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Peanits

Peanits

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Peanits
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  • If you have a video, you can send it in to support here: https://support.deadbydaylight.com/hc/en-us/requests/new?ticket_form_id=191426

    MAKE SURE YOU REPORT IN-GAME AS WELL.

    The in-game report is crucial; support tickets do not replace in-game reports, they are just a means to attach videos to your reports.

    @TAG said:

    I tried to upload a video when reporting, but for some reason, it gets stuck when it is, like, 90% uploaded.  Any idea why?

    If you are trying to attach the video directly to the ticket, that would probably be why. There is a file size limit on attachments. It should be giving you an error if that's the case. Alternatively, you could upload it to another site (like YouTube) and send us the link that way.

  • @Chaotic_Riddle said:

    @Peanits @not_Queen I’m sorry for the ping, but the community really needs to know what’s up. Do you guys want to give any sort of comment..? It seems like whenever Legion is brought up, it goes under the radar for everyone at BHVR. 🙁

    We've mentioned this a couple times already, but we are still keeping an eye out for feedback and we'll make changes if necessary when we get the chance. We have not forgotten about them, we just have a lot on our plates at the moment.

    Regarding the Pig's change, this is part of a series of changes designed to standardize what a basic attack is. There's a lot of confusion surrounding what is a basic attack and which perks work with which attacks (with some perks with an attack while other perks don't). We're working on cleaning this up and should have more info to share in the future.

  • It's just how Windows works. Software has a publisher (developer) listed. In the case of the Unreal Engine, that's Epic Games.

  • That's because the Unreal Engine- which DBD uses- is made by Epic, silly.

  • There have been no nerfs to Freddy between the PTB and live.

    If they start fast vaulting before hitting the snare, they will continue to fast vault the window. (They are locked into that animation as soon as they press the button.) If you place the snare away from the window slightly, they will hit the snare before being prompted to vault.

  • Third party programs are only at risk if they are not authorized by us. We have stated in the past that voice chat is okay to use. As a result, voice chat is not cheating.

    But assuming it was, how would we enforce this? How can you prove that people aren't communicating with their phones, or by playing in the same room as one another? You would end up in a mess of finger pointing and there is absolutely no way to prove it. We would be banning people purely on speculation, and that is not something we want to do.

  • It's a real name that is often spelled with that extra E. Some people just assume that's how it's spelled because that's the spelling they're familiar with.

    It's definitely "Myers" in this case, though.

  • The regression of Overcharge is indeed on top of the regular regression.

    It's better against newer players than it is experienced players. You can pair it with Unnerving Presence, Huntress' Lullaby, or madness skill checks to make it a bit more viable in them mid-ranks. Ultimately if you're playing against good players, you're always going to be limited by how good they are with skill checks.

    TL;DR: Depends who you're playing against.

  • There is not. Anyone can see your Steam ID from your profile URL. It's public information.

  • I'll keep my response as simple as possible, but it's not quite a blind guess, it's more of an educated guess, and that can sway the outcome of it. It's like rock paper scissors, but you know the guy you're playing against has a 50/50 shot of picking paper.

    What I mean is; as you play that match, you start to learn how they play. Do you moonwalk and keep walking a lot? Do they respect pallets? Do they try to run ahead and cut you off, or do they just follow exactly where you run?

    Once you get a feel for how they play, you can play around that to improve your chances. Same goes the other way, killers can figure out how each survivor plays and plan around that.

    There's definitely some guessing involved, but it's not completely luck.

  • I'm not sure it would be a good design choice to do that for two reasons:

    1. It would take a long time to recover from exhaustion in that case. Even at 30% the normal rate, that's 200 seconds- over 3 minutes. Odds are it's not going to recover before you go down.
    2. If you do manage to make it work, you're likely already steamrolling the killer. Getting to use an exhaustion perk twice is only going to make that worse.

    I'm all for a Vigil buff, but I feel like this would probably be the wrong way to go about it.

  • Huge disclaimer

    Consider doesn't mean it will happen, it means consider. Please don't get upset if it doesn't end up happening, we can't promise that it will.

  • @Mc_Harty said:

    https://forum.deadbydaylight.com/en/discussion/comment/594312#Comment_594312

    Off-Topic But did the patch to adjust the Dream Worlds brightness went through? It's still to bright on some maps. I can barely see scratch marks whenever I play as Freddy @Peanits

    It did, yes. It should be noticeably darker than the PTB (still bright, but not burn your eyes bright).

  • We don't have any plans for crossplay at the moment, but if it's something you'd want to see and there's enough support for the idea, we could definitely consider it.

    1. His traps affect you while asleep. Even if they're just snares, not having to worry about them for the first hit in a chase helps.
    2. Waking up lets you see which pallets are real or fake.
    3. Each sleeping survivor decreases his projection cooldown.
    4. Depending on the add-ons used, his projection cooldown could be further reduced for each sleeping survivor, or action speed can be decreased for each sleeping survivor.

    You can stay asleep if you want, but there's no point in not waking up if you can. Waking up does not make Freddy stronger and it only takes a few seconds.

  • This is actually mentioned in the EULA, which you are expected to read:

    C. Updates: Possible Setbacks and Loss of Data


    IMPORTANT: BHVR MAY FIND IT NECESSARY TO MAKE UPDATES, OR RESET CERTAIN PARAMETERS TO BALANCE GAME PLAY AND USAGE OF THE GAME AND BHVR SERVICES. THESE UPDATES OR “RESETS” MAY CAUSE YOU SETBACKS WITHIN THE GAME AND MAY AFFECT CHARACTERS, GAMES, GROUPS OR OTHER ENTITLEMENTS UNDER YOUR CONTROL. BHVR RESERVES THE RIGHT TO MAKE THESE UPDATES AND IS NOT LIABLE TO YOU FOR THESE CHANGES.

    We also announced that Freddy would be receiving a rework over a year ago. Being a live game, everything is subject to change, whether that's a slight change or a complete rework.

  • @Entità said:

    @Peanits I'm curious to know if "soon" means "within this week". **

    It's not too likely since these sorts of things take time, though it should be relatively soon™.

  • We put a message out last night:

    https://twitter.com/DeadByBHVR/status/1153409779341156353

    Basically it's out on XBOX, but due to certification issues, it didn't make it for PS4. Rather than delaying the entire update, we took out the things that didn't pass and put out the rest of the update instead. Bill, the other L4D cosmetics, the trophies, and the new languages will all come to PS4 in a separate update soon™.

  • @Ark_the_Bonsai said:

    Did they fix the snares so that they're actually placeable in chase? They'd always clip into a pebble and vanish for me

    They now "stick" to the last valid spot while you're placing them, so you shouldn't have as many issues placing them as before.

  • They are still planned for summer 2019.

    We've gone over it briefly in the past, but dedicated servers could slightly improve performance (specifically for killers). Right now the killer is the host, and that puts a strain on the killer's system. With dedicated servers, all of that is handled by the server, which means your system is doing a little less work. It probably won't be a night and day difference, but it could be a little smoother.

  • To put it simply, they are his perks.

    When the console versions of the game came out, we did not have permission to add Bill to console. To make sure that console players weren't missing out, the perks were added with different icons as generic perks.

    Now that he's on console, those perks became his again. Now it's the same between all platforms.

    If you already have the perks, you keep them. If you don't have the perks, you need to unlock the teachables in order to find them. It's the same as PC now.

  • The cooldown on a successful chainsaw is just a little bit shorter, basically. It's just a minor QOL change.

  • They should not have changed, no. If there is actually something different about them, please let us know.

  • @escape_plan said:

    Could it be that bloodpoints offerings are not working???

    They do still award the bonus points, it's just a visual issue. We're looking into it.

  • As mentioned in the post last night, we'll let you know as soon as we have a date locked down. It hopefully should not be very long.

  • @LordGlint said:

    @Peanits Careful, your gonna make Clown seem OP, lol

    I wouldn't go that far, but the speed difference is definitely significant. 15% seems small on paper, but it's huge when you consider that speed is relative to 4m/s, not 0. Since the difference in speed is usually 15%, adding another 15% on top of that is double the speed.

  • It's a pretty big difference. It doubles the rate at which a 4.6m/s killer like Freddy catches up to survivors, cutting the amount of loops in half (possibly letting you get a hit as well). If you place them in front of a window, you can even force a medium vault.

  • @escape_plan said:

    Is the bug survivor shadow working on a gen solved on ps4?

    It is fixed on all platforms, yes.

    Fixed an issue that allowed Killers to see Survivors' silhouettes through auras. 

  • @Jed_Olsen said:

    Is Bill in this patch? And will he be free?

    He is free and in the update on XBOX. He's still coming to PS4, but had to be delayed due to certification reasons. He'll be included as soon as possible (likely in a hotfix).

  • @gantes said:

    @Peanits is the Enduring shadow nerf going to get fixed too? Everyone I've talked about says it feels weaker vs pallets, instead of slightly stronger as it was supposed to be after the changes.

    It's not a shadow nerf, just a bug, and yes it was fixed with this update.

  • I would suggest that your friend stops data mining. It is against the EULA.

    But beyond that, voice chat was tested very early on (back in the early alpha days). This was already mentioned in the past and we had decided against it. What you're seeing is more than likely just a leftover from that. There are no plans to add voice chat at the moment.

  • @undeadmauler said:

    https://forum.deadbydaylight.com/en/discussion/comment/592316#Comment_592316

    At the moment the pallet stun out of cloak isnt affected by enduring, you still suffer the full duration of the stun o.o but I agree this would feel more like a nerf XD

    This is a bug that will be fixed with the update today. Historically, the stun out of cloak was reduced by Enduring, a bug just popped up in the 3.0.0 update.

  • @No_Cluie_Louis said:

    https://forum.deadbydaylight.com/en/discussion/comment/592468#Comment_592468

    I guess that's fair enough, but take your ptbs for example: often you will get alot of feedback, but nothing ever changes from the ptb onto the live server other than bugs. During the trappers buff ptb, everyone said that holding two traps should be default but nothing happened with that. Also (though this one is a worse example), im pretty sure the majority said dream snares don't slow survivors enough, but as far as i can tell, nothing is being changed from the freddy ptb (correct me if im wrong)

    We often make changes during or following a PTB based on feedback. Ghost Face received a bunch of changes during the PTB based on feedback and is now in a much better spot. The same goes for the Spirit. Following some minor changes, she went from being a little underwhelming during the initial PTB to arguably one of the most powerful killers in the game.

    There are also some minor changes coming to Freddy based on feedback from the PTB. You can read up on them here: https://forum.deadbydaylight.com/en/discussion/77032/

    (Towards the bottom, changes from the PTB to live and mentioned.)

    Things like having a teleport indicator so generator aura perks don't get confusing while trying to teleport and the dream world being made darker come from community feedback. There may not always be time to do everything we'd like to do, but we do our best to get the changes in as soon as possible.

  • It's not a matter of being ignored, the Trapper is on our to do list. We only have so much time to make changes with each update and we need to prioritize what we do. To use this coming mid-chapter as an example, we completely reworked a killer from the ground up. This takes a significant amount of time and doesn't leave much room for other changes.

    We're constantly weighing our options, but we can't squeeze everything into one update; there's just not enough time. It doesn't mean we aren't listening, there are just more pressing issues that need to come first.

  • I could get behind having a chase indicator (like you already get with the obsession, but for everyone). That's really the most important bit of information. If you know that someone's being chased, you know that you're clear to do whatever it is that you need to do.

    Though having different indicators for everything might be a bit much. Even if I'm playing with friends, I don't necessarily know what each of them is doing. We wouldn't be constantly updating each other on what we're doing, we might only ask "Is anyone on a generator?" if one doesn't go off for a couple minutes.

    At the end of the day, it wouldn't really change much either. Knowing that my teammate is off in a corner not healing or doing a generator while someone else is being chased doesn't necessarily help me, it just tells me that they're not doing anything. They're the only ones that can change that, I can't do anything to force them to do something.

    A chase indicator would be nice, though. That's arguably the most important piece of information and it's something that a premade group already shares that information constantly.

  • @Aceonfire said:

    https://forum.deadbydaylight.com/en/discussion/comment/590846#Comment_590846

    BHVR does not want to stop the progress of adding "brand" new content it seems. Almost like you are worried that the game will become stale, when in reality, reworking the game as is to adjust for all of the changes that have been made, IS new content. So the simple question is: Why? You are exponentially creating more work for yourselves. Adding new perks, will simply be more considerations needed when it comes time to clean up the old, unused ones for example.

    Why not do it now when you have the attention of the player-base and have no real competition? The farther you guys move in the direction of new content while the old content is completely broken or unused also exponentially increases the likelihood that it will simply be too late when you realize that your priorities are completely wrong.

    I admire your guys interaction with this community and I've rarely seen it in 20 years of gaming with other game creators. It's the only reason I still visit the forums, even after I've stopped playing the game. I really hope you guys just stop and take a step back before it snowballs any more into something that you'll never be able to fix, realistically.

    Left Behind is a perfect example. At the very least, with the release of end game collapse you should have retired the perk, or reworked it with anyone of several minor changes that could have made it even the tiniest bit viable. It was content WE paid for and you in essence, made it from a bad perk to not even usable in a meme build. Same goes for MOM and several others.

    This is not the case: We have separate teams for live balance (things like perk updates, killer reworks) and teams for making new content. New content does not affect balancing existing content. The trouble is when we completely rework a killer (like Freddy), that takes a lot of resources from the live balance team. Reworking Freddy was a clear choice; we had promised to revisit him before and we found the time to make the changes we had planned.

    This is why I mentioned above- let us know. We can shift priorities around if you guys would rather see perk updates. I would love to see more updates to perks personally.

  • This would actually make me not want to use it on the Wraith. Getting stunned out of your cloak while using Spirit Fury saves you from having to uncloak first. If I stayed cloaked when stunned by a pallet, I would have to uncloak afterwards before I could hit them.

    You basically would not be able to use Enduring + Spirit Fury on the Wraith at all. To use it, you'd have to uncloak. If you do this away from the pallet, they throw it down, you get no Spirit Fury. If you do this in the pallet, they stun you, you stay cloaked, they have enough time to run to the next one.

  • It is intentional, it's not an oversight. There are some that aren't as bright and colourful as others; the Brazilian Claudette shirt is an extreme example of the brighter ones, but there are plenty that are fairly dull which won't stand out too much.

    You are not meant to blend into the environment. If the killer is looking at you, you have failed to hide from them. Stealth is about not being seen, not being seen and hoping the killer doesn't notice.

  • @ElusivePukka said:

    Bonus Idea: allow both a normal offering and a map offering as separate slots per player.

    That way more people will play map offerings they want, and they would overall be more appealing in the bloodweb.

    The issue with that is; survivors outnumber the killer by 4:1. Only one survivor would have to burn an offering while the killer would have to burn one every time. As the killer, you would run out of offerings fairly quickly while survivors only need to use one in 1/4 games on average.

  • @hahmraro said:

    https://us.v-cdn.net/6030815/uploads/323/AIVP6L10HBAT.png

    Thats the old Unrelenting.

    @Peanits Why didn't you guys just made it so it couldn't stack with STBFL? It would be a balanced and fun perk. It didn't need such harsh nerf into uselesness.

    You would essentially just be left with two perks that do nearly the same thing but don't stack for arbitrary reasons. It's really messy and it wouldn't work very well. For example, if you have both on, which effect does it use? The missed attack cooldown would be better on Unrelenting and the successful attack cooldown would be better on STBFL.

    It's just best to have a different effect entirely.

  • @Kaelum said:

    I don’t think it’s being released tomorrow. They posted that there will be a live stream on Thursday, talking about the 3.1.0 PTB. If it was being released, they wouldn’t be talking about the PTB.

    The Q&A specifically mention PTB/Update because we're taking questions after the update goes out as well. It's still planned for tomorrow, we'll make it clear if anything changes.

  • The simple answer is: Time.

    There's only so much we can do with each update and we have to weigh our options. Something like changing the numbers on a perk can be fairly easy and just requires a bit of playtesting, but something like adding new conditions or effects requires a lot more work.

    To take monstrous shrine as an example; increasing the numbers alone would not make it a perk you would want to use (unless it's ridiculously high, in which case it would more likely be used as a perk to quickly camp someone to death, which isn't something you would want to encourage).

    In 3.1.0 (mid-chapter) specifically, a lot of the live balance time was spent on the Nightmare rework, not leaving much time for other changes. Completely reworking a killer takes a huge amount of work, so we need to put perk changes to the side.

    We'd still love to revisit all of those perks, they're not forgotten, it's just a matter of priorities. If you'd rather see more perk changes, let us know and we'll see what we can do.

  • Orion pretty much nailed it. The more places you exclude, the fewer places you need to check and the easier it is to find them as a result. The game already checks for line of sight within a certain range of where you spawn to make sure you don't spawn immediately next to a totem. If you exclude generators as well, that's a good chunk of the map that's guaranteed not to have a totem in it, leaving only a few places left to check.

  • I'm not really seeing an issue here. You had no pressure in this clip; everyone is healthy, nobody is on the hook, nobody is being chased. They really have nothing to do but work on a generator. Topping that off, around 30 seconds in, you completely left all of the generators to go check an area with no generators.

    I know you said that they hadn't done a generator in a while so you were expecting them to look for the hatch, but it's really hard to see that from a 60 second clip. But even so, that doesn't really say anything about generator times.

  • @KillermainBTWm8 said:

    I don't want to hear Amanda's voice over Hoffman whenever they get hit by a pallet :P. Plus they would have to change a ton of stuff probs

    Wait, you don't want to hear Amanda when she gets stunned?

    ... we can't be friends.

  • @Clockso said:

    https://forum.deadbydaylight.com/en/discussion/comment/586390#Comment_586390

    as i said, make the trap so that it pauses within a certain range of the killer, DON'T MAKE IT BASED ON THE TERROR RADIUS cuz the pig can just crouch then camp

    That's all well and good, but then you're in a situation where you have a trap that you can never take off. If the rest of the team does generators and leaves, you will die to the collapse. If they don't, you are stuck in that game forever.

  • @Clockso said:

    https://forum.deadbydaylight.com/en/discussion/comment/586381#Comment_586381

    so if a killer camps a box the survivor dies from the trap, if a killer camps a hook the survivor dies by the entity, basically when they camp they ensure a kill, but waste a ######### ton of time, they could make it so that the trap pauses when near the killer

    Not necessarily. If old facecamping was still a thing, sure. But these days you can make some pretty nutty saves with BT and DS. The Pig by comparison could just stand in front of a box and there would be nothing you could do about it. You would be guaranteed to die the second there's a trap on your head.

  • You most definitely cannot.

    This was actually the case very early on and was fixed. You couldn't have three survivors healing someone at once, but you could reduce the healing time enough to the point where you could heal faster than the killer could hit you. This is why speed modifiers are handled the way they are now, to prevent this exact scenario.

    I do respect all the mathing, though.

  • @Stabbicus said:

    Here's the thing:

    Denuvo is one of the best anti-cheat out there, when you're talking about it doing its job.

    Denuvo, when implemented right, does NOT have a huge performance impact on PC's. This has been shown in games before.

    Denuvo, when implemented badly, can beat even good PCs into quivering messes.

    The problem is that most devs don't implement it properly, so it has a bad reputation for being this horrible program that cuts a PC's processing power in half.

    But as Peanits said; DBD does not use it anyways.

    Sorta', but not really. Denuvo is DRM, not an anti-cheat. It stops people from pirating the game. It's pretty secure, but ultimately it's not going to work forever. Most developers will stick it in there to protect the game at launch since that is typically when their game would make the most sales. If people really want to play it, they'll go out and buy it before it fails. After a while people will find a way, so they tend to just get rid of it completely at that point. At that point it served its purpose and the game is already out there, so you might as well get rid of it to get rid of the performance hit.

    Only games are a little different, obviously.

    But yes, we've never used it.

  • @Gorgonia said:

    https://forum.deadbydaylight.com/en/discussion/comment/586296#Comment_586296

    But... and this is a big but :P, you are empowered to deny that toxicity by rejecting it.

    You're not rely denying the toxicity at that point, that's like having someone insult you and then leaving. You were the bigger person, sure, but it doesn't change the fact that they insulted you. Being real for a second, you know if there's a toxic group, they would also instantly click that rematch button and then laugh when the killer says, "No".

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