Peanits
Peanits
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- Username
- Peanits
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You mean, Nea-n?
I'll see myself out now.
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Aftercare and Wake Up! are currently bugged. Unfortunately we can't fix it without an update, but we may be able to replace them with different perks on our end.
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This would be very nice to have particularly with perks. Once you've got a bunch of teachable perks unlocked, it can take a while to find the one you need.
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If you walked up to the hatch while the killer is standing there, you made a big mistake. In that scenario you'd want to generators instead. They would either have to leave the hatch and go find you once one gets powered, close the hatch and go look for you, or stay at the hatch while you continue to power generators and escape through the gates. If you're concerned with NOED, you could also break the totems in advance to prevent it from ever activating.
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It really has. I remember back in the day when the shack had two windows and there were no window blockers. Or when sprint burst was 20 seconds and recovered in a chase. Or the window and pallet vacuums stronger than any Dyson on the market. It's crazy looking back and seeing how much the game has changed. You don't really notice it if you've been playing the whole time, but it's a night and day difference when you watch a video of the beta.
On some level, it makes me really happy that we're at the point now where Object of Obsession is being called an OP perk at times. I'd take that over infinites and the rest any day.
And soon we're turning three. Yay.
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@T0xicTyler said:
https://forum.deadbydaylight.com/en/discussion/comment/476722#Comment_476722
Devs confirmed it's a chapter which means map + Killer + Survivor. Keep your hopes up.
a) We have not confirmed anything. Nobody from BHVR is able to comment on any potential leaks. If someone did confirm it, they likely aren't actually from BHVR.
b) Chapter can refer to a single character as well.
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Who's blaming who now? Promotions? Hmm? I'm lost, I just got here.
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Technically Yamaoka Estate does have little ponds. But in terms of a full blown lake, there's a couple reasons. I won't go into great detail, but:
- It would be a big deadzone. You can't throw down a pallet that's just floating by.
- If you crouched or crawled through water, you would naturally drown, but that's not a mechanic.
- Crouching/crawling in water would also make you silent.
- You would need new sounds and animations to do it right.
- Performance reasons.
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In terms of actually surviving, I would say 0/10. You'd definitely be better off without Object of Obsession if you just need to dump the killer on someone when you get chased rather than trying to get chased. If you're doing it solely to get the killer to chase you and then dump them on someone else, that would be griefing, though.
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Since deep wounds now pause inside of the terror radius, the killer would be able to tell if they were near the survivor by watching the deep wounds timer. This is basically like a built in whispers and wasn't something we wanted at this time.
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I need this in my life. Dead by Daylight would make such a great board game.
It looks great, by the way, I love the way the Slaughterhouse turned out.
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@thrawn3054 said:
@Peanits Breakdown only effects the person being unhooked. My idea would effect them and the rescuer.
@legion_main said:
@Peanits Im pretty sure he means for the rescuer
Gotcha. It might be a little redundant if the guy on the hook is already running breakdown, though, but I see what you mean.
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Being unable to save might be a bit much. If you've got a 20 second mend time, that's a third of a hook stage right there. The rest I don't think would be too game changing, ideally you'd want to mend before doing them anyway (maybe barring totems, since getting a hex out of the way might be worth going down). I wouldn't be against the idea necessarily, but I'm curious to hear what everyone thinks about it.
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@thrawn3054 said:
How about you get the ability to see the killers aura for so many seconds after an unhook.
That would be Breakdown.
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I'll give it a shot.
Wake Up!: Does not work if the survivor is asleep.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/475617#Comment_475617
Actually, I run ash without Mettle, how do you feel about that?
Wow, you think you know someone.
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For our purposes, the "Dev" tag is typically used for BHVR employees who are in the office, which is why our external team (CS, ACM, local CMs) don't have the "Dev" tag.
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Since Bill is not our own original character, we are limited in what we can do with him. In the same way we cannot release additional cosmetics for licensed characters without getting approval first, we also cannot release licensed characters on every platform without the approval of the license holder.
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I'd probably hook them, I don't know.
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The sensitivity issue has been brought up with the team. It's not quite as simple as increasing the range of the slider, there's a lot of things that could break if you just increase the sensitivity alone (hillbilly's chainsaw, for example). I can't guarantee anything just yet but we would like to get that sorted out if possible.
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This would, essentially, allow you to kick a generator that's almost done and regress it down to zero in under 16 seconds. You could kick every generator that's been worked on and search the area and odds are it'll be fully regressed by the time you leave. Pardon the meme, but that's a lotta' damage. That would reward someone who isn't able to find a survivor since you would be able to regress a generator five times faster than they can repair it.
On a personal note, I would be okay with a 1:1 ratio of regression, but anything beyond that is a little much. You should ideally be preventing them from working on the generators to begin with, not reversing it completely when you fail to catch them.
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@FireHazard said:
Maybe @Peanits can shed some light on why his outfit is so different from his original attire, i'd imagine I already know (Copyright issues.) but i'd also like to know their thought process behind what they were going for with his new outfit and if they even like what they made for him
Nobody from BHVR is able to comment on any leaks. While the leaks were unfortunate, we are still under contract and cannot say anything until it has been officially revealed.
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That would be a little silly since they would bleed out before they get sacrificed, but no, it is not bannable because there is a definite end. We only consider it to be holding the game hostage if there is not foreseeable end and the only way out is to disconnect.
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@Shad03 said:
https://forum.deadbydaylight.com/en/discussion/comment/475316#Comment_475316
Then the pin add ons will just pile on at this rate. There is no reason to use them, especially when you'd be hindering yourself by doing so. But I can understand why you wouldn't want to jump into things so quickly. Still, the add ons are useless except for the Duration, Cooldown, and Iridescent Pins. @Peanits
We might be able to share an idea- just an idea at this point- for the pin add-ons in the Q&A this Thursday, but no promises. The killer instinct range can also be handy, though. It's a good way to keep track of the other survivors if you're not using tracking perks. Maybe not meta, but they've got their uses.
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@suffering23 said:
https://forum.deadbydaylight.com/en/discussion/comment/475307#Comment_475307
but like i said, what if you camp the exit instead of looking for it and you open it and as soon it is open the killer hits you? I should win right? that'S the difference i want to make clear
I would suggest that they beat you there and they picked the right perk for that scenario, and that the rest of the survivors could have prevented that by cleansing the totems.
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We do not have any plans set in stone to change the Legion's add-ons at this point. The update was only released a week ago and we don't want to make any hasty decisions. We do, however, have some ideas for things we would like to change if they end up being necessary.
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If the hatch is closed and the killer catches you before you get a gate open, it won't really make a difference if they down you in one hit or two. You won't have an opportunity to open the gate so long as they are chasing you.
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@snowflake102 said:
https://forum.deadbydaylight.com/en/discussion/comment/475210#Comment_475210
Peanits should I report a player that dc from the game?
There's no need to report that. We track DCs automatically through our backend. You can make an in-game report if you'd like, but it will not change the outcome.
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This would also open up the possibility for the other survivors to escape through an open gate, leaving the last guy alive immune to NOED. Rationally speaking, if the killer sees them and gets to them before they open the gate in a 1v1 scenario where the hatch is already closed, they're pretty much dead. It won't make a difference if that happens in one hit or two, they're still dead. Even if they stall for a whole two minutes, they're still dead. At that point the survivor lost, with or without NOED.
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@fluffybunny said:
@Peanits or another mod can you tell us where to send it?
There is no need. We are able to track that through our backend and deal with them as is. At most, all you'd need to do is an in-game report.
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Hi. Yes, they do work.
"If anyone even bothers to prove that the system works it's probably Peanits. Hi Peanits"
That was your message. We have shown multiple times in the past that they do indeed work and that we do see not only your report reason, but also the chat logs and more. They're not just going into the void, we've got a whole team of ACMs reviewing them. I was an ACM myself at one point and I can guarantee that they are dealt with as soon as possible.
With all that said though, please don't misuse the report system.
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Generally speaking, terror radii are standardized in 8m increments (8, 16, 24, 32). This is why the Pig's terror radius was previously changed from 28m to 32m. Although overall, a four meter reduction to a 32m terror radius would make very little difference. To give perspective, that's about a quarter tile.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/467529#Comment_467529
Just confirmed by @Peanits, the EGC will indeed last 4 minutes if the slow was applied throughout the EGC. Idk what @Almo was saying tbh...
My Source: (Scroll to the bottom)
https://forum.deadbydaylight.com/en/discussion/61785/patch-notes-2-7-0-mid-chapter#latest
The design has changed many, many times between when it first started and when it was released. This all started back when we originally tested hatch closing on the PTB, to give an idea. Naturally it's a little tricky for even us to keep track of it.
But yes, I can confirm that it's 2-4 minutes.
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@Orion said:
Here's the thing: I've been accused of toxicity just by playing the game normally and making optimal decisions (camping when all the survivors are near the hook, not rescuing when NOED is in effect and the totem can't be found, and so on).
There is definitely a toxicity issue, where people go out of their way to make sure everyone else has as bad a trial as possible, but some people just label everything they don't like as "toxic". If we were to focus on actual toxicity, we could have a better game for everyone.
This is very true. Just last night I witnessed someone call a scratched mirror Myers with Devour Hope toxic. There's a line between someone trying to ruin the game for you and someone just playing the game.
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@ShyN3ko said:
https://forum.deadbydaylight.com/en/discussion/comment/473763#Comment_473763
I made this discussion, because survivors dont want be slugged for ~4 min.
Just go in the forum and you will find this discussion.
And if the killer close the hatch, then the survivor have a rly little chance for an escape.
So why expand the match timer, when its over?
To play Devil's Advocate here, if the goal it to make it so a survivor isn't slugged for four minutes, wouldn't it make more sense to increase the rate of bleedout during the End Game Collapse? Or even when there's only one survivor remaining as a whole. That way you fix the issue without removing someone's chance for escape.
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That might be a bit much. You could basically crawl into any tall grass and be completely invisible. When you're in the dying state, your moan out in pain a bunch so it's possible for the killer to find you, but without that, you'd be incredibly hard to spot.
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We're keeping an eye out for edge cases and feedback (gate spawning is a common one, for example), but we're not currently planning any massive changes to the End Game Collapse. We want to see how things play out before making any knee-jerk reactions.
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This would be great if the survivor did not have a chance to escape at that point, although there is still a possibility. If the survivor has a key, they could reopen the hatch and escape that way, or if the gates spawn far enough apart, they could wait for an opportunity and get one open before the killer patrols back. Killing the survivor outright might be a little much. Alternatively, you could have additional rules for exit gates to ensure they spawn a certain distance away from each other. That way there'd still be a chance, but either side could fake the other out and try to make a play.
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There is no date announced for the next killer. Any dates that may have popped up are purely speculation so I wouldn't recommend getting your hopes up.
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@Chaotic_Riddle said:
@Peanits @not_Queen Will you guys look into this bug? 👀🐛
Just got in but QA is already on the case, don't worry.
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@MegsAreEvil said:
Luckily Devs wont even think about that.
Or so you thought. To be real though, we are typically working on tools to help us better generate maps. This has happened before with pallet distribution, hook distribution, etc. It's not off the table to generate maps based on the strength of tiles, but we don't have anything set in stone on this right now. I'll bring it to the team just in case.
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@Boss said:
Make props just give a few thousand Bloodpoints.
I feel like this would mostly just be used by SWF groups to props each other and get a massive amount of points. Outside of that, I can see people asking each other for props after the match.
We would like to do something more with props in the future, but we don't have any solid plans for them right now. If you've got ideas, we'd love to hear them.
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Are you sure that you lost your offering? When a player leaves during the loading screen, it will now cancel the match and return your items/offerings without affecting your rank. If you did lose you offering, something went wrong there. If you're on PC and can grab your log file, we could take a look into it and possibly see what happened.
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@WolfPad06 said:
I like those, but the 599 are open backed and I feel would be more comfortable if you play for a long period of time.
Speaking of which, for DBD (killer side) would you guys say Open Backed is better for directional audio? The ones I have are Closed and with the chase music it's really hard to hear survivors at all even if they are close.
They would be basically the same. Basically the closed back just means that they seal around your head fully, meaning that less outside audio gets in (and less of your audio spills out into the rest of the room). Closed can be helpful if there's a lot of other noise in the room. Closed backed headphones might also get a little warmer after a long time since there's not as much airflow. But ultimately open vs. closed isn't going to change what you hear.
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Previously, the hatch would only spawn if: Number of Survivors alive + 1 generators have been completed.
This made it so if there's one guy left and only one generator has been powered, the Survivor was pretty much screwed. They had to power a generator while the Killer patrols them. Since it would take 80 seconds to complete a generator alone, the Survivor never really had an opening to actually finish one. As a result, many people would just hide for a long time until the Killer lost interest and gives up or disconnects.
Obviously this is not ideal, so with the new changes, the hatch spawns no matter how many generators have been completed. If the Killer closes it, the End Game starts. At this point the Survivor is going to either escape through the gates, get caught trying, or die to the Entity if they don't make a move. In any scenario the game will end shortly and everyone will get to move on to their next match.
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@TheBean said:
So in this thread a Dev mentions the increase in timer is by 50% which means the 2 minute timer is increased by 60 seconds... not to 4 minutes when downed. So the max amount of time the EGC can be is 3 minutes correct?
Also.. about when players leave during the loading screen.... So.. when offerings are tossed out.. and a survivor sees a mori and leaves during the offering screen is over.. and loading begins.. Is the match canceled and the killer gets their Mori back?
What stops survivors from preventing killers from ever using moris again?
@Almo and @Peanits
The info I see in the news section with the QA makes me ask these, since I seen Almo explain the timer goes to 3 minutes.. not 4. When does the EGC goto 4 minutes as being the max?
The time in the FAQs is the correct time. The timer moves at half speed, meaning a maximum time of 4 minutes. We wanted to clear that up because there was a little confusion there. The End Game Collapse has gone through many, many iterations so sometimes it's hard for even us to keep track of all the details.
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That achievement has not been changed. It is still possible just like before since the generators are only blocked once the hatch is closed, it's just a little bit harder now. We can always go back and revisit it if it's too demanding.
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Possible, sure. If there's a will there's a way. There were a handful of cases where people on console were able to access legacy cosmetics, but they should no longer have access to them. For the others, there's no way that could happen without cheating. If you report them, we could definitely take care of it.
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Nobody from BHVR is able to talk about any leaks, so until it is officially announced, we cannot confirm anything like that.

