Peanits
Peanits
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- Peanits
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/850161#Comment_850161
The thing with Bond is that it's always on. There is no condition except range. And you don't really need to know where survivors are exactly, you just need an idea where they are. Like if I'm running around and I see a survivor go off in this direction with Bond, then someone gets hooked I'll know he is closer and SHOULD be going for the save (if they are a high rank/optimal player you can pretty much always count on this).
Like I won't deny new Kindred has uses, just that you can basically make do with other superior perks and good game awareness instead.
Of course. It's a trade off either way. Either you get a much more powerful but situational aura reading, or you get a constant but much weaker aura reading. To each their own. I'd rather have Kindred, personally, since it's active when you need it most.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/850127#Comment_850127
Eh, still kind of a beginner perk. If you have good map awareness you don't need it as much. Spine Chill is better for tracking the killer, and Bond is better for tracking other survivors. The only benefit I get out of Kindred personally is when you yourself are on a hook, because then other survivors can coordinate better.
Definite step in the right direction, but still not something I see experienced high rank players using.
New No One Left Behind though...
Bond is pretty limited, though. I'd only know that someone else is closer if I'm also close to the hook (it only has a 32m range). With Kindred, I can be half way across the map and see exactly where everyone is, whether they're close to me or not.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/850009#Comment_850009
Agreed, and even then I don't see it being "top tier". It will definitely be way better, but I'm not giving up the actual top tier perks for it even if I'm solo.
I can't see it being a must have no matter what, but I feel like I'll probably end up running it quite a bit. As long as you aren't in a full team, being able to tell that someone is closer than you or going for the save means you can be way more efficient and do a generator instead.
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Unfortunately, no. We're only able to create a beta branch on Steam for the time being.
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@TAG said:
Basically, when you are hooked, it affects your teammates, and when someone else is hooked, it affects you. Correct?
That's probably the clearest way to say it, yes.
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@PinkMochaV2 said:
https://forum.deadbydaylight.com/en/discussion/comment/850025#Comment_850025
So instead of activating only when you are on hook, now it activates when anyone is on hook for everyone?
This is a good perk, even for SWF. Just one person needs to take it.
Sorta'. Only the person using the perk will see the auras when another survivor is hooked. When the person using the perk is on the hook, then everyone will see each other's auras.
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I don't have a video of it handy, but it's basically exactly what it looks like to her, just from the survivor's perspective (she grabs onto the window and climbs through it).
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@terumisan said:
What is the change?
It does what it did before, but it also shows you everyone else's aura when someone else is on the hook. Basically you aren't taking it just so other people get auras, you get something from it too.
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If I recall correctly, his club is independent of his weapon cosmetic, much like the Huntress' hatchets or the Hillbilly's chainsaw.
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He is. I'm not 100% sure if he's the tallest (the Demogorgon is pretty big, but it's slouched over), but he's definitely girthy. Solid contender for heftiest chonk.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/849796#Comment_849796
Will consoles get that fps buff too?
Optimization would affect all platforms, so unless there's some sort of technical issue, yes.
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We're always working on optimization, it's just super technical stuff and not something we can really go into details on. You may see a slight increase in FPS, but it of course depends on your hardware.
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You can actually break it with your weapon once your power is active.
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@switch said:
If break up stacks thats bad,it CANNOT stack. it shouldn't stack.
It doesn't.
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I'd say it depends. If you're newer to the game, it'll probably help you learn. If you're on a map like Lery's or The Game, being able to see where the pallets are and zone survivors away from them would probably give you a huge leg up.
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It knows what it did.
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There is not, no. Any progress on the PTB is separate from the live version of the game and does not transfer over.
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@AokiiSenpaii said:
https://forum.deadbydaylight.com/en/discussion/comment/848835#Comment_848835
So the entity made clown look like 200kg but he falls like a feather?
If we want to bring realism into this, it's not very realistic to step in a bear trap, free yourself, then proceed to jump out of a second story window multiple times without even being phased by the fall. Gameplay comes before realism.
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It's the exact same as it was before, only you can't use the stagger reduction multiple times in a chase. If you were using it multiple times in a chase, I'm willing to bet you were taking advantage of setups that were way too strong (e.g. Haddonfield).
In any case, the killer is meant to be stronger than one survivor in a chase, so they won't be getting a stagger.
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The Rift is over at that point, you're not punished. You can still do them for bloodpoints and lore, but you can't get fragments for a Rift that's no longer open.
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It's definitely latency. You can see in this frame that he's looking right at you:
You passed through his detection area as he was swinging so the game registers a hit. Between how fast you can move and how far they can turn their camera with even 100ms of delay, you'll sometimes end up with hits that look like they miss.
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Has anyone asked for a shirtless Oni yet?
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As soon as the match starts. I'm always paranoid that it's a stealth killer. Worst case scenario I find out that it wasn't and I don't have to check anymore.
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@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/845238#Comment_845238
I disagree, even if it didn't have the element of surprise 60 seconds is a lot of time to get downs. And you'll know exactly where the survivors may be with the extra aura reading inside gates effect. Compared to NOED which is very predictable and can be disabled as well as usually only netting one down before getting taken out very quickly.
I believe the point is that people don't expect it which makes it even better. e.g. They save the guy on the hook and run to the gates without realizing that they're blocked. If you know the killers running it, you could easily wait it out before going for the save.
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@BlueFang said:
https://forum.deadbydaylight.com/en/discussion/comment/845181#Comment_845181
Any plans to fix his broken new cosmetic?
Yes, we have a fix internally and hope to have it out soon.
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Definitely not programmed in. If it was, I'd have to talk to the guy who keeps giving me Ormond and Yamaoka when I play Huntress.
It's probably because there's 32 maps, so you have a 1/32 chance of getting The Game. It picks a random map from the pool, not a random realm.
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I can't say I really hate either. As the killer, I just try to pay attention to who was recently unhooked. As a survivor, I know that if I don't do totems, I'm risking NOED and play cautiously until I know the killer doesn't have it. They don't bother me so much because there's room for me to play around them.
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@theArashi said:
https://forum.deadbydaylight.com/en/discussion/comment/844876#Comment_844876
So all these times when after getting unhooked survivor proceeds to unhook other survivors, work on totems, work on gens, jump in lockers is definetely very situational.
You get absolute immunity for 60 seconds regardless of killer actually being around or not.
Hit 'em and slug them. If you're not actually chasing them off the hook, the timer will run out in a few seconds. Even if they hop in a locker, a few seconds go by and you can grab them right out. If you are chasing them right off the hook, you'll have to wait a full minute, but the perk is doing exactly what it's supposed to.
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We do not have any plans to change Ghost Face at the moment.
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@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/840106#Comment_840106
This is really respectable and love you all for that decision! Did you (you and the team) thought about "locking" the event cosmetics behind shards? What are the pros and cons about that idea?
It's an option for sure, but not a great one for these purposes. The biggest reason for making them free is to combat the loss of progress some people are having. If you were one of the unfortunate people who lost those cosmetics and then had to pay your hard earned shards to get them back, you'd probably be pretty upset.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/838513#Comment_838513
Let's be honest here: Nobody uses comms to just "have fun with friends". There is only 1 goal for those people, and that is to win. And while they're on comms together, why not be toxic to the killer together? They'll have an absolutely care-free game anyway, getting all the gens done in 5 minutes or less. Beyond a shadow of a doubt, SWF, at least in the game's current state, is an unfair advantage over the killer. You play killer and get destroyed by SWF all day. Your tune would change.
That right there is a blanket statement. I play SWF with people sometimes and we just have fun, we're not in it to win or make the killer have a miserable time. Dare I say we probably do worse because we're messing around.
That doesn't mean that those squads that sweat like they've been working out for four hours straight don't exist, but to say that literally every group is like that is silly.
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@SteelDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/840055#Comment_840055
hard to tell due to how the medal system works with different killers, like for plague, you get crap chaser since no one cleanses, so you need a 4k to pip with her nearly every game. first I would re-design the killer rank up system before anymore talk of "overperforming killers" plus killers balance should be measured up to 4 man STRONG red rank survivors. just shy of 4 man red rank SWF. that way SWF is still a challenge but it is not a mountain climbing like challenge that is near impossible for most killers.
Let's completely take emblems out of this, since as you've mentioned, it varies from killer to killer.
I would hesitate to say that killers should only be balanced around four really good survivors, though. Unless you're comparing average to average, it's a little unfair to expect an average side (whichever that happens to be) to still win against a person/people who are really good. That, to me, would say that there's a huge balance problem if someone who's okay at the game can beat someone who's great at it. It would be like giving me a fair shot at beating someone who's top 500 in Overwatch- I shouldn't, I'm nowhere near as good as them. They should be compared to other top 500 people.
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@Quol said:
https://forum.deadbydaylight.com/en/discussion/comment/839904#Comment_839904
Then you saw wrong, i tier 3'd all general/personal perks on my Spirit and the next level had no perks. Unless Leatherface perks have a hidden condition of only appearing on certain killers/levels its not a basekit perk.
Only way to get BBQ was via shrine which the other platforms got when the patch was released. Switch's patch was delayed yet with the patch now out the shrine was not updated. I wouldnt mind it but the BP boost from BBQ would be great since everyone is starting from 0. I just wanna know whats going on @Peanits
It's basically just really technical. To keep it simple, there's a "calendar" that says what perks are in the shrine when, and it's randomly generated. So for example, "This week it's W, X, Y, and Z. Next week it's A, B, C, and D."
When 3.3.0 launched on PC and the other consoles, that calendar needed to update to match the Archives (certain perks needed to be in the shrine for challenges). The update wasn't on Switch, though, so the Switch version was still using the old calendar. Now that the update is out on the Switch, they should be back in sync, but that shrine is over.
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I'd be pretty strongly against this. As a killer, I'd be getting a pity kill no matter how poorly I'm doing. As a survivor, we'd be getting punished for doing well.
To throw a random scenario out there, what if you have an AFK killer? Someone's gotta' sacrifice themselves to someone who's literally not even playing the game just so the other three can move on. I wouldn't volunteer for that, I did nothing to deserve a loss, and I highly doubt the strangers you meet on the internet would jump at that opportunity either.
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Thanks for the constructive feedback. I'm a little unclear by what you mean by this though:
While she exceled in 1v1 situations, when it comes to the general flow of the game and in a 1v4, she was balanced.
I would assume that means that she's strong in chase, but not so great at dealing with all four survivors at once. Wouldn't this be the case for all killers, though? Barring maybe Leatherface who can chainsaw more than one survivor at a time, every killer can only chase one survivor at a time.
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It's to remove hatch standoffs. At the same time, we added the ability for the killer to close the hatch. Now that the killer can close the hatch, whoever gets there first wins.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/839567#Comment_839567
the question is:
will they just be handed out for free?
or will they, like the other event items, be added to the store instead?
imo the ultra rares should be in the store too for 1080 auric cells.
that way players who had them earlier will keep them while others will have to pay something to obtain them, similar to other shop items.
just so players who bought them from the web wont feel like they just threw away their money for nothing.
They're all free. We're not looking to profit off of this.
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I know this isn't a very serious thread, but let's try to turn this into something constructive. How many average kills do you think something should get per match before you consider it to be overperforming? We can talk specifically about red ranks if you prefer.
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We've included reasons for each exception here: https://forum.deadbydaylight.com/en/discussion/comment/836490/#Comment_836490
It varies depending one what it is. Some use other people's/company's brands, others required an actual payment (like the Bloodletting shirt) so it wouldn't be fair to give them away.
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@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/839824#Comment_839824
So do I assume correctly that it's not worth to male tickets when you lost your event cosmetics since the free version is exactly the same?
Correct. You'll be getting the same thing shortly anyway.
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They'll be the exact same rarity as the normal versions. The rarities for each cosmetic can be found next to their name in the list of cosmetics.
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@SaltySwag said:
https://forum.deadbydaylight.com/en/discussion/comment/839728#Comment_839728
Sure it will
It worked for everyone else on these desirable non-legacy skins.
I want my free legacy now.
I didn't earn it. I didn't grind for it. But I still deserve it because YOU people are basically saying NOTHING is special.
It's apparent that you're not looking to discuss this in a mature way so I'm going to back out of this discussion.
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@SaltySwag said:
https://forum.deadbydaylight.com/en/discussion/comment/839697#Comment_839697
Nope being serious.
I deserve it, because I didn't play through it and earn it.
I mean I earned my Howling Moon event cosmetics, and now they are going to people that didn't partake in the event, or weren't playing at the time.
By that logic I deserve legacy for the same reasons.
We've explained it all here: https://forum.deadbydaylight.com/en/discussion/comment/836887/#Comment_836887
I understand that you're disappointed, but spamming that you demand legacy all over the forums isn't going to help anyway. There's a very good reason why it's not returning.
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We've mentioned it here: https://forum.deadbydaylight.com/en/discussion/comment/836887/#Comment_836887
But the short version is that we've promised that it won't return and we're not looking to go back on that. Selling them for money would not only break that promise, but it would also be a very greedy way on our part to do so.
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It does still cause them to drop the survivor, but you need to time it so they get blinded after they finish picking up the survivor. If they haven't fully picked them up yet, they don't get stunned.
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@TheKingOfAll said:
https://forum.deadbydaylight.com/en/discussion/comment/839175#Comment_839175
I disagree, legacy is supposed to be like prestige, but better. It is supposed to show skill and commitment. You can’t just give them away for free
It's not, it's meant to reward people who prestiged way back when it was significantly harder, since we went on to make it much easier. It was a "thank you for being such a dedicated player". It's not a matter of playtime alone, we're talking about pouring hundreds of hours of gameplay into a few months of time, not just X amount of time over the course of a few years.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/839567#Comment_839567
Thanks for letting me know this, but as the same way players paid for merchandise, others paid for a pax or comic con entrance ticket, not directly to behaviour but they paid too
Correct- but they paid for entrance to the convention, not for a cosmetic. You pay to get in, you got in. You wouldn't have gone solely for the cosmetic, those were just a free extra for visiting the booth. We had also given them away for free many times since then.
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@Angelicus23 said:
they shouldn't add that one, david's, kate's and billy's, there no monetary way to get them so you suposedly get scammed, and by the same way as the other exclusives, they should add the bloodletting one in the free list
It's all explained right here: https://forum.deadbydaylight.com/en/discussion/comment/836490/#Comment_836490
There's different reasons for each, but don't worry, we've thought about each one and there's a very good reason why some are included and others are not.
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@Lucama said:
https://forum.deadbydaylight.com/en/discussion/comment/839461#Comment_839461
You can't, you made yourselves a situation where you let people break your game at a core level. So now you have to find a way to compensate the other side. Because realistically, this is like saying "we can't really check for killers who are running wall/aim hacks, it's not nice to look through people's PCs". As I said further up, implement in-game VOIP and then balance around the game having survivors talking to one another, that's all you can do.
You're really comparing apples and oranges here. Cheats and voice chat are not the same thing. But let's just say hypothetically that you do block every voice chat program out there.
- How do you stop people from using their phones?
- How do you stop people from communicating in the same room, LAN party style?
- How do you stop people from using Steam, which has voice chat and is required to be open in order to play the game?
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@LetsPlayTogether said:
@Peanits If EGC isnt a thing, then when will the exitgate spawns revisited? I already had games with Exits being literally next to each other. Hows that not supposed to make people rage quit? never mind if its right or not in any case)
You're either going to escape or not. Either way, the game's going to be over in ~30 seconds. Leaving at that point is incredibly petty and any penalty you get for doing so is well deserved.

