Peanits
Peanits
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- Peanits
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/463572#Comment_463572
Yes. @Peanits stated that, but hasn't yet addressed the fact that it was incorrect.
I'm looking into it right now. It was supposed to only cancel frenzy at one point. I'll get confirmation on whether or not that was changed or if it is a bug.
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Thank you for the very detailed (even if it is very long) feedback. I feel like most of what you said is very reasonable.
Just to clear up two things:
- Blood pools are now hidden like scratch marks to discourage you from using frenzy on an already injured Survivor. There's not much sense in doing so anyway since it won't down them.
- Setting the terror radius to 28m is probably off the table. Terror radii are standardized in 8m increments. This is why the pig's terror radius was changed from 28m to 32m a while back.
On a personal note, I'm not too sure about increasing the base mending time. While I get where you're coming from, it starts to feel really awful when you get stuck in an endless loop of mending. I feel like the mend time add-ons do a pretty decent job of that already. If that's the way you want to play the Legion, you can already get a pretty long mend time already.
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Just stopped in before heading to bed. Thank you for the kind words. You get a happy crow.
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The last generator being activated should activate the trap. Closing the hatch, however, does not power the last generator, it just blocks them off and powers the gates. If the last generator was powered and they didn't activate, that would be a bug.
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Thank you for the kind words. I thought I'd pop in before heading to bed and this is a very nice way to end the day. I offer this hastily edited image in return.
Even if the thread is old, the comment since then are still wonderful.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/463016#Comment_463016
@Peanits There are problems both ways. Perhaps display the percentage relative to the total, as opposed to the maximum?
That's also an option. It wouldn't be my call to make, that's up to the designers. On a personal note, I like how it tells you what percentage of the whole meter each action filled, but that's because I understand how it works. I get why it's confusing to a lot of people.
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The number it displays there are rounded to the nearest whole number for your viewing pleasure, but it can be a little deceiving since in reality they may not add up to 100%. To give an example, the 57% might be 56.7%, so you could have 99.7% out of 100%.
I'll let the team know. Perhaps it could round the number down to avoid confusion.
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I would have to double check to make sure, but I don't believe it will. When the hatch is closed, the gates are powered, but the generators are not. The generators are only blocked. The difference is the wording on the text on the perk.
- Perks/abilities that activate when the gates are powered WILL activate.
- Perks/abilities that activate when a generator is powered WILL NOT activate.
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@RoKrueger said:
So the survivors are welcome to the basement now, take what you want, it is no longer a dangerous place at all. The last bastion of killers' dread and power is gone :,-(
That is not the case. The basement still only has one entrance and one exit. If the killer knows you're in there, it's pretty much a guaranteed hit. Making saves in the basement is still a very risky thing to do. The only thing that has changed is your ability to block the stairs and grief.
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@Hoodied said:
I agree, yes 2 different sides but don't listen to survivor mains!
We do not listen to one side more than the other. We take feedback from everyone and make sure it is unbiased by the time it gets to the team. (e.g. We don't say, "Killer players don't like this, survivors don't like that.", we say "People don't like these particular changes."
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@m1_hero said:
@twistedmonkey link please, also that is a gigantic disparity 80 to 43% so i highly doubt it
Can confirm. The 80% rate is due to a couple different reasons:
1: The stats used your rank after the match, not before.
2: The pipping thresholds were much higher at the time for survivors.
The two combined means that:
1: Only the very best survivors were in rank 1 at the time.
2: Those that did die would likely derank, counting as a rank 2 death rather than a rank 1 death. This greatly inflates the survival rate of rank 1 (and the red ranks as a whole) since all the deaths are being offloaded on lower ranks.
I talked it over with the stats team and a more accurate number taken from April 11th is closer to 43%.
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@Orion said:
Why should it give you a token? You didn't hook them, did you?
This is true. To be perfectly fair, the perk grants tokens on hooks, not deaths. Since you did not hook them, you should not get a token for it.
You could make a case for getting a token when someone DCs, since you would often be about to hook them and that removes your chance to do so, but if you failed to catch someone the entire match, that's a different story.
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Yes, you nailed it.
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They should be 20 seconds. It's listed specifically as 20 seconds in the patch notes as well. If they're only taking 15 seconds for you, that sounds like a bug.
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@FSB75 said:
https://forum.deadbydaylight.com/en/discussion/comment/462211#Comment_462211
Got a time and platform please?
Forums, and hopefully sometime today. This isn't a huge one or anything. We're going to keep an eye out of any questions that might pop up first.
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We'll be doing a quick Q&A later today to clear up a couple things from this update, I'll be sure to get an answer on that.
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As soon as the hatch is closed- regardless of when it happens- the gates are powered. The Survivor(s) then have to open one of the gates before they can escape.
It does not, however, power the generators. They are just locked out. Any perk or ability based on a generator being powered will not activate.
Short version, gates are powered, generators are not. They should line up with perk/power descriptions.
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We're throwing together a quick Q&A for the update, I'll make sure that's on there. There wasn't much explanation in the patch notes.
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@Orion said:
It wouldn't be holding the game hostage by the devs' own definition of the term, except in a very specific situation.
It wouldn't be, since they're doing it to get a kill and there's a definite end. Though it wouldn't be very fun and could be abused to get easy kills, so we decided to was best to prevent it in the first place. As an added bonus, this also prevents someone from taking the game hostage in the basement.
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Generally speaking, the feedback you get is different depending on where you go. People hang around with other people that share their thoughts. The opinions on the Steam forums are going to be different from the official forums, as they are on Discord and Reddit as well, and it'll be completely different from social media. While something may seem negative when you're looking in just one place, other people may love the changes. We take feedback from everyone, not just one group.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/459778#Comment_459778
"Yup, there's a trap killer coming"
-Peanits
Trap killer confirmed, everyone.
Two crows in one day, I'm on a roll.
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We do listen to feedback, however, not everyone will feel the same way as you. This is an asymmetrical game with many different playstyles, not everyone is going to see eye to eye on every change. While you may not like the changes personally, there were many more who supported the changes.
With that said, I wish you the best and hope to see you back some day.
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The update is live on PC and should be hitting PS4 very soon. Unfortunately we ran into some hurdles with the Xbox release, but it will be going out in the coming days as well.
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@xllxENIGMAxllx said:
https://forum.deadbydaylight.com/en/discussion/comment/461577#Comment_461577
Never do that if you don't want the game dying. Why?
- Killers have higher sensibility on PC while on controller you don't want to increase it.
- Higher Framerate on PC
- Keyboard + mouse
- Game is unbalanced on high ranks so PC players will melt us with nurse.
Except if you do like fortnite make two seperate matchmaking ( one for controller and one for K+M ) while adding an K+M support on console.
Technically speaking, Survivors as a whole would not be affected. Playing Survivor on a controller versus keyboard + mouse does not provide any advantage or disadvantage, it's just a matter of what you're comfortable with. Likewise as far as playing Killer is concerned, the Survivors you are playing against aren't going to be harder to hit whether they're on PC or console. The only real difference would be the variety of Killers you're playing against. While a Killer like the Nurse is a lot more common on PC, it's not so common on console since it's harder to play with a controller.
Still, this is not something that's guaranteed to happen, we're just looking for feedback. Even if it were to be added, it could always be optional as well (opt in for faster queue times, or opt out if you feel like it's unfair).
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This would be fantastic to add, but it would also be a way easier said than done. Recording movements for every single tile and every possible way of running the tile is one thing on its own, but then you need to consider tile variations (where did the pallet spawn, where is the window), how to run each variation against different killers (you wouldn't loop a clown, much like how you wouldn't download a car).
Beyond all that though, there's a couple big issues. Either A) The AI can read your every move through LOS blockers and is able to react unrealistically, or B) The AI is a big dumb and sticks to their path no matter what, making it easy to abuse. Then you've got to take each killer and perk into consideration. What's stopping me from playing trapper and blatantly putting a trap somewhere along their preset loop? What if I play Spirit, how is the AI going to know how to mindgame me? What if I'm using coulrophobia, are they going to be smart enough to stop healing or are they going to keep wasting their time? Or if I've got BBQ & Chili, are they going to hide their auras?
It would be totally awesome to have an AI in Dead by Daylight, and it would be particularly great if that AI could take over if someone loses connection. But since the game is procedurally generated and chases are largely based on mindgames and tiny optimizations, making an AI that can compete with a real player is a massive task.
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As soon as we're ready, we'll be sure to let you know.
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Just to set expectations realistically, the new cosmetics are not in the game files yet and cannot possibly be released. They can only be made available sometime after the mid-chapter update.
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@Dr_Smith_ said:
https://forum.deadbydaylight.com/en/discussion/comment/458522#Comment_458522
They are not the game designers. They don't develop the game.
Almo is a game designer, and McLean is a game designer/programmer. Horvath is also a game designer, although as mentioned before, he doesn't stream while he plays.
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We do not discuss bans in public. If you look in your ban message, you'll see the reason as well as a screenshot of what you said.
With that said though, I'm going to lock this here because there's nothing further to discuss. Please do not create alt accounts to evade a ban.
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It would be pretty interesting, although Freddy is getting a complete rework shortly so I'm not sure if it would be worthwhile to make it baseline at this point.
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@Tzeentchling9 said:
@Peanits so a 100% kill rate at rank 20 is balanced by a 0% kill rate at rank 1?
Nope, that would show that there's a problem with the way the killer is designed. It would probably be something unintuitive or difficult to new players but easily abused by experienced players if that were the case. The target for balance is 50% in any given match, not overall. Naturally some killers are going to perform better at some ranks than others. Nurse, for example, usually falls well below that 50% target at rank 20 but exceeds it at rank 1. Or the Spirit, for example. The Spirit sits around a 43.65% kill rate at rank 20, but shoots up to 69.25% by rank 1.
Does that mean that the spirit is overpowered, though? Nope. The target is just 50%. A good player can come by and do well with her because they're good at the game. We're just aiming for a 50/50 average, what you do with it beyond that is up to you.
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It would depend what you mean by age. If you're going by when they were born, the Plague would be the oldest by a very large margin. But if we're talking about how old they were when they were taken by the Entity, that's a different story.
I'm going to plop this in the lore section.
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@SmokePotion said:
@Peanits You just have to give her the ability to move at full speed while holding in her vomit, like on the ptb. She was plenty strong, but also able to be countered through jukes and good pathing. I actually don't know why ya'll nerfed that other then trying to keep her at a 50% kill rate.
Do ya'll consider a 50% kill rate balanced? (this is an honest question)
A 50% kill rate is the target for balance (two survivors escape, two die).
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It's not quite that simple. If you just add a punishment to anyone playing in Survive With Friends, there would be nothing stopping people from queuing up at the same time and leaving the lobby if they don't get matched with their friends. Doing that, they would be able to completely avoid the penalty. On top of that, not all SWF groups are great. The vast majority are just a couple friends playing together and chatting in the background. Punishing them the same as a group that's trying as hard as possible wouldn't really make sense.
@Chaotic_Riddle said:
It's been addressed
More than once in fact
Won't be changed
A Haiku by Chaotic_Riddle
Although it's not quite a haiku, it was a noble attempt and I do approve.
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@Animalheadskull said:
@Peanits do you have link for wild horvath
Horvath does not stream, he just plays.
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@Kikki said:
https://forum.deadbydaylight.com/en/discussion/comment/460077#Comment_460077
I want to upload the Video but if I do than it say's that the Upload is too long,even if it takes only a few second's
There's a file size limit on attachments (it's not really designed for videos). If you upload it to Youtube, Google Drive, etc. and paste the link in the ticket, that will also work.
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Soon™
There is no announced date just yet.
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That is definitely not an exploit, you are fine.
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A mix of them. I usually switch between Huntress, Wraith, Trapper and Myers lately, but I dabble in a couple others every once in a while as well.
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You could, although unless another player in the match reported them, we can't guarantee that we'll be able to handle the report. It's crucial that someone files a report so we're able to find the match in question. Without that, there's not a whole lot we can do. I would suggest sending the video in to support. Worst case scenario, they won't be able to take action on it.
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I don't really mind it. I know they're only doing it because some people would dodge them if they didn't, and I wouldn't dodge them anyway. I do love going up against flashlights, though. I love having someone chase me around and flashlight the back of my head as I face a wall. That's less people on generators.
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@PolarBear said:
@Peanits But regarding the legion mend time exploit... Isn't it possible to just disable those addons until the exploit is fixed? We know you can disable event offerings and the old bouquet offerings, couldn't it just be done with addons/items/perks as well whenever there is an exploit found?
Not quite. Event offerings are designed with the ability to disable them in mind. After the event ends, they need to be locked out. Since that functionality is already there, we can easily disable those. Bouquets are a little different since those were disabled in an actual update. Individual perks and add-ons, on the other hand, don't have this built in at the moment.
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There's a lot more to it than it seems. Bigger issues specifically will typically take more time to pinpoint and fix. By the time we have a fix ready, the next update could already be very close. At this point it's in a build with all the other changes which may need some tweaking or other bug fixes before it's ready to go live. In order to hotfix that one issue, you would have to take that fix and make a whole new build with just that one change and send it out. For the console version of the game, this also means that it has to go through certification which could take some time.
You can imagine how that's not ideal when the update as a whole launches a week or two later. To make matters worse, each time an update is pushed, it disrupts the game. People on the old version won't be able to play with people on the new version and queue times are going to go up as a result.
With that said, we do hotfix things occasionally shortly after an update. If we have an important fix and the next update is miles away, we'd rather put it out now than wait for the next one. But when the next update is already very close, it's usually more trouble than it's worth.
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@thrawn3054 said:
The sample size was small, and therefore hard to make an accurate assessment of the actual effect. They also (I don't believe) had it broken down by rank either. I imagine those two factors leave the data a bit skewed. I'm not saying your assessment is wrong. I'm simply saying drawing a conclusion from this is premature.
The sample size was the entire playerbase, so I wouldn't exactly call that small. It was not separated by rank, though, so that would likely affect things. I would definitely agree with you in saying that drawing a conclusion— one way or the other— is not a good idea. This is very general data and your mileage may vary depending on a whole bunch of factors.
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I'm definitely in the minority here but I usually run Pop Goes The Weasel instead. In my experience, the good players that are actually going to rush through generators as fast as possible can either hit the great skill checks or memorize totem spawn points and cleanse it in no time. The people who struggle with it are usually not that great in the first place, at which point I'd do fine without it anyway.
With Pop Goes The Weasel, on the other hand, it doesn't go away a minute into the match. It doesn't matter how good they are at hitting skill checks or finding totems, I have it for the whole match. Each time you use it, you're buying yourself an extra 20 seconds.
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@pemberley said:
- All action speeds and exhaustion cool downs are increased by 50% while infected or broken
- Make iridescent seal permanently infect objects. The more Plague infects them, the faster survivors are infected by them.
- I like your idea of vomit being a built in bloodhound!
- Plague should have fun and devious add ons that enhance her gameplay. Like delayed skill checks while infected. Infection causing exhaustion. Being infected causing deaf and blind effects. Etc.
Just a quick note on the first one, increasing actions speeds means they'd be doing them faster. Increasing action times is what makes it slower.
For the last one, while it could be interesting, I feel like that would be a little too close to the doctor (you have a status effect that gradually increases and gives you various debuffs/penalties).
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@MegsAreEvil said:
That makes no sense. Peanits said during the Legion PTB stream that it is an exploit. So why would it not be reportable?
That would be news to me because I was on the stream for only a few minutes and I was gone before the Legion discussion started.




