Peanits
Peanits
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- Peanits
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I'm not sure where you're looking, but I feel like I never go a day without seeing at least one NOED post. The number of posts has nothing to do with it, though. It's why something like NOED has gone untouched for a long time; there is something you can do to counter it.
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It's total luck. Someone else getting hooked has no impact on your skill checks.
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@Tzeentchling9 said:
Pretty sure the perk is lighting up because it's still technically activating, you just can't read the Killer's aura. The Killer should still be able to see yours though.
This is correct. You are revealing your aura to the killer, so the perk is active.
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@cetruzzo said:
are the items on the ground visible only if you have plunderer's perk?
Yes.
EDIT: Yes it's a part of the Plunderer's perk. I just realized how vague that sounded.
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Yes and no.
Yes, the vial count is back.
No, you don't see your progress to your next one (sorta'). The way you get vials is different. This year, you get them from the Rift. You can see which tiers have Serum in them and how close you are to reaching the next tier.
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You're all good. It's mentioned at the top of the page, but the game has been tracking your progress and giving your Rift fragments for the XP you earned since the 18th. It's not going to be reverted, you earned it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/797189#Comment_797189
Apparently it's a bug that was tied to the update (which is why switch still shows yesterday's new shrine)
Not quite a bug. The shrine needed to be refreshed for The Archives, since we want to make sure that any teachable perks that you need are available in the shrine (in this case, Empathy).
Enjoy the BBQ & Chili while you can.
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Going to split this into two parts for clarity:
- Your ticket gets unassigned because when you first create a ticket, it goes into a general pool. Here, someone will ask you for the information they need to help you out, and then put your ticket into a more specific pool. Since these tickets are more technical, they need to go to someone specialized into restoring those cosmetics. As soon as one of those specialized agents can get to it, you'll receive a response.
- Your second ticket would have been closed because duplicate tickets are automatically deleted. Extra tickets just clog up the system and slow things down for everyone. Just hang tight, they'll get to it as soon as possible.
Short version: Don't worry, those types of tickets not being assigned to someone is normal, and someone will get back to you ASAP. It just depends on how many tickets are coming in at the moment.
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@luvcraft said:
https://forum.deadbydaylight.com/en/discussion/comment/797152#Comment_797152
got it. is testing opt-in, or is it just happening intermittently? Am I correct in thinking that a ping meter next to my name as a killer (with no ping meters next to the survivors' names) means that I'm on a dedicated server?
Correct. They're on until further notice, but seeing a ping indicator as the killer is a sign that you're playing on servers. When you're not on servers, the killer is the server, so they won't have a ping.
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The short and sweet version is that you get rift fragments from your XP, and the game was mistakenly tracking it since October 18th. When you log in, you'll get the fragments that you were earning before The Archives launched. You'll keep that progress, you technically earned it.
@ASurvkillivorer said:
Wait a minute then. I also bought the premium track. I don't have any of the auric cells that it claims I should have unlocked?
It's being looked into as we speak.
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There's tests going on for PC only at the moment. Consoles will still be on peer to peer like before for the time being.
More info can be found here, if you're curious: https://forum.deadbydaylight.com/en/discussion/87216/
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It's basically the scale of the issue. Very small issues can be fixed in a few minutes while you're doing something else. For example, if you're working on skill checks and you know there's a tiny issue, it's easy to kill two birds with one stone and knock out a small bug while you're there.
Larger issues take a lot more time to get fixed. Stuff like the game hitching when you vault a window isn't as simple as an animation not playing. You'll need to investigate deeper, figure out why it's happening, then depending on why it's happening, you may have to rework a good bit of the code to make it work properly. In the case of vaulting windows, it's very likely dependent on your connection to the killer/server, so that would probably (can't confirm for sure, this is more of a technical question) require you to redo how windows work.
To put it simply, it's just more efficient to fix something while you're already there. It's not that those tiny issues are being prioritized over larger issues. Larger issues just take way more time and investigation to fix.
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@ImmersedNurse Nailed it. It's showing you that you have a debuff active, similar to the way it'll show you when you're affected by Leader.
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Yes. When you buy the pass, you're buying it for just that Rift. You'll get 1000 Cells back from completing it, though, which you can use to get the next one if you wish.
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That's not what backpedaling is. Backpedaling would be trying to say, "No, wait, I didn't mean 6 ranks max, I meant _______".
This is an edge case where we've said, "Yeah, that's not meant to happen. We think we know why that might have happened and we're going to try to make sure it doesn't happen anymore."
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@CrowFoxy said:
https://forum.deadbydaylight.com/en/discussion/comment/794002#Comment_794002
Why are you so mean ;-;
I'm allergic to fun. If I have fun, my throat would swell up and I'd die.
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We can filter them out.
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Totally depends. If the other survivor did their part and we just got outplayed by the killer, I'll go for the 4% and let them have the hatch if I fail. If they sat there doing nothing for a minute or two while I got chased because they wanted the hatch, I'll hold out as long as possible and get my struggle points.
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@miku1 said:
That's good but would like to see some extension on the game for are time loss.😊
The Archives and the event are being pushed back to match the new release date. You won't be losing any days because of the delay, they'll both last just as long.
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his inner strength is shown
Wait, that's a survivor perk. That's illegal.
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I'm not sure where you're getting this info from, but we've said no such thing (re: update being ready on PC).
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Balanced Landing isn't in there, I can tell you that much. It was in the shrine within the past few weeks, so I can't appear again so soon.
In any case, no, no bloodpoints for you, even if you get the other three right.
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@MedicSpirit7 said:
https://forum.deadbydaylight.com/en/discussion/comment/793982#Comment_793982
@Peanits so when the update does come out will all the cosmetics be delayed accordingly then?
They won't be "delayed" so to speak since we don't announce any dates for them. The only thing we would ever say about new cosmetics is that they release sometime between the update they are added in and the update following.
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@drkiwie said:
https://forum.deadbydaylight.com/en/discussion/comment/793980#Comment_793980
That's good to know at least I thought we could only receive updates for dbd on Tuesdays
Nope, they can be any day (although we don't like to push an update on Friday just in case). We're sticking to the "as soon as possible" bit and trying to get it out before/by Halloween, if we can.
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@MedicSpirit7 said:
https://forum.deadbydaylight.com/en/discussion/comment/793932#Comment_793932
We got the blight cosmetics without them being in the files of the most recent patch so we will still get them
The Blight cosmetics were in the previous update. Every cosmetic that is currently in the game files has been released. No others can come out until the update rolls out.
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There's no relation. The update can release independently of the shrine, and the shrine can update without the update going live. The shrine can even update after the update releases (if they don't happen to release on the same day).
Don't get your hopes up/down because of the shrine, it doesn't affect the update in any way.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/793955#Comment_793955
Still means they approved it yung'un
It's totally unrelated. A banner appearing in the store for an event and the update itself are completely disconnected. If there was some link to it, it would only show up once the update is actually out (logically speaking).
That banner first appeared when the event was originally planned to start.
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@Perelie said:
https://forum.deadbydaylight.com/en/discussion/comment/793926#Comment_793926
It's probably best if you guys just pull off the band-aid now and admit it's been canceled, because it's only going to get worse the longer you hold off.
I appreciate the optimism, but it's not cancelled.
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Until it's ready. That's all we can say right now. We've said everything we can possibly say in the status update last Friday. If we had a date to give you, we'd give it to you, but this is the sort of situation where we can't possibly say for sure. It's the type of deal where as soon as it's ready, we're sending it off for certification and then the update is out.
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That happens all the time. I wouldn't think anything of it.
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@bgbomb said:
https://forum.deadbydaylight.com/en/discussion/comment/793463#Comment_793463
yes.
maybe.
maybe for those low skill player.
voice chat would not help them.
because they don't know how to use the tool yet.
but when we talk about balance.
we shouldn't base on them.
for those good survivor.
voice chat can make them do some play which they can't do without voice chat.
need not to be too big.
just something like.
killer is chasing me!
door 99% already
hey i find a key! follow me.
and actually.
i don't think i really need to prove that.
i don't think you really believe that voice chat would not give the player advantage in a TEAMWORK game.
you are just Self-deception.
AND I DON'T KNOW WHY.
you just need to say that we can't control people to not use voice chat then who can blame you?
or maybe?
you really do believe?
no.
it couldn't be
i mean
voice chat would not give the player advantage in a TEAMWORK game.
it just too ridiculous to believe.
Funny you should mention that, that was also said in that exact post: https://forum.deadbydaylight.com/en/discussion/comment/792153#Comment_792153
I really think this just boils down to taking a quote out of context. The full comment says everything you mentioned.
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It's 25% of the total time it would take to finish the generator, not how much progress it currently has. It'll always knock a quarter of the bar off (20 seconds worth of repair time).
It's a decent perk, worth picking up I'd say.
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Close, but you also forgot the 0.2 second buffer before you can start revealing him, making it effectively 1.7 seconds total. That buffer stops someone from spinning their camera around and accidentally revealing them.
You can find most numbers here: https://forum.deadbydaylight.com/en/discussion/68260/
Or here: https://forum.deadbydaylight.com/en/discussion/comment/531640/#Comment_531640
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I find that people in red ranks tend to know what it is, although every once in a while I'll run into someone who's never seen it before. What I usually use them for is marking the locker I'm in with Head On. I'll let people know before the match starts that if I drop a marker in front of a locker, I'm in there. That way they know I can Head On the killer for them if they run by.
They're pretty great if you're playing solo.
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No, quite the opposite. The end of that same post (cropped out) says that voice chat can give you an edge. That's just saying that giving a group of bad players voice chat isn't suddenly going to make them good, and you shouldn't mistake good survivors for just being a voice chat issue.
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I play a mix of SWF both with and without voice chat. I gotta' say that it doesn't make a whole lot of difference. If anything, I probably do worse in voice chat because we're more likely to mess around and go for silly shenanigans like Head On.
I think voice chat is often mistaken for 'a group of good players who happen to be in a SWF'. You stick a couple good players together and you're going to have a rough time (unless you're an equally good killer). Likewise, you stick a couple casual survivors together and give them voice chat, they're not going to suddenly be amazing. They're still going to drop like flies, they're still going to search for Ruin for several minutes.
I've played against loads of groups who were clearly playing together (matching names and all) only to win no problem. I've also played against groups of complete strangers who all played well and streamrolled over me. That's not to say that voice chat doesn't give you an edge, but the bulk of it just comes from knowing that the people you're playing with can be relied on, that other people are doing something productive while you get chased.
In response to the OP, though, you cannot possibly prevent people from talking to each other. Even if you were to detect every single voice chat program out there and call it a cheat- and Steam itself has voice chat, as do the other platforms- you could just use your phones to communicate. It is unenforceable.
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@Rin_is_my_waifu said:
https://forum.deadbydaylight.com/en/discussion/comment/791501#Comment_791501
I agree but when you said "The Spirit doesn't have that (counterplay), you guess and hope she misses", it shows me that you are preparing something for her since she is not fun but a guessing game
But of course I may be wrong
Again, we don't announce stuff through puzzles. If we have plans for her, we'll let you know. I'm just restating the point of the thread and saying that you can't tell someone that they don't find something fun.
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@Rin_is_my_waifu said:
https://forum.deadbydaylight.com/en/discussion/comment/791489#Comment_791489
Just read it carefully. There is an imploed meaning
The implied meaning is "you can debate balance all you want, but you can't tell someone that they're having fun". It doesn't work that way. There's a reason why the answer to, "Mom, I'm bored." isn't "No you're not."
Anything else you try to gather from that is on you, there's no hidden meaning there. We don't announce balance changes with riddles.
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No, your character's level has no impact on matchmaking.
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@Raptorrotas said:
Sorry but that argumentation is weak. It boils down to "cant loop that killer" due to being applyable to nearly anything shortening getting downed.
- Theres no interaction between me and SPIRIT, she just dissapears and i blindy movepredictably like every looper, every game... why do i get hit?
- Wahh cant just loop NURSE, she teleports to me but i wait at pallets when she fatigues.
- Waaah HB stealing me a healthstate, wheres mah interaction?
- Waaah LF stealing me a healthstate, wheres mah interaction?
- Waaah MM stealing me a healthstate, wheres mah interaction?
- Waaah GF stealing me a healthstate, wheres mah interaction?
- Waaah PL stealing me a healthstate BUT FROM RANGE, wheres mah interaction.
- Waah I stepped into a TRAPPER TRAP, wheres mah Interaction?
- Waaah [Insert perk/killer/mechanic here]
Im intentionally exxaggerating.
Why should a killer's ability benefit survivors in any amount comparable to its amount of usefulness for said killer?
I don't think you actually read the thread, it's not about her being powerful, it's about the fun aspect. People are saying that they don't find the guessing part fun. The examples you listed all have counterplay; you see them do something, you react, your reaction is what determines if you get hit or not. The Spirit doesn't have that, you guess and hope she misses.
To give the examples you gave really just shows that you haven't read the thread.
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I wouldn't say that they're overpowered, but they're a solid "good" in the right hands. It takes a little coordination, though, you can't just slap on a flashlight and call it a day. The person going down also needs to get somewhere away from walls, but with enough cover nearby for the flashlight user to get into position. If you can do that, there's not a whole lot the killer can do. Either they chase you and risk the slug getting picked up, chase you and return (could get back into position in time if you play your cards right), or pick them up and hope for the best. Worst case scenario, you're making the killer hesitate and waste time.
The reason why they're not very popular likes falls on the fact that they're tricky to use. You need to have nearly perfect timing. Slightly too soon and they won't drop the survivor, slightly too late and they'll turn away. It's not something that you can just pick up and use like a medkit or a toolbox. If someone doesn't have that timing down to a tee, they're going to waste a lot of time that could have been spent doing something productive.
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The general rule is: Positive modifiers are additive, negative modifiers are multiplicative.
So to take Vigil as example, if you're under the effects of four Vigils at once, you would recover from status effects 80% faster. If you want to apply that to a 40 second exhaustion, it would look like this:
40 / 1.8 = 22.22 seconds
Negative modifiers, on the other hand, are multiplicative. This is what stops something like Coulrophobia, Self Care, and Sloppy Butcher from making your healing speed negative (since it would be -50% -50% -20%). These modifiers are multiplied together before affecting your action speed. So a Self Care with those perks would look like this:
16 / (1 - 0.2)*(1 - 0.5)*(1 - 0.5) = 80 seconds
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I wouldn't confuse passion for hatred. People who don't like the game leave, people who like the game and want it to be better stick around and criticize it. Negative feedback is still good to have.
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If you've played the game a bunch, you start to get a feel for where survivors spawn. Even with very little playtime you start to realize that they tend not to spawn right next to you. If you check the further generators, you're bound to find someone.
If you want to avoid being caught first, I would suggest not getting on a generator right away. When they roll up and check the generator you spawned near, they won't hear any progress and they'll move on. Alternatively, tap it for a second, then move on. They'll start searching that area looking for a survivor.
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@WhattheHeck said:
https://forum.deadbydaylight.com/en/discussion/comment/786689#Comment_786689
Cool thats why BHVR needs so long to Rework Freedy. 2 years again to Rework legion? Because i spend my money for him because he was fun. But everybody knows right now he is terrible and not worth any money
I don't know how you linked those two things together, but you're trying really hard to spin pay to win as a good thing right now so I'm not even going to try to argue here. If you'd like to have a civil discussion about this without insinuating things, I'd definitely consider it.
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I wouldn't give it a hard "no", but this isn't something that's currently supported, and there are no plans to add something like that at the moment. It would definitely be cool to see in the future, though.
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"Make the most out of every pallet." is the biggest one, in my opinion, but that goes beyond just "loop the pallet as much as you can". If you can have a minute long chase using only windows and maybe a single pallet, that's way better than a two minutes chase where you burn through 8 pallets.
A pallet makes an area much safer and gives you an opportunity to mindgame. With that pallet gone, all the killer has to do is brute force it. Taking a hit to save a pallet in a really good spot is worth it sometimes (not just shack).
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@Kenshin said:
https://forum.deadbydaylight.com/en/discussion/comment/786623#Comment_786623
then remove her or why should someone who wants the best killer buy any dlc if the killers are under nurse lvl? where is the logic.
We do not want DLC to make you stronger. That's never has been the goal. You should be buying DLC killers because they're fun, not because you want to win.
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/786530#Comment_786530
I know they are intentional. I am saying they should reconsider, how it is handled. Do you think forcing a certain way of play is good for game health? Doesn't making only one good sided loops encourage just memorizing maps? Or is that the point of being an advanced player. Better memory. I think you shouldn't make a correct way of vaulting. People should be able to improvise more in chases.
Slow and medium faults may supposed to be very dangerous, but right now they are impossible. Killer can hit you even if you medium/slow vaulted before he/she entered the building. That distance is ridiculously long. And vaulting is literally your only advantage as survivor over killer.
It is good for gameplay, yes. Being able to tell which way is the better way for you to run the window (as killer and survivor) is part of what separates that average player from good players. The shack is a good example of this. The survivors will want to vault from the inside out, killers will them to vault from the outside in so they lose more distance and possible get a hit.
It should be very clear at a glance which side you can fast vault from. If there's stuff in front of the window, you can't fast vault it from that side. Memory has nothing to do with it, it's just understanding how the mechanics work.
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/786371#Comment_786371
There is no difference that I see between medium vaults and slow vaults. Only the beginning of the action seems faster, but you get hit even killer isn't anywhere near you. 0 momentum and killers' reach make it frustrating.
And fast vaults are pretty hard to keep up. There are many obstacles one side of a vaulting point in many maps. Like walls, creating a narrow corridor, automatically drains your momentum.
Can't lie after dedicated servers, not getting hit after vaulting is a bit increased. But still, even when play as killer I surprise the length I could reach after vaults. I think the main problem comes from the hit cone before killers. They don't seem to recognize walls as obstacles and register the same hit as an open field.
Medium and slow vaults are meant to be very dangerous. The killer can hit through the window, so you're not safe if you get one of those. All of those obstacles are intentionally placed to stop you from getting fast vaults, making it so there's a correct way to vault some windows. This adds a little more skill based gameplay: There's an optimal way to run tiles, and figuring out how to force the killer/survivor to run in the way you want is one of the more advanced things you can do.