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Peanits

Peanits

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Peanits
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  • There is no stream today, no.

  • Doctor is definitely on the list and we do plan on revisiting him at some point.

  • While we're not necessarily against making changes to the collapse in the future, I'll just give a quick rundown on why we couldn't do these:

    1. This would bring back the old standoff issue. The survivor could just hide in a corner somewhere until the killer gets bored and gives up.
    2. The killer would likely see it too (odds are higher, even, since they are always running around the map).
    3. Adding time to the EGC wouldn't make it any easier to open a gate when the killer is patrolling them, it just delays the inevitable.
    4. I wouldn't be a fan of this personally, but I could be convinced otherwise.
    5. This would just reverse the issue, barring hillbilly. It would be a guaranteed loss for the killer.

    It's definitely hard to escape as the last survivor once the hatch has been closed, but that is intended. At that point, the survivors failed to power the generators and failed to find the hatch first. Giving them an easy escape at that point would be a little silly.

  • @FredKrueger said:

    https://forum.deadbydaylight.com/en/discussion/comment/572362#Comment_572362

    Disabling mic and chat between survivors. Nothing like having someone relay every move you make as killer.

    There is no voice chat in the game to disable, but let's assume we blacklist all VOIP in the world. What's stopping me from pulling out my phone and using that?

    (Also worth noting that Steam has voice chat built in, so you can't block that.)

  • @FredKrueger said:

    https://forum.deadbydaylight.com/en/discussion/comment/572338#Comment_572338

    I agree. But mics and chat should be disabled too. You shouldn't be able to communicate with other survivors, pin-pointing every move the killer makes. That's my prob and it's not just SWF either. On PS4, they go into party chat and still communicate while running solo. I get group invites 2 outta every 5 games when I play solo survivor, so I can just imagine how bad SWF is on ps4 with it. What if the killer could communicate with the entity and know every move your team makes?

    I'll bite: How do you suggest we enforce that?

  • @Akuma said:

    @Peanits But when I get hit Im automatically sleeping. So yea I wanna be sure to be awake all the time but in a chase I dont have a choice... So and now imagine not every pallet spawned. Other survivors from the other side from the map who chased Freddy used some pallets. If Freddy would chase/zone me into this corner I wouldnt know which pallet is fake and wich not. The most time I cant know if a pallet is fake. I mean when I get chased and Freddy breaks the pallet and replaces it with a fake then yea.. I noticed that.

    But yea I would prefer it letting the players playing with fake pallets and stuff for a few weeks and then see if there is any need changing the fake pallet addon.

    I mean

    you know

    We dont wanna freddy Freddy again. That would be rude.

    That's why you'd want to wake up frequently, though; to memorize which pallets are real. They'll be used up over the course of the game so you'll need to keep checking.

  • In the sense that it make you completely immune and prevents you from being picked up for the rest of the match, yes. Although that doesn't necessarily mean that it needs to use DS when you're already saved with a flashlight.

  • That would be what happened, yes. It's not intended and will hopefully be fixed soon, but what happens is basically:

    • The perk is active, you hit your skill check
    • At the same time, you get saved
    • The perk is then waiting for you to be on the killer's shoulder to stun them
    • Since you were saved by the flashlight, the perk doesn't get to activate and stays active

    Basically it's a frame-perfect bug.

  • Ideally, you'll want to wake up and take note of which pallets are real before falling asleep. If you notice someone else being chased, you'll want to remember where they were being chased, since they might have used any pallets in that area. If it's been a while since you've last checked, you'll want to wake up again and take note of which pallets are left.

    With a little (a lot) of game knowledge, you can also get a feel for which pallets are real and which ones can't be real based on where they spawned. It's not a sure thing, since the real pallets could be used and replaced with fake ones, but it could help.

    Worst case scenario, you could shift the way you play towards windows more than pallets.

  • To play Devil's Advocate, if the survivors took the time to cleanse all the totems and you still haven't killed them, do you really deserve to get easy kills?

    Currently it's in a pretty good spot; if they rush through the generators as fast as possible, NOED punishes that. If they take the time to cleanse the totems so it doesn't activate, they slowed the game down and gave you an opportunity to kill them. It's powerful, but it has counterplay.

    On the other hand, removing the totem requirement would encourage rushing through the game as fast as possible, since there's no incentive to slow things down.

    This was the way NOED was originally and it was not ideal.

  • Now I wouldn't necessarily be against these changes, but something to keep in mind is that the first one would require a ton of animation work. It's easy enough for Michael Myers since his mori animation already works for a standing survivor. Most mori animations take place on the ground, and it would look awful to have the survivors instantly warp to the ground to get into position for the mori. Imagine how the hag's mori would look, for example.

    That's not to say it's impossible, but nearly all of the mori animations would have to be reviewed and redone completely.

  • Food for thought: Back when Bill was released, the console versions were not a thing. It was only for PC because PC was the only platform. Since other platforms were added since (and new ones on the way again, Switch + mobile), it only makes sense to bring him to all platforms.

    I can't promise new cosmetics, though. It's much harder to give a licensed character new clothes rather than just using what is already established.

  • I don't know, Bill's pretty dreamy.

    What do you have in mind? I feel like there's a pretty wide variety already, but I guess everyone has a different idea.

  • You do not need to report rage quits. Disconnects are tracked automatically and those who do it excessively are banned.

  • Each survivor has a separate timer. There's nothing preventing them from all going to sleep at once, but their timers can easily fall out of sync if they fail a skill check or after they wake up.

    Assuming you start a match and nobody fails a skill check or gets hit, everyone will fall asleep exactly 60 seconds into the match.

  • @se05239 said:

    Only 10% of all survivors and 5% of all killers have managed to get to rank 10.

    Let that sink in.

    Why do you think the developers balance their game for the low ranked?

    This is not uncommon in the slightest. Achievements show the percentage of the total owners who earned an achievement. Many people (myself included) hoard games and never end up playing half of them. Others might buy the game, play it a couple time, possibly play it exclusively like a party game in KYF and then stop playing entirely.

    To give an example, there's an achievement in PAYDAY 2 for just putting on your mask. It is literally the first thing you do in the game- you can't finish the tutorial or play a single mission without doing it- but at one point only ~66% of the people who owned the game had it unlocked.

    We're not balancing around the people who never got to rank 10, that would be silly. It would be great if they decided to come back down the line, but making balance changes isn't going to suddenly make them reinstall the game and start playing every day. We would rather balance around the people that are playing the game.

  • @Gardenia said:

    https://forum.deadbydaylight.com/en/discussion/comment/570829#Comment_570829

    Agreed and it boggles my mind why this isn't being looked into @Peanits

    The low quality texture issue (as in, it's only loading the distant low detail textures, never loading the higher detail textures when you get closer) issue is a bug. It is being looked into. As for low quality textures (generators, lockers, etc.), we are going to be reviewing them over time and updating them. We mentioned this briefly in the 3rd Anniversary stream. We want to make sure that the thing you're going to be interacting with often- the things on every map- have higher quality textures and models.

  • @Jdsgames said:

    Guys you should check out some of these totems spawns on Badham Preschool they are amazing!

    @Peanits map team did a great job very nice design on badham varients. Totems were in some really great spots that you can easily peer in and hide.

    I'll be sure to let the team know.


    Regarding the one in the OP: The definitely should not happen. It's supposed to check I'm going to check with QA why it did. My guess would either be that something is falsely obstructing the LOS.

  • I hear they might be strawberry. Carl wouldn't like them.

    We need to get that in the ban rules ASAP.

  • @SkeletalElite said:

    they nerfed it actually

    now it triggers exhaustion when you fast exit a locker even if you dont stun the killer with it.

    so now its even worse even though its more consistent.

    Out of curiosity, have you given it a try?

    secret.png


    in Head On Comment by Peanits
  • Yes, you can.

  • @ClogWench said:

    What rarity is the pallet add-on? The pics someone posted aren't loading for me.

    There's a couple different ones. The higher rarity ones have auras after a survivor uses one, but the cheapest one is common.

  • Since 11am ET this morning. Patch notes can be found here: https://forum.deadbydaylight.com/en/discussion/74472/

    It also features the Badham map rework and a QOL change to Head On, as well as a few other changes.

  • It could depend on how long the killer has been waiting. If they spend too long in queue, the game will gradually increase the acceptable range for ranks and take whatever it can get. This way they eventually get a lobby rather than waiting hours for the perfect match. Particularly near a rank reset when everyone has ranked up, lower ranked killers can have a hard time finding enough survivors around their rank.

  • The hatch spawns when the number of survivors alive plus one generators are completed. It will always spawn when there is only one survivor remaining regardless of how many generators are completed. So:

    4 survivors = 5 generators completed

    3 survivors = 4 generators completed

    2 survivors = 3 generators completed

    1 survivor = always

  • They are completely different layouts. Current Badham has all the key buildings in the exact same place every time (same road layout, same shack, same school, only thing that changes is the backyards and the houses sometimes swap positions). These variations share the same buildings, but they are placed in completely different spots.

  • If it is ready in time, it will. It was listed as tentative on the roadmap since that was the original plan. We'll keep you posted as soon as we have more info.

  • Update: QA looked into it and were able to find and fix the issue. It should be fixed when the mid-chapter patch launches. Note: Since this was just fixed, it won't be in the PTB build going out later today.

  • I typically just reroll them until I get something I like. I don't mind missing out on 30,000-ish bloodpoints if it means playing what I want to play. If it happens to be something I already like doing, hey, why not.

    I have rerolled a lot of hillbilly/nurse dailies.

  • I think there's confusion going on here; we've never "removed" matchmaking. The filters for the matchmaking gradually increase and accept a large range of ranks the longer you wait. It ensures that you get a match eventually rather than waiting hours for the perfect match. This has been a feature for a long time and has not changed recently.

  • We'll take a look and see if we can find anything. Are you noticing it on a specific killer, or is it on all of them?

  • @Frozenscum said:

    https://forum.deadbydaylight.com/en/discussion/comment/568466#Comment_568466

    @Peanits

    So basically you use different methods to calculate same things and confuse playerbase and yourselves with it. :)

    You should adjust calculations in game and bring them at same method then, all I can say.

    The reason why enduring was changed to work like this is because most people were confused by the way the stun time was calculated previously. 75% increased recovery speed is not the same as 75% reduced stun time. Many people would look at the old Enduring and assume the stuns were only 25% as long as they normally were, but that was not the case.

    The reason why there's multiple methods to calculate speeds in the game is pretty simple; when there's multiple things that can affect speed, it's possible to reach 100%.

    Let's take Coulrophobia and Self Care, for example. Each reduce the healing rate by 50%. If you had both effects active and it was just a flat healing speed decrease, you would be healing at 0% speed (making absolutely no progress).

    Or in a similar example, you could stack various healing perks (Botany Knowledge, Leader, medkits, etc.) and reach a 100% healing time reduction; essentially an instant heal. Even We'll Make It alone would give you an instant heal.

    Calculating it this way ensures that you never reach zero or infinite. As an added benefit, this also prevents things from stacking too far.

    With Enduring, it's safe to make it a flat stun reduction since it is the only thing that affects pallet stun times. There is nothing that can further reduce the stun to make it instant.

  • All of 3.1.0. So the Badham map rework will be in, as well as the scoring changes.

    Unless we ever mention that a PTB is only one thing, you can assume it's the entire upcoming update.

  • @Niitosky said:

    https://forum.deadbydaylight.com/en/discussion/comment/568468#Comment_568468

    hmm I disagree, an addon should be an add-on, not something that replaces.. "addon" means "add" not "replace"..

    I keep saying that for me fake pallets should simply be implemented in power, and if the addon is even common, being common to you, so it wasn't better to add it directly to power? what is the difference of putting it as a common addon or adding it to its Power kit? I would be curious to know why this strange choice

    Having both the snares and pallets at the same time would be pretty excessive. You would have the slowing ability of the clown with no reload time, and then you would have a cross-map teleport and fake pallets to boot.

  • @thedevalex said:

    https://forum.deadbydaylight.com/en/discussion/comment/567612#Comment_567612

    Laurie was meta for 360ers for a while when she released because she had such a slim hitbox

    Laurie has always had the same hitbox as the other survivors. All survivors share the same capsule, it was never resized based on which survivor you were playing.

  • @Niitosky said:

    https://forum.deadbydaylight.com/en/discussion/comment/568444#Comment_568444

    "switches to pallets" so if you add the pallet addon, you won't have traps?

    Correct. You always have the dream projection, but you can choose between either the snares or the pallets.

  • @Frozenscum said:

    Do you all remember that Enduring description was changed.

    It was - 75% faster recovery from stun

    It is now - 50% reduced duration of stun from pallets

    And I recalling from devstream some of them said - don't worry numbers are different cause recovery and stun are different things. (meaningwise, in my words)

    So to say - devs probably do not lie us on purpose, but as we all know from Legion rework, noone in 100 ppl team is familiar with math.

    So if overall stun lockout consists of 2 parts - stun itself and recovery from stun. We end up in situation when 75% of prepatch recovery is bigger than 50% of postpatch stun.

    Let's try to do quick math based on known numbers:

    1) Pre-patch

    Overall length - 2 seconds

    Enduring was cutting it down to 1.1 seconds, so 0.9 seconds were 75% of recovery, means recovery part was 1.2 seconds, stun was 0.8 seconds

    2) Post-patch

    Overall length - 2 seconds

    Enduring is cutting it down to 1.2 seconds, so 0.8 seconds is 50% of stun, means stun part now 1.6 seconds, while recovery 0.4 seconds

    Thus, either they changed both parts from 1.2 sec recovery and 0.8 sec stun into 1.6 sec stun and 0.4 sec recovery, and obviously couldn't calculate it properly. Or, they just made ninja-nerf to Enduring alongside with taking off its ability to counter 2 survivors perks.

    I see both variants viable with these devs :D.

    We've done the math in the past. Recovery rate looks like this:

    2 / 1.75 = 1.14 seconds

    The new version works like this:

    2 * 0.5 = 1 second

    If it is actually slower, then something is wrong. It was intended to be slightly faster.

  • @Niitosky said:

    @Peanits every time there is a criticism of the dream world, you respond by quoting the fake pallets, practically saying that krueger is a killer dependent on an ultra rare addon and that without that it is effectively useless, do you realize it?

    so put the fake pallets in the power and not in a addon..

    The add-on is not ultra rare. I'm not sure where that misconception came from. There is a common add-on that switches to pallets.

    I just mention pallets first because they're my personal favorite. Snares have their uses too, as I mentioned in the same post.

  • @tehshadowman33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/568283#Comment_568283

    Broken pallets leave debris on the floor.

    If you can replace broken pallets, wouldn't that just scream "HEY LOOK. FAKE PALLET!"

    Kinda like if you're spy in TF2 and disguise yourself as a scout, it's obvious you're a spy. Scouts don't run that slow, lmao.

    We discussed this in the stream, the broken pallet bits will disappear if a fake pallet is placed over it.

  • For the traps, paying attention alone isn't necessarily good enough. Realistically speaking, you're not going to memorize every single pallet. Doing so would require you to search the entire map before falling asleep, but even then, as soon as someone gets chased all of that goes out the window; they could have used a real pallet and it could have been replaced with a fake one. For the snares, you might be able to see them, but seeing them won't change the fact that they're there. If it's in a loop, you're still going to be slowed. If it's in front of a window, you're still going to get a medium vault instead of a fast vault.

    The dream projection is three seconds, not five. Assuming the survivor reacts instantly- they're not going to- and starts sprinting right away, they could only get 12m of distance. They would also leave a trail of scratch marks, effectively allowing you to hook someone, spot another person with BBQ/TT, then teleport and immediately start another chase. Bonus points if you've got Pop Goes The Weasel. It definitely has some practical applications.

    Good luck on the PTB! Hopefully it all goes well. It's good to hear that you're excited to try him.

  • This could be interesting. How do you suppose it could be used?

    My main concern would be that survivors rely mostly on sight rather than sound, and even so, the deafening effect does not completely mute sounds, it just muffles them. I would be worried that it would be more of an annoyance than it would be practical (assuming it stays the same).

    in Deafened Comment by Peanits
  • Pretty much any fancy tech. Crossing the Badham hole, harvester tech, or The Game tech. The little things like that are so rewarding when you pull them off.

  • Thanks, we'll pass it on to QA and see if there's something wrong.

  • @Raptorrotas said:

    It'll probably be a soon to be annoying "X bloodpoints" score event every Y seconds.

    Because you gotta know you survived 15 more seconds every 15 seconds 😛

    If I'm not mistaken (it's been a while since I've played a build with these particular changes), the points add up in the background and are awarded once you die, not at regular intervals.

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/563378#Comment_563378

    Ghost face is way better now imo, Killer in general is better now, without that ridiculous music that would lowly play and you couldn't hear footsteps/breathing. My only concern is playing with his detection range, i feel like if you're worried about controller users why not just balance it out for consoles? I've ducked behind stuff with a purple "considerably" decreases the detection range and people who use mouse and keyboard are much quicker in comparison. It's easy enough for Michael/amanda to be spotted but their power doesnt end if they get found. Ghost Face just because an m1 killer after exposed

    You're describing two completely different things here. The detection area that was increased is just the portion of the screen that needs to cover the killer in order to reveal them (i.e. how close to the center of the screen the killer needs to be). Detection range, like the add-on effects, is the distance at which they can reveal you.

  • @DarkGGhost said:

    https://forum.deadbydaylight.com/en/discussion/comment/564662#Comment_564662

    So survivors with this will 99% the last gen/s and wait to max points

    That will not be the case. The points only accumulate so far before they're capped. This happens in a reasonable amount of time. You'd also be better off escaping, taking your escape points and moving on to the next match anyway.

  • @DBDbuildsYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/564449#Comment_564449

    Before the bloodweb rework and legacy it took a player 89 million bloodpoints to unlock everything, now it is around 190 mills.

    I think we also payed our duty to the grinding system

    You also unlock significantly more perks in the process and had a much longer time frame to do so. You get way more bang for your buck now than you would have before.

  • @Redd said:

    I'm the kind of friend who doesn't want half my games ruined because someone is overly salty about something stupid. I'm also the kind of friend who doesn't want to have to wait out a ban timer several times in a row because someone can't behave. Finally, I'm the kind of friend who gives a ######### about ruining the game for random people on the internet.

    Not all heroes wear capes.

    Disregard this if you're wearing a cape. Although that would be weird.

  • @DarkGGhost said:

    https://forum.deadbydaylight.com/en/discussion/comment/564583#Comment_564583

    But the one side has 4 players and the other 1 and as the killer, you need more points by doing this they small % of killers the play for blood point will stop. As survivors is easy to "win" and have fun and now you get the same point as a killer even tho you are 1/4 of him ?

    This doesn't quite make sense. The number of players per side has no impact on your personal scoring. The goal behind the changes is to level out the average bloodpoint earnings between the two sides (on average, killers earn more bloodpoints per match right now). Increasing killer bloodpoints as well would only exacerbate the gap.

    This has the added benefit of helping with queue times. Rather than having everyone flock to playing killer during a bloodhunt, you could play whichever side you're comfortable with and end up getting more or less the same amount of points. This means faster and more consistent queue times for everyone, which means more matches, which means more points. It's a win win.

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