Peanits
Peanits
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/721078#Comment_721078
Wasn't the BBQ Kate shirt and Billy hammer the last ones.
And also aren't the rewards earned through the rift/archives going to be exclusive?
Yes. (To the bit about the BBQ coming after the Lunar event. Can't spill the beans on the latter yet.)
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Nope. 20k is the concurrent users (people playing at the same time). It usually ranges between 15k - 35k depending on the time of day. It was up to ~50k recently because of the Blood Hunt.
Also, that data isn't publicly available like it is on Steam. That site uses estimates, which is why everything is a nice round number. IIRC, people use trophy data to help estimate player counts.
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I'll keep it incredibly simple (I'm guessing if you wanted a detailed explanation, you would have just looked it up).
Deviousness: Usually using your power. (+ bonus for killing all 4)
Hunting: Chasing people.
Brutality: Hitting people.
Sacrifice: Sacrificing people (surprised pikachu).
That's the gist of it, but there's various exceptions.
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/716752#Comment_716752
Whispers or play doctor.
There are ways to find immersed survivors early on easily like the two above.
Edit: Stealth killers are also really good at this.
To play devil's advocate, you'd then be running two perks (or a completely different killer) just to make use out of it.
Unless you already happen to love Whispers, of course, but many people don't use it.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/716763#Comment_716763
Good dev, do you guys have any study on the average time in which Purple and Red ranks destroy Ruin in contrast with the average time in which a survivors gets downed by a killer using CI? That would be interensting to read.
Not at hand, no. We could try and see if we could get those stats next time we do data requests (although the data team is pretty busy at the moment).
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I find that it's better to have it and not need it than need it and not have it. Worst case scenario, the killer sees that there's an obsession and doesn't try to hook you again. You can use unbreakable or have another survivor run over and give you a quick tap, no hook state required. Best case scenario, the killer tunnels you and you DS them, buying everyone else a ton more time to do generators.
I've taken it off many times before and always regretted it. It really makes you realize just how often it could have come in handy.
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Will it ever come? That, I can't answer. It's totally possible, but I can't say for sure whether or not it'll happen.
In the short team, we do not have any plans to do so. But plans can always change.
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I'd say it totally depends. If they go 200% immersed, you can extend the game as much as you want, but you're not accomplishing anything until you have someone in chase.
Likewise, if you use Ruin, it has the potential to get cleansed instantly.
Both have situations where you get nothing out of them. Yes, there's a chance Ruin doesn't go down immediately. Yes, there's a chance you find someone while Corrupt Intervention is up anyway. But both have the potential to backfire.
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@Th3Nightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/716735#Comment_716735
I insist, I think that creating perks to try to change those mechanics, I don't think it's the .. solution, my opinion.
Thanks for answering :)
Don't get me wrong, I do absolutely see where you're coming from. Fixing a global issue with a perk isn't ideal. Though I think there's a fine distinction here: People hitting skill checks is not making the game worse. Killer's aren't leaving the game in droves because survivors are hitting good (or great) skill checks.
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@Th3Nightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/716670#Comment_716670
What I read is that .. you have the mentality of keeping new players and the players that we have been in this game for longer, not giving them new mechanics ...
I don't know how the game will evolve, but I'm afraid it will evolve so that NEW players have it very easy.
I would suggest taking a second look; the point I was making is that it won't take long for an experienced player to get used to them, completely negating the point of the change. It's why I think it would make a better perk than a mechanic. The less you see it, the less practice people would have playing against it, and the more effective it would be.
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The issue main issue I could see there is that skill checks always affect newer players more than experienced players. With some practice, you can hit skill checks of different speeds. Without practice, it'll be chaos. It's one thing to get the timing down on something that moves the same speed every time, it's another to try to nail the timing when it's different each time.
I could maybe see this working as a perk, since the less frequently you have "fancy different" skill checks the better (less opportunities for people to practice with them, better odds it'll actually help), but as a baseline thing, I can't see it changing much.
On a side note, I do think skill checks deserve some credit. I know it's probably second nature to most of us here, but there's a lot of new players who struggle with them. Landing those good skill checks every time is a skill- albeit, a pretty easy one. Moving up to greats (almost) every time is another layer of skill.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/714569#Comment_714569
So what about rewarding players for playing alone?
That's also not really possible for two reasons.
- You could just solo queue at the same time as your friends to get in the same lobby to get that reward.
- No matter how you try to sell it, giving a reward to people who aren't playing with friends is a reward that you're not giving to people who are playing with friends. Excluding people from a reward is still a punishment. It's not different from giving SWF a bloodpoint penalty.
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@FireHazard said:
@Peanits you should show this to @not_Queen if she's not busy... I'm sure she'll be disgusted as well...
She's actually on a plane at the moment, so that might be difficult.
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@FireHazard said:
I wonder what @Peanits thinks about that illegal boost during the DBD Grand Prix...
It's shameful, really. You should have hooked her just to teach her that cheating is wrong.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/715209#Comment_715209
https://us.v-cdn.net/6030815/uploads/588/W28P32GFRR99.png
Will this change with the dedicated servers?
Not really. We're talking about an online game here. There is always going to be latency no matter what you do. Data takes time to physically get from one person's computer to the other.
You could maybe split the difference and have the checks done on the server to make it feel more fair, but you cannot possibly prevent latency as a whole.
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I don't think I would say that the hitbox is to blame here. On that first one, the killer definitely did hit the survivor. You can see the chainsaw inside the survivor.
Naturally on Tofu's end, it looks a little different. But this is due to latency, not the hitbox.
The one after that, I have no words for, though. Then again, that's the first time I've seen something like that happen.
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Suspicious because my days as an ACM make me doubt everything. It used to be way easier to swap out your save file, so a lot of people cheated it in.
Most of those people were later caught and banned, of course, but I'm still suspicious every time.
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It should work with it, yes.
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@UkilledLegion said:
@Peanits I mean if friends like play together let play with random killer but noone (killer and survivors) not get rank and BP. I think u know that VOICE in SWF its a big trouble because Voice is a advantage,voice its when some killer's perks not work. But thanks for answer
So you're proposing that a random killer also gets no points because a couple friends are playing together, possibly even just casually, not trying super hard to win or anything. I could be wrong, but I feel like the killer in that situation might take issue with that.
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Posting on the forums every day will not make your ticket get a response any sooner. Anyone who has been waiting longer than you will have their ticket answered first.
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@Th3Nightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/714430#Comment_714430
@Peanits Really... ? The ambush against a good player is a real .. uselessness. When I see pigg crouch in one structure, I run to another structure making the ambush useless. Seriously scorpionz is good with pigg or ... does he face situational players who ... don't know how to fight pigg? Actually, pigg is in a real endless pit even if we think that a high level player will take him to the highest level and get 4k all the games ... which player does Scorpionz face? Because really .. the ambush of pigg is useless.
The same survivors as anyone else. He's got about 7,300 hours in the game. He's bound to come across some who know what they're doing and some that don't, just like everyone else.
He's live right now if you'd like to take a look.
EDIT: Okay, not live anymore.
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Initially it was just based on bloodpoints across the board. 7k = safety pip, 10k = pip, 20k = double pip. Anything below 7k was a depip.
Then killers got the victory cube (RIP cubes). Then their ranking was solely based on hook states/kills.
The former made it way too easy to pip. Pretty much everyone would get to rank 1 if they played enough. Even if you had a bad match, you would have been really hard pressed to get less than 7,000 points. With ranking separate from BP, you can also give people more points for things without worrying about it affecting ranking. The latter promoted camping and tunneling one person.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/714839#Comment_714839
You can say the same about prayer beads, iridescent heads+ infantry belts, instasaw
It's something that requires 2 specific addons that is particularly hard to go against.
And pig's thing still depends on your luck
Would you also choose to add more stuff like that, though? I feel like the opinions on those things are already pretty split as is.
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First reaction is usually suspicious.
But after that, I don't really think about it. There are some that have been playing for ages, and there are others who are just getting back into the game after a few years.
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I've noticed this as well. Looks like I'm not the only one. I'll bring it up with the team and see if something changed.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/714839#Comment_714839
I understand what you're trying to say, but that's assuming you have a straight line to the next box, and if the killer does not interfere with you.
The killer, even through they aren't supposed to go after survivors with traps, won't ignore you if they see you — you're not invincible when you get a trap on your head.
Therefore, survivors have to navigate around the killer and through terrain within 37.5 seconds per box without add-ons. There are tons of variables to consider when you think about travel time, but at the end of the day, RSN2 can really pressure survivors. :)
This is true. But that would only exacerbate the issue of having TT + JS with RSN2 base kit. RSN2 being base kit alone wouldn't really break anything (although I personally wouldn't want it when I play Pig), but being able to take two add-ons to make the timer even longer would. Keep in mind that you only have about 12 seconds on average to get to that next box.
I definitely think it's possible to go too far in the other direction, where the trap becomes focused on killing people who aren't lucky rather than slowing down generators.
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@PrincessPoop said:
What about all the instances when I’m playing killer and I get hits that I know should not have connected?
You missed*. There is no delay on the killer's side. You are the authority. If they are in range for you, you will hit them.
* Barring instances where the game registers a hit, then moves you into position and causes you to hit a wall or something instead.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/714698#Comment_714698
Sorry for bothering you, again! I just love discussing with a developer, and hearing your reasoning! :)
The issue is that the two and a half minutes it takes for the RBT to go off gives the survivors enough time to take off their trap.
Maybe, but 2:30 can possibly get them killed if they aren't careful. There have been plenty of times where I did a generator, and then the timer is what ultimately got me killed (either by the killer or by the trap itself).
Give it a chance, test it on the PTB (with a new RSN2 to take its place). If it doesn't work, you can always try later, I want y'all to get out of your comfort zone and go crazy! :)
It's possible, but quick math time.
150 seconds, 4 boxes. 150 / 4 = 37.5 seconds per box.
A box takes 12 seconds to search. 37.5 - 12 = 25.5 seconds to get to the next box.
You move at 4.0m/s. 4 x 25.5 = 102m.
As long as each box is within 102m of the last one (and that's wicked far), you'll be able to do it in time. This is assuming the absolute worst case scenario and your key is in the last box you check.
And the same for tampered timer:
120, 4 boxes. 120 / 4 = 30 seconds per box.
30 - 12 = 18 seconds to get to the next box.
4 x 18 = 72m
As long as the boxes are within 72m, you're fine. Little tighter, but still very doable. (Tampered Timer or + Jigsaw's Sketch works out to the same time per box.)
So ultimately, it's still probably not going to kill them anyway unless they're really unlucky. For fun, let's just do TT + JS.
120 / 5 = 24
24 - 12 = 12
12 * 4 = 48m
Each box needs to be within 48m (3 tiles). That's pretty tight timing. If you get unlucky (maybe another survivor does a generator while you're still on the hook), you're going to die. Yes it'd be a buff, but that would be absolutely awful for gameplay. You wouldn't have gotten outplayed, you just got unlucky because of someone else's mistake.
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The hitbox itself is working as intended. If you're in range, you get hit. The thing you're noticing is latency. This is something that can't necessarily be fixed, there will always be a delay between you and the killer. This is just an unfortunate fact of online games. Lithe can make it seem worse than it actually is since you move so quickly after vaulting, but on the killer's end, you still appeared to be within range.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/714746#Comment_714746
Backfired? I think it did exactly what it's supposed to do, put the survivors on a timer.
"The trap activated, now you gotta search the 4 boxes in 2:30 minutes, that's 38 seconds per box, that's ok"
"Whoops, tempered timer... only 2 minutes, meaning 30 sec per box, still ok"
"Whoops, there's 5 boxes... you have 24 seconds per box. Good luck"
Tell me if this isn't stronger than anything the pig has currently?
I don't know how I can word this any more clearly, but both require you to take off the trap. That'll take the same time no matter what. Only difference is, Rule Set no. 2 usually means they'll do a generator first. Meanwhile without it, they immediately go and search boxes, giving you a chance to build up more pressure to prevent generators from going off in the meantime.
Shortest version I can possibly write: You can't unfinish a generator.
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It could. We're keeping an eye on things first. The same thing happened with Urban Evasion back in the day, so it's not out of the question. If it looks like the perk is lacking and in need of a little love, we could always take a look at it later on. But if it turns out a lot of people are using it as-is, we don't want to go overboard and make it even better.
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@ElusivePukka said:
Then there's a 'matchmaking issue', because I've gotten both red (heh, typo) and brown ranked killers as rank 4 most recently. IF it happens again, is there a method by which I can help report it so this can be looked at?
Absolutely. If it happens again, please let me know. You can drop a screenshot and roughly when it happened on my profile, and I'll get in touch to grab your player ID in private. I'll pass that info over to the team so we can see what's going on.
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@ElusivePukka said:
Correct me if I'm wrong, but longer wait times expand the lobby level range, right? Considering my SWF wait times currently sitting at an average of 7 minutes, sometimes going longer, how much does that expand the game range?
It's happened a few times since the hotfix. Saying it's no longer possible is one thing, but when that's just untrue I don't know what to tell you.
To a certain point. It will only expand to a certain point and then stop these days. It's low enough that a red ranked survivor will never get a brown ranked killer.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/714734#Comment_714734
He's saying that in practice, Survivors affected by Rules Set No. 2 tend to just do a gen and light up the box auras, which means the Traps are LESS effective at slowing the game down.
This is the much more eloquent way of putting it.
@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/714739#Comment_714739
But normally they can still do that...even if it's not activated.
They can. And when they do that, they're not doing a generator, which is what you want from the RBT.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/714728#Comment_714728
But the purpose of this traps are to slow the game down and not killing the survivors, so I thought you will be okay with...Perhaps you guys want to make her traps move lethal?
No, quite the opposite.
Showing auras right away encourages the survivor to immediately go and try to take it off. They're not doing a generator while they do that. That's one fewer survivors on generators.
Showing auras only once a generator is completed leaves you with two options. Do a generator and then look, or waste a ton of time looking. A new player that doesn't know what they're doing might go looking, but most people are just going to do a generator and then take off their trap. If they do a generator so they can see the boxes, your add-on just backfired.
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@ElusivePukka said:
To be frank, the idea that the only way grey ranks match against red rank killers is through SWF doesn't match with reality. In my SWF teams of green, purple, and red friends, we've been getting paired with ranks 20-15 rather consistently as the odd man out - against killers ranging from 2-18.
After 3.2.1? There was a change to the way it works and that is not longer possible. It will use the highest survivor's rank to find a killer, which can only be within a certain range. A red ranked survivor (or group with a red ranked survivor) should never get a rank 20-15 killer anymore.
But assuming it does happen, that would be a matchmaking issue. The solution in my eyes would be to fix whatever is causing that to happen rather than slapping a repair speed penalty on top of it.
(Insert flex tape meme.)
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/714698#Comment_714698
But they don't see the aura of these jigsaw boxes, so they still waste their time and if they want the survivors need to remember these boxes placement. It still gives you a lot amount of time. :) Survivor who don't spend time on repairing gen is still good.
What about the changes to ambush attacks? It would be still counterable. :)
Oh and also the changes to EGC when survivor has RBT on head? :)
You are correct, assuming they try to take off their trap before it's active. Though they would have 2:30 to remove it after it's activated, which would be enough time to check all four boxes, so you don't need to worry about searching for boxes before a generators goes off.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/714659#Comment_714659
Give it a chance, at least in the PTB. Let's see if the people will like it or not. She needs some love though 🐷🐽
This wouldn't be the sort of thing you need to test in the PTB. You could test it on live right now by using Rule Set no. 2.
@Peppa_Pigsaw said:
https://forum.deadbydaylight.com/en/discussion/comment/714430#Comment_714430
Scorpionz doesn't even utilize all of Pigs power correctly tho? All he does is ambush.
Barely stealths, doesn't properly manage traps etc. He isn't that good of a pig tbh, but he is better than most players.
I've watched him pretty often and he does use the stealth pretty often. He uses Monitor & Abuse with Whispers so he knows when he's close to a survivor before they can hear the terror radius to crouch, then sneaks up and goes for a grab/ambush. Granted, that won't always be an option if the generator is in the open or the survivors are already on the lookout.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/714634#Comment_714634
I appreciate the feedback and clarity, but did you see my reasoning on why RSN2 should be base?
Personally, I think it helps the Pig in all situations in my opinion.
They either waste time finding a Jigsaw Box, or they do a generator and now they have to worry about a timer. :)
I did, yes. The issue is that the two and a half minutes it takes for the RBT to go off gives the survivors enough time to take off their trap. Unless you're pairing it with something else, it probably won't do you much good (might actually backfire).
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/714616#Comment_714616
What's the difference? They still need to take off the RBT, so it's completely ok. And survivors will have more playstyles thanks to it 😁
The difference is the generator going off. If they can take it off anytime, they'd be more likely to take it off as soon as possible and then do a generator (at which point, you probably should have been able to down and hook somebody else). If they don't see auras until a generator goes off, it becomes way more efficient to do a generator and then search. When the idea behind the RBT is to slow down generators, encouraging them to do a generator is a little counterproductive.
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That's simple. Because it's asymmetrical, and most people tend to play one side or the other, not both. It's easy for it to feel like "us vs. them".
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/714616#Comment_714616
Maybe I am interpreting this wrong, but it seems to me like the argument you are making is that Rules Set No. 2 is bad overall.
In some ways, yes, in other ways, no.
If you combine it with other add-ons, like the ones mentioned, it can be okay. You're still leaving a lot up to luck, but it might pay off. If you use it on its own, it might actually hurt you more than it helps.
There are some pig add-ons that we would like to change. The Pig is on the to-do list for add-on updates.
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I do not think this could work. Ideally, matchmaking shouldn't be placing a brown rank survivor with a red ranked killer ever anymore. The only instance in which that would happen is if that survivor is playing with a red ranked survivor. In terms of a brown ranked killers facing a red ranked survivor, this should never happen anymore under any circumstances (following the change in 3.2.1).
That would raise the question, "So why not?"
Simply put, because experienced player(s) could make a new account and play with their red ranked friend to have a 12% repair speed increase. It has a huge potential to be abused.
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@Ihatelife said:
@Peanits Come on, you guys don't wanna see more Pig Mains in the game? Adjust the ambush and her RBT in the end game collapse and I think she will be okay. Here is my changes:
- 3 seconds duration of Ambush Attack, movement speed during that: 7m/s
- Slightly increase the Ambush charge time by +0.25s to compare the balance of new Ambush.
- Reverse bear trap now works in end-game collapse. If the survivor is on the hook/dying state/ chased by the Pig the timer of EGC is stopped. If there is any survivor with RBT, EGC timer is slowed.
- Rules set 2.0 is her base kit now.
There you go.. This 4 changes would make her better :)
Rule Set no. 2 being base kit would arguably make her worse unless you're running Tampered Timer (in which case, you just cross your fingers and hope you get lucky with the traps). The whole point of the RBT is to force them off of generators. Rule Set no. 2 goes against that; it blocks the box auras until a generator has been powered. You're giving the survivor two choices: 1) Run around the map looking for boxes, spending who knows how long searching for them, or 2) Just do a generator anyway and then take your RBT off.
Since there's more than enough time to get it off, you could easily afford to do a generator and then search. It can have some niche use with Tampered Timer or Jigsaw's Sketch, but you wouldn't want to have it unless you're using one of those two with it.
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This would be out of the question. We do not want to punish people for playing with their friends.
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If they messaged you outside of the game, I would suggest reporting them to the platform you're playing on. While we don't support people doing that, we cannot view your DMs to verify if them. If you report them to Sony/Microsoft, there's a very good chance that they will step in and take action. They are both pretty strict about that sort of thing.
If it's in-game, you should absolutely report them. We have a team dedicated to reviewing those reports.
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We could probably pull actual stats for this some day (if/when we decide to do stat requests again). I'm not entirely sure if we have stats tracking the time for a specific hex perk to be cleansed, but it would be interesting nonetheless.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/714381#Comment_714381
The ambush attacks is too situational. Sorry but in the most scenerios I prefer to just stand up and then attack the survivor. Maybe if you guys buff Ambush to be faster than sprint burst, then maybe it would be worthy. Also her traps should work until the end-game collapse is active and when is active it would slow the timer :) THANK YOU.
I would also have to disagree about dash being too situational. There's some pretty good Pig players out there that can use it pretty frequently. It can take a good portion of loops and make them unsafe.
I would normally refer to Scorpionz, but he's out for Twitchcon at the moment.
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I would have to respectfully disagree with the Pig being weak- but making the skill checks for removing a RBT hard wouldn't be an option. If you have a new player that has a hard time with skill checks (or someone with a disability), that's basically a guaranteed death. It's one thing to miss a skill check on a generator and take a few more seconds, it's another to straight up kill them.
There's a silver lining to the ambush change; you can now down the obsession with STBFL without losing stacks by using the ambush. Since that change, she has not been nerfed.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/714209#Comment_714209
I mean, you yourself in your original comment didn't say you even thought it was a good perk and implied heavily it was the worst exhaustion perk. Just saying if you truly felt as if it was THAT terrible then why leave it as is?
Correct, and I stand by that. It is indeed the weakest of the exhaustion perks. That says less about Head On than it does about other exhaustion perks, though. Exhaustion perks tend to be pretty powerful, which is why they have exhaustion in the first place.
It's still perfectly decent. I use it every game. Not everything needs to be top tier/meta, sometimes it's better to just have a fun perk than to crank it up to 11 and make it annoying to play against.
