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Peanits

Peanits

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Peanits
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  • If you eliminate the area around every generator, that leaves you with significantly less places to check for totems. Instead of checking every single spot around the map, I only have to check the spots that aren't near a generator. That saves me loads of time and makes it more consistently easy to find.

    I would suggest Thrill of the Hunt. It'll give you a total of 20 seconds to respond to the loud noise notification. Though at the end of the day, hex perks will always have some amount of risk to it, and having someone spot and cleanse it right away is the risk you take. You can run TOTH if you want to reduce that risk, or you could alternatively run a more consistent- if slightly weaker- perk like Pop Goes the Weasel or Corrupt Intervention if you want a guaranteed effect.

  • @RakimSockem said:

    lol good totem placement?

    If by good, you mean broken and literally unreachable, then sure. that's amazing for the killer lol

    That was one spot and has been fixed in yesterday's hotfix.

  • Incidentally, we mentioned all three in the same Q&A.

  • We've already mentioned a bunch of times in the Q&A last week that we've got no plans to nerf him. He can be a sleepy boy for now. We'll check back in after a while to make sure there's no changes needed (either buffs or nerfs), but for the time being, we're just leaving him alone and seeing how he plays out.

  • We've talking about the new system coming soon for handling disconnects here: https://forum.deadbydaylight.com/en/discussion/73858/

    In the meantime, we are still banning those who disconnect excessively using our old system. We're already on it.

  • For the record, it is not impossible. The generators are only blocked when the hatch is closed. It is very difficult, but it's still possible. We'll see if we can find time to address it, but the schedule is pretty packed as is. Fingers crossed.

    If you want an easier way to do it, whenever a match starts to go downhill, get a generator ready (99) and then set it off as soon as the other survivor dies. This way you'll be able to power the gates an escape normally.

  • @Eninya said:

    https://forum.deadbydaylight.com/en/discussion/comment/605271#Comment_605271

    Now we need a library map, for sure. Maybe one day they'll do map-specific equivalents for pallets, such as a derelict statuettes, or a piece of piping.

    I wouldn't count on that (the pallet bit, not the library part). Generally we try to keep things consistent throughout the game. Imagine being a new player and trying to remember what the pallet looks like on each map. On one map it's a pallet, on another it's a bookshelf, on a third it's a stack of boxes, etc. It would be very confusing for something that you need to be able to recognize instantly.

  • If you've already got Enduring (and you do), go for Spirit Fury.

    If you don't, go for Bamboozle.

  • There are devs playing on PS4, though they won't have BHVR in their names. You could very well have played against a dev without knowing it.

  • I am indeed Peanits, you're right!

    It's known. It's not really intended, but it's not quite an exploit. Technically it is working as intended. Since you're not actually attacking you are not on cooldown, so as soon as the game sees the opportunity to grab, it grabs.

  • @Saitamfed said:

    https://forum.deadbydaylight.com/en/discussion/comment/605352#Comment_605352

    @Peanits well just was to show the idea, maybe don't work on the chases. As I said, was just something in my mind and didn't thought about the details.

    There's a bit of an issue with that as well: If you disable the ability in a chase, you can abuse that by moonwalking towards the survivor (like people used to do with the Legion). That way you'd be able to get the extra speed without ever entering a chase.

  • I would probably use PGTW all the time and never kick a single generator if that were the case. I would catch up 133% faster than normal for 60 seconds each time I hook someone. It'd be really easy to chain that together for easy chases.

    In terms of mobility, a 20% increase is small. It's the difference between moving 4.6m/s and moving 5.4m/s. It's not insignificant, but it's not a game changer. You'd get to where you go maybe a couple seconds sooner. In a chase, it's a huge deal though. Your speed isn't relative to zero, your speed in a chase is relative to 4.0m/s (the speed of a survivor). Suddenly you're not closing that gap at 0.6m/s, you're closing the gap at 1.4m/s. That's more than twice the normal rate.

    I would be very hesitant to add extra speed for that reason. The effects of speed in a chase are far greater than speed while moving around the map.

  • @Stubbsyefc1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/605072#Comment_605072

    1. The streamer was being toxic and if you read the TOS profile "Shaming" is not allowed

    You would need to report that to Twitch; we can't enforce anything that happens outside of the game. They don't tolerate that sort of stuff on stream.

  • It was actually bookshelves way back. I imagine pallets are a little more generic. It'd be weird to see bookshelves out in the woods or in the ironworks, but a pallet can go just about anywhere. I can't say for sure though, this was before I was around. This would be a great question to ask in the AMA this Thursday.

  • That is a pretty crazy idea, I wouldn't want a perk just for suing you.

    Being serious though, I can't say I'd be a fan of a perk that just adds an extra generator to be completed- certainly not without needing to earn it. I can't say any reason why you wouldn't run this perks. You'd be shooting yourself in the foot if you didn't.

  • That was tested quite a while ago in an early PTB; it was deemed to be too exploitable.

  • They're silly to think that they won't get caught, the system is automatic and does not care which platform they are on. We have a new system on the way that'll launch sometime after dedicated servers that'll allow us to be more strict with people who disconnect. For more info, I would suggest checking out the last dev update.

  • @Piwatte said:

    https://forum.deadbydaylight.com/en/discussion/comment/603977#Comment_603977

    I'm not sure about that. It will take longer to be checked? They should have logs to see what happened ?

    @Peanits I would like if I have to send a video next time to prove it ? Thanks ! :)

    If you ever want to do so, you can send in your video here: https://support.deadbydaylight.com/hc/en-us/requests/new?ticket_form_id=191426

    Please be sure to report them in-game as well.

  • @Dehitay said:

    To my knowledge, they haven't touched the mechanics of the lunge, just the visuals.

    This is the case. The lunge is no different, it's only the animation from the survivor's perspective. Changes were made to the animations so killers with shorter weapons (like Freddy or the Hag) reflect their range a little better. The actual range has not changed.

  • As the description states, NOED activates when the gates are powered. It is working as intended.

  • @DBDbuildsYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/603761#Comment_603761

    Thank you, so is it better if run no mither plus resilience and a tool box and forget about prove thyself?

    If your goal is to just be efficient, yes.

    If your goal is to finish that particular generator as fast as possible, Prove Thyself is a must.

  • Repair speed bonuses do stack, with some big asterisks. You can only be under the effect of one Prove Thyself at a time. It really only counters the inefficiency of working on generators with other survivors. You'd be better of doing a solo generator.

    In total, you'll only get a small repair speed increase. There's not a lot of perks that actually increase it for good reason.

  • @Mister_xD said:

    this add on is SUPPOSED to weaken your power, therefore give you a boost in the BPs earned. its the same for speed limiter or the wraiths "the beast" add on (i believe that is the one that activates the heartbeat?).

    honestly, this is by far the STRONGEST out of those add ons, simply because you can still oneshot survivors in traps by picking them up immediately.

    the add on works fine, it is not in the need of any changes.

    This is correct. The idea behind add-ons like these is to say, "This is going to be an easy match, I'm going to take an add-on that makes me weaker so it's closer and get some extra BP instead."

    e.g. You take a month or two off from killer and you're way below your normal rank.

  • Between the two, I would probably go Ghost Face. He's anything but weak, he's above Myers right now.

    If you factor survivor perks into it, the Plague ain't bad either. Head On is by far my favourite perk these days.

  • Not necessarily. It's just because of a map rework. Every other chapter this year has a map, and every other mid-chapter comes with a rework.

    Chapter 12: No map.

    Chapter 12.5: Map rework (Springwood).

    Chapter 13: Map.

    Chapter 13.5: No map.

    Chapter 14: No map.

    Chapter 14.5: Map rework.

    Chapter 15: Map.

  • We've passed the feedback on to the team. It's a fair point. We added the effect to all exposed effects in the game to keep things consistent and add to the feel of the effect, but we may need to revisit specific cases like this.

  • The roadmap is just a rough estimate, not so much for getting the exact date. We tend not to announce release dates too far in advance.

  • I can see how this would be handy; they're already alphabetical, but since they're split between rare and very rare, it can be a little annoying finding a perk you don't normally use. I'll let the team know.

  • @Victor_hensley said:

    https://forum.deadbydaylight.com/en/discussion/comment/598817#Comment_598817

    But these are addons that flat out do not work. I understand that it runs on a spaghetti code like almost everything else, so it is not a simple few minute number change, but It should not take more than a few weeks or a little more. If it would, it should definitely not take 2 years to fix. I also understand that there is much more important things to look at instead of 2 addons, but like I said, it should not take 2 years to do it.

    I might be misunderstanding, so it would be best if we get specific clarification whether the addons do not work, or the number is REALLY small. That might give ideas on what the problem is.

    They do actually work, they just change it by an incredibly small amount. They are going to be changed when we do the pass on his add-ons.

  • We will be doing an add-on pass on both Leatherface and the Hillbilly when we have a chance. We mentioned this in the Q&A stream yesterday.

  • If you had to use two of their perks, you would likely just see more of the same survivors. I'm guessing you'd see a lot of Megs since you would be able to put Sprint Burst and Adrenaline into those slots, leaving you with two free choices (basically what a lot of people run already). Meanwhile characters like Quentin would fade away entirely.

    Ideally you want a variety of characters. If everyone's playing the same one, it starts to get difficult to keep track of who's who, which one was just unhooked, etc.

  • We can't guarantee that at least one killer will get changed with each mid-chapter. We do also need to make time for other changes like perk balancing and various other mechanic changes/additions. We'll see what we can do, though.

    For the Pig specifically, I wouldn't want to see Rule Set No. 2 as part of the base kit (on a personal level). I use traps to slow the game down, making it not show auras until a generator is completed would encourage the exact opposite. People would want to do a generator so they can see the auras rather than taking their trap off before doing generators. I think it's better off as an add-on. If you want it, you can take it, but if you want to use the traps to slow, you're not forced to have it.

  • @Incurable_BOFA said:

    The only real map where balanced landing has zero use is sheltered woods because there's no hills or elevated platforms to jump from, every other map has at least two platforms you can jump from.

    When I start to work on a gen I try and plan my route that I'll take if the killer comes for and I usually try and keep near a hill or building where I can jump from and keep the chase going for a bit longer. It sometimes pays to have a bit of a scout around the map to get your bearings on what kind of platforms you have at your disposal.

    You've only started playing but the more you play the more you'll understand where you can jump from and where to place yourself .

    There are two spots. You can drop onto the basement stairs to get the speed boost, or you can climb up the tree in the middle and drop off.


    Back to the originally post, you pretty much answered your own question. It can be great, or it can be weak. It depends on the map. We try to keep it in mind when making new maps or changing old ones.

  • You're progress is tied to your account, not the copy of the game you're using. If you were sharing the game before and buy your own copy now, you'll keep any progress you've made.

  • @Entità said:

    @Peanits I'm not very good at understanding fluently spoken English, but I seem to have understood, watching the video on Youtube last night, that your answer to this topic is YES: could you confirm that I meant it right? :)

    Yes, you got it. We're going to be doing that for the smaller realms, not so much the bigger ones that already have a bunch of maps. Shuffling things around mixes things up a bit, but it's not necessary when there's already unique layouts and buildings.

    Realms with a bunch of maps might see a rework still, but they won't get additional variations.

  • @DocOctober said:

    https://forum.deadbydaylight.com/en/discussion/comment/597143#Comment_597143

    Uhm, yes, it's been a common issue for nearly 1.5 years by now. Grabs have been bugged for ages and we've seen numerous complaints on this very forum. Have you not seen them?

    This is not what the thread is about. This thread is about grabs being a disadvantage for the killer.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/597079#Comment_597079

    This seems very unfair to those that have invested countless hours in learning the nurse. All you really need to is make her purple addons useful since you heavily nerfed her years ago and make her range addons so they don't stack.

    We have not even said what we are changing yet. The only thing that we've mentioned is that we'll mostly be focusing on the add-ons. The other changes could be very small for all we know.

  • I'm actually a big fan of grabbing myself and find it pretty easy to control. It saves a couple seconds over downing them, blade wipe, then picking them up. If I ever don't want to grab, I just lunge. Though I'm curious to see if this is an issue a lot of people are having.

  • @FredKrueger said:

    Wait, I thought they said Bubba was next?

    We didn't say any of them in particular are next, but he is on the list.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/596987#Comment_596987

    What has caused the need to make any changes whatsoever to one of the very view viable killers you have? And possibly the "only" killer that has a 'chance' against a well coordinated SWF team?

    The many, many posts, videos, and discussions about some of her add-ons being too much, as well as the statistics we've collected over the last three years. We're not going in flailing around the nerf hammer hoping for the best, we're looking into the stuff that is almost unanimously agreed upon.

  • You just watched an animation about Dead by Daylight.

    Hope this helps!

  • The entire purpose of the auras is to encourage the killer to leave the hook and go chase someone else. Limiting the aura would have the exact opposite effect. It would encourage sticking around, camping and tunneling that guy.

    BBQ & Chili has ample counterplay at the moment. We are not looking into changing it.

  • It was actually mentioned in the stream, it'll be primarily add-ons. We're not looking to significantly change her base kit. There might be some slight changes, but we're mostly targeting the add-ons. It's just more efficient to do any minor tweaks we need to make to her power while we're already working on her add-ons.

  • The intention is more for tracking a survivor who is activating your traps when you are not around, not necessarily in a chase. For example, I see a dream pallet, I know it's fake, I throw it down. Now I'm bleeding. If you come looking for me, you'll see the blood and know where I am.

    As mentioned, we want to see how people use it. If it has a niche use, fantastic. If it's not worth using even when you try to use it for tracking, we can always change the effect down the line.

  • The old ones were just a little outdated. They were put together quickly when the forums originally came out and we decided to update them at the same time as we added the perk icons. Most of them are higher quality now, and they're a lot more consistent than they were before. Sadly that means that the old ones are dead. Super dead.

  • My main concern would be how difficult it would be to teleport. Depending on the map, there can be a lot of lockers between where you are and where you want to go. Between lockers and generators, I can see it being a struggle at times to teleport to the locker you want.

    You'd also need auras on the lockers to be able to quickly weigh your options, and that would be an awful lot of auras on screen all at once.

    To a lesser extent, lockers aren't heavily controlled like pallets and hooks. Depending on the map, there could be a bunch of lockers (Temple of Purgation) or almost none (Blood Lodge). You'd really have to cross your fingers and hope for the best.

  • There are times when this would definitely be ideal, but there's also times where this isn't quite possible. Enduring is actually the perfect example for this; currently, Enduring is the only thing that affects stun times. With that in mind, it's safe to reduce stun time because it can only go as low as 1 second.

    Like you've mentioned, you can't really do this with things like Botany Knowledge. If you reduce healing time rather than increase healing speed, it might seem inconsequential to some, but there's a huge difference. You could easily stack healing bonuses to get over 100%. If you reduce the healing time by 100%, that's an instant heal. If you increase the speed by 100%, you're healing twice as fast.

    The latter is safer. It ensures that no matter how far you stack it, it will never reach zero. You'll have diminishing returns. 300% faster healing would only be 5.33 seconds instead of 8 seconds at 200%.

    With that in mind: The other thing to consider is that when you do simplify other things in the same way, you're severely limiting what you can do with that effect in the future. To use the Pharmacy example, this would mean that you can't safely add chest searching speed to any other perk, otherwise it could stack and become instant. (Not to say that would be overpowered, but it would be messy looking, and you can imagine how this would break the game for different actions.) Brutal Strength would fall into this as well. With the Wraith's add-ons, you could get an instant pallet break (or very close to it) if you decide to calculate it this way.

    In short, while you could do it that way for some things, it limits your options for perks in the future. That's okay for something like pallet stuns, a core mechanic doesn't need to have a bunch of variables to it. But if you take it too far, you're going to be stuck with nothing left for perks to do.


    As for simplifying the way some things are worded, we could definitely look into that when we get the chance.

  • Yes. Anyone who disconnects from an excessive amount of matches is automatically flagged and banned. These bans start at one week and escalate to a permanent ban for repeat offenders. We are also working on a new system to punish disconnects, as mentioned here: https://forum.deadbydaylight.com/en/discussion/73858/

  • @Artick said:

    https://forum.deadbydaylight.com/en/discussion/comment/581502#Comment_581502

    Really curious about this one, hope you can give an answer. If the intent was to avoid double exhaustion in a chase, then why the cooldown is paused while running even if not in a chase?

    I think it would make much more sense and feel better if the cooldown would pause in a chase if running, but continue while out of a chase. If the concern is the tricky chase mechanic which at times may not detect the chase and give the survivor few seconds of recharge, then put a timer on it: cooldown will start again after the survivor is out of chase for 10 seconds, not as soon as he gets out of the chase(similar to how bloodlust gives the killer a few seconds to start the chase again before losing a stack).

    @Peanits

    This would cause some weird interactions with killers like the Nurse and Spirit who typically lose a lost of distance before quickly making it up while using their power. They will often break a chase and only restart it once they catch up to the survivor. With that in mind, you would be getting a cooldown even though you're still being chased.

    It's also more intuitive this way. It's common sense that running while you're exhausted is going to keep you exhausted, adding an additional chase requirement on top of that only makes it less intuitive.

    Additionally, it's not really a necessary change. If you really rely on that exhaustion perk and choose to slowly walk everywhere when you're not being chased so you recover sooner, that's your choice. You're getting power in a chase in exchange for lower mobility around the map. Or if you want to sprint right back to the generator and hope you recover before the killer comes back, you can do that too, it's just a little riskier.

  • There's typically updates on optimization in the developer updates. Right now, the team is working on optimizing perks and maps. We'll be sure to give you another update once that changes.

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