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Peanits

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  • @Seraphor said:

    Deja Vu isn't a reliable countermeasure to 3 gens because you can't force every survivor to run it all the time just in cass the killer forces a stalemate with a 3 gen.

    Deja Vu doesn't do anything if it's not equipped.

    It's the same reason BT is basekit now.

    Bingo. You also can't retroactively put it on when you realize the Killer is trying to 3 gen. Once you're in the match, it's too late, so equipping something as a counter is not possible.

  • The roadmap we shared yesterday is only what we have planned for the next 6 months or so. It is not a complete list of everything we'd like to do in the future. There's so much more we'd like to revisit & update, but only so much time in each update for them.

  • The roadmap we revealed yesterday only covers what we have planned for the next 6 months or so. If something is not on that list, it does not mean that it won't ever be changed. There's so much more we'd like to do, but only so much time in the day to do them.

  • @AhoyWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595103#Comment_3595103

    Is there a difference between "Tweaks" and "Updates"?

    Does tweaks mean something like a small number changes? Similar to the reduced time to reload as Trickster and Huntress?

    And updates meaning something more of a Legion Update kind of deal?

    We sometimes use them interchangeably, but in this case tweaks would indeed be smaller scale changes (e.g. not full reworks) while updates would be larger packages changes.

  • We appreciate it, but if you got it when it was underpriced, you can keep it! That was our mistake, you don't need to feel bad about it.

  • The price of the Tiffany legendary outfit was an error and has since been fixed. You may need to restart your game for the changes to take effect.

    As for the others, legendary outfits replace a character with one from another game/movie/etc. entirely and tend to come with extra bells and whistles (e.g. unique voices). Meanwhile the other two are simply outfits for existing characters; they don't convert them to a entirely different character.

  • We touched upon this briefly in a dev update, but over time you'll be able to earn them from events, tomes, promotions, login rewards, an so on. Similar to charms, there will be plenty of opportunities to get some.

  • I can confirm that the Killer Tweaks are changes to the killers themselves, not just add-on adjustments.

  • Hang tight, it'll be live very soon (right after the livestream).

  • @Beatricks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591335#Comment_3591335

    "The kill rate is an average, not a guarantee. You might kill 4 survivors one match and 0 the next, but that'll still average out to 50%"

    And that is the root of all the problems balancing wise.

    If 1000 matches are played and 500 are 4k while 500 are 4 escapes, BHVR will pat themselves on the back for a matchmaking well done, despite the fact that there wasn't a single even remotely balanced game in there after all.

    Please don't assume things, this is completely untrue. Kill rate is not a metric that we use to judge matchmaking. We're more concerned with things like rating differences, match data (was it one sided, or was it a close game), and most importantly, how people actually feel about their matches. If anything, it would be the complete opposite; if we saw a large number of 4 kill and 0 kill matches and nothing in between, it would tell us that something is seriously wrong.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591335#Comment_3591335

    Thank you for your reply. We have at least the hot topic we already had often (50% killrate is not 50% winrate) out of the way.

    The question, why 60% killrate is ballanced still stays.

    Why is 60% killrate supposed to be ballanced then?

    This is the part that there is no simple answer to. People will disagree about what the ideal kill rate should be until the end of time. Some feel like 50/50 is the most fair, others will feel like killers in a horror game like this should be a little bit stronger to maintain that power fantasy. Ultimately, it comes down to preference.

  • I can clarify a bit. I'm not sure where the 60% kill rate = 50% win rate bit comes from, but I don't recall it being said by us. We don't tend to talk about "win rates" because a win is still somewhat subjective. Some people count a pip as a win, others if they get 3 kills, some even consider only 4 kills as a win. If we're talking about solely kills, kill rate and win rate are equal. The kill rate is an average, not a guarantee. You might kill 4 survivors one match and 0 the next, but that'll still average out to 50%. (When you average out thousands of matches, that killer's actual kill rate becomes much more accurate.)

    Certain things may influence it, like you've mentioned, but it's a bit too nebulous to speculate on. There are also things that survivors may do to inflate that kill rate, like giving the killer a pity kill after a rough match, giving up when the hatch is closed, and so on. They would cancel each other out to some degree, but exactly how much influence each has is impossible to identify. These would have to be incredibly common to have a significant influence on the total kill rates.

  • @term1n4t0r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591247#Comment_3591247

    i think mft isnt working as designed. in that case it should be shut down.

    As long as it is doing what the description of the perk says, it is working as designed. Whether or not you're happy with how it's currently balanced does not make something broken or eligible for the kill switch. We can't go around disabling Perks, Killers, etc. just because they aren't popular.

  • No. The kill switch is only used in cases where something is not working as designed. More specifically, when something either breaks the game or is bugged in a way that gives the person using it an unfair advantage. We do not disable perks just because they have changes coming their way.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590865#Comment_3590865

    As others have mentioned, would slightly increasing the trap's visual size to accommodate be out of the question?

    In the grand scheme of things it's not really Trapper's biggest problem, but it sure is annoying when you're off by a small amount like OP's picture, lmao.

    So this is also a little bit more complicated than it sounds. In order for it to not teleport to a survivor who didn't step on it, only the center of the trap (the actual trap bit) sets off the trap - the springs won't trigger it just like an actual trap. Since this part of the trap is only about a third of the trap's total width, the amount the 'danger zone' grows is only a fraction of the entire trap. Something like a 10% increase would only make the 'danger zone' marginally bigger, you'd still need to place it carefully. They can also only be scaled up so much before they appear comically big and require a whole new set of animations. It's also not really a perfect solution since making the traps larger has the side effect of making them even easier to spot and even harder to hide in small patches of grass.

  • A little more to the left would cover the left side, and bringing it a tiny bit closer towards the pallet would make sure the gap on right doesn't get any bigger.

    @jesterkind said:

    A little closer in towards the pallet and slightly to the left, I think.

    I feel you though, it's maddening. I desperately wish they'd adjust trap sizes to account for teeth-pullingly annoying situations like this.

    It's tricky because the trap's detection needs to match the trap itself. If we make it any bigger, you end up with scenarios where the survivor rightfully avoided it (like this one), but the trap 'teleports' to them and catches them anyway.

  • @Paternalpark said:

    I get around 185ms ping and as killer I will see a survivor near a pallet, hit them, they drop pallet, they scream, blood on my screen and they are still running around.

    How is that an advantage?

    As survivor I just get hit miles from the vault or drop a pallet. I don't feel bad ping helps anyone.

    Pallet stuns are handled a little differently from window vaults, and you're more likely to have your hit rejected at a pallet if your connection is poor. When a hit happens at a pallet, both the stun and the hit are timestamped and sent to the server. The server then looks at the timestamps to figure out exactly which happened first to account for latency. If the hit happened first, the Survivor takes damage. If the stun happened first, then the Killer should not have been able to attack and the hit is rejected.

    Windows are a bit more grey, though. It's possible to hit a Survivor through a window, and there isn't a stun to say whether the hit was objectively wrong, so it's not as easy to draw a line and say, "This one was valid, but this other one was not." There is a distance check in place, but again, because the Killer always sees themselves closer to the Survivor and the Survivor always sees themselves further away, we have to be a little lenient otherwise a lot of legitimate hits would be unfairly rejected.

  • @Ayodam said:

    1.) Your hit box drags behind you when you’re running.

    2.) Killer’s ping is prioritized with hits. So if they appear to hit you on their screen (even if the hit didn’t land on your screen; I.e. they have bad ping) you’ll be damaged. No, it does not work for survivor (low ping doesn’t help you avoid hits). However, grabs are supposedly favored by survivor ping.

    Slight correction here, your hitbox does not drag behind you as you're running. It is exactly where your survivor is.

    What actually happens is because of latency, the Killer always sees you (your actual Survivor) a fraction of a second behind where you actually are. They aren't swinging at an invisible hitbox that got lost and is not connected to you. On their screen, they are actually hitting you. This is because it takes time for your system to tell the server where you are, then for the server to tell the Killer where you are. We do some trickery to minimize this and project where you're going to be, but there's no way to eliminate it entirely.

    This is a problem with any online game, but especially one like DBD where one person is chasing another. The person chasing will always see themselves as closer, but the person being chased always sees themselves as further. Then to add to that, purely by nature of how the game is played, many hits come down to super close calls where you just barely hit someone before they can vault or drop a pallet.

    In any case, I'm not quite sure what we're referring to as old vaults in this instance since the vaults currently are the same as they have been for a few years. If we go back any further (pre-movement extrapolation & dedicated servers), the latency discrepancy would be even larger and even more Killer-favoured.

  • Yes, there is work being done. I do want to manage expectations, though. Optimization for all platforms (Switch included) isn't a one-and-done kind of thing, it's something that happens one step at a time, and we've been working on it regularly for the past few years. In other words, there will not be a single patch that suddenly improves performance overnight, but rather a steady stream of improvements over the course of many updates. I don't have specifics on hand for the Switch in particular, but the optimizations we do would affect the Switch as well.

  • We haven't made any changes to scratch marks in a while. If you notice a difference, please be sure to fill out a bug report and we'll see what we can do.

    @appleas said:

    They did. Remember that patch they did that made scratch marks more easier to see with screenshots in the patch notes?

    The scratch marks are barely visible now

    This doesn't ring a bell to me. Is it possible you're thinking of the colorblind options that were added a while back? We showed screenshots of scratch marks with those options on so people could see the difference, but the scratch marks themselves were not changed. It would be exactly the same before & after if you don't toggle colorblind mode on.

  • There is unfortunately nothing for us to announce at the moment. It hasn't yet been possible due to circumstances beyond our control. We hear you, though, and the topic of cross progression isn't dead by any means. We would still love to make this happen if we're ever able to.

  • I'm sorry to hear that. If there's something in particular that you're not liking at the moment, we'd love to hear more in the feedback section if you're up for it.

    But if you're just feeling burnt out, there's nothing wrong with taking a break. We'll still be here whenever you decide to return!

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587353#Comment_3587353

    You’ve raised an intriguing point on strengthening perks, and even spoke of balance. But you didn’t say much about improving weak perks, so I wonder… what is your take on leaving those perks to languish?

    On a personal level, I love when weaker perks get some attention. It adds to the variety of the game. Thankfully buffing weaker perks has been a pretty regular part of most updates. I'm sure we'd all love to buff more of those perks, but we only have so much time to change things in each update. Buffing more weak perks means sacrificing changes elsewhere, like rebalancing a frustrating meta perk, updating an older killer, or introducing new features. Everyone has a preference for what they want to see most, so we try to balance what we work on so everyone has something they can look forward to.

    It can also get pretty complicated in some cases. Number tweaks are quicker and easier to do, but a number tweak alone won't always make a perk worth using. Take Technician, for example. You could make it prevent 100% of missed skill checks, but that still wouldn't appeal to good survivors - they've learned to hit their skill checks anyway, rendering it useless. For Technician to reach the same level as meta perks, it would need a completely new effect. Creating new effects take more time on the design & programming side, as well as QA.

    But that raises another question of whether or not reworking a perk like that is the right route to go. Technician is a perk that appeals mostly to newer players since it helps them recover from their mistakes. Reworking it may make it more appealing to experienced survivors, but it would take away a tool for those newer players.

    What perks should do is subjective. One person might want perks that make them stronger, another might want perks that let them play the game in different ways, someone else may even want perks that aren't practical to begin with but let them do fun things, and so on. That doesn't make any of them wrong, they just want different things.

    TLDR, yes, we'd all love to buff more perks, but we've only got some much bandwidth to do so. Don't worry, though, more perk buffs will come.

  • In my experience, most people want both; nerfs to strong perks and buffs to weaker perks. Buffing weaker perks is great, but if you only buff perks to keep up with the most recent strong perks, you end up with power creep. You need a little bit of both to keep things in check.

    They might sound very similar on paper, but buffs & nerfs aren't exactly interchangeable. They'll both end up with more perks becoming meta, but that's where the similarities stop. There's a limit to how strong perks can be before they become frustrating. People understandably don't like to feel like the main reason they lost was because the other person/people used strong perks, they want their skill to matter most. Buffing a bunch of other perks to that level doesn't make that problem go away, it just makes it feel like how well you played matters even less, meanwhile the build you bring matters more. Now instead of facing one perk that annoys you because it feels to strong, you're facing four.

  • They're in the works! There's a ton of work that goes into a single outfit, so there's typically about 6-9 months between the end of those contests & the cosmetics appearing in the game.

  • The speed boost will now apply whenever you have Deep Wounds. Exhaustion is no longer a factor.

  • @GentlemanFridge said:

    https://us.v-cdn.net/6030815/uploads/MVN2PNYQI1GK/image.png

    ok so i've reread this 3 times and i dont understand what this means

    anyone able to lay out a scenario where MfT would activate with this?

    The simple version: Any time you have Deep Wounds, you have the speed boost.

  • To clear things up, there isn't a hard set rule for whether or not Survivors should spawn together. There is a chance they will spawn close to each other, and there's also a chance they may be spread out. There's offerings which can influence that, but otherwise it is completely normal for that to change from one match to another.

    There are some rules to spawns, of course - the game will avoid spawning you too close to the Killer, for example - but whether or not you spawn next to other Survivors is random.

  • @PotatoPotahto said:

    Looping is not an intended feature, so you can't complain about it being inconvenient.

    While it may not have been an intended feature at first, it is something that we official support and design around these days.


    As for the original question, it's a little tricky to answer because at the end of the day, loops are made of stuff. Whether that stuff is a crate, a car, a barrel, walls, or even a pile of miscellaneous junk- at the end of the day, the fact that you have to path around it makes it part of the loop, and that's why it's there. We try to make sure that anything along a loop (or anything that you can collide with period) is big enough that there's no mistaking it since it is without a doubt frustrating to bump into something that's barely knee high and hidden in tall grass, though this is quite a bit bigger.

    Not every loop is meant to be perfectly smooth, nor are you meant to be able to press yourself right up against all of them without bumping into something. Sometimes a loop will have an object sticking out, creating a 'concave' area like this one. When that happens, you need to move away from the wall and follow the shortest path that gets you around that object. To give an example, say you're running along a big L shaped loop. Around the outside, hugging the wall is the right move. But on the inside, hugging the wall is a bad move because it would be much quicker to cut straight across.

    In short, you're not meant to hug every single wall. Sometimes you need to watch for bits that stick out and path around them. Though we do try to avoid overly small objects that don't look like you'll bump into them.

  • BK drones, my beloved.

  • On Shattered Square: To clarify, this is not a guaranteed number, but the absolute maximum. The short version is the game tries to place pallets a certain distance away from each other. If the minimum number of pallets have been reached and there's no more pallet spawn locations available far enough away from another pallet, it will stop spawning pallets prematurely. Or in other words, once the deadzones are filled, it will stop spawning pallets. You are not guaranteed to have 18 pallets spawn- in fact it would be very unlikely to happen.

    For The Skull Merchant, Low Profile mode was causing an issue which allowed her to stay Undetectable indefinitely (the cooldown was shorter than the duration of the Undetectable effect). This new version offers a different way to use her drones, letting you set up a static 'scan wall' of sorts rather than a rotating beam.

  • @WilliamSN said:

    Personally, the only perk that still surprises me , and doesn't at the same time, is self care, I wouldn't expect a global 15% to still run the noob trap perk.

    Its been known for quite a while that survivor meta is a MFT+Resi variant with the most popular being, WOO+MFT+RESI+Adren.

    People tried using the previous stats from april 27-august 5 to claim "MFT Isn't that big of a problem" meanwhile the perk "officially" sky rocketed to second place, only behind WOO , in the span of 20 days.

    All in all, the official stats are still relatively close to Nightlight stats and lets us know that even though nightlight doesn't include "100% of the data" its still a very good place to go to if you want to see what perks are most commonly used.

    RE: Self Care. It's worth noting that metas are not the same around the world. Different regions have totally different dominant playstyles and meta perks. Regions which rely less on teamwork and more on self sufficiency have much higher use rates for Self Care, and that drives the global average up.

  • Yes, you have my permission.

    (But yes, that is how the perk works!)

  • I can confirm that this has never been a thing. Unlike windows, the Killer can break the pallet to remove it permanently, so there has never been a need to block the pallet.

    There are some things that can block undropped pallets, though. But pallets that are already dropped cannot be blocked.

  • There's a guide here if you're curious about how things are calculated:

    For a lot of people, math isn't our strong suit in the first place. Add in dozens of perks, powers, add-ons and more that affect action speeds and things can get really confusing, really fast. But for those so inclined to bust out a calculator and figure out how long something will take- we've got you! In this post, we'll…

    Basically you need to figure out what your action speed is first, then you can figure out how quick that action will be.

    Scenario A:

    (1 + 0.5 + 0.09) * (1 - 0.65) = 0.5565

    16 / 0.5565 = 28.75 seconds

    Scenario B:

    (1 + 0.5 + 0.09) * ((1 - 0.65) * (1 - 0.2)) = 0.4452

    16 / 0.4452 = 35.93 seconds

    Long story short, because you affect your action speed and not the time it takes, stacking bonuses or penalties have diminishing returns. A 100% healing speed increase is a huge time save (saves 8 seconds when healing others), but an extra 100% heal speed on top of that only saves an additional 2.66 seconds.

  • The short answer is no, the platform you play on doesn't affect your vaults. Things like that need to be the same across every platform otherwise cross-play wouldn't work.

    The longer answer is: Things look different when you're playing Killer than when you're playing Survivor. No matter how good your connection is, it takes time for data to travel from your console and around the world to another person's device. This means you see other people slightly behind where they actually are. In DBD, since Survivors are always running away from the Killer, this typically means that a Survivor sees the Killer further away than they really are, and the Killer sees the Survivor closer than they really are.

    The reason why you get hit through a window more as a Survivor isn't because your vaults are different, it's because you're noticing the latency (time it takes for data to get from your console to the other person's). To the Killer, that was a super close hit that they just barely got. When you hit people at a window as the Killer, it looks the same way to them - they might be further from the window than they look on your screen.

    We have some tricks in place to minimize that difference in what both people see, but sadly it's not something we can ever remove entirely. It will always take time for data to physically travel around the world.

  • We intend to look at maps that heavily favour either side, not just one or the other.

  • You have no obligation to, but I'm gonna be blunt, this is horrible logic to follow. Flip what you've just said to a Survivor's POV and you've just created an endless loop. All it does is perpetuate toxicity. Running into a bad group doesn't absolve you of any wrongdoing when you decide to take it out on the next group. You've just decided to become part of the problem at that point.

    Play the way you like so long as you're not breaking any rules, but you can't take the moral high ground and preach against toxicity if you stoop to their level. This goes for Survivors as well.

    Some people can recognize that there's a person on the other side of the screen and like to play in a way that's fun for everyone. There's nothing wrong with that. If you're in it to win and you'd rather use strategies that help you win, that's fine too. But going out of your way to make things worse for people is never going to be justifiable.

  • There's a few things to unpack here, so I'll try to touch on all of them.

    How does letting the hooked survivor jump of the hook deliverance style fix anything?

    For the hooked Survivor, there was absolutely nothing you could do previously. You could only sit there and wait until you eventually die. If your team was coordinated, they could maybe organize a save, but doing so would A) result in one of them being hooked instead, and B) mean that they weren't working on generators, which is the main way to counter camping.

    With this system, you at least have a chance. The Killer might chase you again, yes, but it is far better to be running around and actually playing the game than to be sitting on a hook unable to do anything at all. Your teammates can also take a hit to keep you going, or - if they happened to fix the generators while you kept the Killer busy - they might be able to finish the last gen and open a gate for you.

    Won't the killers just redown and rehook the person getting them another hookstate even faster?

    The only way this system gets you another hook state even faster is if:

    1. You get the option to unhook yourself very quickly.
    2. You unhook yourself very early.
    3. Your chase goes so poorly afterward that the time it takes for the Killer to use your Endurance/wait for it to run out, catch up and hit you again, and carry you back to a hook is less than the remaining time you could have spent in that stage.

    It's important to note that you have no obligation to unhook yourself as soon as the option becomes available. You could wait until the very last second before hitting the second stage and then unhook yourself. When you get hooked again, it will only progress to the second stage, which you would have hit a second later anyway. This makes any time you spent getting chased and carried back to a hook a pure bonus.

    Why not use the same killer proximity to hook rules to give a gen speed boost?

    To put it simply, the system already does something very similar by giving your teammates more time to work on generators. Because you can unhook yourself, they don't need to waste their time when you're getting camped. They can safely go back to repairing knowing that you'll be able to save yourself. Adding to that, the extra time you waste while getting chased after you unhook yourself gives them even more time to repair without the Killer interrupting them.

    However, the big difference here is that the system on the PTB also allows the camped Survivor to continue playing in the meantime. Rather than sitting on the hook with nothing to do while their teammates work on generators, they're able to at least run around and be chased.

    This would hasten gen speeds which is already the correct play for survivors when facing a camper.

    This is the last thing I want to touch on. Nothing about this is untrue, but it's far from what actually happens in most matches. Yes, smashing out gens while the Killer is distracted is the smart move. But more often than not, at least one person will attempt to make the save anyway. Not everyone plays with a coordinated team who knows how to combat camping, and it's simply not realistic to expect all your random teammates to recognize that the Killer is camping and avoid going for a rescue. That said, if they know you'll be able to save yourself, there's very little reason for them to risk their own life to try and save you. Once they see the Killer near the hook, running over is a waste of their time.

  • To set expectations realistically, I think the major flaw with this is that there isn't one single reason why people camp. If you ask ten people why they camped, you would get ten different answers. One person might say it's because the Survivors were being overly altruistic. Another might say that they did it because there weren't many generators left and they just wanted to secure a kill. Or camp someone specifically because they had a long chase and the Killer was frustrated. Someone might even do it just because they felt like it.

    Even if we addressed every possible reason someone might camp, you'd still be left with some folks who do it just because they can and because they want to. That's assuming we even can or should fix every possible reason, though. In the case that the Killer decides to camp someone who was hard to catch, we can't exactly punish the Survivor for playing well - that's not even remotely fair. Sure, we can continue fine tuning balance to make sure that the reason why they're hard to catch isn't because they got lucky or brought strong stuff, but even if the game were perfectly balanced, one person will always be able to outplay another.

    But no matter what the reason may be, the outcome is still the same. It's not fun for the person being camped to have to sit there until they eventually die with no opportunity for them to counter it. This goes beyond something being strong or one sided, it prevents someone from being able to play the game at all from that point on, and it's something we still need to address. We simply cannot turn a blind eye to a major issue until we've systematically dealt with every item on the laundry list of reasons someone might give for camping.

  • It lasts for 5 seconds, fortunately, not permanently (but I would welcome our Lightspeed Trapper main overlords if that were the case).

  • @crogers271 said:

    Why would it be lost?

    The anti-camp meter takes time to build, it's not like if you are within 6m the survivors can freely unhook.

    The meter also slows down when other survivors are nearby.

    Bingo.

    If you return to the hook to secure that second stage, the meter does not instantly fill. It will take time some time to fill. Unless you return fairly early and stand incredibly close, chances are they'll hit second stage before it could possibly fill. You'd obviously want to avoid letting it fill completely anyway since doing so would allow the other survivors to continue focusing on generators rather than saving, but it will still absolutely be possible to return briefly to lock it in.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545013#Comment_3545013

    That part, at least, is reassuring, though I can't help but feel like resources could've been better spent on some other maps (ie Garden of Joy). Ik Borgo got a touch up but it just feels like sort of doing things that don't need to be done, particularly in a realm that already is tied for highest maps. If it were, say, Yamaoka or Boneyard or Red Forest (one that doesn't have 5) I'd understand it more, but I just don't really see the point of this, yk?

    The world of maps is surprisingly complicated, but I can safely say that those are two completely different kinds of work that don't necessarily interfere with each other.

    For something like this, a level designer can take existing tiles and adjust the layout fairly easily.

    Meanwhile for something like Garden of Joy, say if they wanted to adjust the main house layout, they would need to work with a level artist to change the model for the building itself. Even things like changing a loop can require new art assets.

    The former are fairly quick - comparatively speaking - things which level designers to do on their own, but the latter requires support from other teams which might be busy working on other things (e.g. art for new maps). It's not that it's a higher priority or delaying bigger & more important updates, but rather something they can do to add more variety to the game in the meantime.

  • On the chances of the maps appearing more often: This isn't actually the case. We can control how often certain maps appear. In cases like this, maps with multiple variations have lowered chances.

    For example, Suffocation Pit I or Suffocation Pit II have half the chance to appear as any other map on their own, but you're just as likely to be sent to one of the Suffocation Pit maps as any other map.

  • I would encourage you to give it a try first. There are a ton of changes in this upcoming PTB and it's nearly impossible to say how things will play out just from reading them alone.

    That said, those suggestions come with their own problems. Preventing a drone's zone from coming within 5 meters of a generator sounds great on paper, but falls apart when you get into a match and realize that 90% of the map is now a no-fly zone. Generators are spread as evenly as possible throughout the map, so the number of places you'd actually be able to place a drone would be very scarce. Moreover, this doesn't make her power any more practical during a chase, so it would be an outright nerf to her.

    Moving drones also does not address the issues with her power. Having them move is all well and good, but does not prevent her from placing them next to and having them patrol generators.

  • I can shed some light on those:

    • Survivors show up on the radar for a few seconds whenever they are scanned.
    • They also show up on the radar whenever they have a Claw Trap for the entire time they have the trap.
    • The Haste effect works the same way. You'll only get a short burst of Haste when a Survivor is scanned without getting trapped, but that can still make a big difference in a loop.
  • This is very convenient timing, but they aren't going anywhere! A new one was just posted today:

    Spooky season is officially underway, and we’re getting in the spirit with a hefty Developer Update covering everything coming to the game within the next month. This time, we have news to share about new features, Killer updates, and various Perk & map changes. Anti Face-Camping You probably don’t want to find yourself on…


  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541023#Comment_3541023

    Can i atleast give the feedback that using the turrets is not as fun to counter a killer compared to normal looping skills.

    I am not even getting to the argument if the turrets are enough, considering alien that Alien has add-ons that make the turrets really weak.

    But this type of design is just not as fun to face. I would rather alien be nerfed in chase so he is more fair and make the turrets even weaker.

    You absolutely can. I'm not here to judge which feedback you can give, we take it all the same regardless.

  • Others have mentioned it, but turrets are crucial to playing against The Xenomorph. They are not meant to be something you can overlook or choose not to use. The tail attack is a little stronger and can be used more frequently than some other powers because it's possible to disable it with a turret. If you approach a Xenomorph chase the same was as some other Killers and solely rely on pallets and windows, you're probably going to die pretty quickly.

    About pallets and windows being tools for Survivors, while that is true, they have never been foolproof. Some of the earliest Killers (e.g. Huntress, Nurse, etc.) have powers that can hit over them. Even the very first Killer, The Trapper, could trap a pallet or window to turn that helpful tool into a death trap. Yes, they can help you, but only if you use them at the right time. They are not meant to provide absolute immunity just because you reached them. If you know the Killer has a power that can attack through them, you'll need to keep that in mind. In a situation like this, prethrowing the pallet might be the best option because it'll give you a chance to gain some distance or break line of sight before the Killer gets close enough.

  • No worries! Some games are different and need to have their servers taken offline for this sort of thing, so I can see where you're coming from.

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