Peanits
Peanits
About
- Username
- Peanits
- Joined
- Visits
- 6,101
- Last Active
Comments
-
We have never announced an exact release date for the next chapter. The only thing we've mentioned so far is September. Once we have a date, we'll let you know.
-
We have made some changes behind the scenes. If you are noticing any matches that are out of the ordinary, please be sure to let us know and we'll take a look.
-
@Rademenes16 said:
https://forum.deadbydaylight.com/en/discussion/comment/674256#Comment_674256
you're wrong.
If game or more like maps were created randomly there would be a total mess. Its not a seed generator like in minecraft. In this game, devs have choosen the spots.
Every chest, mountain and hook spawn randomly but in spot that was made before by devs themselves.
Technically speaking, you're half right here. There are seeds, but the spots are also chosen manually. The generator won't pick a completely random spot, but it will pick from the possible pre-selected spawn points.
-
That would be the last perk I'd suggest for a stealth build. You'll also be revealing your location to the killer, so they'll always know roughly where you are. You might be able to hide your aura and re-position by the time they get there, but there's still going to be a good chance that they'll find you anyway.
If you want a similar effect, I'd suggest bringing a key. There are add-ons that allow you to track the killer's aura.
-
I used to, but I've gotta' save up for that sweet elephant clown outfit.
-
I don't really mind it. Knowing what they're doing at all times really helps keep the pressure up. I always know which generator they're working on, when they're going for the save, etc. Even as Trapper, it ain't that bad. All I have to do is place a trap 99% of the way and cancel it to ruin their day. They'll start looking for a trap that doesn't exist and waste a ton of time.
-
Need is a strong word. I definitely wouldn't be against a common add-on that adds one, but the sooner you can learn to play without one the better. I can let the team know, but I can't guarantee it would be any time soon (if ever). We're a little bit booked up with the Nurse add-on changes at the moment.
-
The time varies based on how many tickets they receive. They will get back to you as soon as possible.
-
Those sound like really good survivors if they manage to completely prevent you from using shred. If we're just talking about the portals, them closing the portals gives you tracking and takes them off of generators. Even in the absolute worst case scenario, you're still getting something out of it.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/672941#Comment_672941
My only problem here is there is no locker counterplay to avoid the chainsaw. He can charge it, you hop into a locker, he cancels his chainsaw and still can grab you out of it despite the fact you jumped out. There should be some penalty for cancellation as well.
Lockers aren't really meant to dodge hits, though. If you can do it, bravo, you pulled it off. But they're definitely not meant to be a consistent "hop in a locker whenever they use their power and get away risk free".
-
He's got a pretty lengthy stun. Assuming you're not way out in the open, that should be plenty of time for you to get to a pallet or a window before he can hit you. If you are in the open, you messed up big time. That's the last place you want to be against a hillbilly.
-
I do not retract my previous statement.
-
At least five. If people are around and still want to play, that can obviously change.
-
If a David doesn't have Dead Hard, I'm actually very disappointed in them. I also expect to find a Claudette Self Caring in the corner before trying to hide by using Urban Evasion.
-
Not all perks are meant to be meta. We could very easily do the same old every time and slap bigger numbers on them if we wanted to make new meta perks, but that wouldn't be fun. If a perk like Inner Strength creates a unique and niche build, that's perfect. If you just want to run the best of the best every match with no variety, hey, whatever floats your boat, I won't stop you, but there's a lot of people out there who like to mix things up.
-
@RagingCalm said:
2 things
1 - Already nerfed the lunge. It takes longer to charge now(I may be going crazy though, please correct me if so)
2 - Usually they release Killers weak/subpar on PTB, then nerf on chapter release, then buff to midtier with midchapter update.
Nothing has changed yet. There hasn't even been an update since the Demogorgon hit the PTB.
-
A full heal with We'll Make It is the same as a full heal normally. The amount of charges it takes to heal is the same regardless, it's just how fast you add those charges that changes.
It would work, but it's up to you whether it's worth two perk slots or not.
-
They need entertainment on the ISS too.
-
@Sauceman_Tim said:
https://forum.deadbydaylight.com/en/discussion/comment/670642#Comment_670642
You typically don't want to be in a chase as Ghostface though.he is really nothing special without his power. And without the proper add-ons it takes a lot longer to regain that power. I know you're trying to be optimistic, however in my opinion I believe killer instinct is borderline useless especially to compensate for your power being stripped from half way across the map
He is still a full speed (4.6m/s) killer. You definitely do not need a power just to get a hit when you're moving full speed.
Obviously it's impossible to compare the two, but the amount of time you'll spend chasing could be nothing compared to the time you'd spend looking for an immersed group of survivors. Getting into a chase right away could be way more beneficial in the long run.
-
@Micheal_Myers said:
Also @Peanits Will Premonition and Spine Chill be Rendered Useless? Since the description of em' says that it Triumphs Killer Stealth...? But undetectable counters this? Just doesn't make sense...
Undetectable only blocks aura reading, hides your stain, and removes your terror radius, so any perk that does not show auras would be unaffected.
-
Assuming that's the only thing that changes, I can see that being insanely frustrating for the killer. A full squad could run around and sabotage every hook within a minute or so, and then any time the killer hooks someone, they're guaranteed to wiggle free (unless they manage to go down at the basement, somehow).
-
Artifact quality items are basically what you'd expect, super rare stuff. Things like the dev shirt and old streamer exclusives. If you had a streamer exclusive before it was added to the charity case, for example, you would get a special artifact quality one. They look the exact same in-game.
-
@TWiXT said:
Top floor needs a hook, currently its the safest place to go down as all other hooks are difficult to get to from up there.
There's typically a hook on one of the staircases leading up, but you should also be able to drop through the hole in the closet to get right down to the ground floor almost instantly.
-
There is no date yet. We'll do a proper announcement before it happens, as always. Don't worry.
-
18% faster generator repair speed would be massive.
For what it's worth, though, there are people out there who are actually using it right now. I wouldn't say it's the most popular perk around, but there's a niche group of people who love it.
-
If you're being revealed and there are no white scratches showing you where, they're very close by. You'll still get killer instinct regardless, though.
I always look at the silver lining. You just found a guy that you wouldn't have seen otherwise. That's a quick way to start a chase, and since they're so close, you might even be able to get an easy hit on them.
-
There is no release date for the actual chapter launch just yet. It will be sometime after the PTB ends during September, though.
-
We answered this before, but the simple version is: Depending on the map and situation, the radius could have been too large. Rather than putting it out and risking it being too powerful, making it hard to get feedback on the killer (is the killer overpowered, or is it just the perk?), we toned it back to a safer amount before the PTB. Worst case scenario, it they're too weak, we can always increase them before the actual release.
Short version, something being overpowered can ruin everything, something being a little weak is an easy fix.
-
We have not confirmed the dates of a blood hunt yet. As always, we'll be sure to announce it properly before it happens.
-
We've never mentioned any dates for a blood hunt just yet. I wouldn't recommend getting your hopes up until we announce something officially.
-
It will not affect the live version of the game. Anything that happens on the PTB stays on the PTB.
-
I'm getting major deja vu right now. I feel like I saw this exact thread about three months ago.
@DarkGGhost said:
What the downside when a survivor is an obsession without the killer use any of their perk (DS, MOM, OoO...). If they lose nothing then get rip of this and just tell the killer this person have this x perk as you do with every hex perk in the game.
The reason i post this and i want the answer from the devs is because soon will we have two perks that change the obsession ( DS and Furtive Chase). Right now the survivors don't lose anything to be the obsession but instead, they gain more. The furtive chase can't work with any other obsession perk because either you have to hit the non-obsession survivors or you have to let the obsession leave ( remember me lose all the stack one you change obsession so it's useless).
Ps, I will post this again at let we get an answer from the devs.
The answer is still exactly the same, it completely depends on the perks the killer is running.
-
@dont_ask_me_again said:
https://forum.deadbydaylight.com/en/discussion/comment/668519#Comment_668519
Just wondering - BVHR aren’t gonna try to completely kill insidious adding it to the perk? “Perk icon appears”... ahh killer has insidious... not really sure why the devs are adding notifications really minimum would be better for gameplay experience aswell as keeping performance good.
It's up for discussion, but you might be confusing the two effects. Oblivious just hides the terror radius and is applied to survivors. Undetectable hides your terror radius, stain, and aura and is applied to the killer. Insidious doesn't give the survivors a status effect right now, so it would more than likely use undetectable if anything (which the survivors wouldn't see).
-
@TheGorgon said:
Because Australia and other regions/countries have gone to complete ######### because the system isn't quite ready yet. It will be, but they are solving important issues. Stay tuned.
Australia should be covered, but there are issues that we want to address, and we'd rather make sure that people can test the Stranger Things content without dealing with those issues.
-
@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/668519#Comment_668519
What about Wraith? Couldn't Undetectable be easily slipped into his power? His terror radius is hidden while cloaked (unless using that one common add-on). Being able to see his aura while cloaked can really hurt him.
It seems really simple on paper, but there's a lot more going on behind the scenes. I can't really go into all the details of how it works, but hastily slapping it on would cause other issues.
e.g. The terror radius doesn't instantly vanish when you cloak, it fades to give people nearby the illusion that you may have just walked away. Undetectable would instantly remove your terror radius. You'd also need to revisit add-ons like "The Ghost" - Soot to make sure they work with the status effect.
Short version is: It seems simple, but it's not.
-
As mentioned when these status effects were first announced, we'll be adding them to existing killers over time. In the case of Freddy, it's very easy to slip that into his power; his terror radius is already hidden for people who are asleep. For a killer like the Pig or Ghost Face, that would take a lot more work (we would need to completely redo their power).
-
@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/666654#Comment_666654
Just make it so the effects don't stack? Problem solved.
They don't stack. The guy on the hook needs to be using the perk and it can only activate once.
-
Intentional. It's a surprise for someone.
-
It wouldn't be something we're looking to do at the moment. He's already performing pretty well and this could be a sizeable buff on top of that.
-
@Nameless said:
So correct me if I’m wrong. If my friends and I all run this we have 136 free extra seconds to pop generators and all we need to do is get close for 1 sec to a 2nd stage hooked survivor? Or does it only activate for so long when you keep standing in this radius? If it’s the former then these killers are going to get bullied big time. That’s 3 free gens right there just for getting somewhat close.
It can only activate once, and only for the person using the perk. Unless the killer is camping, you would be better off unhooking them anyway.
-
@Horus said:
https://forum.deadbydaylight.com/en/discussion/comment/666430#Comment_666430
Well its the worse case scenario buff it
It's only been four hours since the update went live, and the perk isn't even available in public matches yet. We're going to wait a bit before pulling the trigger.
-
@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/666668#Comment_666668
Lol I look at all the changes made..you are the one not looking at everything..so you can keep your little attitude to yourself tyvm^^
There were no changes made, those are entirely new perks. You can't call something a nerf before it even exists.
We mentioned that what we showed was subject to change because that stream was recorded weeks in advance, meaning that we had not done a balance pass just yet.
-
@Kilmeran said:
@Speshul_Kitten I just tagged Peanits in another thread about the same issue. It's getting ridiculous that Behavior's forum folks can comment in many other threads, but keep remaining absent from all the threads about the matchmaker, which is a major issue with the game right now.
We have answered in multiple threads about this already. There's even one on the front page with an answer right now: https://forum.deadbydaylight.com/en/discussion/84850/
We are looking into it. I don't have any more details to share at the moment. We'll keep you posted.
-
I can't see it ever really affecting me as a killer. This would only make a difference in situations where someone's in the struggle phase but can't save them. If they can save them, that will always be preferable anyway. In other words, I'd have to be camping the hook for it to do anything.
Not to mention that I get a 4 second warning whenever someone goes to save them, since the timer pauses.
-
The PTB uses a copy of your save file taken from a little while ago. You'll need to level up again to get your perks.
-
Nothing was changed, it's not intentional, and we are currently looking into it. Don't worry, we didn't just decide to stop using rank out of the blue one day.
-
@Snapshot said:
https://forum.deadbydaylight.com/en/discussion/comment/666432#Comment_666432
Like the Pig nerf? There was no reason.
The EGC change was for a very good reason. I don't think I even need to explain that one, but having the old RBTs with an end game build (toss Blood Warden in there just for good measure) was incredibly overpowered and took no skill to pull off.
The basic attack change is part of an ongoing process to standardize what a basic attack is. The ambush was one of the outliers as it was definitely not a basic attack. It required you to crouch and then charge it first to do something no other killer could do. By all means, there was nothing basic about it.
The reason is to make it more clear which attacks are and aren't basic attacks. It's not very clear what counts when something like an ambush counts while a hatchet doesn't. Both were powers, but only one was actually considered a basic attack before. We'll be reviewing other powers and making sure they're consistent going forward.
-
We did mention that they were subject to change. That stream was recorded weeks in advance while the perks were still being balanced.
Basically we'd erred on the side of caution. On a small map like Coal Tower or in a three gen scenario, it could be overwhelming. If it's too good, that's going to make it hard to actually review feedback on the new killer (is it because the killer's too good, or just because of the perk?). If it's not good enough, worst case scenario we buff it before the update goes live. This is what the PTB is for, after all.
This is why we typically don't reveal numbers until they are final.
-
They are indeed enabled. There's no indicator as to who the host is (whether you're on a server or connected directly).
-
It works well with the new perk that blocks vault locations around a completed generator. The idea being that the survivor that finishes the generator might not realize that the killer's running the perk until it's too late.
It wouldn't necessarily be a nerf to solo players over SWF unless you regularly play with one of your friends as a spotter, watching windows and reporting in just in case they get blocked while you intentionally look away from them and try not to see any blockers.