Peanits
Peanits
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@AStupidMonkeyy said:
https://forum.deadbydaylight.com/en/discussion/comment/532088#Comment_532088
@Yamaoka Increase the range that a survivor can break him out of stealth, loses his power upon pallet stun and nerfing all of his add-ons (including stalk and detection ones) to make them weaker and easier for survivors to counter him. Pretty much giving him the shaft in a week.
I've gotta' clarify some things here because there seems to be a lot of confuison.
The range to break him out of stealth is unchanged. The detection area refers to the area on your screen that the killer needs to be in to start revealing him. That will be made about 8% larger. This does not make him easier or harder to reveal, it's just a little QOL change for those that aren't perfectly accurate (particularly helpful for those playing on a controller who are having a hard time keeping their camera right on him during a chase).
The pallet stun is something we got a lot of feedback for. A survivor is meant to be reveal you once they've seen you. If they threw a pallet down on you, they've definitely seen you. (That, or they're just running around the map throwing pallets down for fun and just won the lottery.)
Most of his add-ons are not being changed. His stalk rate add-ons are being decreased due to how powerful they were. It was possible to reduce the stalk time to under 1 second while leaning. The killer instinct add-ons are actually increased, not decreased. The rest of the add-ons remain unchanged.
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I would be curious to see the entire match. I won't jump to conclusions without seeing it for myself.
Emblems and bloodpoints are completely unrelated, though. Everyone in the match can earn a lot of bloodpoints. On the other hand, emblems are heavily dependent on how well the other side did. Lightbringer is the opposite of gatekeeper, for example, and chaser is the opposite of evader. If the survivors get a lot of lightbringer points, that means you're not getting a lot of gatekeeper points. If they are getting a lot of evader points, that means you're not getting a lot of chaser points.
Because of that, you might have a match where you have a lot of bloodpoints but ultimately only safety pip. This is likely what's happening here (considering three survivors escaped). Additionally, long chases might award more bloodpoints, but short chases provide more emblem score.
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@[Deleted User] said:
What did they do to fast vaults?
To keep it simple, it's a change to make vaulting work like it should have. When windows have a blocker in front of them (like the Ironworks window does on the outside, or the cow tree), they are not meant to be fast vaulted. Those blockers were put there specifically to prevent that from happening and to add a bit more skill and strategy to it. By running the loop the correct way, either side can make the loop more beneficial to them.
That didn't necessarily stop people, however, and sometimes you could run towards the window in a specific way to get a fast vault anyway. This has been changed. Now if a window is designed to not give you a fast vault from that direction, you'll get a medium vault instead.
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..
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As usual, they'll be released over time between now and the next major update.
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It's not live just yet, no. It should go live at 2PM ET (about two hours from now).
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The version that is being released is not the original version that first hit the PTB. Everyone is receiving the updated Ghost Face right now. Later on, we'll be making some small tweaks mentioned below the patch notes.
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This would, essentially, allow you to follow a survivor and ensure that they can never leave, in spite of being able to get to the exit before being downed.
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Soon™
We'll make sure it's clear when the updates start rolling out.
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No, dedicated servers are not coming today. Ghost Face is chapter 12 in that roadmap.
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@Kebek said:
Imao not worh he has full distance TR so it doesn't do much.
It still has some creative uses. A default terror radius has a range of about two tiles. Monitor & Abuse takes that down to one and a half. With that, you can get closer before activating your power to reduce the risk of getting spotted on your way over.
On top of that, you can pair it with whispers. Whispers III has a range of 32m, the same as the default terror radius. With Monitor & Abuse, you can activate your power once Whispers activates and the survivor will never hear your terror radius.
Also, much like the pig, your terror radius gradually fades when you activate your power. Monitor & Abuse will increase the rate at which it fades, allowing you to hide your terror radius sooner.
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One massive flaw with that: If the tier 3 version required them to break all five totems, I could just guard that one totem and prevent the survivors from being able to leave.
That aside, it would be a pretty neat perk. I don't know if it would be meta, but I would definitely consider running it. I'll bet it'll make a nasty combo with NOED.
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Thanks for the suggestions. I've met a couple of deaf players over the years and I could definitely see how that would help. I'll pass it on to the team and see if it's something we can do.
In the meantime, he may want to try Spine Chill. Louie118, another deaf players (and streamer), runs that to help him tell when the killer is coming his way. Obviously it's not a perfect solution since that would take up a perk slot, but it might help for the time being.
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For intentional DCs, we've gone over it a couple times in the developer updates. We're working on a new system and expect to have it out at the same time as dedicated servers. Until then, we'll keep handing out bans to people who do it excessively with our current system.
For unintentional disconnects, we are currently looking into it. Unfortunately that's all I can tell you right now, it's impossible to say how close a bug is to being fixed, but it is a high priority.
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@Tru3Lemon said:
1 they said that they wont nerf him it was confirmed by peanits i think
2 he looks good i love the outfits they did to him
3 i like the combination of hes power as myers and piggy
Now to clarify here, I have only mentioned that we have not announced any nerfs. It was in response to someone asking why people thought he would be nerfed. This also isn't confirming nerfs, I just want to nip this in the bud before it can get quoted out of context.
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You should fill it out again, yes. If you don't, it will be assumed that you're no longer interested.
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There's a good chance they legitimately lost connection (or their game froze). A scratched coin is fairly inconsequential so it would be a little silly to dodge it.
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It's additive. Normally you get 100% bloodpoints. A bloodhunt adds 100% on top of that for a total of 200%. Each party streamer on top of that adds an additional 100%, so one during a bloodhunt would give you a total of 300%, two would give you 400%.
So rather than multiplying by two and then two again, it adds the bonuses together and then multiplies your score.
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Sorta' a spin-off, but if your goal is to kill that one guy, I would recommend BBQ & Chili and Iron Maiden. When you hook the second to last guy, hook them as far into a corner of the map as you can. That'll improve your odds of BBQ revealing them. If they hop in a locker to hide their aura, Iron Maiden will rat them out.
I wouldn't call that an "aggressive" build, but it'll definitely help you kill that guy that's just hiding and waiting for the hatch. Chances are you're already running BBQ anyway so you won't even have to switch many things for it.
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We have not mentioned any nerfs to Ghost Face, no.
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Generally speaking, the UI is kept as clean as possible (i.e. not an overload of information that you don't need) and is consistent throughout the game (i.e. all icons fit the same theme, all HUD elements are consistent throughout the game). Character portraits would be a little out of place. They would be fully rendered images among all of the stylized icons.
@Cheers said:
I'd say just put the survivors name under the username.
This is much more doable. This would maintain the styling of the game while still providing the same information. You could also bring up the menu briefly to see who's playing which survivor, though that is easier said than done if you're already chasing someone.
I'll go ahead and stick this in wishlist.
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To be perfectly fair, trying as hard as possible would ensure that they get more points. A survivor could go easy on the killer, for example, but they'd risk losing their escape points if they do. Likewise a killer might lose their no one escapes points if they decide to go easy on the survivors. Beyond that, not everyone's looking to farm. There are people who just want to play a serious match.
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@Vlieger said:
This would involve having to program a killer AI/Bot into the game which would be a pretty large project.
Not saying it couldn't be done.... but I don't think it will happen any time soon.
It wouldn't be completely out of the question. It's not actually made to chase survivors, so to speak, it just moves between generators and follows a survivor that's already being chased. We already have something similar that you can see in the tutorial. It's just a matter of generating a mesh that the AI could follow.
It would cause a pretty noticeable performance hit, though, and it would likely increase loading times since it would have to generate a new mesh each time. Beyond that, it would probably be a little predictable for people with a keen eye who can spot AI behaviour, and it might be annoying for the killer when their illusions start to get in the way of a chase.
On a different note, having them each have a terror radius would definitely cause issues. If the killer is using a perk like Coulrophobia, it would be really excessive.
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As these guys have mentioned, blocking someone on Steam only prevents them from contacting you on Steam. It has no impact on the game. If someone is harassing you, I would suggest making a support ticket here: https://support.deadbydaylight.com/hc/en-us/requests/new?ticketformid=191426
This is a bit of an extreme case, but harassing people over the course of several games is considered a bannable offense.
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There was a change recently that changed the way that works. Before it would make a lobby right away, then you'd wait for survivors to fill it. Now, it'll look for survivors to fill it and then make the lobby once it's found a match. The overall queue time should not have changed. If you are getting a significantly longer queue time, please let me know and I'll have the team look into it.
@TheBean said:
Sounds about right. Those that got fast lobbies get punished for those who are in other countries where they don't have allot of people playing.
In the efforts to remove "edge" cases where they could spend a long time getting a lobby they spread out the effect over everyone.
Once dedicated servers come in, at least those cloud systems will do part of the filtering on region, which could help in lowering the times. However right now, I believe everyone is piled into the same system when match making is done.
That's not quite the case. It wasn't based purely on the population in different regions, it was fairly random and could happen to anyone. I would previously get instant queues while people who lived a couple blocks away would end up waiting for half an hour. We wouldn't be able to fix long queue times in low population regions with a new matchmaking system. Both systems would gradually expand their filters and accept people from further away if it could not find a lobby.
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It was tweaked, although for some it is significantly lower than it should be (to the point where you can barely hear it). This is a known issue and we're currently looking into it.
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To keep it simple, this build is from the middle of an add-on pass. When we made changes to Ghost Face's power, we needed to revisit most of his add-ons to make sure that they worked with the new values. We wanted to get it out before the bloodhunt started so people could give him a try without missing out, but that meant that we had to take a build from the middle of the changes. This means that some descriptions are outdated or just plain don't match what they now do.
It actually increases the time they stay marked.
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@Kenshin said:
https://forum.deadbydaylight.com/en/discussion/comment/523331#Comment_523331
thats a complete new time. whats going on
It's the same as the last bloodhunt. We moved them around.
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Assuming everything goes well, yes. We don't intend to revert them for if there's no good reason to. We're still going to be keeping an eye out for feedback until he's released, though.
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Somebody clearly hasn't seen strongman Trapper.
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You have to "reveal" Ghost Face for 1.5 seconds total to break Ghost Face out of Night Shroud. The buffer is a slight delay before that starts accumulating. Say you look at Ghost Face. 0.3 seconds later, it'll start revealing him.
It's a very slight delay, but this prevent someone from just spinning their camera to gradually detect you.
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It starts tomorrow, June 14th at 2pm ET.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/523112#Comment_523112
@Peanits the time being suggests that she may be nerfed later on? I can totally see her getting butchered.
Nope. It just means that we're not thinking about changing her right now. I'll never say never when it comes to balance because this is a live game and anything can happen, but there are no plans to touch her at all right now.
(Fixes aside, of course.)
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/523139#Comment_523139
I do indeed like the change of making rank harder to get, however, as killer specifically you have to extend matches to the point as we discussed 'hostage taking' in some cases to get some of these emblems. However, by doing so you allow survivors to heal which harms your emblems so it feels almost rng-esk whether or not you will pip at higher rank. If you annihilate the survivor team you de-pip currently. Not even counting a or multiple dcs/suicides auto-forcing a depip or black pip at most.
That would be one of the edge cases mentioned. Ideally you shouldn't have to stick around longer than you need to just to pip. We'll be looking into stuff like that as soon as possible.
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@PolarBear said:
Honestly, just merge anything with Nurse and it would be really frustrating. @Peanits
My favorite would probably be Hag+LF, traps where you teleport and immediately go into a chainsaw run would scare the absolute crap out of survivors. (Also hag with a chainsaw would look funny)
I mean more for the killer, though. Every time you blink you'd be risking stunning yourself. I'd take a Nurse-Huntress any day if we're just talking about power.
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In terms of pipping thresholds, the goal there was to separate players based on skill levels and make it more difficult to reach the higher ranks. This way people would still in a rank range they are more comfortable in rather than ranking up too far and having a rough time. Previously anyone- even a survivor as boosted as myself- could hit rank 1 if they played enough in a month.
In terms of actual emblems, we're in the process of ironing out edge cases and re-balancing things that need re-balancing. We just did a pass on some of the survivor emblems in the PTB to help with instances where one player was chased for the whole game, for example. We'll be keeping an eye on the other emblems and try to make changes when we can.
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@Ihatelife said:
@Peanits Please don't nerf her. Give a big hugs from me for the person that created her power 😍😘
We are not looking into changing the Spirit at the moment. She's powerful, but she has a good amount of counterplay too, so we would rather focus on other Killers for the time being.
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I imagine the Leatherface and Nurse combo I've seen mentioned might be really frustrating. I'm just imagining blinking a little too close to a wall and immediately going into the tantrum.
I would say Trapper and Pig. No good reason, I just want to walk around and cosplay the crapper.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/521928#Comment_521928
@Ember_Hunter No I mean the size. Someone mentioned it being 32 meters instead of 24 now. Was this confirmed?
@Peanits ?
That much I can't confirm at this time.
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@Claudette_Baguette said:
They said the snares will only be available with addons.
Isn't that a joke? Addon dependant killers suck anyway. Imagine having to use addons to obtain the corrupt purge or pig's traps for example.
The "new" freddy only has a gen teleport (which is kinda meh because it doesn't help you in a chase) and the "doctor pallets". That's it. Boring and it won't help in a chase.
The snares could help but since they are addon dependant it sucks. Make it default then he might be playable.
Couple things here:
1) Snares are the default, not an add-on.
2) Dream pallets are different from doctor pallets. Doctor pallets vanish when you get close. Dream pallets will not. They appear just like a regular pallet. A survivor could end up looping a dream pallet without knowing it's a dream pallet, giving you an easy hit when they throw it down and realize it's fake.
Again, not to beat a dead horse, but this is why speculation this early on is not a good idea.
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@BBQnDemogorgon said:
@Peanits You guys should really look into Fog Whisperers causing drama like this.
This isn't a good look its making bhvr look bad and its making the FW program look like a mistake.
We do, although in this case there is no drama. Somebody had a bad experience in the game and reported the other player. That's all that happened. We are not going to ask the Fog Whisperers to have no emotions, that's not reasonable and that's also not something we want.
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That's the only glimpse we've got so far. It's the hand in the lower left. How spooky and mysterious.
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@Hoodied said:
The observer?
It's the guy that was teased in the archives during the 3rd anniversary stream.
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@Plu said:
You might get want to change the thread's name because naming that person might count toward "Naming and shaming".
In any case you are right, they shouldn't listen to said person, ESPECIALLY with how toxic her attitude is towards killer players, ESPECIALLY when said person was fine with lowering her rank to face baby killers and bully them.
EDIT: NVM you changed the name already, it's fine.
It was actually merged into another thread because we somehow ended up with three threads about the same time, but you are right. Streamer or not, we don't allow naming and shaming.
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I'll be honest and say no. I would compare it a lot to the huntress. You don't get better at aiming if people just run in a straight line and don't try to dodge your hatchets. Likewise, they won't get better at nurse if you go easy on them. They've just gotta' take their lumps and git gud.
Granted, I'm not saying everyone should BM them and make fun of them after the game, I just don't think you should give them free kills just because they're not good at her.
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@Redd said:
They thought it was too hard for people to wake up.
I repeat. Too. Hard. To. Wake. Up.
Ignoring the fact that this is only a problem that needs fixing if you keep the auras (which they aren't); it is in fact TOO EASY to wake up in Freddy's current state. Allowing for survivors to have another way to wake up was not needed. This is absolutely the definition of fixing a problem that doesn't exist after they already "fixed" it by removing the aura reading.
Like...... that is the number one complaint people have about Freddy in general. Sleeping an entire survivor team doesn't do much because you chase one and the other three wake up almost immediately. In a meta where it's already a major complaint that it is too easy to wake up; the first thing they are doing with the rework is making it easier to wake up.
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The second thing I don't like about the rework is that they removed all the major downsides to being asleep. The downside is that dream snares or dream pallets, not both but just one, will now work on you. You no longer get the action cooldown, the aura reading, or anything else that actually made putting people to sleep good. All you get out of dream state is some of the worst parts of the builds from the trap killers and the doctor. There is absolutely no way under any circumstance that dream snares + dream pallets is ample compensation for losing the 50% action speed cooldown and the aura reading. "But Redd they put a weaker version of the cooldown on some add-ons." Why the flying popsicles do we always need specific add-ons to make any killer not terrible? Shouldn't a killer be viable at base instead of hot doo doo without specific add-ons?
Oh and did I mention that it's now easier to wake up? Which was already super super easy?
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Being able to hit survivors immediately, something every other 115% ms killer could do already, comes at the cost of the majority of Freddy's stealth. Goody goody gumdrops. Yes, it's very very nice that we can now hit people. But Freddy is now JUST an M1 killer except for the one positive they gave him.
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So what compensates Freddy for all these changes? Well it's supposed to be the gen teleport. Which, to be admitted, is pretty good for some map presence. But unless the Dream Snares are way better than they look, he's going to be somewhere around a worse Clown when he starts an actual chase. I'm sure he'll get some cool add-ons, but I hate having to run add-ons to be able to do anything.
There's a lot of confusion here, which is not surprising since nobody has seen or tried the new Freddy yet, so I'll clarify a couple things.
1) It's not a matter of it being too hard. Anyone can fail a skill check to wake. One of the issues hear is that it's confusing to new players. Failing a skill check to wake up isn't intuitive to a newer player and they might not figure that out for a long time. Having a dedicated "wake up" object offers an intuitive alternative.
This does not make it easier to wake up. Instead of just getting on the nearest generator and mashing their skill check button until one pops up, they'll instead have to spend time going to the "wake up" object and then more time interacting with it. It's a more consistent way, but it's not an easy way to wake up by any means.
To top that off, sleep is now passive. Survivors will be constantly falling asleep without Freddy needing to tag them. It's now significantly easier to put survivors to sleep in the first place.
2) Being asleep has various downsides, as we've mentioned. First and foremost, dream traps will come into play while you're asleep. Beyond that, the terror radius is replaced with the lullaby, making it very difficult to pinpoint where Freddy is. There are also add-ons that will affect people who are asleep- we've already mentioned that some will slow down action speeds much like the current version of Freddy. I can't reveal anything new right now, but there are definitely downsides.
Jumping to conclusions without ever playing him-- let alone seeing him-- isn't going to do anyone any favours. Even in the OP only, there's some misinformation. Dream traps do not need to be placed in advance, they can be placed during a chase. It's best we all wait until we get our hands on it before we make any decisions. Until then, it's purely speculation.
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@Orion said:
@jimmy5577 If they started banning streamers for bragging about things they didn't do, 90% of all streamers would be banned.
This. Most reports (streamer or not) are immediately followed by the person telling the guy they reported, "Enjoy your ban" or "reported". It means nothing.
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To clear this up: There is never any circumstance in which a report is not reviewed before it is dealt with. It doesn't matter who reported it, all reports are given to the ACM team and are then reviewed before any action is taken.
Fog Whisperer's do have direct line of contact with us, but any players they report to us are then given to the ACMs and handled like any other report. They must follow all the same rules as anyone else when reporting someone (for example, they must report them in-game).
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Part of me says that you'd have to block offerings as well, otherwise you could cheese your way to an easy win with a mori in spite of all the other powerful stuff being blocked. But at the same time, that would mean you can't bring bloodpoint offerings, so that would turn me away.
I'd probably play it for fun every once in a while. I like to mix things up, but sometimes I also just like to do something specific and random perks would get in the way of that.

