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Peanits

Peanits

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  • @Redd said:

    How fast will this ramp up? I have a friend who DC's a lot right now on PS4; and I'm hoping he gets severely punished by this after the first couple times so he stops doing it. Especially since it affects SWF now.

    @Peanits

    The exact details for the time aren't set in stone just yet. We'll be sure to strike a balance between being lenient enough that you aren't punished for a legitimate issue, but strict enough that you won't want to intentionally disconnect unless it's an absolute emergency.

  • He will indeed be free.

    Legacy is actually on console- it's the same build as the PC version- it's just that console players never had to deal with the massive bloodwebs that PC players did shortly after launch so there was never an opportunity to unlock it. Since it was a reward for grinding through the early stages, we won't be bringing it back.

  • No, it was posted about a minute before you made this thread.

  • Legacy still won't happen. I don't want to rain on any parades, but legacy was a thing to reward people for leveling up with the old bloodwebs, back when it was much more expensive and took significantly longer. The consoles versions came out after the legacy cut-off date.

    I wouldn't say "never" for the exclusives part, although it's a fairly low priority. We tend not to do exclusives anymore as to not exclude console players.

  • You seem to have fallen outside the bounds of space and time briefly. It happens to the best of us.

    Yes, it's almost time for the mid-chapter patch. The PTB starts next week and the actual update comes out some time after. The live launch is still a few weeks away. Time flies when there's weekly hotfixes.

    And for your second question, the Springwood map rework is also in the same update, as well as other changes that have yet to be announced.

  • @tehshadowman33 said:

    I mean. It doesn't do anything in base kit other than reduce Freddy's teleport cooldown. It sounds like there's going to be a huge dilemma when it comes to his addons because you won't be able to plug any of the gaping holes the developers left in terms of New Freddy's weaknesses now... but that's left to be seen. We already know that New Freddy's going to get the usual range of GARBAGE status effect addons that don't actually impact the game in any meaningful way and are just there as filler... Seriously, just don't even bother with status effect addons unless they do something useful.

    I really, really hope that Matt misspoke and that the teleport doesn't give an indication right when Freddy uses it. It's already bad enough OoO lets someone know Freddy's gonna teleport based on his change in animation. There's zero incentive for Freddy to cancel the teleport considering the fact it immediately puts it on cooldown... OOOH MINDGAME CITY.... LEMME CANCEL MY TELEPORT AND HAVE A 30 SECOND COOLDOWN

    /s

    The cooldown when cancelling the teleport is shorter than the base cooldown. You do not have to wait 45 seconds when you cancel it. It's crucial to have a short cooldown after cancelling the teleport to prevent someone from spamming the power on every generator.

  • This is not something we are looking to do. We would rather reduce the grind so buying bloodpoints isn't needed in the first place.

  • Freddy will be unlocked for everyone on the PTB. The second part, I cannot confirm.

  • Considering you did use a mori in this instance, that is to be expected. A mori makes the match significantly easier and the emblems reflect that. We are currently looking into the edge cases surrounding the emblem and making adjustments as needed. Recently, we've pushed some changes to the survivor side of things to make it more consistent, and we would like to give killers the same treatment when we have a chance.

  • This is not a matchmaking issue, so to speak. There is still a large amount of people playing killer and there simply are not enough survivors to fill the lobbies. It is filling your lobby as fast as you can.

    There are a few edge cases with the matchmaking that we are still ironing out, but waiting a few minutes for a killer match is to be expected at the moment. If you are waiting a long time (like you said, 45 mintues), this is not normal.

  • As far as Bill's perks are concerned:

    • He will receive his perks as teachable perks.
    • If you have the perks unlocked on other characters already, you will still be able to use them.
    • The perks will not show up in newly generated bloodwebs until the teachable versions are unlocked.
    • The perks can show up in the shrine.
  • RE: Teachables

    If you already have the perks unlocked on a character, you can continue to use them. They will not appear on new bloodwebs until you have unlocked the teachable perks.

  • Today. There is no set time, it will go up once everything's approved.

  • @BismarckCane said:

    First 4 minutes of the game, power through the first 3 gens ( Freddy will be stuck in Trapper mode, trying to plan a few of his traps out.)

    Even with shorten teleport times, he will have to chase someone, odds are that with a hit, the chase will last 30-40 seconds at the fastest time. in the meantime power through the gens. (even with a slow effect). You should be able to get a 4th gen done.

    On the last gen, you may want to clear if you can to allow for a faster action speed on the last gen and gate.

    Until The Dev's default bigger slowdown effects as a base kit to killers like Freddy or Plague, survivor meta is to not cleanse the effects so that they hold back power and get more survivors out.

    Suggestion in testing is to listen to Red Rank killers and survivors. Balance to rank 4-5 as you want to balance the play to people improving with time and thus we wont have another killer that is trash at purple and red ranks.

    Freddy is able to place traps during a chase without slowing down. He does not need to place traps in advance like other killers.

  • @AshleyWB said:

    @Peanits can we place fake pallets in weird places like inside another pallet or all beside eachother in a building or do we have specific locations we have to use?

    Is there any drawback to the survivor dropping a fake pallet.

    Only pallet spawn locations (i.e. places where pallets CAN spawn, not just where they did spawn), and not inside one another. Placing them anywhere would be a little silly since experienced players know where actual pallets can spawn.

  • Reserved for FAQs

    Q: I understand that Freddy no longer gets aura reading of sleeping survivors outside of his terror radius, but does he get aura reading of sleeping survivors inside his terror radius?

    Freddy will not be able to read the survivors' auras by default (i.e. without perks).

    Q: Will the new Freddy be available in the mid-chapter patch?

    Yes, he will.

    Q: Is there any REAL threat to being in the dream world now?

    There are several.

    1. Sleeping survivors hear the lullaby instead of the terror radius, making him difficult to track.
    2. Sleeping survivors are subject to Freddy's dream traps.
    3. The cooldown of Freddy's dream projection is reduced for each sleeping survivor.
    4. Add-ons will add action speed penalties for sleeping survivors.

    Q: If Freddy has Spirit Fury ready and he gets stunned by a fake pallet, will it waste Spirit Fury?

    Dream pallets do not stun the killer and cannot activate Spirit Fury as a result.

    Q: What will happen to Freddys Time-Reduction Add-ons? His power is no longer focused on sleeping Survivors, rather it is automatic now it seems. And what of the others? 

    All of Freddy's add-ons are changing in some way to match his new power. You will keep the add-ons you currently have, but they will be converted automatically to their newly updated versions.

    Q: When Freddy puts down dream pallets will survivors that are using the perk Windows of Opportunity have the dream pallets highlighted as well?

    Windows of Opportunity will highlight dream pallets as well. They will not appear any differently than a normal pallet.

    Q: Are any of Freddy's perks changing too?

    Freddy's perks are not changing in this mid-chapter update, but we may revisit them in the future.

    Q: Although the aura reading has been removed, will the blue/white highlight around around dreaming survivors remain?

    The glowing effect that appears on survivors to indicator that they are asleep will remain.

    Q: Where is the cooldown located for his teleport?

    The power meter reflects the Dream Projection's cooldown. The traps themselves are reflected by the token counter displayed on the power (similar to the hag).

    Q: What advantage could cancelling your power possibly have if the power goes on complete cooldown anyway and no "Freddy Husk" appears at the targeted gen?

    A husk will appear at the generator regardless of if Freddy commits to the projection or not. Additionally, cancelling the projection puts it on a significantly reduced cooldown.

    Q: Will Freddy have 115 movement speed?

    Yes, Freddy will move at the full 4.6m/s (same as the Trapper).

  • @fluffymareep said:

    Won't it still have negative affects while a person is asleep? It's also passive and allows Freddy to hit people even while they're awake. People need to stop treating this like a nerf. It's like they don't even know what that word means.

    The more people that are asleep, the faster Freddy's Dream Projection (teleport) recharges. If you decide not to wake up, you'll also be at risk of hitting a trap all the time rather than only after getting hit once.

    On top of that, there's a good amount of add-ons that slow action speed for sleeping survivors, so you definitely won't want to stay asleep the whole time.

  • The Dream World is the only place Freddy's traps have an effect. On top of that, the lullaby that you hear while sleeping makes it much harder to tell how close he is- it doesn't get nearly as intense as the terror radius. Various add-ons will also affect your action speed in the Dream World.

    You'll want to wake up to avoid the traps at the very least. Not being able to tell if a pallet is real or not is a big deal, and you are going to get hit if it's a fake pallet.

  • @Volfawott said:

    Yeah I just really watched the video and is definitely playing against Pat.

    Sorry to pop your theory bubble.

    But who knows maybe we could petition to get them to make a survivor based on @Patricia

    Well Pat would be the killer there, since Horvath's the one running around pallets wondering which one's real. I'd play a Pat killer though.

  • "Playing against Pat."

    To add to that, Horvath's the survivor in this story, meaning Pat is the killer, not the survivor.

  • @Kilmeran said:

    https://forum.deadbydaylight.com/en/discussion/comment/563358#Comment_563358

    @Peanits But how does your internal data categorize a kill? Is it the actual third-hook death or a Mori? Or does it also count irate Survivors suiciding on the hook early, or DCing, as kills? Because if it isn't just a third-hook death or a Mori, then the data is skewed.

    Kills, moris, bleedouts, and DCs are all counted towards the stats (as they are with other killers). This is the most reliable way to take statistics. A lot of the time when survivors DC, it's because the match isn't going their way. If you were to exclude any matches with disconnects, you would be skewing the statistics towards matches that worked in the survivors favour.

    The disconnect rate for Ghost Face is comparatively low compared to some other killers (nurse, for example).

  • @BadMrFrosty said:

    https://forum.deadbydaylight.com/en/discussion/comment/563358#Comment_563358

    Every player who's actually good at the game whenever the "but the stats say..." meme is perpetuated by Peanits:

    https://i.ebayimg.com/images/g/qxQAAOSwr~lYqea5/s-l1600.jpg

    If seeing good players do well and the stats reflecting that doesn't do it for you, I'm not sure what to say. You're ruling out both anecdotal evidence and statistics. The only thing left beyond that are feelings. To give a direct comparison, his kill rate is only a few percentage lower than the nurse (at rank 1, on PC).

  • It's almost midnight and I'm off the clock, but I'm still taking the time to respond because we do care about the game. We have always done our best to explain why things are changing. The Ghost Face changes, for example, were planned alongside the other changes in the PTB. With a deadline coming up, not all of the changes made it into the initial release and had to be saved for a hotfix. We made sure to announce this the same day so everybody knew what to expect. Feedback goes two ways; while your feedback might get implemented, feedback from people on the other side gets considered too. Inconsistent detection is also something we'd like to address. As far as viability goes, Ghost Face is currently one of the deadliest killers at rank 1 by a fair margin.

    As for the Freddy rework, I would suggest waiting to try it before jumping to conclusions. You do not want to underestimate dream traps. Dream pallets alone are a guaranteed hit if you are asleep. I won't go into extensive details here because you have not had the chance to try it yet so there's no point debating.

    The "hitboxes" are working as intended and have been for quite some time. There are two main factors that contribute to this; latency, and animation. In 3.0.0, we reviewed all attack animations and made sure they matched the size of the hitbox. Now they will more accurately reflect their range (smaller weapons in particular didn't look like they could reach that far before). With dedicated servers, we will be addressing the latency side of things. It's not forgotten, it is actively been worked on as is evident by the changes just two weeks ago.

    Regarding exploits: Nobody who used a bugged perk or add-on from 3.0.0 was banned. I'm not sure who told you that people were being banned for it but it was not the case. We opted to fix them with a hotfix as soon as possible instead.

    DC bans have been in place for a long time now and a stronger DC ban system has been requested many times by the community. While it may not be a priority for you specifically, there are plenty of people who are fed up with people leaving matches and want to see stricter punishments. We know where they're coming from and we're working on a new system right now. We'll have more info to share soon.

    Prestige is meant to be purely optional. It's not necessary. It is there to give you something to do if you play the game a lot and need a goal to work towards. If there were actual rewards tied to prestige, you would be excluding a good portion of the players who don't have as much time to invest into the game.

    As for rank, rank is used for matchmaking purposes at the moment. We would like to have rank rewards down the line, but they have taken a backseat to more pressing issues.

    We do not make changes for no reason. All of the things you have mentioned are being looked at in some way, and we always explain why changes are happening. I would suggest taking a look through the patch notes and news section if you're ever unsure, we spend a lot of time making our communication as clear and transparent as possible.

  • In the past week alone, Ghost Face has maintained a very high kill rate at rank 1 (above 70%). The changes made during the first hotfix were, as mentioned, very minor and did not have a notable impact on his kill rate. We're still keeping an eye on him, but between looking at the stats and watching experienced players, he's anything but weak right now.

  • @WolfPad06 said:

    If Freddy's power goes on cooldown (45 seconds) when he cancels, is there really EVER an incentive to cancel that power (besides a survivor popping right in your face at that moment)? @Peanits @Janick

    Originally, it was mentioned that even if you cancelled the power a husk of freddy would still appear at the targeted generator, since this doesn't seem to be the case a survivor with SB can just wait to see if a husk appear or not and then make the decision to stay or run.

    I feel the power bar should take be consumed for those 5 seconds while charging the power, and if you cancel it any time before it goes through you keep whatever part of the power bar that was not consumed (similar to Spirit). This would mean that the more you commit the the power before canceling (and potentially scaring survivors off gens), the longer cooldown you'll have and vice versa, you can cancel early to save most of the bar but the survivors will notice the cancel much quicker and jump right back on the gen.

    It does not go on a full cooldown if it is cancelled. It goes on a shorter cooldown (5 or 10 seconds or so, can't remember of the top of my head and I don't have access to documentation at home). It's long enough to prevent you from just spamming generator teleport on all generators the whole game, but not enough to be a huge inconvenience if you do decide to teleport afterwards.

  • Those random characters are usually members (or former members) from the mod team. They got little easter egg flavour texts as a thank you.

    Also hi, it's me.

  • It will highlight the fake pallets as well. You will have no way to tell whether a pallet is fake or not.

  • Correct. Hitting an awake survivor immediately puts them to sleep.

  • @Waterls said:

    https://forum.deadbydaylight.com/en/discussion/comment/562672#Comment_562672

    Freddy goes in and out of invisibility during those 7 seconds in set times meaning if you're skilled enough you can easily use that to mindgame and get a free hit.

    I don't mean to interject, but mindgaming against a 7 second invulnerability period is not a free hit. That's just a hit. You put in the work and you earned it, and the survivor had ample opportunity to avoid it.

  • @Plu said:

    3 secs is enough to get to a safe pallet because map design

    I would suggest that you're underestimating the ability to cross the entire map and start a chase in the span of three seconds. It's not meant to be a free hit, it's for utility and saving time.

  • @Orion said:

    @Peanits According to a friend of mine who did watch the stream, the teleport takes 5 seconds to fully charge. Can you verify which is accurate, 3 or 5?

    The latest version is 3. These things change frequently towards the end of the development of a killer so it's very easy to get it mixed up.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/562706#Comment_562706

    I made that comment before I knew they'd reduced the time. However, do survivors still wake up once you hook them?

    I can't quite remember off the top of my head, but I'll be sure to check next time we have a playtest (if the PTB doesn't come first).

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/562683#Comment_562683

    His teleport is worthless as a tool to apply map pressure when survivors can get 20 meters away by the time you've actually teleported. When you get there, they'll be gone, safely walking over to the next gen.

    For reference, the teleport takes 3 seconds. If the started sprinting away as soon as you started teleporting (world record reflexes), they'd only get 12m away by the time you take control. This assumes that they sprint away every time and assume you're actually going to commit to the teleport. Realistically, it'll take a decent amount of time before people react to the VFX so they won't get the full 12m.

    In any case, even if they do sprint away, you'll see a trail of scratchmarks leading right to them. It's still great for the sake of time efficiency.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/562684#Comment_562684

    Disclaimer: I haven't had time to watch the stream yet.

    Does Freddy even move at his regular speed while charging the teleport? If not, then the teleport is worthless to use during a chase - you'll just be slowing yourself down.

    As for grabbing, unless he teleports on top of the survivors, all you'll get is one hit. The Spirit gets that, and her power doesn't have as long a cooldown.

    He moves full speed. If I'm not mistaken, there is never an instant where Freddy is slowed below 4.6m/s (obvious things like missing an attack aside).

    @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/562671#Comment_562671

    I'd just like to take a moment to mention that in the footage shown on-stream, Freddy was able to teleport in, like, 3 seconds seemingly without add-ons. So either the footage is not indicative of what Freddy currently is as far as specific numbers (which could certainly be the case) or the devs may not have correctly remembered the amount of time Survivors get as a warning.

    It is three seconds, but this is something that changes frequently throughout development. We go through many different iterations while making a killer, and fine tuning numbers like the time it takes to teleport typically comes towards the end.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/562647#Comment_562647

    Survivors get a 5-second warning and vanish before you get there, while also knowing for certain that you're now far away from the hook and they can unhook safely.

    The blood VFX needs to go.

    The blood effect is necessary. It forces survivors off the generators if you decide not to teleport, and can also be used to cut off a survivor that's running around a generator and force them to change directions. Removing it would get rid of those two options, and would also allow him to teleport to a generator with no warning and get a grab.

  • I, for one, have been looking forward to giving him a try with Thrilling Tremors and Pop Goes The Weasel for a while now. You'll instantly know which generator was being worked on and be able to teleport straight to it, then knock a big chunk of the progression off it.

  • Just one garbage? Not even two?

    @Andreyu44 said:

    @Peanits said that survs that are hit by Freddy are instantly put in the dream world.

    This changes everything,tbh.

    Yes, this is the case.

  • I could have sworn I've already answered this exact question from you before, but it was skipped (as mentioned in the post itself) because the questions were the same as the 3.0.0 Q&A, since we announced the changes before that Q&A happened.

  • Something that I need to mention since I believe it was not mentioned in the stream: Hitting a survivor automatically pulls them into the dream world. In scenarios where you would manually put them to sleep before, you can just hit them now and get the same effect (injuring them in the process as well).

    I wouldn't underestimate the lullaby while sleeping, though. It can make it very difficult to tell how close the killer is. If someone stays asleep and doesn't have clear line of sight, you could pop up at any moment and they would have no clue.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/562584#Comment_562584

    "To add to that, any time you hit a survivor, they are instantly pulled into a dream world, you don't just have to wait for the timer."

    Excuse-moi? I don't recall hearing this in the stream.

    It is indeed the case. It may have been passed over, but you should be able to see a few example of it throughout the gameplay that was shown.

  • @ATOMIC_ACE_PUGG said:

    I thought he could teleport?

    That is true. He's able to get around the map very easily with it. To add to that, any time you hit a survivor, they are instantly pulled into a dream world, you don't just have to wait for the timer.

  • @ProfoundEnding said:

    https://forum.deadbydaylight.com/en/discussion/comment/562108#Comment_562108

    So is it really just a coincidence that it took BBQ over a year to appear in the shrine again?

    Purely down to luck. You can roll a hundred sided dice a hundred times and see some numbers multiple times while others almost never come up. There's a lot of perks in the rotation so the odds of any given perk popping up are fairly low.

  • I hope they show us which addons changed!

    If I'm not mistaken, just about all of them have been changed in some way.

  • The last time Knock Out was in the shrine was February, for reference. You may be confusing it for another perk (Franklin's Demise?).

    It's all down to luck. The perks are picked randomly, there's only a few rules behind it. There must be two perks for each side (Survivor and Killer) and a perk cannot appear again within three weeks of its last appearance. With the number of perks in the game right now, some are bound to pop up more than others.

  • The same spawning rules as before still apply, the only thing that changed with the EGC is that the hatch will spawn regardless of how many generators are completed when there's only one survivor remaining.

    Basically, the number of generators completed needs to be one higher than the number of survivors alive for it to spawn. (4 survivors: 5 generators, 3 survivors: 4 generators, etc.)

    You may have just missed the hatch, since it spawns closed and doesn't make any noise until it opens.

  • @rha said:

    https://forum.deadbydaylight.com/en/discussion/comment/560662#Comment_560662

    While as somebody who’s currently playing almost 100% huntress except for dailies I should be happy about huntress buffs, I am slightly worried this kind of buff means that the upcoming map reworks will only just feature more and more LOS blockers that make huntress long distance snipes more difficult which is why I love playing her, and I already need to put in more efforts into those than others because I am on console.

    I have already kind of lost all joy playing my favorite role, first stopped playing survivor except for dailies, now I even trash the survivor dailies until I get killer ones. Killer is not really a role I feel good with, it’s basically mainly huntress and sniping survivors who didn’t even hear my lullaby yet that I still really love in this game. Right now I still feel fine, but I would hate to lose that as well and be forced into some „sneak close up on survivors confused by your lullaby“ play because of the future of map design.

    It's tricky because any tile that is good for huntress is bad for other killers. Other killers rely on LOS blockers to be able to mindgame, while the huntress needs clear LOS to be able to hit her hatchets. Striking a middle ground is very hard to do.

    With that said, there's still a decent amount of variety in the new tiles, and they should hopefully play pretty well for both the huntress and the other killers.

  • It was mentioned in the Q&A thread, but we were debating skipping it since the changes were mentioned ahead of time (and they were already addressed in the 3.0.0 Q&A). Since the questions we received were the same as the previous Q&A, we decided not to beat a dead horse and skipped over it.

  • The killer was slightly beyond the range of Head On as you jumped out of the locker. It checks to see if you stunned them the instant you press the button. This is something that's a little tricky to work with even if you do master Head On-ing. We're looking into it and seeing how we could improve it so it works more like how people expect it.

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