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Peanits

Peanits

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Peanits
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  • 32m by default. To put that into perspective, it's about two shacks away. Although you'll also need to see at least 20% of his body, so if he's carefully leaning around a corner, you may not be able to reveal him.

  • @Dr_Trauts said:

    https://forum.deadbydaylight.com/en/discussion/comment/633330#Comment_633330

    the only problem is you can't do that with quite a few killers. and only the top end killers have the capability to do it really. At the higher ranks at least

    That would be objectively false. Downing and hooking survivors is something every killer can do.

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/632870#Comment_632870

    I think you missed, that the killer actually has to kick the gen for two seconds and a hiding survivor can revert this in a blink of an eye. Im not even kicking gens anymore, if i dont got "Pop goes the Weasel" or "Overcharge".

    I feel like "gen rush" is, when you got "Prove Yourself" and "Streetwise" plus a good Toolbox. In an SWF you can do two gens easily before the killer even travelled to you.

    That's not what pressure is. Pressure is more along the lines of, 'I have one guy hooked, one guy slugged, and I'm chasing a third so the last guy needs to go for the save or else everyone dies.' i.e. Forcing them to do stuff that isn't a generator.

  • @Acromio said:

    Because he's a M1 killer with a big terror radius. That's why.

    Ah, I found your problem. You forgot to activate his power.

  • @jus_Ignant said:

    I noticed this the other day in my LF bloodwebs.

    I figured it's because he has no ultra-rare add-ons so it's throwing that in any 'ultra-rare' spot on the web.

    This is correct.

    He'll be getting ultra rare add-ons when we find the time for an add-on pass for both him and the Hillbilly.

  • Since this keeps coming back, I'm just going to give this a final answer and lock the thread: It is not an exploit.

  • Most commonly, someone will say it when they've got no pressure and end up chasing a survivor for two minutes straight, somehow expecting generators not to go off.

    A more reasonable definition is when they bring in four toolboxes and only do generators- no totems, no healing, even delaying rescues- literally spending every second that they're not being chased on a generator. (Not very common.)

  • It's likely latency. Until the door is fully closed, you can be hit. But since there's always going to be a delay between you and the killer, on their end, you might not be fully in the locker.

  • @oxygen said:

    I'm pretty sure I've heard that if you indefinitely refuse to hit survivors and just extend the game as long as you can then it can actually count as taking the game hostage, but don't quote me on that. As infinite T3 I don't see why you wouldn't hit them in the first place considering you can down them in one hit, and it wouldn't take long to eradicate every single pallet near the 3 gens that are left + you vault faster so windows are weaker too.

    @Peanits or someone, could you perhaps clarify here? 😄

    It's only holding the game hostage if you're refusing to kill anyone. Usually that'll mean someone's sitting there with the Doctor and range add-ons just shocking generators to keep everyone in madness 3 and stall the game. We would only ban for that in extreme situations.

  • @Angelicus23 said:

    Can someone explain me why do I get a notification when anyone comments here but doesn't mention me

    You probably have it bookmarked. Bookmarked threads give you a notification whenever someone posts on it. Click the star at the top next to the title to unmark it.

  • To be fair, Wake Up was meta for a while.

    Being serious though, they're on the list. When we get a chance, we'd love to take a look at them.

  • @Khroalthemadbomber said:

    DbD Devs: "We don't pick sides in DbD and remain impartial."

    To Killer Mains: "The use of knife add-ons on Legion to give an infinite Mend is bannable, don't use it."

    To Survivor Mains: "We recognize that Wake Up gives it's bonus to everything, people can infinite Sprint Burst, and that people can spam Dead Hard despite being Exhausted for the two latter perks. Don't worry, we're working on a fix!"

    Yep... 100% impartial...

    Right, like the asylum exploit that we banned for prior to that. That one only affected survivors. I guess we're not talking about that since it wouldn't paint the picture you're looking to make.

    Last time around, nobody was banned for the blades exploit or any of the others. You're really trying to turn an innocent thread into a killer vs. survivor thing.


    To get back on topic: If you know of an exploit and you're worried people might abuse it, you're welcome to contact a mod or a CM and report it to us privately. If we don't already know about it, that's the safest way to make sure it gets fixed without everyone taking advantage of it.

  • There is no conceivable way that not leveling up something now would make it faster in the future. Any point you spend on a character that's already maxed out now is a point that's not progressing a character that you haven't finished.

  • It'll be a little while. We usually work ahead so the next few update's cosmetics are already planned. We'll squeeze them in as soon as we can.

  • The second half is already the case (not as extreme, though). There's a 10% penalty for each survivor on a generator.

    Adding a penalty for working on separate generators as well is a bit too much, though. At that point, you're punishing the survivors for doing the only thing left to do while rewarding the killer for failing. The way this is proposed actually rewards the killer for doing worse.


    To explain: Your job as the killer is to keep as much pressure on the survivors as possible (i.e. to force them off of generators). If four people are on a generator, you're doing poorly. That means you aren't chasing a single person. If you have one on the hook and you're chasing a second, that means one survivor needs to go for the save, leaving only one guy to do generators.

    This would suggest that if I'm doing terribly- I have nobody on the hook, I'm not chasing anyone- then all survivors repair generators 40% slower.

    It's not exactly ideal. I don't think the killer should be rewarded for failing.

  • @Andreyu44 said:

    https://forum.deadbydaylight.com/en/discussion/comment/632227#Comment_632227

    No,

    because you apply deep wound and you make them waste time and you refill your power gauge and then go for someone else.

    You would either see them, use your power, then hit them, or you would hit someone else and see a killer instinct indicator on everyone that doesn't have deep wounds. If you see them, use your power, then lose them before you hit them, oof, you messed up.

  • @Andreyu44 said:

    https://forum.deadbydaylight.com/en/discussion/comment/632094#Comment_632094

    Using your power against an injured survivor is not silly in any way shape or form.

    Let legion see scratch marks and pools of blood of survivors who don't have deep wound,it is that simple.

    Using a power that can only injure and not down someone against someone that's already injured is indeed very silly.

  • I have many questions.

  • That would be a yikes from me. You would basically have an on demand 4.6m/s hag that can place traps on the go. If the survivors wake up, you would teleport to a trap that they can't even see (or disarm). You would actually want to stay asleep at that point.

    He's already performing very well, that would push him way over the top.

  • @Impala said:

    https://forum.deadbydaylight.com/en/discussion/comment/631968#Comment_631968

    I thought when they announced dedicated servers back in december, they specifically told us they will be released in August.

    Also, I don't know how this works in Canada, but in my country, we don't use astronomical seasons, we use meteorogical seasons, meaning, the last day of August is the last day of summer.

    Nope. August is just a rumour started by the community. We have never mentioned anything other than Summer 2019.

  • I'm no Clown main, but it doesn't take a Clown main to tell you that someone who brags about consistently beating the best possible opponents is just talking themselves up.

    That, or he's master baiter and he just hooked you like a pro.

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/632094#Comment_632094

    Are those changes nerfs, buffs or something in the middle? Since the changes don't seem to be finalized yet, what is the goal of the changes, in general?

    This much I cannot say. The only thing that we've announced will be happening for sure so far is an update to the pin add-ons. They will not require someone to have deep wounds in order to apply the status effect. Anything else is still up in the air.

  • Not being able to down someone with Feral Frenzy is very much so intentional. Since you can vault pallets and windows like a survivor, being able to down them with Feral Frenzy as well was (and always will be, as long as it's possible) overkill. It turned chases into wait for power > use power > repeat- there was no skill involved, you didn't need to outplay the other person, you just ran out the clock until you got a guaranteed down.

    Blood and scratch marks not appearing is also very intentional. Since your power is non-lethal, the intent is to show you people who don't have deep wounds, not those that do. Using your power against someone who is already injured is silly, you cannot down them with your power.

    It's not likely that the Legion will receive a full rework. A rework would require completely changing their power (like Freddy). We do have some changes we'd like to make, but there is no exact date for them just yet. We'll squeeze them in once we can.

  • There is not a dev stream today. We'll be sure to announce when there is one.

  • @t3hp0larbear said:

    Minor gripe I've had for a while: why does the textbox for a new post have its font forced to bold? On the occasions when I use the text formatting, I can never tell if I marked text as bold or not until after I've posted.

    I find that happens when you paste something from elsewhere. I've never had it happen randomly, only while copying and pasting.

  • Reporting them in-game will do. That saves the chat log and all the other info we would need to deal with them.

  • Samination predicting the future once again. First Ghost Face and now this. Dude can't be stopped.

  • I wouldn't want to see some sort of punishment for cleaning a hex, personally. Hex perks are generally more powerful than the average perk because they can be cleansed. It's a risk, but it could pay off big time. If there's a penalty for cleansing it, there's no risk. Whatever happens, you get a powerful effect.

    I'd prefer they keep the risk vs. reward aspect. If you don't want to take the risk, you can go for a weaker perk that has a similar but guaranteed effect.

    (It would be nice if the hex perks that spawn wide open, like on the asylum, didn't happen, though.)

  • @Azurlynx said:

    https://forum.deadbydaylight.com/en/discussion/comment/630582#Comment_630582

    I know that he had detection immunity but I have feeling spine chill ussed to work against him.

    Or was that just my imagination?

    It didn't. You've got a great imagination though, credit where it's due.

    in Myers Comment by Peanits
  • On I personal note, I wouldn't want this. If Bamboozle is your cup of tea and you feel like it's worth a perk slot, the more power to you. Go nuts. Use it all you want. For me, I find the game to be more interesting without it. If it were baseline, tiles like the shack would become regular old loops. The second you get there, the killer vaults the window, now you've only got the pallet.

    I would rather have interesting chases where I can mindgame at the window. e.g. Survivor's looping the shack window. I vault it, then vault back. They started running around and they have no LOS. By the time they realize, I'm only a few meters away from them and they can't get back to the window in time so they have to throw down the pallet.

  • Some people are actually on vacation. It's summer.

    New content is still on the way, don't worry. We tend not to do streams unless we've got something to share. Right now we're making a lot of changes to the way we do things. It'll pick back up soon.

  • Odds are, people would take a look at this and always vote for the maps with the highest survival rates while never voting for the ones that actually benefit them:

    MAPS_RATE.jpg

    (The farm maps are a little lower now that the walls are solid, this data is a little out of date.)

    Overall, you would receive less variety because there would be a meta of maps to vote against. You could always bring an offering if you want a map that favours you more.

  • @Locker_Monster said:

    So, to close the gap between SWF & Solos, Survivors need aura reading in lockers while Killers can't see anyone hiding in lockers?

    So, once again, Killers need to foot the bill for a fix meant to make Survivors stronger & get nothing in return.

    I can see you're coming at this with bias right out of the gate, but nobody mentioned changing killer. This is the way it already is. The end goal of bridging that gap is being able to balance killers around coordinated groups without leaving solo players behind.

  • @NurseMainBTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/630209#Comment_630209

    Interesting. So... one day there could be a potential general rework patch just dedicated to the perks just as you did for Freddy?

    Theoretically, yes. I make no promises though, that bit's out of my hands. But it is possible.

  • @woundcowboy said:

    The problem is that you can run into efficient swf, especially during reset. Ruin is essential because no amount of pressure will stop gens against these groups.

    I'll have to meet this group that is insanely coordinated, yet simultaneously incapable of finding a totem or bringing a single map or Small Game. They sound like an interesting bunch.

  • We've taken suggestions in the past. The Save the Best for Last rework was a community idea, originally. A lot of the time we'll get inspiration from ideas created by the community, tweak them as necessary (try to make sure they're not exploitable), try them out and iterate from there.

    The issue isn't having no clue how to change them, it's just a matter of time. There's only so much we can do at once and we have to figure out what's the priority. With this past mid-chapter, that was the Nightmare rework. Reworking a killer completely takes a huge amount of time, so we have to cut back on perk changes.

    In short, we've got a long list of stuff we want to do, it's just a matter of finding the time to do all of it.

  • @Facture said:

    https://forum.deadbydaylight.com/en/discussion/comment/630159#Comment_630159

    Thanks.

    But an additional thought just came up, does this take into consideration input lag of controlers vs keyboard? Just because the build is the same doesn’t guarantee you get the same results on different systems.

    I guess the question is better phrased as, “Players with experience on both console and pc does the the quick slide back and forth across a pallet interaction feel the same?”

    It depends on what platform you're playing on and what you're using to play, but it won't make a noticeable difference. The delay you'd get while using a bluetooth controller is somewhere around 10ms (1/100th of a second).

  • It is the exact same. The PC and console versions of the game are using the same build, there is no difference between the two.

  • The Entity didn't pick Carl before he died, unlike someone like Bill who was chosen before he died.

    Carl is super dead though. Like, radical amounts of dead. As far as we know, he wasn't chosen.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/628788#Comment_628788

    If you've got all four survivors injured, that's between 32 and 128 seconds of healing time, since they can heal simultaneously.

    Each of those seconds healing is a second that could be spent on a generator. Even if we're talking about a generator with no progress at all, that's only 80 charges. If you work with just one other guy, it only takes 12 seconds longer to fix the last generator and get adrenaline, healing all four of you, over sitting there with self care. Working with two people, it's about the same amount of time as self caring.

  • Context is important. Not healing from the start of the match is silly, you've got a good chance to get chased before all the generators are done, and when that happens, you'll want to have that extra hit to stall longer. When you get down to one or two generators, that's where it changes. Then pounding out the last generator or two and going for adrenaline makes sense.

    When you've got all four survivors injured, that's a whopping 128 seconds worth of healing (half if you're healing each other, but that's absolutely no progress being done on generators in the meantime). There's a turning point where doing the generators becomes preferable over healing.

    Y'all can debate all you want about whether that's good or bad, overpowered or not, but understanding where the actual complaints are coming from is important.

  • @Boss said:

    I'd absolutely mindlessly be thumbing up everyone else, regardless of their behavior.

    Purely to spread the good word.

    Not all heroes wear capes.

  • There will be a map, that much is confirmed. Maps are released every other chapter now with a map rework every other mid-chapter. Since chapter 12 did not have a map, you can be sure that chapter 13 will.

    Anything else has not been announced yet.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/628722#Comment_628722

    Come on, you guys are smarter than that, you can't thumbs up the same person/you can't thumbs up people you're paired with,

    I highly doubt players are going to lobby dodge until they're together to cheese 1.5x bp etc etc for one game honestly.

    That would definitely be an option, yes, except then let's assume you're playing with three friends. You're all completely at the mercy of that one guy if you want any chance of receiving that thumbs up. If he had a bad game, or maybe someone peed in his Cheerios that morning, you get nothing.

    In any case, I really don't mean to come across as, "No, this idea is bad and can't be saved." It'd just be nice to see if there's any other ideas for how it can be used before going all in on one.

  • Bonus BP for a thumbs up would be neat. My main concern would be playing with friends. We could thumbs up each other to cheese the system.

  • The Murky Reagent on its own is as thick as it gets- there's no reason to stack offerings beyond that unless you're concerned with someone else using a Clear Reagent.

  • Right now, the thumbs up are not used for anything. They are tracked and we can see who's getting the most. We'd like to use them a little more in the future, so if you've got suggestions, we'd love to hear them.

  • Merciless Killer means you would need to double pip. In the green rank range, that would be either 15 or 16 emblem points. Points basically goes as follows:

    No emblem = 0

    Bronze = 1

    Silver = 2

    Gold = 3

    Iridescent = 4

    So in total, you would need three iridescent emblems and one gold emblem in order to get a merciless killer game.

    In order to get an iridescent devout emblem, you need to sacrifice all four survivors. A DC counts as a sacrifice for this. If you don't sacrifice at least 3, you will not get a merciless killer game (you need at least a gold emblem).

    There's a bunch of intricacies, I would suggest looking here: https://deadbydaylight.gamepedia.com/Emblems#Killer_Emblems

  • @My_Farewell said:

    https://forum.deadbydaylight.com/en/discussion/comment/628530#Comment_628530

    If you are still hungry you can also eat the balance feedback subforum.

    Too late, it's already gone.

    (It was merged with Wishlist into a new section.)

  • Heyo,

    I went ahead and looked into this. When you filed your ticket, you put it under the "Other" category instead of the "Additional Player Report Information" category. These tickets go to the general support agents, not the ACM team that normally deals with reports. The general support agents cannot process that report, and since it was filed in the wrong section, key information that the ACM team would need would not be included in the ticket, so they couldn't forward it to the right people.

    If you resubmit your ticket in the correct section, someone will be able to process that report.

    Sorry for the confusion!

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