Peanits
Peanits
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- Peanits
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All in your head. The crows don't care if you're sprinting or walking, they'll still fly away. The only exception is crouching. Crouching will prevent them from being startled.
(Or before anyone says it, yes, Calm Spirit as well.)
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/706305#Comment_706305
I hope more than just the matchmaking is getting sorted in this hotfix.
It's just one of the many fixes/changes. We'll put out the patch notes tomorrow around the time of release.
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Others have already explained why, but basically it's because this perk was previously 2700 shards, but with the release of Stranger Things that same day, became a 2000 shard perk. I'll typically make those images ahead of time, so it was a little outdated by the time the shrine updated Tuesday night.
It's my bad, I'll try to keep that in mind next time we launch a new DLC.
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It should be fixed in the upcoming hotfix (any day now).
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@FishFry247 said:
https://forum.deadbydaylight.com/en/discussion/comment/700795#Comment_700795
Do you guys have any other ideas for Mindbreaker? I'm not saying its completely useless but it is such a niche perks currently and can be counter incredibly easily by just leaving as the killers terror radius comes near you. And it has little to no synergy with other perks
It's worth noting that it also stalls the recovery of other exhaustion perks. If someone decides to go right back to a generator, their exhaustion won't recovery as they work on it.
We're going to hold out a little bit. We're still under a week since the launch so we don't want to make any hasty decisions and buff it yet.
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@Ksoni said:
https://forum.deadbydaylight.com/en/discussion/comment/700772#Comment_700772
I think that's the point of this perk. It's supposed to counter exhaustion perks. If not then what it is purpose? To poorly counter sprintburst?
There's a line between countering and straight up preventing, though. Counters help against something, not prevent it. Ideally, you should have one of your perks completely negated just because someone else brought a perk.
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@SpaceCoconut said:
I don't like the conditions on the perk.
Instead of gens being the requirement, allow it to be a killer hit, similar to a killer applying mangled with sloppy butcher.
Then, a killer could apply more exhaustion time on a hit or a down which would have the same effect with a better application. The perk would still be garbage, but it would do its job better than it currently does.
That would essentially make it so Dead Hard can never activate as long as the killer is using Mindbreaker. Not to mention that the exhaustion would get removed anyway once they're hooked.
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It depends on the killer, but for the most part, we'll be focusing on add-ons.
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It won't be today. We're testing the patch today, and then we'll have to send it out for certification.
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You should be able to, there's nothing in place to stop new players from playing with old players.
I would suggest trying to validate the files. If that doesn't work, try doing a completely fresh install (delete the game, delete any traces left over, and then reinstall).
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Head On.
Head On is love. Head On is life.
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@Ghostingmyteammates said:
https://forum.deadbydaylight.com/en/discussion/comment/700370#Comment_700370
can we get some sort of an ETA? (not an actual ETA, like how long should we expect for the hotfix to go live)
It wouldn't be today, and we don't like to patch over the weekend (there's nobody in to fix it if something goes wrong). We should be looking at early next week at the earliest. Can't make any promises just yet.
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She's off today.
It won't be released today. It needs to be tested and sent out for certification first.
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@snowflake102 said:
https://forum.deadbydaylight.com/en/discussion/comment/700319#Comment_700319
Is the hotfix today? Or next week?
Not today. It needs to be tested and submitted for certification first.
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We have a fix that we're testing internally at the moment. If all goes well, it should be fixed in the upcoming hotfix.
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We've found an issue with the matchmaking and are currently testing a fix. If all goes well, we should have it hotfixed as soon as possible.
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@PrincessPoop said:
https://forum.deadbydaylight.com/en/discussion/comment/700029#Comment_700029
While you’re at it, can you guys look at changing the struggle phase to a button hold instead of button mash? It’s another accessibility feature that would be an incredibly easy change that TONS of people have been asking for for a long time.
We're looking into something to help people with RSI. It probably wouldn't be a hold, but we're looking for alternatives the still give you something to do without mashing the button.
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I'm liking it so far. I don't really find it to be too good. I still have to spend time finding a totem, cleansing it, and the going to a locker on top of the 8 seconds. Overall, I don't think I'm really saving any time, if I was just trying to min-max I would probably better off just bringing a medkit. It is really nice being able to set it up ahead of time and heal quickly when you need it, though.
But ultimately, the more meta it becomes, they worse it gets. Instead of being able to pull it off up to five times when you're the only one using it, everyone else ends up fighting for totems as well. No matter how many people are using it, it can only go off five times.
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The short answer is maybe.
The long answer is, maybe. It depends on a couple different factors. Latency plays a role here. It's possible that the message of "get stunned" reaches you while you're still in the animation, but you also send the message of "get hit" before that stun takes effect.
The way it should work is that once the pickup animation is over, any stun would make you drop the survivor. But since we're talking about an online game, there's always room for some funky stuff to happen.
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@PlzDonBeMeanToMe said:
I think theres more important things to want than ur little scratch mark thingy
Like balancing the game my guy
It's definitely still important. Yes, we do need to pick priorities, but making sure that as many people as possible can play the game is still important.
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@gatorwave said:
https://forum.deadbydaylight.com/en/discussion/comment/700029#Comment_700029
So basically, y'all don't have the time for basic accessibility features almost all games have at launch, but somehow there's time for almost weekly cosmetic drops and new chapters every few months? I guess Meg's new hairdo is more important than making a playable game :/
Most games will apply a filter over the entire game. This is more or less like moving the hue slider in Photoshop. Everything is discolored, but if you're colorblind, they may at least be able to see what's going on.
You can already somewhat do this in Dead by Daylight by using Freestyle, but that highlights why this isn't a solution. Things like blood and scratch marks blend into the ground, and shifting the hue can only do so much. Similar things are always going to look similar.
Changing the colours outright also isn't a great solution. Maybe blood blue instead of red would make it far easier to see, since red can often blend into the ground while blue stands out no matter where you are. There's no blue tinted dirt.
We are still looking into ways we can improve accessibility options, but it's not quite as simple as it seems. Cosmetics are unrelated. Artists cannot make shaders or program new options.
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That lighting was actually changed due to popular demand. Many people liked the new lighting more than the old, so we kept it. It's not exactly impossible to bring it back, but it wouldn't be something we'd consider doing unless there was boatloads of support. Some are going to like one more than the other, and there's not really a clear favourite.
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I usually just play for fun. The points tend to follow anyway. But I am loving the new bloodwebs myself; unlocked Nancy's teachables and got them on every single bloodweb on my main survivor. Took only three levels to get the one I wanted to tier 3.
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It's absolutely still something we would like to do, we haven't been ignoring it, but it's not quite as simple as it seems. There's way more to it than just slapping a filter onto it and calling it a day. I'll bring it up with the team again.
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@Kilmeran said:
@Peanits Sorry to tag you, but trying to help out @Batmanvlad456
Do you have any knowledge as to why the current DbD sale on the PS4 platform isn't available in Romania?
The Playstation store is handled separately for different regions. Often times the sales in one region won't line up with sales in other regions. The one that's going on right now is only available in NA, Japan, and Asia.
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@friendlykillermain said:
https://forum.deadbydaylight.com/en/discussion/comment/698283#Comment_698283
How does one become trusted?
Every once in a while, we'll offer it to a couple people who have consistently been helpful or posted a lot of constructive feedback (good or bad). If that sounds like you, you might get asked one day.
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@Kilmeran said:
@Peanits Awesome to hear! And thanks for replying so quickly. Very appreciated.
Is it possible to get a reply or topic made somewhere on your end when the hotfix eventually goes live, so those of us holding off on playing much due to the matchmaker will know can jump back into the pool?
Of course. You can keep an eye on the news section, Twitter, or Discord. We'll always announce updates there.
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@QuickStiQz said:
The devs give people who have given out a lot of useful information on the forums a red profile icon and a trusted title instead of member
This.
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Yes, there's something wrong with the matchmaking right now. We've identified an issue and we're hoping to hotfix it as soon as possible.
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It's all equal.
Survivors have cakes, killers have puddings.
Survivors have WGLF, killers have BBQ.
Both have party streamers and gateaus.
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F.A.Q.
Q: When will stealth killers gain the undetectable status effect?
We will be rolling out the undetectable status effect to other killers and perks in the following updates. We aren't able to give an ETA on this just yet.
Q: If a survivor is affected by the Oblivious status effect, will they be able to use perks that only function in the terror radius like for example Borrowed Time, Diversion and Stake Out?
No, they will not. For all intents and purposes, Oblivious means that anything with a terror radius stipulation will not work.
Q: Can you buy Nancy, Steve or the Demogorgan with shards?
Since they are licensed characters, Nancy, Steve, and the Demogorgon can only be purchased directly through the DLC or separately with Auric Cells.
Q: Why does the Demogorgon have to go through portals first in order to activate the killer instinct reading on survivors around it?
The portals do not appear for the survivors until the Demogorgon uses them at least once. It would be confusing to have a portal that you can't see reveal your location.
Q: What is the difference between a Survivor being Oblivious and a Killer being Undetectable?
Oblivious is an effect applied to a survivor, making them, well, oblivious to the killer's terror radius. They don't hear the terror radius, and they aren't affected by any terror radius perks. One survivor may be oblivious while others are not.
Undetectable, on the other hand, applies to the killer. It removes their terror radius, red stain, "stinger" sound, and prevents their aura from being read.
Q: Where did the pre-lobby chat and switch roles button go? Are they coming back?
With the 3.2.0 update, the lobby flow has changed, allowing us to automatically regroup survivors after a match and seamlessly go from playing solo to playing with friends. As a side effect, the switch roles button that would previously appear when playing alone and the pre-lobby chat that would appear in SWF no longer exist. These components would need to be updated to work with the new lobby system (e.g. Prevent someone from switching roles when playing with another person).
The pre-lobby chat should be returning soon. We recognize that it is an important detail when playing with friends without voice chat. The switch roles button may return down the line, but we can't guarantee that it will be returning just yet.
Q: What exactly is the advantage/buff of adding oblivious to sleeping survivors with the Nightmare?
This change is not aimed to be a buff to the Nightmare. Survivors already would not hear the terror radius, but the oblivious status effect was added for consistency. This has certain advantages and disadvantages. A perk like Coulrophobia will not work on a sleeping survivor, however, a perk like Borrowed Time also will not active if the rescuer is asleep.
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We are looking into protection hits. They do not seem to be giving the perk stacks even when you get the protection hit scoring event. The same would go for WGLF as well.
As for the perk itself, it needed to be changed from the PTB version because it could actually be easier to get the stacks. With it being unhooks and protection hits, you could unhook somebody and take a hit for them to get two stacks when you previously would have only gotten one.
We do not have any changes coming just yet, but we would like to revisit it (even if that just means making sure the protection hits are working as intended). If you guys have other suggestions, please let us know.
Ultimately with how powerful the effect is, it is going to be somewhat unreliable. Getting an extra hit is massive and can completely change the entire match. Being able to reliably pull it off is what makes it frustrating. There would need to be sufficient counterplay on the killer's side if it's going to be frequent (like DS).
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It will not. Brutal Strength only applies to the pallet break interaction (i.e. when you walk up to the pallet and press the break button). The same goes for the chainsaw killers that can break pallets with their power.
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No stream today- the stream room is going to be taken when we would normally stream. Depending on how many questions come in, we may do a Q&A stream to knock some of them out another day.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/697739#Comment_697739
Interesting, @Peanits mentioned in Q&A that it wasn't meant to be a buff, but apparently it somehow looks like it is
To clarify:
- If the unhooker is asleep, their Borrowed Time will not activate.
The oblivious effect isn't so much of a buff as it is a side-grade. You already would not hear the terror radius, so the oblivious effect was added to maintain consistency. You lose the ability to use terror radius perks on sleeping survivors, but you also gain immunity to perks like Borrowed Time and prevent accumulation for things like Stake Out and Diversion. You lose a little, you get a little.
But the point being, we did not add this change with the intent to make Freddy explicitly stronger or weaker.
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There are some devs playing on Xbox (and PS4, for that matter). They typically do not have BHVR in their name. At home, they'll be using their personal accounts which they've had from way before DBD.
In short, I wouldn't trust someone just because they have the tag. There's a good chance it's an impostor.
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@YaiPa said:
https://forum.deadbydaylight.com/en/discussion/comment/697539#Comment_697539
It might not be the same team, yet they could change the money and resources put into the cosmetic team or creative team, into the bug fixing team...
It's not quite that simple. We are looking to expand all the time, but there's only so many people out there looking for work; if you or someone you know is interested, I would suggest checking here: https://www.bhvr.com/jobs/
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@Just_Playing said:
https://forum.deadbydaylight.com/en/discussion/comment/694936#Comment_694936
It gives four survivers and the obsession doesn't count as Dying light hook. You can only max up too 9 tokens because you can hook a normal surviver three times so 3×3=9 very simple.
Correct, if the obsession doesn't change hands. If you hook someone twice and then they DS you, you can get two stacks from them and then transfer the obsession to them, allowing you to hook the original obsession three times for a total of 11 stacks. You can also use Furtive Chase, if you're really lucky.
With 11 stacks, it would not do anything though. The only remaining survivor would be the obsession and they are immune to it.
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Haven't played against it on live much, but I've played against it a bit on the PTB and it hasn't changed since then. I don't really have a problem with it. It can't be used in a chase unless I really mess up, and if they're using it outside of a chase, they're really only saving 8 seconds over just using a medkit. The more people that run it, the weaker it gets (people are fighting over totems), so I don't think it'll get to be a problem.
I'd like to play against it some more, though.
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@ProfoundEnding said:
@Peanits can you comment on this? Please don't tell me these changes are here to stay.
It's a side effect of some optimization changes. We're going to see what we can do. Ultimately, low is meant for people who can't run the game on higher settings, but we would ideally like to find a balance where it runs well while still looking decent.
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@Pandemic said:
@Peanits am i right when i think so 90% of game problems what you dont fix for a long time is happens just cause you did the realy great mistake when chosed this game-engine, but when you understod this, the time is gone ?
Nope, it's just a matter of time. Changes take time. The team on Dead by Daylight is still fairly small (not tiny, but not as big as some might think). While there's a lot of stuff we want to do, there's only so much we can do in a single update.
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@MemberBerry said:
2 things I will agree one are the useless report system and the needless removal of the switch button.
I can guarantee that the report system does something. I used to be an ACM before becoming a community manager and I can promise that there are people looking at those reports. They didn't pay us to stand around and look pretty, sadly.
For the switch roles button; this is a side effect of the lobby changes in 3.2.0. Since the SWF option has been merged with the solo option, the button needed to be removed. Otherwise, you could have a friend join your lobby, switch to killer, and then be able to play killer with your friends in a public match. That's not something we could have.
These changes also allowed us to automatically regroup people with their friends after a match, something that we've been requested for a long time. When we look at the two options- delay the whole feature so we can update that one button, or remove the button for the time being- the choice was pretty clear. We opted to add the feature that people have been asking for sooner rather than letting a single button hold everything back.
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@myers_obsession said:
Can please someone do the math for me ._. ? What if all Survs are hooked once. How much -% s this on a Gen without toolboxes, etc.? It's not 9% right?
If all survivors are hooked at once, -100%. They can't do a generator if they're all on a hook.
You can effectively get up to 10 stacks of Dying Light for a total of -30%. You could get 11, but at that point, the only remaining survivor would be the obsession who is unaffected by it.
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@Volfawott said:
I'm really hoping that Amanda gets the same treatment when it comes to ruleset no. 2
Gotta' say, I wouldn't want that. You'd be taking your RBTs which are meant to take people off of generators and telling them, "Hey, don't bother looking for a box until you do a generator." They'll still have enough time to remove it, it's not meant to be an easy RNG kill, but you'd be losing the one thing they're good at.
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@1saltypug said:
https://forum.deadbydaylight.com/en/discussion/comment/694837#Comment_694837
are percentages additive or multiplicative for dbd?
Additive for positive effects, multiplicative for negative effects.
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It is intentional. Invites are meant to respect whatever that player has their status set to. If they want to appear as offline so nobody bugs them, it will prevent you from inviting them.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/694508#Comment_694508
Wait.... It's not seperated? Weird..
Correct.
The explosion itself does nothing. The fact that you failed a skill check is what regresses it. Likewise, Surge is what regresses the generator, not the explosion. Surge would not regress the generator and count as a failed skilled check.
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There is one on the way, but we haven't announced any dates just yet. I would suggest keeping an eye on the top of the forums, the news channel on Discord, or on the @DeadbyBHVR Twitter account if you want to know when it's going to happen. Or one eye on each, if you have three eyes.
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Here they are: https://twitter.com/DeadByBHVR/status/1174112051649757185
We'll post them every week shortly after the shrine updates.
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@Th3Nightmare said:
@Peanits An important thing, I think the game is crashing me by wearing dying light, do the team know?
We are looking into it.