Short version is, the vast majority of the time, nothing changes. They still can't sit on a generator instead of mending. But you won't be able to hide your terror radius to get a free down with no counterplay.
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We are not looking to nerf the Wraith.
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Nope, Nemesis and Beast of Prey are unchanged from the PTB.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/884953#Comment_884953
What if you're the jack of no trades? 😓
Then your name is Peanits.
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If you're really struggling, Legion might help. You get chaser score each time you hit a survivor, and the shorter your chases, the higher the score. Chaining together a couple frenzy hits will bank you a ton of score. Odds are you'll get an iridescent chaser emblem each time.
Although I'd recommend playing whatever you're comfortable with first. You might only get one per match as Legion if you don't play them well.
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It's not very likely. Having limited space for perks is by design. It forces you to pick what you want to specialize in rather than being a jack of all trades. You could give up one of the perks you're using to try out one of the others.
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That's a nifty idea on paper, but it can't really work in practice. For example, I escape, I immediately move on to my next match. How do I get that bloodpoint multiplier if I'm already long gone?
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To make it clear, we don't ban for bodyblocking regardless of who's doing it. What we do ban for is holding the game hostage (i.e. the game cannot end)- it just so happens that the most common way that happens is via bodyblocking. We even mention this in the game rules.
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Yep, we know. Liberator was the first node of level 3, creating a bottleneck where everyone was fighting for unhooks. Because of where it's placed and due to the fact that it's "competitive" (i.e. only one person can get an unhook), we want people to get through that challenge sooner rather than later.
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@Rex_Huin said:
I wonder how many they have sold.....
Not even joking, the David King body pillow was the first item to completely sell out in the new store.
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In theory, sure. Although disconnecting after going down for the first time or when your cleansable gets cleansed aren't problems with the game, it's a problem with the person. I'd like to be optimistic, but I've seen loads of people disconnect because things aren't going their way, not because of a bug.
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It's inside the map, just around the corner and close to the wall.
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@Jallybwan said:
Sorry for the bump, but how do you create a poll?
No worries, this thread is pinned anyway. If you click the arrow next to the "New Discussion" option, you'll see the option to make a poll instead.
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No. Only the most recent Tome awards Rift fragments. You can do them later if you'd like, but you'll only get the bloodpoints and lore. This way everyone's on a level playing field going into each Rift.
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As others have pointed out, we're planning on releasing it on December 3rd.
