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Peanits

Peanits

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Peanits
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  • While it initially makes sense to compare it directly to the live version, there's a little more to it than it seems. The fatigue exists to ensure that the Survivor can get some distance after feral frenzy ends. This is crucial, otherwise the Killer could catch up at 5.0m/s (previously ~5.28m/s), cancel frenzy, and then instantly down the Survivor. With that in mind, we can do some quick math. We'll also have to count the speed at which the Legion moves while fatigued.

    (This is assuming you're not hitting the survivor and giving them a speed boost, since that would be silly. For simplicity's sake, this also assumes you are exactly where the Survivor is when you hit them, which obviously won't be the case, you won't be inside them.)

    With a 1.75 second cooldown, the Survivor will gain:

    (1.75 * 4) - (1.75 * 2.7) = 2.275m

    With a 3 second cooldown, the Survivor now gains:

    (3 * 4) - (3 * 2.7) = 3.9m

    The difference:

    3.9 - 2.275 = 1.625m

    The Survivor is getting 1.625m more distance than they would before. Not a huge amount, but let's not write it off. The important part is how long it takes you to close that gap. (Again, for simplicity's sake, we're going to assume that you need to be directly on the Survivor to hit them. This more or less makes up for the assumption we made before.)

    At 4.4m/s, you will close the 2.275m gap in:

    2.275 / 0.4 ~= 5.7s

    At 4.6m/s, you will close the 3.9m gap in:

    3.9 / 0.6 = 6.5s

    In total, you're only taking 0.8 seconds longer to catch up to the Survivor than you are in the live build. It's not a very significant amount of time, especially once you factor in the time you'll save being able to run loops at 4.6m/s.

    In short, while it is slightly weaker than before, it's not significant when you take the movement speed into consideration.

  • The timer has already been lowered to two minutes. It could be even lower, but it's also intended to encourage the Survivors to leave rather than kill them, so setting the time to be too low would likely cause problems.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/444817#Comment_444817

    @Peanits

    Have y'all tested exit gate regression to prevent loop holes such as 99%'ing the gates to avoid the timer? It could regress down to the last milestone or something.

    It's just something to prevent survivors from avoiding an entire mechanic. After all, if you keep this then your EGC mechanic is all in vain since it can be easily bypassed.

    This is something that was tested, but it also caused some other issues. For instance, if there's only one Survivor remaining, it becomes even more difficult to open the gates if you have to hide when the Killer is coming your way only to have all of your progress regress. Ultimately it was decided against since the Killer can open the gates on their own, so you can always forcefully open the gates if the Survivors are trying to take advantage of that.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/444801#Comment_444801

    By that caveat, when 3 gens pop within the first 2 minutes and I haven't even downed someone as a killer, I'm not going to win and the match is a waste of time.

    At least with end game builds if a game went by that fast, I'd still have a chance. Now there isn't a chance because most end game power on the killer side has been gutted because Remember Me has been literally halved in power.

    In even still, such cases still happen if exit gates spawn close together and the hatch is still closed.

    Maybe something like the last survivor alive gets a buff to open exit gates faster would be more appropriate to indirectly nerf Remember Me without making it useless so end game power still exists but never puts anyone in a situation where the game is unwinnable.

    In that situation you described, you would still have a chance, though. There are still two generators remaining. At any point you could down a survivor. You may not kill all four, you might only get one or two, but you've still got a chance to kill them.

    The end game is not designed to get kills, it is designed to deal with various edge cases that created bad situations (hatch standoffs, survivors refusing to leave, etc.). You can use perks to spin this to your advantage, but by default it should not be a massive game changer.

  • @MojoTheFabulous said:

    I feel like it'd be more intense if it kicked in after the last Gen is done. Certainly worth a test in my opinion.

    This could be pretty dangerous when you start adding perks into the mix, though. Say I'm playing hag with Remember Me, NOED, and Blood Warden and the gates spawn somewhat close to each other. Since I'm using an end game build, I already have traps set up at each gate. If I play defensively for the first minute or so and prevent them from opening the gates, down one or two along the way and slug them, then hook someone with only a minute remaining on the timer, Blood Warden could basically give me four easy sacrifices.

    If all the survivors knew what they were doing, they could potentially leave the survivor hooked to slow the timer and avoid Blood Warden, but if even a single one doesn't fully think it through and unhooks them, everyone's basically dead. I could stop playing and face a corner and still get four kills.

    It's a little more safe when it's tied to the gates themselves since there's an opportunity for escape. The end game should encourage you to leave, not necessarily get the killer kills (though it will if they refuse to escape).

    For what it's worth, this was actually tested previously.

  • There seems to be a misunderstanding here, by no means is a Killer not supposed to kill. The key is that you need to make sure that both sides always have a chance to win, even if that chance is very slim. To use the pig, as an example, if you got chased for a minute after the End Game started and then trapped, you simple would not have a chance to remove your trap escape by the time you get saved (especially now that the End Game timer is two minutes). You would have to win the lottery and remove your trap on the first box.

    If you create a situation where someone has no chance to win, it feels like a waste of time. If you know you're going to die and there's nothing you can do about it, it's going to feel awful. You'll just want to get it over with as fast as possible. The same would go for the Killer side as well. If you were in a scenario where you could not possibly win, you would have a miserable time.

    It's a tricky to strike a balance in an asymmetrical game, but it's important to make sure that everyone in the match has a chance up until they win or lose, whether losing is dying or getting sacrificed, or if losing is all the survivors getting out the gates.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/444768#Comment_444768

    Actually, you guys could create a special headshot hitbox for huntress, small, but does this bug

    We could, but from a balance perspective, the Huntress is already pretty powerful as is. You also need to consider the many instances where a Survivor is running around a half-height obstacle and the only part of them that you can hit is their head. It's not necessarily hard to do already, possibly even more common than a body shot, and it would be a massive buff to an already very good Killer.

  • They can, but it is a bug with the early version of dedicated servers were are currently testing. It's not intentional and will be fixed when we switch to fixing gameplay issues on dedicated servers. This first test was solely to test the infrastructure.

  • We're sorry to hear that. We have been working on fixing that issue for a while now and starting with the mid-chapter update (coming soonâ„¢), we will be adding more analytics to the game to better track and investigate the issue. We have also been seeing fewer reports of infinite loading screens on the Player Test Build for the mid-chapter update that is currently live on PC. Additionally, in the same update, matches that start with fewer than five players will be cancelled and return any items, add-ons, or offerings that were used.

    For more details, you can check out April Developer Update here: https://forum.deadbydaylight.com/en/discussion/57097/

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/comment/444726#Comment_444726

    "Spoiler Warning" is just a white/blank bubble....now I'll never know!

    To be extra sure that you don't accidentally spoil it, the text is the same colour as the background. Highlighting it will show it.

  • @chemical_reject said:

    https://forum.deadbydaylight.com/en/discussion/comment/444702#Comment_444702

    Yay I'm glad to hear it. Was I correct tho? The scientist in me is curious if the ready unready thing had anything to do with it. I believe in coincidences but not 5 times in a row.

    I'm unsure, but that seems like a fate befitting of those who do not ready up in the lobby.

    Spoiler Spoiler Warning ▲▼

    I'm joking, please don't eat me.

  • Fortunately, this bug is already fixed in the PTB and will also be fixed in the live build in the next update.

  • @xTudor said:

    I did that 2 times and nothing happend. I guess it is not available in my region or something like that.

    It would be available in all regions. The PTB is not region locked.

    By the sounds of it, you've already opted into the PTB. But I'll just link this here just in case: https://forum.deadbydaylight.com/en/discussion/26/

    The download should start automatically if you were previously on the 2.7.0 PTB. If it doesn't, restarting Steam should force it to search for updates. You could also try switching to the live build and back.

  • That would be very cool to have, though I feel like it would be a jumpscare when I'm playing killer. (Not like that's a bad thing.)

  • Oh you dunnit now.

  • Those questions definitely were edited for clarity first, but stuff happens when you haven't had a stream in a while. We can see about getting the second one in, but no promises!

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/443161#Comment_443161

    @Peanits Whoops, I misread. You're right. Any update on that issue, though?

    Nothing yet, unfortunately.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/443143#Comment_443143

    @Peanits That's not it at all. I reported a bug a while back wherein certain forumgoers' comments were invisible. I was told this would be passed on, but received no update since then.

    That's a separate issue, if we're thinking about the same thing. When that happens, you'll get a notification but see no comment.

  • We won't hunt you down and ban you for it. However, since you are editing files, you run the risk of triggering the anti-cheat. If that happens, we won't be able to help you.

  • There is a bug with notifications currently. Notifications were made to work with the old text editor that we switched off of a little while ago. Basically you get a notification when someone puts @yourname in a message. The old text editor would do this automatically, but the new one does not do that yet.

    If you want to make sure the person you're replying to gets a notification for the time being, you can @theirname just to be safe.

  • Not that it wouldn't be possible, but that data likely wouldn't be reliable until significantly after these changes go live. Much like in the PTB, you are going to have people who intentionally die to the collapse, skewing the results. You won't be able to get accurate statistics on that until a while after the update when everyone has had a chance to see it.

  • If it's an actual infinite, you won't be able to catch them regardless. Infinites are, well, infinite.

    If it's just a really strong loop, there's a couple things you could do:

    • Try bamboozle. If it's a strong window, blocking it off takes it right out of the equation.
    • Make sure you are running it the right way. Remember that survivors need a pretty big run-up to be able to fast vault a window. Most strong loops will have something in front of the window on one side to prevent that. If you change directions and force them to run the loop the other way, they'll be forced to do a much slower vault, allowing you to catch up much faster.
    • Consider just breaking the chase for now. If you're spending a lot of time on one guy while everyone else works on generators, you're going to have a bad time. It's not a huge deal if you have one or two people hooked or downed, but you'll want to reconsider if everyone else is safe. Often times it's better to go chase and down an easier target for now and then deal with the one that's causing you problems later when you've got pressure on the others.
  • @SmokePotion said:

    https://forum.deadbydaylight.com/en/discussion/comment/442810#Comment_442810

    AHAHAHAHAHAHAHAHAHAHAHAHAHA

    Do you have any idea how bad of a strat you just mentioned is?

    Don't get me wrong, thanks for fixing one part of an uneeded nerf. If a wrong path leads you to the right destination, who am I to complain I guess.

    But it does show that you guys need to work with higher skilled players when you are making these kinda choices.

    Never said it was powerful or practical, but that change would have solely been to prevent someone from abusing it to get an easy kill. Since it wouldn't accomplish that anyway, it didn't make much sense to change it and potentially hurt a killer who is playing normally.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/442776#Comment_442776

    I assume all of this is the cause of the switch back to the 3 rangs animation of the wraith too?

    If there's anything strange you're noticing only after dedicated servers hit the PTB, there's a good chance that it is the cause. There have not been any changes other than the ones listed in the new patch notes.

  • @GodDamn_Angela said:

    Probably because it was being abused to track survivors tbh.

    Not quite. That was actually a neat use for it. It's more because the pig can crouch to hide their terror radius and completely avoid it anyway, which defeats the whole purpose of the change. This way you also don't have to worry about brushing past Survivors while chasing someone else and pausing their timer.

  • It's not intentional. We're using a very early version of dedicated servers right now and there are going to be a lot of gameplay issues. Some powers, abilities, perks, and add-ons may not be working perfectly just yet. This test is focusing on the infrastructure of dedicated servers. After this test, we will be refining the gameplay side of things to make sure that everything works as it should. The Wraith has not been changed.

  • As mentioned, this is the sort of thing we're going to be looking at following this test. Right now we're just making sure everyone can connect and that the servers can handle the load.

  • This is to be expected. This first test is a very early version of dedicated servers. To keep it simple, they are functional right now, but they haven't been refined yet. Going forward we're going to be ironing out the kinks in the actual gameplay to make sure everything works like it should before they go live.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/442253#Comment_442253

    @Peanits While completely understandable if its the normal end game but what about the hatch scenario?

    Say a killer stands by it and waits, closes hatch and the gates are at the other end of the map.

    You now have to do a gen, lose if seen and/or avoid the killer and get to the gate to open it hoping while also hoping they are far enough apart that the killer can't patrol.

    I personally think the timer should be increased for that scenario to make it more balanced, maybe even remove the door opening progress being shown.

    I'm a little bit confused here; if the Killer closes the hatch, the gates instantly become powered and all generators are blocked. You do not need to do a generator first.

  • Freddy has been in the works for a few months now. All that comment says is that he's not yet in a state that we're ready to share. As mentioned in the Developer Update earlier this month, we'll be sharing more information about Freddy in May. That has not changed. We have not promised that Freddy will be playable next month, we only stated that we will have more information on him.

  • @Orion said:

    What is the slowdown when someone is hooked or dying? 25%? 50%? Those 2 minutes are only if nobody is dying or hooked, and if nobody is dying or hooked, you probably don't need to rescue anyone.

    50%.

    The common feedback was that the End Game timer was too long and didn't really feel like it encouraged people to leave. We're going to give this a try and see how it feels. That's what a PTB is for, after all.

  • @iamzammm said:

    Are the dedicated servers on the PTB now?

    Not yet, they will be later today.

  • @BBQnDemogorgon said:

    @Peanits Bring it back Peanits 😢

    The flick is no more. It is dead. It's pushing up daisies. It has kicked the bucket. It's six feet under.

    But to be serious, there are no plans to bring it back right now, the Hillbilly is pretty strong as is.

  • That's not the flick, that's just the increased turning the hillbilly gets at the start of a chainsaw sprint. The flick was something that happened at the end of a chainsaw which allowed you to quickly look to the left or right. It basically made it so you could hit someone that wasn't in front of you.

    Short version, good luck dodging a chainsaw. Even if you made a sharp turn around a corner, you would still get hit.

  • @Chaotic_Riddle got it right. You'll just need to down Survivors that have deep wounds. It is not tied directly to feral frenzy anymore.

  • @Th3Nightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/440061#Comment_440061

    But ... May is where you're going to give more information about Freedy, right?

    If all goes to plan, we will be sharing more info on Freddy sometime in May, yes.

  • @Free_Hugs said:

    @Peanits are other killers kept less than effective explicitly because Nurse and Billy are "more effective" alternatives a killer could "always play instead if they wanted to win"?

    That's just the way they were made. Hillbilly has not changed significantly since the game launched (biggest change that comes to mind is the flick). Nurse was actually nerfed since she was released, but since then neither has been in dire need of a buff/nerf so they stayed where they were. It's not so much about making some intentionally better than others, that's just how they are.

  • @KaoMinerva said:

    https://forum.deadbydaylight.com/en/discussion/comment/440669#Comment_440669

    Oh I know what you meant, but you do know messing with them could completely kill the game right? They are most common at high ranks for a reason. These other killers being destroyed actually means nothing compared to Billy/Nurse. You mess them up with these reworks, and you kill the game. It's just that simple. Of all the killers, you only have 2 that are constant threats at all times. Doesn't that seem odd and out of place? Not even half your killers are serious threats to the skilled players that have mastered your game.

    That's a bit of a stretch. They are the most popular because they're currently the best, that's just how the meta goes in any game. Changing them would definitely upset people, but ultimately most would just move on to the next best thing.

    But again, no plans to touch them right now. They're not really causing any problems in their current state.

  • @KaoMinerva said:

    https://forum.deadbydaylight.com/en/discussion/comment/440638#Comment_440638

    I'm going to hold you to that. I'm the brand scheme of things, I started using Legion to take a break from Billy/Nurse, but I can always go back. Legion being destroyed is just a drop on the bucket compared to the R1 Billy/Nurses.

    If you hold me to it for a long time, you would be overlooking the bit where I said "at this time". We aren't planning on touching them right now, but who knows what the future holds.

  • No dice.

    But to be real for a second, we don't have any plans to touch the Nurse or the Hillbilly at this time.

  • @Plu said:

    I hope this is true @Peanits , i got scared for a bit when i noticed my feedback had low view count and comments.

    That's to be expected. Most people check the General Discussions so the views are generally higher here, but when they're in PTB feedback, the view count will be lower, though there's a much higher chance of devs seeing it.

  • @Ihatelife said:

    https://forum.deadbydaylight.com/en/discussion/comment/440497#Comment_440497

    Are the designers even play this game? Not to be rude. Vault isn't and wasn't the problem. Only the deep wound status effect.

    Yes, they do. Quite a bit, actually. Some of them even stream it in their spare time. The PTB is often used for some fine tuning, so things like that could always change if it's necessary.

  • @Dwight_Confusion said:

    @not_Queen @Peanits

    My post is awaiting approval in the PTB feedback section. I spent a good 30 minutes on it. Can it get pushed? Thanks.

    Fixed it, it's up now.

  • @Ihatelife said:

    https://forum.deadbydaylight.com/en/discussion/comment/440446#Comment_440446

    Maybe look for the category on 2.7.0 feedback? I and the rest of the players make a list of what changes we don't like and present the proposal options to fix this.

    We have been, don't worry. There's some very good feedback there.

  • @powerbats said:

    https://forum.deadbydaylight.com/en/discussion/comment/438884#Comment_438884

    They listened when Spirit came out and adjusted her and gave her some qol buffs as well, what they didn't listen to was the extreme ends from either side.

    If you post something constructive and in a reasonable way they tend to listen but saying something sucks and or simply bashing them gives nothing.

    This is very true. I also can't stress enough the importance of giving clear feedback of what you like or don't like. "Update bad, I no play" does not help us fix that, but someone who breaks down what they found frustrating or weak is huge. A big part of feedback is figuring out where the problem is.

  • @not_Queen said:

    Iron Will is my go-to perk for survivor

    No surprise here: BBQ&Chili

    But my favorites are : Monitor & Abuse / Franklin's Demise

    That's not how you spell pebble.

  • That would be pretty neat. I like the idea of rewarding people for doing one thing really well (or better than the others).

    I went ahead and moved this to the Wishlist for better visibility.

  • They just want to make sure that Leatherface can still stand next to the hook with the chainsaw revved.

    Big ol' check, still working.

  • This would bring back a lot of the things this update set out to fix, though. Allowing the Legion to repeatedly use their power against a single Survivor did not offer any counterplay, making the Legion very boring and one dimensional to play against. It wasn't a matter of skill, it was just a matter of time before the Survivor went down. With the Legion update, you can still get that first hit very easily, but in order to down the Survivor you need to actually beat them in a chase.

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