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Peanits

Peanits

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Peanits
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  • The first one, I gotta' say that I'm not crazy about. Sometimes things come up and someone has to run out just before a game starts. It would suck to be automatically killed. I know you could end up getting hooked twice and sacrificed while you're away, but at least you've got a chance to come back and recover from it. On the other hand, if you're the killer, having them be automatically sacrificed means you can't use them to get your BBQ stack (or whatever other perks you might be using, like devour hope).

    The other two I wouldn't mind. It seems pretty harmless.

  • In that scenario, you would have earned a lot of chaser points, a little bit of lightbringer (from the one generator you did), and not much else. You did not save people and you died. There are changes coming to the PTB, however. If a generator is powered or a hex totem is cleansed while you are in a chase, you will receive part of that emblem score. This will mean if that does happen, you'll be rewarded for keeping the killer busy while your teammates do the generators.

  • @weirdkid5 said:

    Here's what we wanna see @Peanits

    1. Kill rates in games without any DCs. An early DC often leads to a snowball game, or Survivors giving up. These games should NOT count at all.

    2. Kills that occur after an exit gate has been opened, including EGC kills.

    3. Survivor Pip Up Rate in regards to whether a Survivor is killed and still Pips up, or manages to escape and still fails to Pip.

    There's a huge issues with the first one: That is going to massively skew the stats. People aren't going to disconnect if they doing well, but as we all know, there are many people who will disconnect the instant they go down. If you exclude matches where anybody disconnects, you're excluding matches where someone does poorly and rage quits and only focusing on ones where the survivors do well.

    We can only do so much when providing stats, and any time you exclude things the stats get more skewed. This is why we give general stats rather than picking and choosing what to include. This is why we recommend not drawing any conclusions based on stats alone.

    The other two we could possibly look into if we release stats again, though.

  • I don't know what it is about the wraith. He doesn't get cosmetics often, but when he does, I love them all.

  • TheBean got it right. The first time a perk appears in the shrine, it will cost 2700 shards (and also award more bloodpoints if you already have it).

    @WildDovami It could also be because there's conflicting information here and some people think they other guy is wrong. Not necessarily toxic right out of the gate, they could just be trying to show what they think the right answer is.

  • If they are making no attempt to down anyone and purely stalling the game by keeping everyone in madness 3, only downing and slugging them if they refuse to move, that would be considered holding the game hostage. We would need to see that they are doing this for a long time, though, not just a couple minutes. The 3 gen strat on its own is not bannable, it only become an issue when it's being used to grief instead of win.

  • I clicked on this after reading the title and expected a booty-ful meme, but all I got was a typo.

    Solidarity is actually pretty great, in my experience. If you pair it with We'll Make It, you can pull someone off the hook, heal them, then get healed yourself all within the span of 16 seconds.

    I'm also a bit of a Head On user and I sorta' like it. I don't run other exhaustion perks, but I understand why it's not for everyone. I've gotten a couple saves with it and also bought people some extra time during a chase. I'd be all for seeing some QOL changes in the future, but the upcoming Enduring change should make it a lot more consistent at least.

    Jane's perks are pretty niche. They're not always the best choice, but they play nicely in other builds. Still, if you've got ideas I could always bring them to the team.

  • @DBDbuildsYT said:

    https://us.v-cdn.net/6030815/uploads/667/31DWV2EDTPOP.jpg

    They are certainly making changes to the matchmaking and the experience is awful!

    Rank 2s paired up with rank 10s...

    Can a person from bhvr please explain what is happening?

    @Peanits @not_Queen

    The situation is really critical, we would like some clarity before the double BP event please

    The matchmaking has not changed in quite a while.

    Generally speaking the game will only pair you with people are your rank and only in your region. If it cannot find enough people to fill the lobby, it will gradually expand the rank and region range until it can. In extreme instances where it cannot find a suitable lobby, you might get ranks that are out of the normal range.

    What's likely happening there is a SWF group. It'll use the rank of whoever started the group for matchmaking purposes. Since there is rank-range limit for SWF groups, people who are outside of the normal expected range could end up in a lobby that they wouldn't normally be put in.

  • That's a Freddy add-on called "Black Box". It makes the obsession start in the dream world automatically.

  • I meant to post this along with my other message but I completely forgot, but on the topic of maps, I figured this would be relevant:

    MAPS_RATE.jpg

    That's the average survival rate per map. There's definitely some maps that are higher than others, but the overall range is between ~39.22% and ~53.60%. Not an insignificant difference, but not massively unfair for one side or the other. I'll let y'all take a look and do with it what you will.

  • Tunneling is definitely a thing. It's when you chase the same person immediately after they are unhooked. There's no disputing that, really, it'd be like saying camping isn't a thing. The real debate is whether or not you feel like that's a dirty tactic, and I'll leave that up to y'all.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/519314#Comment_519314

    IIRC, it was Cote who said something along the lines of "our goal is fun killers, not necessarily viable ones." In his defense, he may have misspoke or misstated the devs' intentions, but that's what the killer community has latched onto. I want to support the game but it's hard to justify spending money on killers that I don't feel like I can use at my rank.

    If we're referring to the "Play With the Devs" stream, he explicitly said at the beginning of that quote that it is his personal belief. He is not a competitive player, he knows that (even said it himself right after), he plays for fun.

  • Thank you for the detailed feedback. I'll try to go into detail on the pallet bits because I can see that's a recurring theme here.

    Right now, we're working on changing the way pallets and their loops spawn. The current system just plops down pallets in valid positions without taking into consideration how strong they are. This can feel wildly different from round to round. You might get a bunch of unsafe pallets one match and then get nothing but safe pallets the next. With the map reworks coming up, pallets are going to be generated based on their strength. You might have more pallets overall, but they will be much less safe and possible to mindgame. Or you might have fewer but safer pallets. Overall it should feel much more even and less RNG dependent.

    Regarding double pallets specifically: This is caused by the pallet spawning system as well, though this isn't necessarily unintended. A while back we made some changes to the spawning system so pallets would be more evenly distributed across the map. Rather than having a dozen pallets clustered on one side, making it incredibly safe, they were spread out so specific areas because riskier for the survivors after they used the pallets. To do this, the game will only spawn pallets as long as they are not within a certain distance of one another.

    Each map has a range of pallets (minimum and maximum pallet count). If the minimum number of pallets for that map has not been reached and there are no more valid pallet spawning locations, the game will then break the rules and spawn the remaining pallet(s) wherever it can. This is why you might rarely get a double pallet. The silver lining is that when this happens, you have the absolute minimum number of pallets for that map.

    This is something we're actively working on and should be much better going forward.

    Regarding the last bit: We do not design killers just for fun. Power is also taken into consideration. The two are not mutually exclusive. The hillbilly is a good example of that, they are both fun to play as and against while still being powerful. Overpowered is a bit of a stretch; that would by definition mean that it's too powerful. The goal is always to make something powerful and fun. As we've done in the past, we're going to be looking at some of the weaker killers and looking into how we can change them to make them more competitive. Freddy is next up with a complete rework coming with the mid-chapter update.

    Gonna' wrap it up here because this is turning into a novel, but for a TL;DR, we're looking into just about all of this already. Bear with us.

  • Making bloodlust a perk wouldn't necessarily work. The purpose of the mechanic in the first place is to prevent someone from infinitely abusing a strong loop. This way, the killer will eventually gain speed and catch up faster. Without it, you risk bringing back a couple different infinites, and you can't expect everyone to run a specific perk just in case someone finds an infinite.

  • Those two things are not mutually exclusive. You can have a powerful killer that's still fun to play against. I personally love playing against the hillbilly, for example, and he's one of the best. I'm not sure how this idea of fun only started but it's definitely not the case. Strength is also taken into consideration. This is something that's applied across the entire game too, not just killers. A perk like Decisive Strike was powerful, but it certainly wasn't fun for the killer, so it was changed to be much for fair with added counterplay. Now it remains powerful when you pull it off, but it's also possible to play around it.

    With that in mind, we missed the mark with this one and we're actively working on changes as we speak. New killers change a lot while in development and what we're playing one week might be totally different the next. We always try to give you the most up to date build in the PTB, but that unfortunately means that some issues may arise; detecting Ghost Face before he activates his ability, for example, or even balance.

    The goal is always to make something fun and powerful, not just one or the other.

  • That's a latency issue. The killer cannot close the hatch or grab the survivor once they have started jumping by design. Whoever gets there first wins. The issue is that there's a delay between the survivors and the killer. By the time the survivor's client sends info to the killer saying, "Hey, I'm jumping in", they've already started closing the hatch on their end.

  • As se05239 mentioned, if they don't click your name from the dropdown that appears, it won't actually tag you. We could take a look into it and see if it's something we can change, though.

  • @Dr_Loomis said:

    The dead bloke sitting on a chair in Gideon...with an unactivated reverse bear trap on.

    You see, that actually makes sense. Most traps in the Saw movies activated when the victim panicked and stood up. That guy is actually crazy smart and sat there, not moving until he died. It would actually be weird if he was sitting there and it had gone off.

  • That last one in particular could be very helpful. A lot has changed since loading screen tips were first added and it would be nice to revisit them at some point. The second one I'm not too sure about, though. New cosmetics are already showcased in the news section when you launch the game. The real benefit of loading screen tips is to help new players learn the game, having an advertisement for cosmetics there instead would get in the way of that.

    I also feel as though the first one might be a little much. Knowing about one particular pig add-on that causes the hemorrhage effect isn't necessarily a game changer. I feel as though even very experienced players only remember the important ones (there's just so many that I don't expect everyone to know them all). I could see this being helpful for some of the more noteworthy add-ons, though, like the scratched mirror or prayer beads.

  • It would certainly be a nice thing to have some day. I can't make any promises just yet, but if the interest is there, we could see what the rest of the team thinks about it.

  • @Ihatelife said:

    https://forum.deadbydaylight.com/en/discussion/comment/518074#Comment_518074

    Tell me at least that he can teleport whenever he want and the range is unlimited...

    I cannot reveal anything that we have not already mentioned, so I cannot confirm one way or the other just yet.

  • We talked a bit about Freddy in the 3rd anniversary stream, and then we talked a little bit more about him and his add-ons in the live Q&A last Thursday. If you're all caught up on that, I'm not sure what else would could reveal. We've gotta' keep some surprises, after all.

  • Harvester tech. That's some good stuff. I'll even settle for crossing the hole in Badham. I love the little things like that.

    Also the lockers on jungle gyms. They're in the perfect spot for a Head On.

  • We do have the ability to skew the chances of particular maps being selected, but this might be a little counterproductive. I guess the big question is what the goal is here. If the idea is to add more variety, you would actually be taking a step backwards since you'd limit the maps that could be selected. You might get really unlucky and get Rotten Fields in 5/10 of your games now, but if Rotten Fields is only one of ten of the maps that can be selected, that's only going to increase.

    Then you've also got the issue of whether or not people like the maps in the rotation. If one week happens to be more survivor sided maps, killers are going to have a miserable time (possible not playing that week or switching to survivor, increasing queue times). If the next week is more killer sided maps, you'd see the same in reverse.

    To a lesser extent, some killers really shine on certain maps. The Huntress is great on Autohaven maps (particularly Blood Lodge) due to the open spaces and low obstacles. If there are no Autohaven maps in the rotation, she's going to have a harder time right out of the gate.

  • Deathgardening intensifies.

    Being serious for a second though, I don't really have critique for the idea itself, but the Entity doesn't necessarily eat people. It feeds on hope. Bringing it scattered body parts would not feed it very well.

  • @ShyN3ko said:

    https://forum.deadbydaylight.com/en/discussion/comment/517822#Comment_517822

    A female person with little breasts could go topless in public.

    In my country.

    So I could draw Spirit topless.

    That would still be considered nudity, though, legal or not. If you filmed that and put it on TV, you'd need to put a nudity disclaimer in front of it.

  • @BACKSTABBER said:

    @Peanits Remove ptb feedback thread and bug reports, we like to post in general discussion instead cuz more active/visibility

    So devs can read it easily

    The reason why they're put in PTB feedback/bug reports in the first place is so it's easier for the team to find. When they're in general, they quickly get buried because of the number of threads that get posted. Then when the team comes looking for feedback, they have to sift through dozens of pages.

  • Typically perks don't disappear from a character's inventory after they've been unlocked, but there are a couple very rare instances where some things (like teachables) go missing. If something strange going on, you could contact support here: https://support.deadbydaylight.com/hc/en-us

    Someone will be able to look into what's going on and (if you are missing stuff) return whatever you lost.

  • Basically the same as nudity in real life. If you couldn't wear it in public, it probably counts as nudity. Using the existing cosmetics as a baseline is a good way to tell.

    To give another example, if you couldn't film it and put it on TV without having a nudity disclaimer play before the show, it would be considered nudity.

    Or if it would be really embarrassing to wear in front of your mother, it's probably not okay.

  • If you've got a video (which in your case, you do), you can fill out a ticket here to attach it to your report: https://support.deadbydaylight.com/hc/en-us/requests/new?ticket_form_id=191426

  • I'm not sure I could 100% get behind that, from a personal perspective. Lowering the requirements and changing the conditions for bloodlust to vaults assumes that every tile is created equally. This would be a huge nerf to tiles like LT walls and the shack while not making a significant difference to some of the more powerful tiles. Two loops of the ironworks window is still a pretty long time, but two vaults in an LT wall can happen very quickly if the killer plays their cards right.

    Personally, I'd rather see survivors rewarded for using windows and mindgames to keep their distance instead of encouraging them to use just pallets. With the map reworks on the way, I feel like changing bloodlust and window blockers so drastically might be a little overkill, making some tiles nearly unplayable for the survivors while not really addressing the more problematic loops.

  • That would be fine, just make sure it's as clear as possible when you take a picture of it (or scan it).

  • @DarkGGhost said:

    @Peanits @not_Queen Still waiting for the names if you have any

    For devs streaming the game?

    https://www.twitch.tv/almo2001

    https://www.twitch.tv/lmclean_bhvr

    https://www.twitch.tv/not_queen

    https://twitch.tv/mc_ote

    Just to name a few. There are plenty more who are playing without streaming and we won't be sharing their IDs to respect their privacy. A lot of people just want to play the game in peace without someone judging how they play.

  • @Gardenia said:

    https://forum.deadbydaylight.com/en/discussion/comment/513287#Comment_513287

    So where can we go to ask questions and when do you post the thread?

    Typically there's a pinned thread in general discussions made at the start of the week before we do a Q&A stream. Lately we've also been doing FAQs for larger updates as well, but those are less "what are you doing in the future" and more of "clarification for what just changed". In both cases we also scan through the forums and collect questions we see as well.

  • Not quite sure what you mean by questionnaire. The only thing even close to that would be the Q&A question thread, but we took a bunch of those questions and answered them in the livestream yesterday. Beyond that, any actual surveys are handled by a separate team.

    The answers to some of those questions are here, though: https://forum.deadbydaylight.com/en/discussion/67124/

  • All the time. You get so used to people looping until they go down/use the pallet that you never expect them to leave.

    Lately I've been running Quick & Quiet and Head On just for fun as well and it's amazing how easy it is to mess with someone. Loop something twice, Q&Q into a locker, they'll just keep looping themselves before they realize that the scratch marks are gone and you must have left.

  • We have not announced any nurse changes just yet. Her add-ons will need to be reviewed at some point (she's missing some, others make her way too powerful), but beyond that, we have not confirmed anything. We're still focusing on the Freddy rework at the moment.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/512789#Comment_512789

    "In reality, what would likely happen is that most survivors would just hide until they're unblocked. You can see a bit of this with Corrupt Intervention"

    Does this mean we could see a tweak to Corrupt Intervention in the future?

    I wouldn't say never because we always go back and revisit perks that need love when we get the chance, but I wouldn't read into that. There's no set plans for that at the moment.

  • I imagine it would be infuriating when the killer finds you five seconds into the match, and equally as infuriating when it becomes the meta to just hide for the first X seconds/minutes at the start of every match.

  • Basically doing whatever I set out to do, whatever that is. Might just be going for hooks, or it might be getting a couple Head Ons. It doesn't really matter to me if I die or all the survivors escape, as long as I had fun in the match, I'm happy.

  • @Mochan said:

    This is a buff to survivors.

    Survivors would now be using the start of the game to open chests and break totems, so NoEd would be 100% useless. Killer would have a much harder time finding them because there are no indicators for the killer as to where chests and dull totems are.

    That would be a bit of a stretch. You can already do exactly that in the live game, except the killer will be busy checking generators instead so it would be much safer.

    In reality, what would likely happen is that most survivors would just hide until they're unblocked. You can see a bit of this with Corrupt Intervention. You might be able to spin this to you advantage if you find someone early on, but otherwise it just adds a game of hide and seek to the start of a match.

  • Generally speaking, we try to stick to more realistic/lore friendly clothing. In most cases, the clothes worn by the survivors and killers are the clothes they wore at some point in their lives. There's a couple special cases, like legacy prestige ("touched by the Entity") and the Hallowed Blight cosmetics (injected with serum), but completely golden cosmetics wouldn't really fit in aesthetically or with the lore.

    Regarding being able to pick masks and hairstyles: This isn't quite possible with the current system. Right now survivors are split into torsos, legs, and heads. You would need to add a new slot specifically for masks, but that's a pretty tall order to make sure they all work together properly.

    Bunny Feng also follows pretty much the same issue. Yes, the head and torso slots could be locked when you have it equipped, but that's also a significant amount of work just for a single cosmetic, so it's just not very realistic.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/511468#Comment_511468

    Ah well they didn't specify that.

    I guess this all depends on its cooldown then as to whether it's effective enough or not.

    Same for the traps with cooldown, how much they slow by and whether or not the trap and the killers animation putting it down are visible to them.

    We did sorta' mention it in the 3rd Anniversary stream when we said they're explode into blood when thrown down. Meanwhile a fake doctor pallet cannot be thrown down; it vanishes when you get close.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/511372#Comment_511372

    We already know how good fake pallets are from playing Doctor.

    Those fake pallets disappear when you get near them. Freddy is able to place pallets that look and act just like regular pallets, only they explode into blood when dropped (and do not stun the killer). This means that a survivor could end up looping a pallet that isn't actually there, making it very easy to get a hit.

  • @Trotfoxx said:

    https://forum.deadbydaylight.com/en/discussion/comment/511201#Comment_511201

    And now is too difficult, great balance... a couple of random guys will get you a decent solution in 5 min. I don't get why people getting paid just go on with "solutions" like this. Another trash perk to the list, i don't even remember the last usable survivor perk on high ranks, honestly. It's getting boring af to play the game ultimately, when there seems to come some fresh air... nope, back to the usual. Great.

    It shouldn't be too difficult to get your stacks. You can give it a try in the PTB, if you like. You can reliably get a stack by taking a hit when the killer is carrying a survivor to the hook, as well as a second stack by taking a hit near an injured survivor.

    It is meant to be hard to get considering the powerful effect of the perk.

  • Yes, that is exactly the case. It ended up being too easy to get stacks between safe unhooks and protection hits.

  • That would be pretty neat, but I'm not sure if it would be worth the trouble. Things naturally break over time (particularly in KYF where the killer isn't always the host). Having more variations of the killers leaves more things to break, which means more time spent fixing things that aren't even used by the vast majority of people. You'd also have to determine what's worth keeping around and what isn't. Should old trapper and wraith be available, or is that not enough because they still have roughly the same power? If not, what about Legion? Freddy is getting a whole new power so that makes sense, but the rest is a big grey area.

  • If you're referring to the issue where moving at an angle with an analog stick would move you slightly slower than the normal movement speed, that was indeed fixed in update 2.7.1. Now it doesn't matter where the stick is, as long as it's jammed over as far as it can go, you'll be moving the highest possible speed.

  • Those cosmetics basically come in the form of a Steam product key, so there would be no way to activate them on console at this time. This is a big part of the reason why we haven't made new exclusives in a while.

  • First, to clear it up, OP is not crazy. There is actually a bug that could make it impossible to heal someone.

    But getting to the actual topic, we are definitely trying to fix that one, the issue is that it's a very rare bug. In order to fix a bug, we need to understand how to make it happen, then why it's happening, and only then can we actually fix it. Naturally if it's incredibly rare and hard to reproduce, that's going to take a lot longer to find and fix. We are absolutely working on it though, that's a pretty nasty issue.

    EDIT: Oops, Mandy beat me to it.

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