Peanits
Peanits
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Trouble is, by the time you realize the Killer is setting up a 3 gen, it's too late to switch your loadout - the match has already started. We can't expect everyone to run Deja Vu just in case.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623862#Comment_3623862
"Failed skill checks are not considered regression events, even if they are caused by the Killer's perk. This is because it's caused by the Survivor(s) missing, not the Killer."
Or by the Survivor just standing up from the Gen without any chance of hitting the Skill Check. Which you never adressed if this is intentional or not.
:)
Strictly speaking, this is intentional. If you stop an interaction during a skill check, it is considered a fail. There's a very short buffer when the skill check appears where it will not fail if you let go, but it will not prevent a missed skill check if you wait too long. This is by design to prevent cases where someone might let go intentionally to avoid difficult skill checks. :)
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623842#Comment_3623842
Will he be able to turn faster in his ability?
This is a little difficult to answer. Before, his turn rate was based on your controller sensitivity setting (even if you were using mouse & keyboard). Many Hillbilly players would set their sensitivity to 100% to turn faster and have tighter curves.
So the end result depends on what your controller sensitivity was before:
- If it was less than 100%, he will now turn faster.
- If it was 100%, he turns at the exact same rate as before.
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I can clear some of this up.
- Once a generator has reached the limit, it can no longer be kicked or damaged by Perks.
- Any generator which has already exceeded the limit cannot be affected by Surge, and therefore will not cause any Survivors working on it to scream.
- Failed skill checks are not considered regression events, even if they are caused by the Killer's perk. This is because it's caused by the Survivor(s) missing, not the Killer.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623699#Comment_3623699
Just paranoid that because it's FROM a perk it'll trigger. Intentionally or not.
I can confirm that regression from missed skill checks, including those caused by Perks, are not considered regression events. That progress loss is caused by the Survivor missing, not the Killer.
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@GroßusSchmiedus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623835#Comment_3623835
Thank you, so its basicly Heavy Clutch add-on basekit. However what will happen with the add-on? Will it be changed?
I'll leave some surprises for tomorrow, but I can confirm that it's part of the add-on update.
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It's tough to convey how much it has changed with words, so apologies if this is hard to imagine, but the collision detection is 37.5% smaller than before.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623728#Comment_3623728
Does perk effects like Surge count towards the 8, or is it specifically kicking?
Perks count as well, so long as they remove at least 2.5% worth of progress at once.
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I just want to quickly chime in and mention that this mechanic does not kick in immediately. In order for a generator to be blocked, it would need to suffer from 8 separate regression events first. For context, this is well above the average number of times a given generator will be damaged in a given match.
The system will kick in eventually in those scenarios, but you will still have an opportunity to capitalize on their mistake beforehand and secure some hooks.
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Please be sure to give it a try and let us know how it feels. In the meantime, I see gen spawns mentioned often, so I want to take a second to add some context behind this change and why we didn't simply adjust spawn locations instead. Moving generators further apart is a bit trickier than it seems for a couple reasons.
The short version is that it's a double edged sword. Even perfectly spaced generators can be fairly close. In order to spread generators further apart, many maps would need to be made larger. This comes with its own gameplay issues (making it take longer to cross the map, harder to find survivors, etc.) Making the map larger may help with a 3 gen scenario, but it would have a negative impact elsewhere. It gets extra tricky because Killers with extra mobility or powers that may help them defend a 3 gen can still guard those generators fairly easily even if others have a harder time.
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623617#Comment_3623617
Thank you for explaining it. I'm looking forward to PTB. Though I already feel the gen kicking and tapping part is unnecessary and overcompensating. 8 times limit makes sense since it would only be valid during a 3 gen situation.
Definitely give it a try if you can and let us know if you feel the same way afterwards.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623605#Comment_3623605
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623605#Comment_3623605
This is one of those changes that don't even need to be tried out
If full condemnation would just expose the survivor or anything like it, sure
But the fact that Sadako can mori them, its just too much
Everything needs to be tested first. You could be absolutely right, but we don't know that until we've seen it in action. The scientific method doesn't end at the hypothesis. Regardless of how it turns out, at least once we've tried it out we can make an informed decision on what to do next rather than taking shots in the dark.
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623617#Comment_3623617
How does this new change interact with Trail of torment? Do survivors need to repair 5% to remove undetectable
Since Trail of Torment deactivates when the generator stops regressing, yes, the Survivors would need to repair for 5% progress to deactivate it.
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To clarify, while a Survivor is repairing a generator that has been damaged, the generator does not continue to lose progress (it is paused while a Survivor is repairing it). It will only begin to regress again if they let go before completing 5% worth of repairs. In light of that, Pain Resonance is unaffected by this change.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623528#Comment_3623528
Overkill and easily abused
Please give it a try on the PTB and let us know if you still feel that way!
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@xerox8521 said:
Will there be a visual indicator for Killers if a Gen can no longer be kicked? Also what happens with the pain res stack when the generator is already at its limit?
- There is an indicator when a generator cannot be regressed anymore.
- It would target the second most progressed generator instead.
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@TheArbiter said:
- When a Survivor is hooked, their current Condemned progress becomes locked in, preventing it from being removed.
Am I reading this incorrectly or does this mean for example if you got 4 stacks when I hook you, you now permanently have a baseline of 4 stacks for the remainder of the match?
That is correct. Whatever progress you have when you are hooked can no longer be removed.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623499#Comment_3623499
I re-read it, and I think its not that bad. It goes like this:
- Kick a 50sec Gen, it dropped to 45sec.
- If a survivor instant touch the Gen, Gen stop regressed and gain progression. If they touch for 4.5sec and stop, nothing happens. If they touch less than 4.5sec, Gen regressed again.
I think it fair, 8 kick max per Gen is not too many, but also not little.
I can confirm this is how the regression works, in case anyone's uncertain!
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@CLHL said:
Ruin is a regression event? Because if that's the case these changes would make that perk even worse, you could use it to your advantage to exhaust the 8 events.
It is not. Only things that cause an instant 2.5% regression or more (not counting Survivors missing skill checks) count as a regression event. Since Ruin has no instant regression and only gradually removes progress, it does not count as a regression event.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623475#Comment_3623475
Oh?
That's interesting. The cooldowns in the TVs will remain the same though, yes?
And Projection will give one whole stack of condemned, correct?
Just to confirm.
Correct.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623466#Comment_3623466
Cooldowns was fine because you were building stacks on all survivors if they were not holding tape. Now you are limited with 16m area again and TV cooldowns will hurt her.
I really hated this rework, she was just fine after rework. Fun and strong.
And you can't even destroy tapes now. There is zero risk to hold it.
Just to clarify a bit, it is not just a 16m area. It now applies within 16m of any powered TV, not just the one you teleported to. It will actually cover a decent chunk of the map unless Survivors take the time to shut off nearby TVs.
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Really quick note on this:
This might in fact be why to the devs the Dredge and other killers look perfectly fine: They have an overall decent killrate. Not because they're in a good spot but because very few people know what to do. It's easy to win against survs who don't know about the killer specific things they need to do.
We don't make decisions solely based on kill rates. Kill rates only show us where a problem might be, they don't tell us whether or not there is a problem or what that problem is. We spend a lot of time gathering feedback and watching gameplay before committing to changing something.
That aside, matchmaking is incredibly complex, so it's difficult to account for absolutely everything. To shed some light on why this isn't the case at the moment, most skills you use as you play are transferable and work against multiple Killers. Managing your time and deciding when you should be working on a generator, when you should be healing, and when you should be saving are all things that will come in handy no matter who you're facing. Memorizing the layouts of different maps so you know where to run is always going to be the same. Looping a Trapper isn't very different to looping a Legion, or a Pig, or an Oni, and so on. Some force you to play a bit more differently, but there's still a core set of skills that you bring with you.
The tricky part with splitting your Survivor rating into a rating for each Killer is that there are a lot of Killers in the game - 34 and counting. In practice, this would mean that your rating against any given Killer would only update 1/34th of the time, making it very slow to adjust. If you were struggling against the Dredge, for example, you would have to play many matches against them before your rating would lower to a more comfortable range. It takes a bunch of matches to estimate where you should be, then many more to fine tune it. In order to have an accurate rating against each of those Killers, you would need to play hundreds if not thousands of matches.
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Maybe not the most practical build, but We'll Make It and Solidarity pair together to make "I'll Make It Too".
Bonus points if you can convince a friend to run Resurgence with you. At that point if you're injured and unhook someone, it would only take 12 seconds to heal both of you.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622069#Comment_3622069
Hi Peanits!
Is it *possible* the sac wards are bugged?
I have noticed the last 3 times in a row that a Survivor offered one and the Killer offered a map, we went to the map offered by the Killer.
I just find it odd that that would happen 3 times in one day.
The maps were Lery's, Gideon and Midwitch.
I don't know if offerings can get bugged the way perks do for example.
There's always a chance, though it's pretty unlikely since as far as I'm aware there hasn't been any changes to that offering or the way the game picks maps in quite some time. It never hurts to create a bug report, though. Our QA team will take a look and ensure they're working correctly.
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The Sacrificial Ward only negates the increased chance to be sent to a realm from another map offering. There is still the normal chance you may be sent there, however.
That said, if you'd prefer it work differently, I'd suggest making a post in the feedback section.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621713#Comment_3621713
Yeah I wasn't sure which direction he was going, so didn't crouch in case his vision was based on movement like a T-Rex lol
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621861#Comment_3621861
Cheers. So the slider isn't something that would probably take a huge amount of adapting to from a survivors perspective?
I imagine there wouldn't be much difference on the Survivor side. Killers can already increase their FOV with Shadowborn, so it's possible you've already played against some people with a higher FOV. As long as you're not standing in front of the Killer, it likely won't feel much different.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621512#Comment_3621512
Those stats baffles me...
Why in the world do people want to play games on a small phone screen with fingers taking up 10-20% of it?
Computers can perform better in all aspects, offering a bigger screen, much better graphics, and deeper gameplay mechanics.
Computers & consoles cost money, and most people will already have or need a phone for other things. It's a lower barrier to entry. If you've got a phone, chances are it can play some games, and it costs nothing in most cases to download them and try them. A PC or console may be a better experience in the end, but they cost hundreds of dollars or more to get started. That's a huge hurdle for a lot of people.
If it doesn't make sense to you, that's normal. There's a little overlap, but for the most part the people playing PC/console games and the people playing mobile games are two completely different crowds, and neither one tends to have much interest in trying the other platform.
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Crogers nailed it. Realistically, that Killer was never quite looking at you - you never even entered the red stain. A slightly wider FOV might have made it easier to spot you, but even then people tend to focus on the middle of their screen more than the absolute edges, so it's still unlikely they would have noticed you even if the slightly wider FOV would have let them see you.
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To be very clear, the mobile version of the game is handled by a separate team, not us. We are not splitting resources between the two versions of the game. The PC & console version has our full attention.
Developing content for one version is not the same as developing content for the other. Content designed for the PC & console version will need to be adapted to run on the lower hardware specs of a mobile device, and special considerations need to be made to ensure that things control well on a touchscreen. Likewise, additional work would also need to be done to adapt content from the mobile version to the PC & console version. It's not as simple as dragging and dropping something from one platform to another.
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@Kjøttkaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621231#Comment_3621231
Are you going to change the perks that has no consistency or has lack of control and bring them to the same level as the perks that players do use?
Apologies in advance, I can't really give a solid answer to this without going through every single perk that you might be talking about. The short answer is potentially, it really depends on the perk.
The longer answer is that not every perk is meant to fulfill the same purpose. Having some perks that provide a consistent value - even if that value is lower - is fine, but not everyone wants that. While something like Botany Knowledge might be your cup of tea, someone else might want to use a more situational perk like We'll Make It that provides a stronger bonus, but in more select situations. There's over a hundred perks per role to choose from at this point. It's okay if some of them aren't for you, you can only equip four at a time anyway, but some people like that added variety.
Of course we'll still continue to improve weaker perks that people don't feel are worth using, but the goal is not to make every perk work the same way. Strength and consistency are two different things. Perks are ultimately a tool to let people tailor the game to their playstyle, so if someone wants to risk running a perk with a powerful effect that may not even activate in a match, that's still a totally valid choice.
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Adding "big mommy spider" to the list of things I didn't expect to read today.
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To quickly chime in, 2% usage really isn't too shabby for a perk. Something to keep in mind is that there are 115 Killer perks to choose from these days. If they were all used equally, they'd each be used about 3.5% of the time. For a DLC perk that's not in the current meta, 2% is actually fairly decent.
It's not too surprising given the kind of perk it is either. It can be really powerful in the right situation, but there's also some scenarios where the extended lunge isn't needed and gets wasted. As a general observation, the most popular perks tend to be those which provide a consistently useful effect or perks that the user has some control over.
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Nothing about this has changed, although it depends heavily on a couple factors. The reason why this happens in the first place is because the spot the Killer needs to moved to is blocked by another player, so:
- If they approach the hook from the front, it's unlikely to work since they'll reach that spot and start hooking before you can block it. It's much easier to do if they are approaching from the side since you could potentially squeeze by them and block that spot before they get the prompt to hook the Survivor.
- It does not work if the Killer currently cannot collide with you (e.g. if you've just been hit). In cases like this, they can pass through you, so standing in that spot will no longer prevent them from hooking.
- The actual spot you need to be in is fairly small and easy to miss.
TLDR, it's still possible, but it's difficult to do consistently.
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@pseudechis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620796#Comment_3620796
I think you are treading a fine line with this one, forum users look to DEVs and Mods as the representatives of BHVR's view on things.
To state in totality that it has "never been accepted" is bold. There are plenty of players, myself included, who accept that tunneling is just part of the game and simply a result of killer having license over whom they choose to chase and eliminate.
I don't think you meant its never been accepted by BHVR, because it is accepted as part of the game given its not against any game rules to chase the same target twice. More that Its always been complained about and thus not fully accepted, correct me if I'm wrong.
I'd say complained about largely because players don't like getting eliminated early and the impact that has on the team. Early elimination results very commonly from camping and tunneling and is often at the core of complaints about it.
But objectively speaking early elimination i.e. "being tunneled out" is part of DBD and queuing up comes with the acceptance of that fact, regardless of whether players like or dislike it.
If we are talking the singular targeting and harassing of a player then that is absolutely unacceptable, but how do we tease that specific motivation apart from just the simple gameplay option of I can choose to chase any survivor?
Do we just assume a malicious intent and label all tunneling as problematic and all players who do it as toxic?
Do we remove that option essentially guaranteeing the safety of survivors for a large portion of the game?
Having tools and perks to help counter being chased in succession and thus eliminated early is a better option as least it doesn't undermine player choice or overall game concept, but should those tools be built in or not?
What effect do people think that will have on the excitement level of gameplay?
I think "tunneling" is just as acceptable now as it was in the past because the ability to choose who to chase hasn't really changed. That's all "tunneling" is and they haven't removed that yet.
This is just an objective answer to the original question. It has never been truly accepted by players. No matter how far back you go, as long as tunneling as a concept has existed, there have been people who were unhappy with it. There was never a time where it was unanimously liked and there's a long line of discussions documenting it.
This is not an opinion of myself or the team - in fact I do my best to avoid saying anything opinionated because frankly that's not why I'm here
(and the fewer people I can have at my throat the better). My role here is to take feedback, read discussions, and clarify where I can. You're right that people look to us as representatives, but I would hate to see us avoid any difficult topics because of it. I would much rather see the forums as a place where developers and players can discuss things openly.There is always a chance that someone will read something we say and interpret it to mean something different, but we can't let that keep us from talking to y'all. To be perfectly clear, we do not speak in riddles. There is no hidden message between the lines. When we acknowledge that something has always been contentious, that's all there is to the message. That does not say whether or not we like it, whether or not it's here to stay, or whether or not we agree with it - it's simply acknowledging that disagreements about it have always existed.
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There's a very good chance that it is working as intended. The bonus you see is unique to you, based on things like the skill level you play each role at and your region. With that in mind, it's possible that both Killers of your skill level and Survivors of your skill level are in demand at the same time because your ratings for each are different. The matchmaker will prioritize the role that it needs you for most, even if the other role could use you too.
It's a bit more complicated than it seems on the surface. The distribution of people across skill levels is like a bell curve. A lot of people are somewhere around the middle, but very few are on the extreme ends (high or low skill). If your rating for one role is near the middle, you'll likely get faster matches even if there's an excess of people playing that role simply because there's a ton of people you can be matched with. But if you're a really high/low skill Survivor, you might be in more demand despite it taking longer to find a match because the matchmaker doesn't have nearly as many people at your level to work with.
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Speaking objectively, it has never been accepted. As long as it has existed, there have been people who did not like it and people who disagreed with them.
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Vanishlord hit the nail on the head. Conspicuous Actions will prematurely cancel Endurance no matter where it comes from, so it's not mentioned in the descriptions of Perks. I can see how this might seem confusing though, so I'll make sure to bring it up with the team.
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No Way Out, but crank the duration to something silly.
Checkmate.
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Others have beat me to it, but your bonus is unique to you and depends on what the matchmaker needs most.
To give an example, say you're a high ranked Survivor & Killer in North America. If there's more high ranked Killers playing in your area, the game will give you a Survivor bonus to encourage you to help balance it out. At the same time, someone elsewhere in the world or at a different skill level may have a Killer bonus because Killers of their skill level in their region are more in demand.
It can vary throughout the day and per region, but it's not too uncommon to see a bonus for Survivors. The game needs four Survivors per Killer to make matches, so there tends to be an excess of Killers waiting for a match in most regions.
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Improving tutorials is something we're always interested in, and any suggestions you may have are more than welcome. You're right that it's not a small game anymore, there's a lot more to learn nowadays if you're just picking up the game. Though one thing we do need to be careful about is overwhelming someone who's playing for the first time. Everyone's got their limit, you can only soak up so much information at once before stuff starts going in one ear and out the other. We really try to focus on the fundamentals (what is your objective, what kind of things you can find around the map to help you, etc.) because they are guaranteed to come in handy no matter what your first match is.
When it comes to specific Killers, though, then things get a bit more complicated. There's 34 Killer so far, so if each one had even a 2 minute tutorial, you'd be sitting through a lot of guides before you can start playing. That's a lot to take in, and I'm not sure how many people would be willing to sit through all that. We do have loading screen tips that appear the first few times you play against any Killer. These briefly explain how the Killer's power works and what you should do or not do. I'm personally a big fan of these. They make sure whatever you need to know is fresh in your mind, and the fact that they appear while you're loading means you don't have to go out of your way to find them.
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@crogers271 said:
Variations of this idea get proposed pretty regularly. Unfortunately, BHVR just thinks its an impossible fix. I have no idea why as I've never seen them give a reason why this would be a problem.
It's not so much that it's impossible to do something like this, but rather that this wouldn't fix the problem, just shift it. If someone has decided that they absolutely do not care to continue the match, there is nothing we can do to change that. No amount of penalties or preventative measures will suddenly make them want to keep playing. Even if we prevent them from trying to unhook themselves, nothing stops them from then running directly to the Killer to get downed and rehooked as quickly as possible, or from whipping out their phone and watching some videos as they wait for the match to finish. Either way, the end result is the same. You've still got a teammate who isn't doing anything, only now the other Survivors might accidentally waste time saving them and the Killer has an easy way to activate whatever hook-based perks they may be running.
In reality, people letting themselves die on the hook is not the problem, it's a symptom of the problem. Fixing a symptom doesn't make the issue go away, it just resurfaces in a different way (e.g. going AFK, running at the Killer, etc.). The real problem is they don't feel the need to finish the match.
That doesn't mean it's impossible, though. There are likely some creative ways to discourage abandoning a match, but it's not as simple as disabling the ability to unhook yourself.
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The shrine is randomly generated automatically, aside from when a perk is required for a current Tome challenge. The robot in charge of it is unaware of any future changes that may come.
STBFL is planned to have an update in the near future, but no details have been revealed on that just yet.
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Unfortunately without an in-game report, we would be unable to accept the video. We need an in-game report to verify that the person in the video is the correct person since multiple people may share the same name (or may have their name hidden).
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@D0NN1ED4RK0 said:
It’s a meme perk
its like going against a bubba main using the speed limiter addon
Bingo. Different perks have different purposes. Some are designed to be genuinely useful, others are made to either allow new playstyles or do something different. No Mither definitely falls in the latter category. It gives you a consistent way to activate perks that require you to be injured, or just allows you to run it on its own to make the game harder on yourself. Will it improve your chances of survival? Unlikely. But it does bring variety to the table.
At this point, there's 246 perks in the game (131 for Survivors alone). If you're looking for more useful perks, you can definitely find four that are more your cup of tea. But we also like to make sure there's some options available for people who want to mix things up.
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@BUFFDECISIVEPLS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598882#Comment_3598882
What about letting decisive strike Being active end game ? Why should I do well all game and get tunnelled out by a blight end game with no protection I find that stupid in all fairness I’m so happy you guys are buffing this perk but I think all it needs is 5 second stun maybes if no end game it works twice per game ?
Coincidentally, it also used to work during the end game as well. The issue here is at that point in the match, being unhooked made you practically untouchable. If the Killer chose not to go for you, you could still run in and take hits to protect the others. If the Killer did go for you (or was forced to because you're taking hits), you could crawl to the gate in most cases before the perk ran out.
In other words, as soon as you got unhooked, you were safe. There was zero risk because as long as it was equipped, you would be able to make it to the gate before it deactivated.
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I know the developers won’t read this
👀
But more seriously, this is not something we're considering doing. Decisive Strike in particular was like this before. The reason why this stipulation was added was because it would punish the Killer even if they chose not to tunnel. If a Survivor who was unhooked decided to work on a generator, cleanse a hex totem, or something else that the Killer would understandably want to stop, they would have to take the stun anyway.
The goal of these perks is to protect you for a while after you're unhooked. If you've been unhooked and decided to start repairing a generator, you're not exactly being tunneled. We can't expect the Killer to ignore you while you work on a generator in front of them.
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An FOV slider increases your field of view, AKA how much you can see from any point. The Killer having a higher FOV does not make it impossible to 360. It might make it slightly easier to keep track of a Survivor, but the main reason why it works and allows you to dodge hits is because they aren't reacting fast enough when you change directions. Having a higher FOV won't change that.
For reference, Shadowborn increases your FOV, but it doesn't make it impossible to get spun.
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I just want to clear something up: This roadmap is not a priority list, and just because something isn't on the roadmap for the next few months doesn't mean it's not on our radar. There are some things we'd love to do sooner, but would unfortunately require too much work to be done in time for a particular update (e.g. if our programmers are already fully booked up on other design changes or new features). In these cases, we might slot in some smaller tweaks that could be done in less time rather than nothing at all, but this does not mean we think they are a higher priority.
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I can confirm that it is not an exploit and is not reportable. The crows are meant to appear over AFK Survivors. Doing just about anything will prevent them from appearing, even walking around every once in a while. This is intended and is not an exploit.