Peanits
Peanits
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@Frosty said:
https://forum.deadbydaylight.com/en/discussion/comment/654123#Comment_654123
Im not sure if people will dub this as cheating but i dont care. If you place a piece of stickey tack or something of the sorts in the centre of the screen, its a game changer. Before that i could only land post vault/pallets throws. And i think this is fair seeing as im still robbed of hits due to large hit box of cover vs the small hit box of survs.
It's not considered cheating, but it's also totally unnecessary. You get used to where to aim without a crosshair pretty quickly.
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Huntress lately, because there's always something I could be doing better. Whether that's hitting more hatchets or knowing when to not use a hatchet.
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@DBDbuildsYT said:
I think there should also be a "coaching mode" where experienced killers agree to play against new survivors following a code of conduct decided by bhvr.
I mainly play killer and try to help everyone having a good time and earn lots of BP.
Imagine a game mode where you are a newbie learning the maps and loops and the killer agrees to rules like:
No camping
No tunnelling
No slugging
Always try to double hook people so everyone can make saves
When you see you are winning too hard move away and let them recover a bit
And so on
I mainly play like this anyway and I would be down to help with some training wheels before survivors are released in the real world.
I'm sure other killers would agree too.
Obviously this game mode would be limited to let's say 30 exp levels of a new account or so.
@Peanits would this be doable?
It wouldn't be enforceable. I could say, "Yeah, I'll play nice." and then camp and tunnel people game after game. You would need someone to monitor each game and make sure that nobody's breaking the rules, which just isn't realistic. Beyond that, I do feel like it would be a little degrading for the new players. They would know that the only reason why they're winning is because the killer's going easy on them.
RE: A casual mode.
It's a lot more complicated than it seems. Most games have a hidden rank behind the scenes in their quickplay/casual modes (e.g. Overwatch). This is so even if you don't want to take the game super seriously, you at least have a close match. To put it bluntly, sticking anyone against anyone wouldn't work. If I'm a new player and I click casual instead of competitive (as you would likely do) only to get matched up against a really good killer or really good survivors, that's a fast way to turn people off of the game for good.
And as a result, that's more than likely what would happen. Good players who want to bully new players for easy wins would play that mode, new players would pick it thinking that's the place for them, then leave the game with a bad taste in their mouth.
You would need some sort of ranking system- even if it is behind the scenes- to make sure that the matches are at least somewhat fair. But at that point it's no different than what the game is now.
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@FishFry247 said:
https://forum.deadbydaylight.com/en/discussion/comment/653688#Comment_653688
Ok, is it safe to say the PTB isn't going to be following the previous PTB's release dates?
I would never suggest trying to look for trends between trailers, PTBs, and releases. All of that is planned on a case by case basis and subject to change. Just because it lines up one time doesn't mean it'll line up next time.
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You should not be able to. We just tested this internally and were unable to use a key while in the dying state. If you are able to do so, please grab a clip and let us know, we'll definitely take a look into it.
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There is no date yet. Not in a "We know but we can't say" sense, there just isn't a date set yet. We have a few things we need to iron out first. We'll let you know as soon as we have an answer.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/652942#Comment_652942
IKR, I just got a green rank killer and I’m rank 5 (was 6 in that match) with a rank 4 survivor and some other purple ranks, and I’m solo. @Peanits do you want me to continue taking screenshots or is there no need currently?
We should be okay for now. We've gathered a bunch of cases for the team to investigate. If we need more, we'll let you know.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/651886#Comment_651886
Question, if you are allowed to answer, does the portal give a visual effect when the Demogorgon is traveling through them? :)
That much I can't say.
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That's not tunneling. Tunneling is specifically right off the hook. People don't like it because it's just not fun to have the killer go at you until you die. You can do it, people just aren't going to like it.
Focusing on that one guy might take them out early, but you'd also be giving up all of your pressure while you do it. If you only chase them and nobody else, everyone's going to be fully healed with nothing to do but generators. If the survivor is decent in chases and you throw DS in the mix, they're going to have a lot of time to power through them while you're busy.
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@Warlock_2020 said:
@Peanits you mentioned the biggest problem. Tgough I agree with your statement, the problem is that the gates do spawn that close together. It should never happen. I can't tell you how many times I've stood on a hill or a combine with a trap on each door and a clear site of both. No survivor stands a chance at all when that happens.
If the developers are too lazy to fix that issue, then give the survivor a concede button. Seriously, it is boring to stand there knowing the survivor will stay hidden and wait out EGC timer. Maybe campers enjoy it, but most of us prefer to be engaged in gameplay.
There's only so much you can do. Maps are procedurally generated.
To give an example, say you spawn the gates on opposite walls. That's great, but if I can see both gates and the map is small enough, you'll have the same problem.
So then you might say, "Well add a LOS check between the two gates." Which is great and all, but that only checks between the two gates. That doesn't take into account every possible position on the map and whether or not you can stand at a specific point to see both gates.
I've even had a game recently where the gates spawned on opposite walls with plenty of LOS blockers in the way, but I could still use the lodge to see over them and watch both gates.
There are things we could try to do, but in the end, there's always going to be situations like that.
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@BBQnDemogorgon said:
@Peanits pls help us we going crazy here man
No news yet, continue going crazy.
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That's not really an option. If the EGC does not start, you have as much time as you want. That basically means waiting until the killer gives up, especially in instances where the killer can see both gates from a single point. This is the exact sort of thing the EGC was meant to fix.
If that happens, you, as the survivor:
- Have failed to power the exit gates.
- Have failed to find the hatch first.
- Have failed to open the gates before the collapse ends.
It's meant to be incredibly hard at that point, you already had multiple chances to escape and failed.
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@xnes_galax said:
Most Killers moves at 4.6 m/s , so 50% is 2.3 m/s. Not 3.15 m/s. Unless you were talking about something else.
I think this could be helpful in some situation, but still not really powerful.
Imo it's worth for some testing at least
4.0m/s is the reference speed. By comparison, a 4.6m/s killer moves at 115% of the reference speed.
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I don't think this would be very effective. You move at 1.15m/s after attacking. There's two ways we could look at this:
- Add 50% of that speed
Instead of 1.15m/s, you'd be moved at 1.725m/s (not much faster).
- Or add 50% of the origin movement speed (4)
Instead of 1.15m/s, you'd be moving 3.15m/s.
Let's just roll with the latter, since it's the higher of the two. You'll have to forgive me, I don't have the exact time for the successful attack cooldown, so I'm going to roll with an estimate of 3 seconds. When you hit the survivor, they're going to move at 6m/s for two seconds, then 4m/s for one second, for a total of 16m. In that time, you'll cover only 9.45m. They'll gain 6.55m.
Sounds pretty good so far, but there's two things you need to consider:
- If you pair this with STBFL, it'll be insanely overpowered. You'll lose almost no ground.
- If you hit them as they're vaulting through a window or dropping a pallet, you'll still have to wait for the cooldown before breaking the pallet or vaulting the window anyway.
It would likely be unreliable, but frustratingly powerful when you pull it off. You'd be bordering very close to the old Unrelenting + STBFL combo, and there's a very good reason why that was changed.
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You'll get oblivious when you're on a portal (and trying to close it, by extension). The Demogorgon gets undetectable while traveling between portals.
That's the gist of it for now. They'll be incorporated into other powers and perks down the line.
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I'll keep it frank, this sound highly exploitable.
If I go up against a Nurse, they'll be moving at 3.85m/s while I move at 4m/s. All I need to do to make sure they never catch me is get close, and stay just a little bit out of her range. If I see her start to blink, shine a flashlight in her eyes for a split second, she's blind. Since it's instant, I barely need to use my flashlight so I'd be able to stretch it out for most (if not all) of the game. Now she can't use her power and she is constantly moving slower than me.
Other killers wouldn't have it quite as bad, but it would still be pretty brutal. Huntress, for example, would have a hard time. Other than cross map hatchets, all a survivor would need to do is get to any wall (or high enough obstacle) and she would be forced to use regular attacks while chasing at 4.4m/s. The second you hear her pull a hatchet, turn around, flashlight, go back to looping.
Poor Wraith wouldn't be able to use his power either. He's already at risk of being burned out of his cloak, but with an instant blind as well, he would be really hurting.
I'm just not sure it could work like that. It would completely deny some killer's powers.
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I'd be very hesitant with removing the totem aspect. The totem part is what balances hex perks. You get a powerful effect, but you run the risk of having it destroyed (in theory, some could use some love to be more worthwhile).
In the case of Devour Hope, for example, I regularly get 6 hooks in a game. For the remainder of the match, everyone would be exposed. That is massive and the survivors have no way to prevent it. (Not to mention the moris. I'll just assume you hooked everyone twice, but you could in theory get a mori on someone that hasn't even been hooked before.)
The way you get tokens with ruin is also counter intuitive to what the perk is used for; slowing down the start of the match. You definitely don't need a perk that slows down generators when there's only one or two generators left. If you play your cards right, you can defend generators very easily without a perk. Having it activate in full force in a 3 gen scenario would be terrible to play against.
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The first one would be. The crow would disappear pretty quickly once they do chase you, so at that point, they would just be griefing.
The latter is way harder to prove and gets into a huge grey area, so we wouldn't ban for that.
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I can't see how that would be necessary. You definitely don't need ruin. If you feel that it's worth a perk slot, as many do, you can always just use the perk. That is what perks are for, after all.
Forcing it to be active all the time until a set number of hooks or generators have been completed would be pretty controversial. At that point, there is no counterplay. You can't just go find the totem. You just need to slog through it.
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Simply put: Priorities. As other have mentioned, he's far from the worst right now. He's on our radar, but we'd rather focus on more pressing issues (e.g. nurse add-ons) before looking at the Trapper again. There's a ton of things we'd like to do, we've just got to pick and choose what we do in the time we've got.
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Hey all, we're taking a look into this right now. You should not be paired with players outside a certain range. Some of the screenshots in this thread and definitely outside that range. I'll be contacting some of you for more info- if you'd be willing to help us out, we'll take a peek and see what's going on.
If anyone else notices this, if you could grab a screenshot of the end screen (with all the ranks displayed) and send me a message on my profile, I'll get in touch and forward the information to the team. (Preferably not matches where you are playing SWF.)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/651211#Comment_651211
Hmm, weird.
The description has indeed been altered to say the TR can only be heard within 16m.
Theres been a lot of weird changes to descriptions for Freddy and his add-ons since the last patch a few days ago.
I don’t think Freddy’s TR has been reduced from 32m.
Can we get confirmation @Peanits @MandyTalk
You hear the terror radius from 32m, but you only see him within 16m. I can see how the way it's worded might be a little confusing. I'll bring it up with the team.
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@Rydog said:
@Peanits It's super-perplexing that the struggle mechanic hasn't been changed to a "Push X to give up" sort of thing. It is a pure annoyance mechanic without any upside for the game or the individual player. Maybe it's thematically exciting for the first couple of survivor matches, but that wears off really fast.
It's on our wishlist as well, but I don't have anything else to share at the moment. We've got a very tight schedule for the next few months.
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Killers initially, then perks over time. I can safely say that I was more excited for the Clown back when he launched, but these days if I had to choose between the Clown and PGTW, I'd take PGTW for sure.
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It's unfortunate and we would like to include everyone, but having some people test the new changes/content is better than nobody at all. We do tests internally every week, but the feedback we get from that is nothing compared to the feedback we get from a PTB. It's the difference between getting the opinions of a a hundred people or so and a few thousand. We won't be scrapping the PTB entirely just because it's not available on all platforms.
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@Nutty_Professor said:
https://forum.deadbydaylight.com/en/discussion/comment/646773#Comment_646773
Getting lost is why I don't like Lery's, despite playing this game since July Last year I still get confused with the map, meaning I have issues planning my chase route. I feel with Lery's it's great if you're a stealthy survivor but not if you're the sort of survivor that looks to get chased by the killer it isn't the best map to be placed on.
I've even died to the entity because I couldn't find the exit gates on Lery's.
Also as a killer I main Hillbilly, no explanation needed.
There's some subtle things that'll help you orient yourself in the new map, which helps you keep track of where the pallets and whatnot are. I've played on it a handful of times and I'm able to find my way around no problem already.
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Ahoy ladies, didn't see you there.
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@DingDongs said:
https://forum.deadbydaylight.com/en/discussion/comment/646897#Comment_646897
Does oblivious only affect with Demogorgon portal?
Does other killers/perks also affect in next patch or future update/rework?
For now, yes. It'll be incorporated into other perks and powers down the line.
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@Caretaker said:
https://forum.deadbydaylight.com/en/discussion/comment/646781#Comment_646781
Ah, buddy added Left Behind in the list, so yea, 14. There's an easy fix to that though, @Peanits . Make perks pop up every 2 levels. Even new players can tell most of those generic perks are awful, and they won't use them again. Most people know what perks they want/which to go for to have a good build to start with. So, I'm sorry it's a very easy to fix and perks aren't even that rewarding early on. Doesn't fix 90% of the grind either, and the fix doesn't do anything to help new players as you suggested.
I'm sorry if you think we dislike this change. We don't, but it doesn't fix anything aside from people who have already dumped tons of hours into the game. Technically doesn't even help some of them either. Cuz you'd either need to max a character at 50 and not prestige, or hit prestige 3-40 to even have this really be worthwhile. Which is still a massive grind ignoring unlocking teachables, and perks on EVERY killer/survivor maxed. +3 extra perks is 9 levels, so you get 2 per web. Meaning it cuts about 4 webs of grinding. Saves about 200k.
There's actually a catch to that as well: If they showed up every other level, you'd still have quite a bit of grind. Just going to use the survivor side as an example again:
65 perks, one every other level. That's a total of 130 levels.
Currently, you would need 195 levels.
With the bloodweb change proposed, you would need 118 levels.
(One level for each perk between 1-40, then one level for two perks for the rest.)
If you compare having a single fully leveled perk every other level and the bloodweb change that's coming, it would actually take a few more levels. You'd also still run out of perks at level 28 as a new player, for what it's worth.
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@Kaelum said:
https://forum.deadbydaylight.com/en/discussion/comment/644917#Comment_644917
Are you serious? Please don’t tell us that you are basing the ENTIRE Bloodweb on the first character that a new player levels. Also, what you stated is absolutely FALSE! Including the general perks, there is no freaking way that any player could get all of the available perks by level 14. You might want to fact-check that response.
You guys need to seriously think about how you are destroying the game, instead of shoveling us these kinds of answers. BTW, a new player would LOVE to only have to worry about addons and offerings for those few levels, if it were true.
I went ahead and fact checked it just to be safe.
Dark Sense, Deja Vu, Hope, Kindred, Lightweight, No One Left Behind, Plunderer's Instinct, Premonition, Resilience, Slippery Meat, Small Game, Spine Chill, This Is Not Happening, and We'll Make It.
That is every single generic survivor perk. 14 in total. If you were to get one perk per level, that would take 14 levels. You do not start with teachable perks. All three of your unique perks start unlocked.
I'm sorry that you feel like adding more perks to the bloodweb is destroying the game. If you like, I can pass that feedback on to the team. Though this has been a suggestion made many times by the community over the years and we have decided to implement it into the game. While it may not be your ideal solution, it is one that a lot of people have wanted to see for quite a while.
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I can see it being handy for solo players. Meg always sprints straight at the hook and (surpised pikachu) drags the killer right back before deciding to loop right next to the hook. At least this way the other people would have a little more time to make a save.
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@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/646471#Comment_646471
Do survivors still know if they're oblivious or not?
Oblivious is a survivor status effect, so yes.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/646565#Comment_646565
Meant it like: When the killer goes for u, just jump in a locker. He grabs you, DS. He walks away, free Healz. Needs three perk slots tho, so more likely i would go Lithe, Q&Q, Dance with me.
If you already hit him with DS, I would very much doubt that they would suddenly give up and stop chasing you. That guy's already committed to tunneling you, he ain't stopping now.
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@DingDongs said:
https://forum.deadbydaylight.com/en/discussion/comment/645035#Comment_645035
Please work or stack PGTW and/or at least overcharge!
This is gonna be extreme fun and not to mention this already using 3 perks just for this
It does not. You'll need to kick the generator to activate those (currently, at least). Since those perks activate when you kick a generator, you need to actually kick a generator, not just cause it to explode with a perk.
If someone is on the generator at the time, it will cancel the regression and you'll be able to kick it for PGTW afterwards, though.
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That's a slippery slope. Why stop at 3? Why not 4, or 5? As is, having double the perks is a massive change. You have to fill out half as many level 50 bloodwebs as you used to and you have double the chances of finding a perk you want. There's a decent chance you won't even need to level all the way up to get the build you want anymore.
We're taking things one step at a time. This isn't the only change that will ever happen. We'll keep an eye on it and see if it has the effect we intended.
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It does not. Well, technically, it does, but you'll need to wait for the Deliverance effect to wear off, and then wait for the Second Wind effect afterwards.
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/645008#Comment_645008
Does it work with pop or overcharge though?
Not sure, actually. I can't say I've had the chance to try those perks together myself.
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@TheRealHansGruber said:
that'll get fixed, but i assume it'll be very similar to the game in terms of the pallet loops.
Definitely not like The Game- the game has a lot of very safe pallets, and we're moving away from that. The target is more like the Springwood rework.
(But as mentioned by others, the map is still subject to change. The final stretch is testing and tweaks.)
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You could, but that's also time you could spend running. If you're going to just stand there, the killer is going to be right on you as soon as they finish breaking the pallet. You may be able to use Sprint Burst or Dead Hard, but at that point you wouldn't need to had you have run in the first place.
Your best bet would probably be breaking it up into smaller chunks. When you're at a pallet, stop running as you mindgame. A few pallets later your exhaustion will wear off. If you can last that long, at least.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/644999#Comment_644999
If I tap a gen that has less than 50% progression I will also be exhausted right?
Yes, you would be.
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It does work vertically, yes.
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@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/644976#Comment_644976
14 seconds though? I mean, I don’t really see it that making much of a difference, but then again I don’t play SWF. Never in a million years would I take this perk as a solo player.
Worth noting that numbers are not final- this stream was pre-recorded since Mathieu is currently on his way back from Germany. They could change before the PTB, or even between the PTB and live.
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@fcc2014 said:
https://forum.deadbydaylight.com/en/discussion/comment/644921#Comment_644921
So it either makes Dead Hard more viable or Makes Sprint Burst activate after the killers 1st hit.
Scenario: pig sneaks up gets a hit. I get my burst from the hit. 3s exhaustion wears off SB activates. If I wasn't exhausted prior to being hit while working on the generator is that correct @Peanits ?
Yes, assuming you stop for at least three seconds. Technically possible, but you'd also be letting the killer close quite a bit of distance, so either way you're giving up something.
@HatCreature said:
https://forum.deadbydaylight.com/en/discussion/comment/644921#Comment_644921
Hmm, so you get Exhausted and to get rid of Exhaustion you need to walk for 3 seconds. If you're a stealth Killer this would work as you can get close and get that first hit and in a chase you wouldn't have as much time to stop moving for 3 seconds to get your ability back. Very interesting, yeah this sounds weaker than what I was thinking but it is also fair and still useable against Dead Hard, Lithe, and Balanced.
Correct. It'll also pause the recovery of any existing exhaustion. It'll have some interesting uses. I don't know if I'd say it'll flip the game on its head or anything, but if you're going for sneak attacks, you can get some use out of it. Worst case scenario people hop off of generators early and end up wasting time.
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@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/644882#Comment_644882
I think some of the confusion is people not knowing how many times within that one struggle phase, the pause gets activated. It’s just once, right? For example if I’m on the hook in struggle, and a survivor comes within 16m, the timer pauses for 14 sec. After that if a different survivor comes in the radius, it does not pause AGAIN, correct? It’s just a one time use extra 14 seconds and that’s the end of it?
Just once. It would be silly if it could go off multiple times, you could basically keep someone on the hook forever.
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It's at soon™.
I had to. But for real, we're nailing the dates down right now. We'll let you know as soon as we have a definite answer.
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If you're not exhausted, you'll still get the three seconds of exhaustion. It can be handy on stealth killers when you're facing people with Sprint Burst. With other exhaustion perks, they'll still need to stop sprinting for at least three seconds before they can use their perk in that chase as well.
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I'm a little confused how you got the 18 more levels bit. Assuming we're talking about the survivor side with 6 new perks, that's a total of 18 nodes (6 perks x 3 tiers). Since you can get two perks per bloodweb now, that's only 9 levels. Not too shabby if you ask me.
Making all perks tier 1 would cause other issues. If you're new to the game and don't have all teachable perks, you would run out of perks to unlock by level 14 (survivor). Then you get nothing at all until you reach level 30, 35, and 40. It would be very unrewarding.
Lately, we've been updating perks to bring their tier 1 versions closer to the tier 3 versions. You don't need tier 3 Ruin to get the effects, for example, every version affects every survivor and the difference between the different tiers is very small.
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@Baphomett said:
I wonder how it interacts with Iron Maiden...
Exactly like you'd expect.
You think you've won. You're healed up. You Head On the killer.
You're exposed.
