Peanits
Peanits
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Generally speaking we do not like to do exclusives for the sake of exclusives. In the case of legacy, the only reason it is not available on consoles is because the console versions of the game were released after the cutoff date for legacy, so console players never experienced the longer bloodwebs.
If there was a good reason to reward players on all platforms, say if the progression system changes again, we definitely could, though. But I can't make any promises there.
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Could it? Sure. But you'd have to go back to the drawing board for so many perks and even entire killers. Stealth killers would be completely gutted. The wraith, for example, might as well not cloak, since they would already have no terror radius and would be able to attack immediately. The doctor's treatment mode wouldn't work without a terror radius either. Perks like Overwhelming/Unnerving Presence, Monitor & Abuse, Distressing, Coulrophobia, etc. would also need to be completely remade.
There is something to be said about keeping it special, though. If you can expect the killer to not have a terror radius every game, it would stop being scary. The thing that really makes it scary is when you're not expecting it and they show up out of nowhere.
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That's gotta' be the shortest standoff I've ever seen. The hatch was immediately closed and the End Game started. What she should have done is gone to a gate, or if the killer decided not to close the hatch and wait there instead, powered some generators.
Oh wait, was it sarcasm? You win this round.
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The ACMs review each report individually. If you are not actually lagswitching, you won't be banned for it.
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@Aven_Fallen said:
Imagine the Outrage if something like this would exist with Kates Body. (The second Pic)
Outrage? You mean profit. Those would sell out faster than we could make them. I'd buy at least 20, to be honest. Kate with abs, I mean. Not like, that but Kate shaped.
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/188287#Comment_188287
My guess would be that its to prevent negative modifiers from exceeding -100%
For example Self Care -50%, Coulophobia is another -50%. If those 2 were added together before being applied, you would end up with not being able to heal at all.
This is true. Throw sloppy butcher into the mix and you would actually be hurting yourself at 20% speed if that were the case.
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@Naiad said:
Sounds like a bug, Adrenaline should only proc after 5th gen is done. Nothing picks a survivor up after gates open unless someone insta heals the survivor which I'm sure you would have noticed.
It activates when the gates are powered. Very similar, but it's an important distinction. If it activates on the last generator, it would not activate when the hatch is closed, since closing the hatch only blocks the generators.
Going back to the main topic, it would not activate when the gate is opened. My guess would be either unbreakable or someone healed them. I can't imagine how it would activate a second time and I know I've been in that exact situation a handful of times since the update, so I would assume that it's not bugged. But I suppose anything could happen.
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@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/467048#Comment_467048
@Peanits - So why can I fake kicking a a gen? Do people get any mind-game potential out of that?
It's not so much about faking it as it is cancelling it when you realize there's a survivor hiding next to it. That way you can let go, hit them, then kick the generator before going back to the chase. You wouldn't really be able to mindgame a generator since they're irrelevant to a chase.
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I don't know why the ping didn't work, but I'm glad you like it. It makes me wish all killers had their own theme music. Samination has one for the Trapper that I particularly like.
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@JawsIsTheNextKiller said:
My headphones (or my ears) are unable to hear survivors breathing/urban evading without Stridor. Can anybody recommend any non-USB headphones that would improve this?
Streamers seem to hear impossible sounds, "Oh I hear a Claudette to my right, she sounds about 7 metres away, crouching and unless my ears deceive me, she's wearing a green top and brown trousers."
Most of this comes down to audio alone. Breathing is very quiet. Even with a good pair of headphones, you're not going to hear them without blasting your eardrums out the rest of the time (and even if you do, you won't be hearing them for long, if you know what I mean).
I use a pair of Sennheiser HD 598 Cs at home and I get by just fine. They're a bit on the pricey side, but you could go much cheaper without much of a difference. The audio quality is pretty good, but that doesn't really help you hear things.
If you can get a pair of 5.1/7.1 headphones, that's pretty much the only thing that could potentially make a difference. They could make it easier to pinpoint where someone is instead of just a rough direction (i.e. 45 degrees-ish to the right instead of somewhere to the right).
Beyond that, you want something that doesn't have a ton of bass. Depending on the headset you get, the bass may be cranked up to 11. It's okay for an FPS where things like gunshots and explosions really pop, but when you're listening for breathing and grass shuffling around, you don't want low pitch "booms" going off in your ear the whole time. I'd suggest doing a little research for a couple different headsets in your price range to see how they sound.
Ultimately though, things like audio occlusion are going to be the deciding factor. If that Claudette Urban Evading around near you is behind several walls, you're not going to hear her. The audio is going to be dampened by the game so much that even the best pair of headphones out there won't help.
For the OP: As long as you have stereo headphones, you should hear each ear separately. Mono headphones take the left and right channels and merge them together, playing them equally in both ears. 5.1/7.1 headphones give a little more precision, but they're not really necessary.
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@ShyN3ko said:
https://forum.deadbydaylight.com/en/discussion/comment/467171#Comment_467171
It's a little more complicated than that. The healing changes, along with sloppy butcher being buffed at the same time,
Sloppy Butcher buff?
Healing time 12 seconds = Sloppy Butcher 25%
Healing time 16 seconds = Sloppy Butcher 20%
Its the same time.
Where is the buff?
I'm not quite sure what you mean. Before that update, Sloppy Butcher only increased the frequency of bleeding, it did not reduce healing speed.
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@se05239 said:
https://forum.deadbydaylight.com/en/discussion/comment/467318#Comment_467318
Good to know.
Speaking of good things, @Peanits .. we are gonna see the result of the recent survey, right?
We'll likely keep it private since it asked questions about people's personal lives. It's just for internal use.
Except for the opera attendance. Just about every attends the opera, so we're okay with sharing that.
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An individual killer or survivor is, indeed, a paragraph.
Technically you could call them a chapter too, but a paragraph is also acceptable. Nobody's going to lose sleep if you use one term over the other.
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@Cymer said:
8% higher survival rate in total.
+20% respective to solo survivors.
Not that high?
If a 3th party program boosts your survival rate that much you don't think it's strong?
If 8% isn't that much just buff the killers action speed around 1/6/8% to keep up. (Against SWFs)
It's not that much according to you.
This would assume that the killer's movement speed is relative to zero, but it is not. The killer's movement speed is relative to the survivor's movement speed (100%). Increasing it by 8% would be the difference of closing the gap ~53% faster. Though it doesn't really make any sense to tie killer movement speed to survival rates, since survivors don't move faster if they're in a group.
It's worth noting that the average survival rate of a four man group is under 50%, which would be two kills two deaths.
To clarify something in the OP: Multiple survivors working on the same generator actually repair generators slower already. There is an inefficiency when more than one person is repairing. The most efficient way for survivors to repair generators is to split up on separate generators. Unless you mean limiting them to 1 CPS, which might be a little silly since it would encourage them to split up and fix multiple generators which you can't apply pressure to all at once.
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@Shad03 said:
https://forum.deadbydaylight.com/en/discussion/comment/467124#Comment_467124
@Peanits Is there hope that, that will happen soon(tm)? Or will it not happen until some time in the future?
It wouldn't be my call to make, but we are aware that the grind can be a bit of an issue and we would love to do something to help out. All I can do for sure is bring the feedback to the team and hope we can work it in somewhere.
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It's a little more complicated than that. The healing changes, along with sloppy butcher being buffed at the same time, definitely shifted the meta. The issue is that changing it back wouldn't necessarily make the meta change back.
To really understand how much time not healing saves, you need to look at how many charges healing takes, since that tells you how many charges could be going into generators. A self care at half speed is the same as two survivors at full speed (rather than one person spending 32 seconds, for example, two spend 16). Each second a survivor is occupied is a charge they could be putting into a generator.
Let's assume that sloppy butcher isn't at play, even though it's a very popular perk, and that nobody is self healing with a medkit to balance it out. When you really break it down:
- If all four survivors are injured and need to heal with a base 16 heal time, that would work out to effectively 128 charges.
- If all four survivors are injured and need to heal with a base 12 heal time, that would work out to effectively 96 charges.
There's definitely a difference there, but when you consider that 80 charges is a solo generator, you'd see that it's a no brainer not to heal most of the time. The time it would take for everyone to heal up, even with the old heal times, is more than the time it would take to fully repair a generator.
Let's just take the old heal times as an example. You could heal everyone in 96 total seconds, or you could repair a generator, get healed in the process, and get a huge speed boost while you're at it all in 80 seconds. Not to mention the extra insurance you get from having adrenaline activate while you're on the hook.
Even before, the no heal meta would have worked, it was just that hardly anyone realized it. Switching the healing times back wouldn't change that.
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This would be an improvement, there's no doubt about that, but I'm not sure it would quite solve the problem. Say you have all 65 survivor perks unlocked. Currently it would take you a whopping 195 levels to get each of them to tier 3. With this, you'd only have to level up 130 times. It's much better, there's no doubt about that, but it's still quite a lot.
Granted, this is less of an issue now that perks are slowly being standardized to where the tier 1 perks perform more closely to the tier 3 perks, but there's still quite a few that you wouldn't want to use unless you've got the best version of them.
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That's an interesting idea. How do you suggest that would work, exactly? How much would it cost to raise a perk that you have up by a tier? And to play Devil's Advocate a little, why would someone choose to continue filling out bloodwebs if they already have the tier 1 perks they want?
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Math time:
A pallet takes a little under three seconds to break fully. Let's just round it to three just for simplicity's sake.
A survivor moves at 4m/s.
In the three seconds it would take to break the pallet, they could move a total of 12m.
Naturally, if you're going to fake it, you wouldn't break it fully. Let's say you stop at 2 seconds (if you go any more, you might as well just break it).
In 2 seconds, they can run 8m away. That's not very far, that's half a tile.
It would be neat, but in practice it wouldn't have a huge effect. Even if the survivor starts running away the instant you start breaking the pallet, they'll still be close enough to turn around and run back to the pallet before you can go around it (assuming it's a safe pallet). You might be able to mindgame newer survivors, but anyone with a bit of experience is going to be able to take advantage of that and force you to break it. If you don't, they'd be able to run back and vault the pallet again.
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@Nibla02 said:
@Peanits so what you are saying that that the legion should activate his power when he is right on top of someone ? since even if you are just a few meter away will be be looped so you just have to do it right on top of someone to which you could just do a normal hit then since its almost the same if you include the fatigue after using it.
A few meters away is a bit of an overstatement. You'll be able to close about ten meters by default, taking a bit off for vaults. It's very doable. I've been playing it myself in addition to watching others play it and it's definitely possible to catch people in a loop with frenzy.
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Legacy was given out to players who prestiged before a certain date. At that time, bloodwebs were much larger and prestiging took much longer to do. Since the bloodwebs then became easier, it was only fitting to reward those who had already done it with something special. Thus, legacy was born.
It will not be coming back out of respect to the people who earned it originally.
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The Legion moves at 5.0m/s in Feral Frenzy, which last 10 seconds by default. So long as you don't activate Feral Frenzy from far away and you play well, you should be able to catch up.
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@LCGaster said:
https://forum.deadbydaylight.com/en/discussion/comment/466866#Comment_466866
Not real or are you covering it up?😏
But yeah, looks fake
If it was real, you probably would have seen a lot more than a teaser image, given what happened on Tuesday.
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That's a good point.
Though it's still not real.
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If the oddly placed floating head on the right wasn't a dead giveaway, it's fake. Though I'll give points where they're due for how convincing it looks.
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It is not reportable since there is a definite end to it. After four minutes, you would either bleed out or get sacrificed by the End Game Collapse. It would only be considered holding the game hostage if there is no foreseeable end.
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A Xenomorph is actually a humanoid (at least for the purposes of animations). They've got big ol' heads, but they walk upright on two legs and have two arms sticking out to the side. They might be a bit slouched, but so is the hag. Animations wouldn't really be a limiting factor for a Xenomorph.
The bigger issue would be how they fit thematically. So far all of the killers have been human. Regular people that were taken by the Entity. It's not too terribly out of place to see any of the current killers running around in the existing maps. Having an actual alien running around a hospital, a preschool, or the streets of Haddonfield is a different story. They might not look out of place on a spaceship, but it would be a little weird seeing them down here.
On the flip side, it would also look pretty weird to have the Trapper or the Nurse running around the USCSS Nostromo.
Basically it's possible to make it work, it's more a matter of fitting with the theme of the game.
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I find that the urgency depends on the position the survivors are in going into the end game. If everyone's healed and the killer isn't chasing anyone, it's not going to feel very urgent. All you have to do is open the gate and slip out. If the killer has several people injured and is chasing someone, though, it can be very deadly.
It's only been out for a day but I've already had a couple situations where I was able to spin it to my advantage. If I get a late hook, the rest of the survivors need to decide if it's worth sticking around and going for the save or if they should just cut their losses and leave. If you toss Blood Warden into the mix, you have a whole new thing to worry about. If the killer hooks someone after a minute of the timer passes, unhooking that survivor right away is a death sentence for everyone who's still in at the time.
Ultimately, it's what you make of it. If the killer had a bad match and everyone's sitting pretty when the end game starts, it's not going to put much pressure on the survivors. If they're just barely hanging on by a thread, it could be a game changer.
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@MystiKasT said:
Survivors teabagging the exit gate for 20 minutes is fine but a killer wanting to see a new EGC animation for 3 and 1/2 minutes is not.
Survivorman logic cracks me up
If they're teabagging at the exit gates for 20 minutes, you should probably hit them and force them out.
Getting back on topic, though, while it exactly ideal, there is at least a hard limit on how long it can go on now. Previously the killer could hold you there indefinitely. You should hopefully see less of that once people have had a chance to see the death animation and the luster wears off. Waiting for someone to be sacrificed that way awards less points, so most people are going to want to hook you instead.
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It is not. It takes four minutes for the survivor to bleed out, at which point the game ends. We only consider it to be holding the game hostage when there is no possible way for the game to end.
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@Delfador said:
https://forum.deadbydaylight.com/en/discussion/comment/465248#Comment_465248
@Peanits What is clown's kill rate at red ranks? I am genuinely asking.
If it is more than 40% I will not speak about it ever anymore. I don't think every killer is viable.
Between 4/29/19 and 5/7/19, at rank 1, ~61.31%.
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@MystiKasT said:
https://forum.deadbydaylight.com/en/discussion/comment/465005#Comment_465005
@Peanits they should just make all killers viable.
Just about all of them are. Not to be mistaken with meta, of course. The best are always going to rise to the top, no matter how hard you try to balance them.
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Glad to hear you've come around on the changes. The way something sounds on paper can sometimes be deceiving. I wouldn't worry about those reports, they won't get you banned. We make sure to review each report on an individual basis before we take action on them.
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The only killers that have their own themes play in the menu are the Clown and on. Killers before that did not get a custom theme. Michael Myers is a bit of an exception because he was released along with a little jingle that would play when you select him (and also when you load into Haddonfield). He did not have a full blown menu theme, it's only that little jingle. There is no full version to play, basically.
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@xChrisx said:
https://forum.deadbydaylight.com/en/discussion/comment/465174#Comment_465174
2m for basic and when someone is hooked slow down by a 50%. And the 50% of 2m is 1m, for a total of 3m. Facepalm
The timer moves at half speed whenever someone is downed or hooked. If someone was downed or hooked for the entire timer, it would last four minutes.
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@byurick48 said:
Do you think they will address this or give us a reason?
No. No way. Not a chance. Okay, I guess so.
It's not intentional, he should still have voice lines. If they are not playing, that would be a bug.
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It's what you get when you cross the DNA of an apple and the Trapper. Not one of Benedict Baker's proudest experiments.
It's nothing, just a joke item. A gag. A ruse. A prank. You've been had. Hoodwinked. Bamboozled. Swindled.
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@DingHurf said:
https://forum.deadbydaylight.com/en/discussion/comment/464764#Comment_464764
I´m sorry but when the killer at least finds you, he could kill you and not bodyblock the gates until the timer is out, he is faster than you and he just goes in front of you and bodyblock, it´s annoying
If there is more than one survivor alive, you could always split up and work on separate gates. If you're the only one left and the killer is already on top of you, you're pretty much dead regardless. Since the End Game Collapse is brand new, people are going to want to see the sacrifice animation. This is be less common over time since downing and hooking the survivor rewards more bloodpoints than waiting for them to be sacrificed due to the Collapse.
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I went ahead and posted a response on the thread. There should have been a post explaining why it was locked when our mods locked it, but the reason is because it was being used to name specific users and shame them repeatedly throughout the thread.
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Fog Whisperers have a code of ethics to follow and BHVR, as a business, sets down the rules and enforces them. If we have an issue with a content creator, they get warned and we follow a system of strikes. If the content creator wants to share the strikes or consequences they faced with their community, it's their choice to do it or not.
The goal of the FW program is not to have content creators work for us, they are not BHVR employees.
The program is all about DBD supporting content creators and their communities with in-game goodies and visibility.
They are treated the same way we would treat any player.
We did permanently revoked access to the game to some content creators in the past, with reason. Some were very vocal about it, some weren't.
Lots of cases never made it to the public because, as we treat other players, we do not discuss their bans in public.
With all of that said, this thread was locked by one of our mods because it has been repeatedly used to name specific people and shame them, something we would not tolerate for anyone. I'm not sure why a message was not posted when the thread was originally locked, but I figured I'd clear things up.
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I would imagine that whether you're taking 9 seconds to kill someone or 15, it wouldn't make much of a difference. The amount of time you're saving by killing someone after their first hook is absolutely massive by comparison. Though I'd still be interested to see what y'all think.
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@SmokePotion said:
@Peanits This is where we can tell you are a math guy, with little experience playing
Those are straight line distances. How often, on your maps, can I move in a straight line to a single generator? Not often. Add into it many maps are large, and good survivors run away from all the generator work.
This means Pop only gets used on fast killers, Billy, Nurse, and Spirit. Killers that have the ability to check 3 gens in the time limit. Otherwise this is a wasted perk.
edit: Before anyone says "billy runs in straight lines" Yes, but he can sprint to the turn, wlak around it, and sprint again immediately.
I actually play quite a bit, and Pop Goes The Weasel is one of my perks of choice. I use actual numbers because trying to imagine the shortest possible path to each generator in a procedurally generated map is impossible. With that said, though, if you put a little thought into where you hook the survivor and which generator you'd like to kick, it is very easily possible no matter how the map generates.
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You said yourself that the issue with the old Legion is that they had no counterplay. To play Devil's Advocate, what one or two nerfs alone would have fixed that? The terror radius deep wound change covers moonwalking, but what about someone who only repeatedly uses frenzy to down a survivor? Since there is no counterplay there as well, how do you suggest that should have been fixed? With those two changes in mind, would the Legion be good, or would they be weak?
For what it's worth, I've been watching plenty of people playing the Legion since the update and they've been very successful. The less fun aspects may be gone, but in terms of overall power, the Legion does not appear to have taken much of a hit (if any, they actually seem stronger).
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If you are outside the refund window on the platform you purchased the DLC on, there's unfortunately nothing that can be done. As stated in the game's End User License Agreement (EULA), anything is subject to change at any time if it is deemed necessary.
IMPORTANT: BHVR MAY FIND IT NECESSARY TO MAKE UPDATES, OR RESET CERTAIN PARAMETERS TO BALANCE GAME PLAY AND USAGE OF THE GAME AND BHVR SERVICES. THESE UPDATES OR “RESETS” MAY CAUSE YOU SETBACKS WITHIN THE GAME AND MAY AFFECT CHARACTERS, GAMES, GROUPS OR OTHER ENTITLEMENTS UNDER YOUR CONTROL. BHVR RESERVES THE RIGHT TO MAKE THESE UPDATES AND IS NOT LIABLE TO YOU FOR THESE CHANGES.
That EULA appears when you first launch the game. If you missed it, you can also find it posted here: https://store.steampowered.com/eula/381210_eula_0
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Fortunately there are two exit gates for just such a scenario!
But for real, if you're not the only survivor, you could always split up and go for two separate gates. If you are the last survivor and the killer finds you before you can open a gate, you're as good as dead anyway.
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At 30 seconds, a 4.6m/s killer would be able to move 138 meters. A 4.4m/s killer would be able to 132 meters. Even on the lower end, as long as the generator you want to kick is within 8 tiles (little under for a 4.4m/s, due to the kick animation), you should be able to kick it. In addition to that, you can also strategically hook the survivor closer to the generator you want to kick to give yourself a little more wiggle room.
That's not to say that a QOL change would be a bad thing by any means, but you should have plenty of time to kick the generator that you want to as is.
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@littlejohnny said:
https://forum.deadbydaylight.com/en/discussion/comment/464507#Comment_464507
Even after you come out of frenzy? Seems to me it kicks you out Of it after 2 hits and thats not enough to take them down. Just as long as they got the orange meter still?
Any time at all, and you don't need to down them with frenzy. As long as they have deep wounds and go down, it counts. Even if it's from borrowed time it'll still count. The best way to get it would be to hit them with frenzy to apply deep wound, then cancel it and then hit them normally.
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This would be more of a progression change, and typically rank and progression are treated separately. Allowing only people at rank 1 to sell their unwanted items would make it way easier for them to progress since they have an additional source of bloodpoints, meanwhile newer players who arguably need that jump-start more don't get to take advantage of it. Selling back items at a reduced cost would be interesting, although tying it to rank might not be the best option.
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@xllxENIGMAxllx said:
What the Q&A is about exactly.
Just a quick FAQ on the mid-chapter update, to clear up anything that confuses people. There's an actual full blown live Q&A next week, though.
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I'm still working on getting the answers, the team is a little busy at the moment. I'll try to get it up as soon as possible. Just to set expectations realistically, it's more of a FAQ on the update rather than a full blown Q&A.
