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Peanits

Peanits

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Peanits
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  • @pemberley said:

    https://forum.deadbydaylight.com/en/discussion/comment/812999#Comment_812999

    No, that would mean you have a speed boost that prevents the killer from double tapping. And as to the second part, there’s no reason why you should be in a situation where you die to the collapse since it’s so long and forgiving.

    If you truly had no basic attack cooldown, you'd be able to swing as fast as you can click. If you click fast enough, you'd be able to hit them twice before they can move out of your range.

    Meanwhile if you can't attack fast enough to down someone before they can leave, they can always get hit and use that speed burst to run out anyway. Not to mention that they would still be able to sit right at the edge of the escape zone and fall out of the map when they go down.

    In any case, it wouldn't prevent someone from sitting in the gate and teabagging, but it would have unintended side effects.

  • We'll be enabling crossplay between the Windows Store version of the game and Steam soon, at which point you'll be able to match against players from both. At first, the friends list will only show players from the platform you're playing on, though, so you won't be able to make a party with your friends on a different platform just yet. This is something that we're working on.

    There's a couple FAQs here: https://forum.deadbydaylight.com/en/discussion/100036/

  • That would mean if I'm healthy and being chased out the gate, the second I enter the gate area, the killer double clicks on me and I'm dead. If I don't enter the gate area, I die to the collapse.

  • @xRem said:

    https://forum.deadbydaylight.com/en/discussion/comment/812920#Comment_812920

    They don't respawn, the survivor dont use them and body block the killer from the other to break chase and bloodlust allowing the new survivor to loop it again especially with all the pallets just around there and not including all the jungle gyms around the map.

    In all my three years of playing the game, I have yet to encounter this human pallet playstyle. Usually taking a hit to prevent the killer from hitting someone is counterproductive, unless the gates are open and you're helping them escape.

  • Could it work? Sure, absolutely. You could have a killer that throws fireballs at the survivors pretty easily (it would basically be the Huntress). Although we tend to stay away from that style of fantasy, it wouldn't really fit with the overall aesthetic of the game. That could always change down the line, of course.

  • @xRem said:

    https://forum.deadbydaylight.com/en/discussion/comment/812859#Comment_812859

    Have you actually played on 90% of cold wind maps (no offense) but at the center near shack for fractured cowshed for example, theres corn, in front theres shack, usually a jungle gym in front of it, one to thr left and the cener building with 2 guaranteed pallets, and some random bale pallets and or another jungle gym, if the survivor loops it against an m1 killer correctly each could easily take 20-30 seconds a piece not even including exhaust perks, or team matea coming in and body blocking to get you off the person and loop the tile again. With 2-3 people on 80 second objectives. Please tell me how that's fun? If your against spirit you pray shes bad, against those survivors on that map and alot of others you have to pray they arent good in the slightest in order to mabye win.

    I have played on every map plenty of times, and I gotta' say, I have yet to see a pallet respawn after being broken. It may start safe, but once they use it, it's gone and you can zone them back towards it to make that area unsafe.

  • I think you're looking for a perk called Flip Flop. It converts a portion of your recovery meter into your wiggle meter.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/812824#Comment_812824

    Probably already been answered. But can continue to earn the serums past the 13th?

    Yes, you can earn Serum until the Rift closes.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/812791#Comment_812791

    You can’t zone someone into an area with fewer pallets when there are safe pallets nearby. Farm maps are an especially big offender of this. They are almost guaranteed to reach something like a farmhouse or cow loop, regardless of where you break the pallet.

    The example you gave is almost the same as spirit. There is no way to reliably “react” to huntress throwing a hatchet, other than seeing she is about to throw one. Once she lets it go, you do not have time to see where the hatchet is traveling. You have to guess ahead of time or you will almost certainly get hit.

    You absolutely can zone someone. Having to run past you means that they get less distance. A straight line to the next pallet is shorter than a line going around the loop they're at to get to the next pallet.

    I've whipped up a couple crude examples to illustrate it. Say the killer is the blue dot, the green line is a pallet, and the red line is the path the survivor needs to take to get to the next pallet as soon as possible. To the left is either the edge of the map or a zone with no more pallets.

    Example1.png Example2.png

    Which would you rather take? The top one would mean they're half way to the next pallet by the time you finish breaking it, the bottom one means that by the time you finish breaking it, they're just past the end of the wall.

    RE: Huntress: It's definitely not the same. You can see her get a hatchet ready and try to break LoS. You can also react once she throws the hatchet if you're good enough. You even get an audio cue to tell when she's charging a hatchet even if you can't see her.

  • Tome 2 starts with the next mid-chapter.

    But level 2 of this tome unlocks November 13th.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/811821#Comment_811821

    The difference is that you HAVE to break a safe pallet, and at that point, they can then just run to another safe loop. The process repeats itself. With spirit, you can guess right and still waste a ton of her time, or she can guess right and get a hit. How is her interaction not far more balanced?

    You can also zone survivors back into an area with no pallets. Walk around to the other side so they're on the side that they just came from or so they're up against the outer wall, then break the pallet. Now they're either forced to run past you to get to the next pallet or run back to an area with no pallet.

    The point people are making is that the guessing game isn't skill, it's guessing. Guessing isn't fun for most people. To give a more direct example, the Huntress can throw a hatchet at a survivor before they reach the next pallet. This requires the killer to be in a good position and to aim the hatchet correctly (predicting how the survivor will dodge as well). Both sides can see what the other is doing and react. For the Spirit, they just have to make a guess and hope it works. There's a lot less interaction there.

  • I can't say I've ever really noticed it going anywhere. I've always looked around while I was hooked to see a survivor self caring in the corner of the map while I go to second stage.

    Spoiler Spoiler Warning ▲▼

    For the record, I get hooked a lot.

  • I'd call it more stealth than beginner, although stealth does tend to appeal to beginners more. If you really enjoy not getting caught, though, it's a solid choice.

  • I would assume some of the Hillbilly players switched to Spirit, but otherwise, he's still pretty popular (3rd most played in red ranks).

  • @Lagoni said:

    https://forum.deadbydaylight.com/en/discussion/comment/812435#Comment_812435

    So could this be interpreted as a confirmation, that spirit will have obvious tells, when she is phasing?

    No, I'm just stating the facts here. She does have a tell right now, it's not easy to see. I can't stress this enough, we don't reveal changes through cryptic riddles.

  • @newavitar said:

    There's already tells for when she starts phasing. Her addons need reworked and that's it.

    There is, but it's very subtle and hard to tell with some outfits. You'd also have to keep a close eye on her which isn't always an option. If you're at a pallet or window with line of sight blockers, you can't exactly set up shop next to her and see if she's phasing.

  • @Pirscher said:

    At least the survivor can get stacks from protection hits as well as unhooks - the killer only gets points for hooking with BBQ.. Imagine if moris were counted?

    And the BBQ aura reading is not so good as its limited and easy to counter.

    Its good as it is, I believe.

    RE: Moris.

    Huge flaw there; you need to hook someone before you can mori them.

  • @Dreamnomad said:

    I would like it if MoM required 3 different events to activate.

    1.) protection hit

    1.) pallet stun

    1.) safe unhook

    I feel like that would be fair to both killer and survivor. Requiring 3 protection hits is the equivalent of deleting it from the game since it is so unusable.

    You would need to massively increase the amount of tokens required to activate it, in that case. I would probably be able to activate it two or three times per game with all those conditions. Preventing two or three downs is absolutely game changing.

    I would wait and see what the improved protection hit detection does first. If all goes well, it should be much easier to get your tokens.

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/101586/well-thanks-devs-and-mods-i-guess

    BHVR- Spirit is over performing according to our data.

    Player- Wait aren't all those "kills" just DCs?

    BHVR- I said OVER PERFORMING! *SLAP*

    No, we can filter out DCs.

  • I can't say I see the need. This would basically turn the perk into a tunneling perk since the only aura you see is the obsession (encouraging you to chase and kill just that one guy). It wouldn't combo well with perks like Dying Light or Save the Best For Last either since you don't want to chase the obsession with those.

    More importantly, it has counterplay. Hopping a locker when the killer starts carrying a survivor hides you aura. Even if you can get to a locker in time, hiding behind a generator makes your aura a little harder to see.

  • I can ensure you that the quotes they're talking about are being taken horribly out of context and being twisted. The rule is (and always has been) that excessive disconnects lead to a ban. This is still true. If they are disconnecting from every Spirit match, they will almost definitely be banned for disconnecting excessively.

  • I would say it's the other way around. Your skill determines your rank (to an extent). Good players will rank up, not so great players stay a lower rank. There's exceptions to this (emblem system edge cases, SWF, etc.), but it does stay generally true.

    I know it's popular to say "rank means nothing", but there are people who get to a point where they no longer rank up. At the time I'm posting this, there's a thread on the front page of General Discussions of a guy who's having a hard time getting past rank 16. Likewise, there's also people who will tell you that red ranks are sweaty.

    Rank isn't everything though. It isn't a perfect 1:1 reflection of your skill, but it's a nice estimate.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/810501#Comment_810501

    Hey @Peanits this might be a odd question, but how long in testing did it take for Devs to get a average for how long it too them to get all 70 tiers?

    Loads of statistics, and also testing with the help of the people who played the PTB. The challenges were the bit that required actual testing, the rate at which you get fragments through XP is a given. We can already tell how much XP people get on average since that number hasn't changed since the player level system went live.

  • 800 per fragment, 10 fragments per tier. You'll need 8,000 XP total to get one tier. A match tends to give you around 500 XP, with an extra 300 for your first killer and survivor match each day.

    Not sure what you mean by CPU, though.

  • Unfortunately there were still some issues affecting the Switch version in addition to the ones that delayed the update on other versions. We're working to get the update out for the Switch as soon as possible.

  • Event offerings are reused if the event returns down the line. We don't want to remove them unless we're absolutely sure that the event won't be returning in the future.

  • We're getting another dev update ready. Given everything that happened recently, there's been more than a few wrenches thrown in the plans. The update being postponed delayed all cosmetic releases, for example. I'll make sure to get the roadmap updated as soon as possible.

  • @Lost_in_the_Fog said:

    https://forum.deadbydaylight.com/en/discussion/comment/809919#Comment_809919

    Forgive me if this was already discussed but do you have to complete all of Time 1 before you can activate challenges on the next tome? Thanks

    You do not, you only need to reach the last node on the page in order to unlock the next page. If there's a specific challenge or two that you really don't want to do, you can go around them and skip over them.

    in RIFT Comment by Peanits
  • Sometimes I throw a hatchet near a survivor, but without actually hitting them. You know, just to assert dominance.

  • @Th3Nightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/809828#Comment_809828

    I play 4 minute games, do you think it's 4 minute games fun? I think not, I do not like that my games last 4 minutes while the survivors earn many points repairing generators.

    Now I don't like saying this, but perhaps there's some user error involved. There's people out there who pull it off with no issue. I do it myself. Sometimes I lose in an embarrassing fashion, yes, but that tends to be because I messed up pretty badly (in which case, I should lose).

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/809728#Comment_809728

    This means new level every two weeks? Or two weeks from the release from the rift all of it gets unlocked for us to progress?

    The levels unlock one by one. Two weeks, two weeks, and then three weeks.

    in RIFT Comment by Peanits
  • We won't actively seek you out and ban you for it as long as it's not giving you a competitive advantage. However, since you're modifying files, there's always the chance that you might trigger the anti-cheat. If that happens, we will not be able to help you. It would be solely up to the decision of our anti-cheat provider, and we cannot guarantee that they would accept your appeal should that happen.

  • The different levels of a tome unlock over time. It should be available starting two weeks after the start of the rift.

    in RIFT Comment by Peanits
  • You definitely don't need to Ruin to play in red ranks. I do it myself on a regular basis. Sometimes I have a good match and win, sometimes I have a bad match and lose, other times I do okay and maybe get two kills.

    I suppose it depends on what your bar is for winning, but it's definitely not essential. Will it help? Sure. All perks help you win. But relying on it in order to win is up to you.

  • You do not need it to have no terror radius in EW1. You might still want to have it for EW2, though. He'll still have a smaller than normal terror radius (16m), so running Monitor and Abuse turns you into a full speed 4.6m/s killer with an 8m terror radius (about half a shack). Definitely still a solid choice, unless you're running Scratched Mirror.

  • For both sides, probably Coal Tower. It's nice and small, good variety of tiles, none of them are too powerful.

  • It is confirmed between Steam and the Windows Store for now. We're looking to do the same for consoles at some point, but if it does happen, it won't be any time soon. We'll let you know if/when that time comes.

  • @Aceonfire said:

    https://us.v-cdn.net/6030815/uploads/369/B6KAEVZ4ZHQJ.png

    Lets try to stay consistent here, shall we Penits. I mean, being an official rep of the game and all......

    If you're going to publicly confirm what anyone in their right mind would absolutely consider an exploit anyways...

    This is consistent. We do not actively hunt down and ban people for disconnecting, regardless of the circumstances. If they disconnect excessively, they are automatically flagged and banned. Never has any of this applied to a custom game.

  • It could be pretty nice. I wouldn't want it to be on screen all the time, but I can't see the harm in hovering over their name to see their perks or something.

  • They are not, no. Disconnects are normally tracked automatically, and anyone who disconnects excessively is automatically banned. We have a new system on the way to better deal with excessive disconnecting.

    That, however, was a custom game between friends. We do not enforce rules in custom games.

  • @LordziPL said:

    I think we need more Auric Cells in the Rift. Maybe some in the FREE TRACK. Maybe 1500? Maybe 1250? What do you think?

    Also: @Peanits Can you explain this? Why the Paid track isn't for Shards?

    https://us.v-cdn.net/6030815/uploads/180/OB0SYWYGPE3Z.png

    Accessible via playtime refers to progressing through the Rift, not unlocking the paid track. That's why it's called the paid track, after all. It's right there in writing.

  • Because ultimately, that is what those perks are designed to do. They don't outright tell you exactly where they are, but they do tip you off that the killer is nearby. If they don't detect stealth killers, they basically do nothing. You don't need premonition to tell you that the killer is nearby when they already have a terror radius.

    I would suggest approaching from unexpected angles and not looking directly at the generator you think they're on until you're close if you think someone is running one of them. Odds are they're probably relying on it to tip them off, use it to your advantage to catch them off guard.

  • @Seltas0208 said:

    https://forum.deadbydaylight.com/en/discussion/comment/802083#Comment_802083

    Can we see another stats release like the last one anytime soon?

    I would like to at some point soon. I'll have to see when we'll have time for it, the data team has been busy lately.

  • I think from the first couple replies in this thread alone, you can see that it's a mixed reaction. Everyone is going to have a different take on different changes, and while we try to make everyone happy as much as possible, sometimes there going to be a change you disagree with. It's not a personal attack on you, we aren't doing it to disrespect you.

    Regarding the instaheals changes, this is an example of not just balancing based on popular demand. While there weren't loads of threads about it, we could see experienced players using them just as effectively as before. Rather than instantly healing, you would just vault a window, use the syringe, then continue looping as normal. It had the same end result, lasting 8 seconds was not hard.

  • @TheALIEN said:

    https://forum.deadbydaylight.com/en/discussion/comment/802382#Comment_802382

    *reads placeholders*

    What about any of these poor SOBs that manage to complete them? What’s their compensation, if these challenges are made me proof? Xx

    You can't complete them. They're locked until that level of the tome is available.

  • As I understand it, you just need to be on the generator is completed, not for the entire repair. Some of these challenges are also placeholders for the time being and can be changed in a hotfix/through the backend before that level unlocks. We're keeping an eye on the feedback so far.

  • @bgbomb said:

    They won't

    They don't think voice chat is a thing

    I don't think you read the thread.

  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/802072#Comment_802072

    I doubt it, it's happening to frequently besides the fact that I see this happening on streams aswell. I can record one match to show this, it really happens to frequently.

    It's definitely just because you're looking for it. You'll get skill checks just as much any other time, they're just not as notable because there's no other loud noises when they appear so you think nothing of them. They're just another ordinary every day skill check.

    Every second, there's a chance for a skill check to appear. Barring a few perks like Overcharge, Spine Chill, etc., there's nothing that'll force a skill (or even give a chance to force a skill check) when somebody else does something.

  • @AshleyWB said:

    I just fear about spirits viability on consoles where her performance isn't as advanced as pc. She's not the most lethal and unfair imo.

    I just think be careful what you wish for or you'll end up getting sweatier basic killers at high rank other than casual spirit players you have there now.

    The difference is actually surprisingly small (within about 1%) between consoles and PC for the Spirit.

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