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Peanits

Peanits

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  • I can't really think of any one time. Basically any time I click the Play Survivor button. Though I can think of dozens of times where I've gone for a Head On, thought, "Welp, they're leaving, guess I can come out now" only to have them come right back as I slowly exit the locker.

  • That 0.14m/s is bothering me for some reason.

    I don't know if I could get behind an infinite Feral Frenzy. You already move significantly faster than the survivors. It would feel pretty bad to know that no matter how hard the killer messes up, they're going to hit you anyway. Trying to outlast their frenzy adds a lot more skill to playing as and against the Legion.

    Probably wouldn't want to remove killer instinct either. The whole point behind frenzy is to deep wound a lot of people, slowing down the game while you go for a down. Removing killer instinct would make that way harder to do. You'd basically be losing the more important part of your power.

    That rest don't seem too unreasonable, though breaking pallets while you can already vault over them seems a little redundant to me.

  • Out of curiosity, where would you imagine this badge would be shown? I would be very cautious about adding it to the pre-game lobby. In the past, people were able to see what level and rank the survivors were, and that lead to a lot of people dodging lobbies for easier matches or more experienced teammates. I'd be concerned that the same would happen here if you could see everyone's devotion level.

  • I was really blown away by the variety. We got videos, text guides, entire websites, powerpoints, etc. It's amazing how much everyone was able to do in two weeks.

    @xEa said:

    Congratz to the winners! Fantastic job!!

    Very cool guides, as i already mentioned i really liked the #1 a lot.

    Im still a bit sad that we were not able to do it in time... just a few more hours and we would got at least in. We even had most of the layout for all the other pages and the whole text, but we decided not to rush it and finish it at some point.

    Thats the version we had right at the due time

    https://us.v-cdn.net/6030815/uploads/288/YBFBK8A9Q5HO.pdf

    We will finish it probably during next week, if someone wants it, let me know :)

    It's safe to say that the only reason that one didn't make the cut was because of the deadline. It looks awesome and it's very easy to read. It definitely would have been one of the contenders. Well done!

  • As always, we'd like to give some recognition to some close contenders.

    Honorable Mentions

    Learn More About Dead by Daylight by willcenx

    http://dbdguide.rf.gd/


    All need to know in Dead by Daylight in 1 minute by CurlyBill

    This guide offers roughly 30 second introductions into the basics of Dead by Daylight, along with infographs for each Killer. 1st part: 10 seconds 2nd part: 15 seconds 3rd part: 35 seconds For


    A (Questionable) Guide to Killing People!! (in dead by daylight.) (not real life) (that's bad.) by paranormalthingum

    I'll be the first to say I'm definitely not an expert on this. In fact if you were ever to come across me playing this game I believe we would both be in agreement that I'm quite bad at it. However, I feel like despite how poorly I tend to do in practice, I think I have a pretty good or at least decent understanding of how the game functions.


    Every entry to the Beginner's Guide Contest can be found in the Guides section of the forum.

  • @n2njauwu said:

    https://forum.deadbydaylight.com/en/discussion/comment/683458#Comment_683458

    yes in lower ranks . but vs good survivors not even toxic ones he is weak as hell ,,,, he is the only killer that survivor can fully counter and quite easily . im not toxic or anything but if you devs claim he is to be fine , i would love some of your streams as ghostface in red ranks , to prove me i am bad or blind that i dont see some light in him

    Of course. If you ever stop by, just ask and I'm play a couple rounds with him. I can't guarantee I'll do amazing every round (I really shouldn't, I don't play him enough to be amazing at him), but I've had some pretty good success in red ranks.

  • More general and not at all practical, but:

    Get chased, point at a locker, wait for the killer to check the locker, thinking someone's inside. Then Quick & Quiet into the locker when you turn around.

    Alternatively, quietly enter a locker, fast vault out, then sneak in after they check it. Only works if they're a decent distance away and can't hear the locker sound itself. Nobody checks the same locker twice.

  • I probably wouldn't buff him at all, personally. I've never felt like he's weak. Maybe a slightly shorter cooldown if you really want to split hairs, but I find him to be just fine as is.

  • @NullSp3c said:

    I good at all 4.6 m/s killers with the only exception being spirit, strangely.

    Fortunately, Spirit only moves at 4.4m/s.

    EDIT: Oh wait, I'm dumb. Unless you mean you're also good at Spirit.

  • It would encourage people to play in private games with their friends to farm bloodpoints, which would get stale quickly and take people away from actually playing the game (likely having an impact on queue times as well). Sooner or later- probably sooner- that gets boring and then people just want to stop playing in general.

    It's not really any single reason, but a whole bunch of little ones.

  • Random, sure. But I can't think of a common thread between Trapper, Huntress, Wraith, etc.

  • @Acromio said:

    Bamboozle should be a baseline effect, and the actual perk should just increase its duration.

    I wouldn't want that, personally. There's some neat mindgames you can do normally, like vaulting shack window and vaulting back, that aren't possible with bamboozle. Once they hear the blocker, they'd move on. Fair game if that's how you want to play, but having windows available spices up chases and makes them more interesting.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/683014#Comment_683014

    The amount of Pressure you get from a hook is exponentially larger than the amount of Pressure you get from injuring a healthy Survivor.

    If your options are between chasing an injured survivor and a healthy survivor you should almost always go for the injured one.

    Obviously there are exceptions but in the general case downing>injuring.

    Absolutely, but that only applies once they're on the hook. If you're competing against Borrowed Time and Decisive Strike, that's quite a bit of time for the other three to do generators (at least 60 second with just DS, more if they don't go full potato). While you're chasing them, everyone else is going to go back to generators. If there's three people alive, by the time you hook that guy again, three generators can go off.

    Having one dead is definitely going to slow the game down, I won't argue that, but only if there's still a game left to slow down.

  • It likely wouldn't be worth using, unless you're an EW3 Myers and trying to make up for the leg day you skipped. In order to gain distance on a survivor by vaulting after them, you would need to vault significantly faster. A fast vault with land them a short distance away from the window and also maintain their momentum. The killer, on the other hand, comes to a complete stop right next to the window.

  • It's definitely not an exploit. It's doing exactly what it's meant to do: Stun the killer (or waste their time) for chasing you immediately after getting unhooked. You have the power to completely counter it by chasing the other guy. If you factor in Borrowed Time, chasing the same guy off the hook is a huge risk.

  • @kate_best_girl said:

    Locker saves? Do you know how rare those are? You have to get down next to a locker or hope the killer just happens to walk past a locker your team mate is in. Its very counterable.

    https://forum.deadbydaylight.com/en/discussion/comment/682661#Comment_682661

    If you know what you're doing, not too rare. I've pulled off quite a few.

    I use Head On pretty regularly and I can honestly say that I don't think it should be a separate cooldown. It's basically like an extra pallet (one that the killer doesn't have to break). With Inner Strength, it's going to be an extra safety net in case the killer catches on before you can heal.

    Granted, I never really use other exhaustion perks in the first place. I can see how you might not want to use Head On if you've come to rely on Dead Hard or something, but being able to stack the two would be silly. I'd rather Head On stay as a fun mess around perk than become annoying. If I get stunned by Head On right now, I can't even be mad. That guy chose to use Head On instead of Dead Hard, and by golly he got me. At least that means he's exhausted now.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/682346#Comment_682346

    In a game where generators can be completed within 5 minutes, simply leaving a vulnerable target alone and just opting not to pressure the survivors for free is often a losing option.

    Sure you have the choice NOT to tunnel in that situation, but you're more than likely going to lose just from that alone.

    It's a double edged sword. By chasing the same guy off the hook, there's three others who are fully healed with literally nothing else to do but generators. You might get that guy, but the other generators are absolutely going to go off in under five minutes if you're only chasing one guy all game. At the very least if someone's injured early in the match, they'd want to heal, giving you a little more time.

  • @Peasant said:

    https://forum.deadbydaylight.com/en/discussion/86971/is-it-bad-that-i-am-more-hyped-about-the-winners-to-the-contest-than-the-st-dlc

    Well since the contest has a reward of Steam funds that you could use to buy the Stranger Things DLC, at the end of it all. . .

    . . . isn't it all connected?

    I think you're confusing the two. We're running a beginner's guide contest, and the prizes are Auric Cells (which you can also use to buy the new characters, if you want). NMCKE is running a wholesome moment contest for Steam wallet codes.

    There are some really great guides out there, though. I'm really blown away by some of these.

  • @BBQnDemogorgon said:

    I feel like at one point in the last few months they said streams would happen more often.

    That definitely didn't go according to plan. Seems like the devs only stream when something is about to happen.

    Have @Peanits or another CM come on once a week and chat/play a match or something.

    Communication on the forums is good but having weekly dev streams even on slow weeks was cool. Every Thursday at 2pm they'd show up and say something. 🤷‍♀️

    We'd still like to do more. The issue is that usually, there isn't as much to talk about. We tend to announce stuff in news posts these days, so the only time we have reason to stream is for A: Q&As, and B: New content reveals.

    When we used to do them weekly, we would end up answering the same questions and talking about the same stuff, so a lot of people just wouldn't bother watching. Then when it came time to actually announce something, loads of people would miss it because they didn't expect anything new to be announced.

    Something I'd maybe like to try (don't hold me to this, just spitballing) is having dev streams- like the ones we have now- and then more casual community focused streams (i.e. no news or anything, maybe some gameplay, you just watch if you want to hang out and talk to us). Again, this isn't planned at the moment, but if that's something you guys would be interested in, we could try to see what we can do.

  • That could be interesting. Though at the same time, once they know you have Iron Maiden, they wouldn't be as likely to go back into a locker.

  • It would be neat, but I'm not sure it would really make sense. Ideally lockers should be a hiding place, but if that hiding place means you have no idea if the killer is close by, you would probably be better off just crouching behind a tree or something. You would basically be sitting there wondering, "Are they still here?" with a chance to get out of the locker right as the killer rounds the corner, or a chance of sitting in a locker for way too long when the killer is nowhere near you.

  • An ultra rare would look like this:

    UltraRareMindbreaker.png

    Although we don't use ultra rare for the fancy red ones, we use a much more red colour.

  • We do check those reports, yes. There is a team of ACMs who are dedicated to reviewing them. If you ever happen to have a video that you'd like to attach as well, you can send it in here: https://support.deadbydaylight.com/hc/en-us/requests/new?ticket_form_id=191426

    (So you don't have to wait for the video to upload just to drop a link in the report.)

  • @KillermainBTWm8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/681418#Comment_681418

    Glad you agree. You just have to ask the mods for one I think. Usually I think you have to ask them 3 times for one. The second time you ask them they give you a greyish one for some reason. But the goal is for the legendary red ones!

    Crow of Judgement.jpg


  • @Iceman said:

    https://forum.deadbydaylight.com/en/discussion/comment/681539#Comment_681539

    @Weck

    I mention to block names, until end of the game. Basically you will just be seeing the character models. Nothing beyond that.

    I assume this would be possible since dedicated servers is comings

    Technically speaking, it's already possible. You can have a spectator in custom games. The limiting factor is setting up a way to actually join someone's game as a spectator, which would be a little more complicated than it seems.

    • You'd need to add spectator slots for public matches.
    • You'd need to have a way to queue for a match as a spectator.
    • You'd need to have a privacy setting for everyone in the match. (Not everyone wants their match to be watched.)
    • The number of slots would have to be limited, since sending that data to a ton of people who put a lot of strain on the server and impact gameplay.

    I'm not sure how possible it would be. That would be quite a bit of work, so there'd have to be a lot of people who want to use it. You'd also need to have all five people in a match be okay with people watching them, so the amount of matches that you could actually spectate would be very limited.

  • @shmoul said:

    @Peanits Why does the game check it when the killer's weapon is still up in the air far away from the survivor? Shouldn't it only do those checks once the killer's weapon is extended forwards?

    A nice way to try this and realize it's a problem is trying to lunge past someone working on a generator. Try it. The game will force turn your camera on the survivor even before you should have hit him, as the game registers a hit way too early when there would still be time to miss. I feel that this is the "hitbox" issue that many players also talk about.

    Basically when you attack, the game creates a cone in front of you. If there's a survivor in this cone, the game will register a hit. While you're lunging, that cone stays active and in front of you until you finish swinging your weapon. So as you lunge past a survivor, if they're within that cone, the game will register you as having hit them and stop your lunge.

    If they are not within that cone, though, you missed and the game will not adjust you.

    If you're talking about something specific and happen to have a clip of it, I would be happy to take a look. Though it should behave as expected when you lunge past someone on a generator (and typically does, from my experience).

  • @ShyN3ko said:

    https://forum.deadbydaylight.com/en/discussion/comment/681334#Comment_681334

    The game move the killer weapon hitbox = auto aim

    The game move the only the model and camera = not auto aim

    You said , that you guys will fix this "auto wall attacking",

    but its still auto aim.

     If there is, it pulls you towards them and moves your camera towards them to dress up the hit and make it look like it connects.

    This should only move the model and the camera, but not the killer weapon hitbox.

    The current version is auto aim.

    The bugs prove it.

    Yes it doesnt help the player but it still move the hitbox.

    We could call it hit scan+moved hitbox , too.

    But we are humans and we are lazy.

    So its auto aim.

    I'm not sure how I can clarify it any further, but auto aim would be if the game helped you get hits when you should have missed. This does not do that. If you missed, you miss. The game checks to see if you hit someone and then makes it look pretty. The issue is that the "look pretty" part is sometimes causing you to hit a wall instead, and that part is not intended.

  • It's not quite auto aim. Basically what happens is you swing, the game checks, "Is there someone in range?" If there is, it pulls you towards them and moves your camera towards them to dress up the hit and make it look like it connects. If there isn't, it does nothing. If you missed, you missed, it won't turn you around to make you hit someone. Short version is that it's just theatrics after the fact, not actually helping you aim.

    We're looking into issues where that happens but a hit does not connect (e.g. the game pulls you into a wall, causing you to miss your attack). If you have any examples where it's clearly visible, please let us know and we'll take a look.

  • It's something that we've started doing a couple months back. Right now, it's basically just a way for us to recognize people who have been around for a while and either helped people or posted a lot of constructive feedback (good or bad). We'll usually offer them to a couple more people each month.

  • Nobody has mentioned slower teleporting. I really would not recommend getting worked up about rumours. Just take a look at how the rumoured blood hunt turned out.

  • Trapper.

    There were no other killers available in the alpha.

  • You're comparing apples and oranges there. NOED can be completely prevented by the survivors if they are thorough and cleanse all the totems. If you rush through the generators as fast as possible, you're risking getting hit by NOED.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/678456#Comment_678456

    By that logic, at a certain point in a game depending on the situation, killers just lose even if they win the chase? I understand the game is asymmetrical, but we're talking about winning a chase (or an unsafe rescue) vs entering a locker with 0 downside. Why is it a killer problem if someone got unhooked nearby without Borrowed Time, or their teammates aren't unhooking them safely? This is potentially another situation where the synergy isn't a problem in a vacuum, but becomes a problem when every survivor runs the combination. We went through this with the original iteration of DS, original MoM, etc.

    If there's an unsafe rescue, hit the rescuer as they're unhooking, then hit them again after the unhook. You'll still have someone on the hook and you won't need to worry about DS.

  • I could make a very strong case for Freddy. He went from being one of the weakest killers to one of the strongest recently, with a completely different power and all. He was first released back in 2017.

    Not all killers are going to get a rework, that much we can say for sure. A rework would mean giving them a completely new power. If you look at a killer like the Trapper, for example, we wouldn't completely scrap his power and give him a new one. There's a lot of people out there who like the Trapper as is, possibly only wanting small QOL changes. To change him completely would be unnecessary, take a ton of time, and disappoint everyone who's come to like him as is.

    With that said though, we are currently reviewing the Nurse's add-ons. We've always revisited older killers and will continue to do so. Unfortunately there's only so much we can do at once. There's a lot on our wishlist, it's just a matter of what we do first.

  • You can definitely swing over them. It hasn't changed, it's been like that since the map was released.

  • @VESSEL said:

    https://forum.deadbydaylight.com/en/discussion/comment/679690#Comment_679690

    I see what you mean, but I was thinking about the player base as a whole. You have a huge potential in the amount of people who sink so many hours into this game, but to pass a huge chunk of them off as not worth for feedback because they only play one thing. Of course I'm not saying to only listen to a Trapper main on how to balance the game, but I think there might be something in what they give you that will at least give you a rough baseline. I can guarantee that every people who plays this game is biased to a degree, so why not take in all the biased statements and compare them to each other, which can influence the changes. When it comes to players who play every killer and survivor, I think their opinion if anything is worth less because they're spreading their area of knowledge so wide yet so thin in a game where there feels like there's hundreds of different factors.

    tl:dr - Imo looking for unbiased players is impossible, instead find all the biased players and cross-reference every last bit of their feedback to find a middle ground, then move on from there.

    I hope I didn't sound condescending or was repeating already heard rhetoric at all. Just tried to give something valuable is all.

    I should clarify, we don't just immediately write off anyone who's biased. We can always separate bias from feedback, and it's still useful to know how different types of people are going to react to something. It's way more productive if you have people with a wider experience who can have a constructive discussion on why they do or don't like something, being able to see things from both perspectives.

  • @VESSEL said:

    https://forum.deadbydaylight.com/en/discussion/comment/679673#Comment_679673

    How does one know someone is biased or unbiased by not attempting to communicate more? Your stats might be unbiased, but they can also be deceptive

    Not entirely sure what you mean there, but there are people out there who as passionate as they might be aren't able to see how a change would feel for the other side, or those who are able to say that they don't like something without being able to say why they don't like something (e.g. I hate this perk vs. I hate this perk because it encourages tunneling). Playtime alone doesn't automatically mean that someone gives good constructive feedback. It's also important to take feedback from a wide variety of players, not only those who have played the game for thousands of hours.

  • We've got much more detailed statistics on our end and already take feedback from experienced players. It's also worth noting that playtime alone does not mean that they'll give good feedback. I won't judge the people listed there without knowing them, but not everyone is able to give unbiased feedback or explain why they don't like something.

  • @Mr_K said:

    We've seen stranger things before.

    Roll credits.

  • This made me laugh more than it should have.

  • @Micheal_Myers said:

    Not again ...

    D.S. is fine rn.

    D.S. is not OP it's because you tunneled them.

    D.S. disables within a minute.

    If it doesn't activate in lockers then why even have the perk?

    So you are telling me if i did the last gen and I get hooked and a survivor saves me and you tunnel me I shouldn't escape off your shoulders? Especially if you have N.O.E.D?

    AND it disabling when another survivor gets hooked RENDERS THE PERK USELESS. @Peanits even looked at most of these suggestions and stated it would make the perk too OP or too Useless.

    Sorry these changes are unlikely. Especially since it's in a good place.

    I wouldn't say that they're OP or useless, I would at most say that they're unnecessary. Having it disable when another survivor is hooked is great on paper, but that just means that if I have two slugged, I can hook them both back to back and then return to tunnel the first guy freely. Having it disable in lockers also seems unnecessary to me. If the goal is to punish the killer for tunneling, being "safe" in a locker doesn't seem unfair.

    I would, however, say that this would be way too many conditions for one perk. Imagine having to put all of this into the perk description. It would be a novel.

  • It's definitely not meant to be fair. At that point, the survivors have failed to finish the generators and failed to find the hatch first. The EGC is meant to end the game at that point, not give you a 50/50 chance of escaping. If anything, it would be unfair to the killer to give the survivor an even chance at escaping after they've beaten the survivor multiple times by that point.

  • @DarkGGhost said:

    https://forum.deadbydaylight.com/en/discussion/comment/678555#Comment_678555

    For your build we can say you are close to rank 9 max rank 8, we know that because you use Nurse's Callingwitch mean survivors heal against you and because you can change your fourth perk freely. BBQ is there for points and information nothing new and Iron Maidenis there to cover the weakness ( one of them ) of BBQ and reload faster ( the one-shot is useless because of the time limit and that your axe do not apply exposed status. The point of this is at those rank survivors will have 0-2 max DS because they want to have fun and they try fun builds. When you go to reds ranks you face ( 90 %) the meta perks and the survivors that know the loops. That's why when killers complain are for the reds ranks. Here a secret no one has problem with DS, BT, DH... and all the second chance perks the problem comes when you can have up to 4 of them in one game and you can make them work all of them together with low to no effort.

    Quite a bold claim, but no, I'm currently in red ranks. You do not need to run meta perks in red ranks, contrary to popular belief. I stream here whenever I play if you'd like to see for yourself: https://www.twitch.tv/peanits_bhvr

    The no heal meta is also blown a bit out of proportion. Typically people won't heal when there's one or two generators left. Before that, you're better off healing since that extra health state would allow you to stall much longer while your team does gens. Once you're down to one or two, then it becomes more beneficial to finish the generators and get adrenaline.

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/678574#Comment_678574

    But dont you guys balance the game around those statistics? Because evidently the game is balanced around the average player, not the best players, or the worst players. So if you guys use those statistics, why cant we see them too? Some of the better players in your community could help you interpret those statistics.

    We do not balance around statistics alone. Statistics might show us where a problem could be, but we do research and take feedback before doing changes. We can interpret stats on our own, though, we even have data analysts these days to help us out.

  • We've actually done a lot of these before: https://forum.deadbydaylight.com/en/discussion/61114/

    We tend not to do statistics very often. Even with undeniable statistics, you can only assume so much. There could be any number of variables in each match that affect the outcome, so best case scenario. If you try to account for those variables (e.g. excluding disconnects), you're going to end up skewing the stats.

  • @DarkGGhost said:

    https://forum.deadbydaylight.com/en/discussion/comment/678541#Comment_678541

     So chase a survivor with both heal bars up in hope you can down them with 2 M1 in less than 30-45 sec, wild you let the other survivor escape ( in this meta we are in "no heal gen rush ") and keep the DS in order to use it one you the next time he/she will be unhooked. Nice plan i sure this will not backfire at all and by the way what are the perks that you using normally? 

    Lately, I've been running Iron Maiden, BBQ, and Nurse's Calling on Huntress. Fourth perk I swap out every now and then. Not sure what this has to do with anything, though.

  • @DarkGGhost said:

    https://forum.deadbydaylight.com/en/discussion/comment/678456#Comment_678456

    Ok then tell me what you will do in that case and how you will secure a kill ( not a hook ) and with what perks?

    I would go for the other guy to make killing them all easier later on. If you really want to kill that guy specifically and want to lose all your pressure in the process, wait 60 seconds and grab them from the locker.

  • @DarkGGhost said:

    https://forum.deadbydaylight.com/en/discussion/comment/678354#Comment_678354

    So your idea is to wait 8 sec then eat a 5 sec stun DS (total of 13 sec) and then you may chase the survivor. Let me tell you why your idea is stupid. First, it's a combo you can counter with any strategy and keep the survivor safe for at least 30 (+). Second same time you need to down the survivor on the hook, like when you need a kill to keep the game going ( you do that with slugging) . Lastly, it's unfair and unfun for one survivor to have a combo that protects them for 75 % of gen and can heal him at the same time. 

    You are definitely right, it would be a pretty bad idea to do that. That's why ideally you should never put yourself in that situation to begin with by not chasing someone off the hook. But if you choose to, you are going to get hit by the perks made to counter that. You're touching the stove and expecting it not to be hot at that point.

  • I can't see it being much of an issue. The simple counter would just be to not tunnel them off the hook. Assuming you don't, they probably would have healed eventually anyway.

    But assuming they do hop into a locker and heal with Inner Strength as well, you can counter that as well. Wait 8 seconds for them to heal, grab them from the locker or hit them as they jump out. They just wasted their heal. You'll get hit by DS, but you should since you chose to chase them off the hook.

    The only counter they would have to that is using Head On to stun you, but at that point they're bringing three of their four perks just to counter you tunneling them off the hook, so I would say that's fair game. They have a build designed specifically to stop you from doing that and it's working well.

  • I can't see it being too effective for that. You can already patrol three very close generators without portals anyway. The portals would only really come into play if one of the remaining generators is far away from the others, but at that point, the cooldown prevents you from going back and forth too quickly. You can teleport one way, but you'll have to walk back the other way.

    As far as three gens goes, Doctor or Hag would be much more effective at it.

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