Peanits
Peanits
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- Peanits
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You have v-sync disabled. Re-enabling it should fix that.
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For licensed characters, it all depends. We would need permission from the owners of those characters to do so. This first Rift specifically is themed more around Claudette and the Trapper, but future Rifts may be different.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/748572#Comment_748572
Huh, that's gonna help with the gen rush
It certainly wouldn't help with it, the goal is always to do generators and escape. Though if you did decide to do only generators, you wouldn't be making any progress on your Archives challenges, and so you wouldn't actually get anything from the event.
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@AliXnm said:
https://forum.deadbydaylight.com/en/discussion/comment/746516#Comment_746516
Mathieu Cote???<— & the changes that are being made tips the scale towards the killers favor more than survivors and you guys know it.....He got beat and like a month later survivors started getting nerfed Baddddd. 😂
you gotta nerf our stuff then say you’re gonna “buff” something but in reality it’s still useless.
we complain about the same things OVER AND OVER and nothing get changed so what’s up with that???? the lag, vaulting ,killers tracking everything we do even our HEALING.....it’s ridiculous.
Can we add the Nurse to that list? Or are we not going to talk about the elephant in the room?
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It's unrelated to dedicated servers. There were some changes behind the scenes that are causing a desync in what you see, so the game corrects it. From what we've seen so far, it seems to be related to people uncapping their frame rate. I'd suggest re-enabling v-sync if you're having issues and seeing if that helps.
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Some of the rewards will stay exclusive, others will be available in the store later on. Exclusive stuff always comes at the cost of leaving out anyone who wasn't there at the time, so we try not to do too much exclusive stuff. You'll get way more value out of earning them through The Rift than you would by buying them individually, though, and that's without even considering that you can make your cells back.
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The Rift closes 70 days after it starts.
The Tome in the Archives stays forever. You can complete it at any time.
The Halloween currency (Putrid Serum) goes away once the Halloween event ends.
@Supernaut said:
https://forum.deadbydaylight.com/en/discussion/comment/746367#Comment_746367
Yeah, that's what I saw. The last bit about the stories threw me totally.
There's no clear indication of what you would need to do in the rift to get the Serum that I could see; I wasn't sure if there was any more info in the PTB.
You'll get it just by completing the challenges in the Tome and leveling up the Rift. All of the Serum is in the free track. (It's not in the PTB, it'll only be added during the event period.)
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@BunnyTheHutt said:
I agree, but I hate the fact it's a 10$ battle pass, in a 20-30$ game, with over 100$ of DLC, which doesn't even include skins. The greed is real.
The Archives section of it (the bit with challenges) is free and available to everyone, though. Even if you don't care about anything in the free track of The Rift, you get bloodpoints for completing the challenges.
If you don't feel like it's worth it, that's okay, you do not need to buy it. We don't want to force you to. It's 100% optional and does not impact the rest of the game in any way.
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/745543#Comment_745543
Typical hypocrisy from DbD. I don't argue that IHs were not powerful, but to claim those to be unbalanced and to leave EMs in the game is quite hypocritical. Sorry, but neither take much of any skill to use, and both create near game-breaking issues. Nerf one, you need to nerf the other.
Nobody has said that, you're making assumptions. We can only make so many changes at once. If we could snap our fingers and balance everything, we would. Unfortunately we have to take things one step at a time.
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She's getting buff by lifting RBTs in her spare time. This is what you guys meant, right?
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It was actually just posted a few minutes ago. Trying to get it pinned, but we seem to be having some technical difficulties.
But yes, the event info is out!
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/745483#Comment_745483
I agree they were too much. But the picking up a downed survivor did take some planning and timing to use effectively.
Did it really though? I've tried it in the past. All you need to do is put on Empathy and stay close. Bonus points if you're on voice chat and they can tell you when they're about to go down. You can spend that time working on nearby totems or generators, even.
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Yes, we did. They were far too powerful and didn't take any planning or skill to use. Any time you got hit, you could use it to get a free health state. You could even use a syringe after the killer downs a survivor to completely negate the entire chase and reset them back to healthy. It was definitely too much.
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It's because of the way cosmetics work. Survivors are split into three pieces; a head, a torso, and legs. A hoodie with the hood up would cover both the head and the torso, which would require it to take up two slots. This isn't something that's possible at the moment. Otherwise, you'd have a lot of really horrible clipping. For example, take Dwight's parachute hair and imagine how much that would poke through the top of his hood.
The Legion, on the other hand, is designed with that in mind. They are split into a mask, a weapon, and a body. Because of this, masks don't run the risk of clipping with the body (since the hoods don't cover their faces), so they can have the hook up no problem.
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@brokedownpalace said:
@Peanits Do you know? 😁
It'll pick a random person as the obsession, yes.
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/742257#Comment_742257
I think we can read what's written on the forum post and this is a huge nerf.
You will do as you want because you guys own the game, but we will call you out
By all means, please do. But feedback without even trying it first helps nothing. That's just speculation.
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@Drazen said:
so they dont give a flying ######### about high ranks and actually balance game around rank 20s good job devs a completely reworked killer and calling it slight changes wow
Rank 20 Nurse actually has the lowest kill rate of any killer. If we were basing it off of rank 20, she would be buffed.
It's okay if you don't like the changes, but at least give them a try first and at least tell us why you don't like them. Making up reasons isn't going to accomplish anything.
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@Ukonvasara said:
@Peanits Have you tested how these changes will affect console players?
Nerfing a killer while disregarding players on other platform is in my opinion bad design.
Some of these add-ons are designed with that in mind (namely add-ons that reduce fatigue). These would make it a little more forgiving if you aren't able to land the hit. Though ultimately, what makes her difficult to play on consoles is the sensitivity. This is something else we are looking into.
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@purplerain said:
https://forum.deadbydaylight.com/en/discussion/comment/741820#Comment_741820
will weak killers get buff then since #1 killer got nerf
Of course. In the last PTB, Freddy went from being one of the weakest killers to one of the strongest.
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@Mr_Goodman said:
https://forum.deadbydaylight.com/en/discussion/comment/741757#Comment_741757
Should we expect some perk changes as well during the ptb? Any hints? ;-)
Of course, but no hints.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/741811#Comment_741811
Does it stacks with Stridor?
Can confirm: It does indeed stack.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/741811#Comment_741811
Does it stacks with Stridor?
I'd have to double check on that one. I believe so, but I could be wrong.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/741765#Comment_741765
How is that not big? Now, even when a survivor is hit, they can create alot of distance and break LOS. Then it becomes a complete random guess into another 3 seconds if they aren’t there.
This is a good thing. This gives them an opportunity to lose the killer which is- without a doubt- the most powerful in a chase. If you're concerned with losing the survivor, I would suggest using this:
Metal Spoon
Hitting a Survivor with a blink attack causes their sounds of pain to be moderately louder for 60 seconds.
That'll help you keep track of them even if they do break line of sight.
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/741724#Comment_741724
She is now trash, another cool down yahoo
If three seconds is a deal breaker, I don't know what to tell ya'. There's even add-ons to reduce it further.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/741704#Comment_741704
Okay... fair enough. I have two questions.
Was the pallet stuns adjusted to her power?
I don't understand the meaning: "The Nurse can no longer blink to locations not in her line of sight." What locations we are talking about?
Pallet stuns are unchanged. Line of sight means that if you draw a line between where you are and where you're looking an it hits a wall, you can't blink through it. In simple terms, "You can't blink through walls." (except for windows and low objects that you can see over)
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You did understand it correctly. Base of two blinks still, each blink charge takes three seconds to recharge. You'll very nearly have one blink charge ready by the time fatigue wears off.
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There's definitely going to be some that are weak. There's some that will make her weaker (White Nit Comb in particular), but for the most part, her add-ons are now focused on helping new players learn or giving her alternative ways to play. Basically her add-ons are a little more like The Shape; different, not just buffs.
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@HeHeBoii said:
I remember when the devs said they took out the “slight counter of enduring” To DS because it was 3 seconds. Which was understandable. Then they proceed to buff it to 5 seconds and not revert the enduring changes to it.
makes logical sense.
the amount of free escapes I get with DS is unbelievable, its funny to use it when you have borrowed time applied to you. :DD
The timeline is a little bit mixed up here. It was increased to 5 seconds and then Enduring was changed.
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@BlueFang said:
https://forum.deadbydaylight.com/en/discussion/comment/741468#Comment_741468
With Enduring no longer affecting stuns why can't we have the 3 second long stun back? 5 seconds is absolutely insane
Given that it is now very situational and easy to avoid, it doesn't seem to be necessary. Three seconds of stun time (of which you're locked into an animation for one second) is not enough of a deterrent to make the perk worthwhile.
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Which DS are we talking about here? Decisive Strike DS, or dedicated servers DS?
In the case of the former, no. In the case of the latter, yes.
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@Kotentopf said:
@Peanits am i allowed to ask: Is something like that on the (internal) agenda? 🙃
For bloodpoints, no, not at the moment. Bloodpoints are a little different from emblems. You can only get positive amounts of bloodpoints and you get a little notification as you earn them. Emblems, on the other hand, can be positive or negative. It's helpful to see a breakdown of what earned or lost you points. They're obscured while you're in a match since they're usually a lot more technical (not just "you did a thing, get points").
Would it be possible? Absolutely, but it would give way less information than emblems and it likely wouldn't be worth the amount of time it would take to implement.
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Cells would not happen. It wouldn't be fair to the people who have spent money on Auric Cells to then give them away in the bloodweb. If anything, they would need to be shards, although that would raise a different issue; shards are earned at a very set pace. Putting them in the bloodweb would mean that we would need to be stingy with events to make sure that people aren't drowning in shards.
The safest bet is probably to keep them separate. That way we can still do events without worrying about people getting loads of shards/cells.
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@NullSp3c said:
https://forum.deadbydaylight.com/en/discussion/comment/735007#Comment_735007
https://forum.deadbydaylight.com/en/discussion/comment/735008#Comment_735008
The thing is:
I got my adept freddy achievement when 1 survivor disconnected and killed everyone on 1st hook. The game took 2 minutes ( so no double pipping).
And I never played with the old system, only the emblem one. I bought dbd in the middle of january of 2019.
Sorry if I'm wrong about the implementation date of the emblem system, but I think that it wasn't implemented at least this year.
The emblem system came out in March of 2019: https://forum.deadbydaylight.com/en/discussion/52295/
If you started in January 2019, you started playing around the final days of the victory cube.
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@NullSp3c said:
https://forum.deadbydaylight.com/en/discussion/comment/734988#Comment_734988
So, basically a merciless victory before was a 4k and now is a double pip? I'm confused. Is what you're saying?
Right, that's exactly it.
The condition has always been and still is "get a merciless victory".
A merciless victory always meant a double pip. You used to double pip by killing all four, but that changed with the emblem system. That's the bit that's different.
Likewise, the survivors have always had to escape to get theirs. There's no varying degrees of escaping. Either you escape or you don't. There's no such thing as a merciless escape.
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@VESSEL said:
https://forum.deadbydaylight.com/en/discussion/comment/734776#Comment_734776
Please don't invalidate peoples opinions due to their preference.
I'm so sick and tired of this ######### up "Them vs Us" attitude. Just. STOP.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/734926#Comment_734926
Why killers need to double pip, but survivors don't?
Because their adept achievement are (and always have been) based on escaping. Again, the conditions for unlocking the adept achievements have not changed. It has always been based on escaping and merciless victories. The only thing that has changed is the definition of what makes a merciless victory.
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@ProfoundEnding said:
@Peanits I've never seen a dev comment on this topic I believe. Can you give your imput?
I just miss things from time to time, although I'm pretty sure we've mentioned this a couple times in the past.
The adepts weren't actually changed (at least, not since the original ones where you just needed to unlock their teachable perks). The requirement was and still is that you need to get a merciless victory. The only difference is that what merciless victory actually is has changed. During the victory cube, that just meant killing all four survivors. Nowadays, that means double pipping.
It's not guaranteed to stay this way forever. It could change in the future.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/734867#Comment_734867
Is this a hint to an upcoming change by any chance? :)
No. I just like talking about things like this. I've been doin' it since the alpha. Playing devil's advocate is a good way to spark some constructive discussions.
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I'm not necessarily against the idea of a nerf, but I will just say: This would be it incredibly awkward to use. Your best bet would likely be using it on a basement rescue, by trapping someone in a corner while you charge it, or by camping. Otherwise, with your greatly reduced movement speed while holding a hatchet, you're not going to have many opportunities to pull this off. It would seem like a huge downgrade to me. In exchange for possibly getting one or two instant downs in a game (if you're really lucky and the survivors play really badly), you gotta' throw half charged hatchets for the whole match.
I would instead propose something like this: Survivors who are at least 24m (or 32m) away are instantly put into the dying state when hit by a hatchet.
This way, you reward someone for hitting a long range hatchet which requires skill rather than running right up behind someone and using it like a basic attack. The counterplay is easy, dodge the hatchet. Being that far away gives you plenty of time to react. If the Huntress big brains you and predicts your dodge, oof, you got outplayed.
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A wise man once said: I have no strong feelings one way or the other.
For real though, if you guys want it, it's totally possible. We've been turning a lot of the in-game cosmetics into actual clothing that you can wear on your actual human body. If there's enough demand for it, I'm sure we could figure something out.
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@Tzeentchling9 said:
https://forum.deadbydaylight.com/en/discussion/comment/734305#Comment_734305
Only if you are trying to do them all at once for some reason, but you don't need to because you have several days to complete one. You have forever, technically, unless you don't want to miss out on more dailies.
That's the point though. If you can't do them all at once and spend several days working on one, you aren't making progress on the other ones. If they take you a couple days as well, they'll stack up really fast.
The point of a daily ritual is to be done in one day. A lot of people couldn't keep up with it, so that sorta' defeats the daily part of it.
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@Tzeentchling9 said:
@Peanits You also still had the option of rerolling the dailies and you don't even HAVE to complete them in a day. Technically, you have almost 4 days and even then, you are only just missing out on new dailies.
Even the people who only play "two or three matches a day" still had options.
That's all well and good, but that only really works if you have dailies that you can do simultaneously. If you have to get chased with one survivor while opening gates as another and catching a bunch of survivors in bear traps, you can't multitask that.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/734252#Comment_734252
Is there any chance we could see a rework to dailies? I usually get dailies for killers or survivors that I never play and I ignore them.
Possibly, but there's no plans for that in the short term. There will be stuff coming to scratch that itch, though.
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@Tzeentchling9 said:
Constantly. Devs, why you take this nice thing away from us? *Peepohands*
Good question. For starters, the daily part of it wasn't attainable for a lot of people. If you play several hours each day, sure, you could keep up with it. But if you maybe only played two or three matches per day, there's no way you'd be able to. Beyond that, five gates is a tall order, especially when there's multiple people grinding away at it. You'd go running to gate only to find someone else already opening it, run to the other, someone's there too. And you have to do five of them.
This way, anyone can do them and have a reasonable chance of completing their daily ritual in a day.
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@Rydog said:
I didn't even know this was a thing going on right now. But I played a couple of survivor matches between yesterday and today, and things seemed fine to me.
Are the disconnect mechanics in place -- like dc'ing survivors leaving husks behind?
Not just yet. These are the next steps once dedicated servers fully launch.
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@Crythor said:
The servers are awful it should be reverted back to p2p. Very bad job so far!
Please keep any feedback constructive. If you don't like them, that's okay, but we need to know what exactly you don't like if you'd like us to fix it.
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/732510#Comment_732510
The developer update didn't mention Rifts only Archives.
https://forum.deadbydaylight.com/en/discussion/92295/developer-update-september-2019
They're tied together. Both come out at the same time.
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That would be a bit more than a minor tweak, but let's see how it pans out.
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@Th3Nightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/731947#Comment_731947
she is pretty strong! PLS NERF!
It's okay, it's a joke.
