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Peanits

Peanits

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Peanits
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  • Typically we'll only do livestreams when we have something new to announce. The other weeks we do a whole bunch of different activities. This week we're playing catch up due to PAX, but you can find out what's going on each week here: https://forum.deadbydaylight.com/en/discussion/11/activities-and-livestream-roadmap#latest

  • If you're reporting someone for something they said in the chat, reporting them in-game will be fine. That will save all the information needed (including the chat log) for our ACM team to review. There's no need to send in a screenshot.

    If you're reporting something else and have a video to attach, you can also send a ticket here: https://support.deadbydaylight.com/hc/en-us

    Please be sure to report them in-game as well if you do. Those tickets are just to add information to a report, they do not replace in-game reports. We won't be able to take action without an in-game report.

  • We have been keeping an eye on feedback and will make changes if it is necessary. I can't make any promises just yet, but we will do our best to keep you posted.

  • @Stubbsyefc1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/400691#Comment_400691

    Why can't Mori be a perk instead?, 2 hooks then you can kill them and remove Mori from the blood web?, Any chance?, My idea was just a idea, Thats all, You can't get 100% on everyone but that's life haha

    I would love to maybe talk with a Dev who works on this stuff, I just want Mori to be good instead off people DC when they see Mori, Iv lost 2 red Moris due to people DC when they see Red mori :( But whatever.

    Any news on the hatch aswell?, I'v heard there working on end game?..

    Mori's already exist inside of perks (Devour Hope, Rancor, for example), but they typically have a pretty steep requirement because they have the most powerful effect you can get. A perk that would allow you to mori anyone who has been hooked twice would probably a little too powerful.

    The end-game and hatch are indeed being worked on. We'll be able to share more details on them when they are closer to being ready.

  • It could be interesting, but that's the sort of thing that could be very difficult to balance. Too short and it might as well not be there. Too long and she would be weak. The spirit has the benefit of still being able to chase if she misses with her power, since she moves at 4.4m/s. The nurse would not be able to catch up at all with her current movement speed, leaving her completely reliant on her power.

  • @Ash_Housewares said:

    https://forum.deadbydaylight.com/en/discussion/comment/401578#Comment_401578

    it's just not me man, and i don't crave to get to Rank 1 but it gets bad when you do your part in a match and get nothing at the end, it feels like you have to do a lot more to even safety pip, even more for players that play more stealthy.

    Ideally your rank is not your reward, but rather to gauge your level of skill and match you with other people of your skill level. You should eventually hit the rank that you're comfortable in and then have a hard time ranking up past that. With that said, the emblem system is still being tweaked and adjusted and any odd edge cases should hopefully be ironed out.

  • We understand that having multiple threads about one topic can be overwhelming, but it also shows how passionately people feel about it. Merging all discussions into a single thread would give the impression that we are sweeping it under the rug and that is not the case. Feedback is still important even when it is negative.

    We've been keeping an eye out for everyone's feedback since it launched and will be bringing it to the rest of the team. We can't promise any changes just yet, but we will do our best to keep you posted.

  • @thediniz said:

    https://forum.deadbydaylight.com/en/discussion/comment/401315#Comment_401315

    what about if the timer dont stop if you are on a chase?

    or if it never stop at all just slows down

    lets face it, losing points its not a real punishment, most people dont even care about that even more on low ranks, there are a lot of possibilities that can be explored like revealing the aura of campers or maybe increasing the time between well suceeded hits so that if you are able to take a hit for your friend you and him would be able to make more distance from the killer as a punishment for camping, this way a survivor could still try to force a chase near the hook to make the "camper" status active for the killer and then get the bonus but it wouldnt be a death sentence for the killer since first of all the survivor who came to the hook would need to hold the chase there long enough for the killer to be concidered a camper, the he would need a good time and positioning to take a hit for the hooked one, wich wouldnt be easy since by the time the killer get the camper status he would already have bloodlust, if the survivor try to abuse this mechanic this way he would most likely be put down.

    I dont think this would resolve the entire problem but its a good start

    The issue here is that there are times where camping is the right decision. For instance, if the gates are powered and one survivor is on the hook. If the two remaining survivors are running in for a save, it's in the killer's best interest to make sure they don't get unhooked. All they would have to do is take a hit or use borrowed time and the killer would not be able to down them again. If the timer is paused there, you would be punishing the killer for not leaving and letting them be freed.

    It's a tricky situation because sometimes camping is the right choice and you need to make sure you aren't punishing killers for playing smart.

  • Removing their ability to vault quickly through windows and over pallets removes a big part of what makes the legion unique. As for revealing the location of other survivors, the legion's power is intended to be used to chase and injure multiple survivors, which is why the power meter refills each time you apply deep wound to a survivor and shows you where the other nearby survivors are. By removing those two abilities, you would be forcing the legion to chase just one survivor with their frenzy, which isn't very fun or skillful for either side.

  • If you are permanently banned (on PC only), you should see a notification at the top of Steam letting you know. You'll also see a game ban on your Steam profile.

    If you are temporarily banned, or permanently banned on consoles, you will see a ban message when you launch the game. You will not be able to reach the main menu of the game, it will appear immediately after it loads.

  • This was actually tested quite a while ago. The issue is that it could be abused by people who rush the hook or by people who intentionally sprint over to the hook when they get chased. If the killer tries to prevent them from unhooking each other right in front of them, the timer stops. While it does punish someone for camping, it also punishes people who don't camp.

  • If there's specific things you do not like about the plague, we would love to hear them. We're open to feedback, but it's difficult to make changes to make her more fun for you if we don't know what it is that you don't like.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/55615/hex-totem-placement-is-still-an-issue

    @Peanits

    I'll like to see totems be placed at unusual positions such as, for example, the second floor of the McMillan Estate: Iron Works of Misery. Perhaps we could make the basement bigger and probably stick a totem in there as well. If maps weren't so flat, besides from your occasional hill, totems could be hidden in the ground.

    Just spitting some ideas here! :)

    That would be interesting. It could also help if they could appear in other areas that normally aren't used, like around the edges of the map. Anything to make them less predictable or anything that gives them more potential spawnpoints would make it harder for survivors to find them.

  • @DwightsLifeMatters said:

    Lmao so to everyone who said use Nurse to counter MoM: Nurse is out of the list aswell. Great job devs, you are so amazing at balancing.

    We are watching for feedback as well. If we need to make changes to it, we will.

  • @TheBean said:

    What is the bug though?... The Blink hit?.. Or the nurse standing still and hitting with m1 normal?

    Some attacks are not counting towards Mettle of Man, like a nurse's blink attack, for example.

  • @xChrisx said:

    @Peanits any news for a fix this week?

    We're aware of the bug and we've been keeping a close eye on the feedback. I can't give any exact time just yet, but don't worry, we're on it.

  • That would, unfortunately, highly limit where totems could spawn and potentially make them even easier to find. If the area around each generator is guaranteed to not have a totem in it, the survivors will not have to search there and in turn have less areas to search in order to find it.

    We're currently looking into totem spawning. There should be more changes on that way, and we are continually tweaking specific spawn points of the more obvious spots.

  • Not just yet, it is still being investigated.

  • @poeticjustice said:

    https://forum.deadbydaylight.com/en/discussion/comment/400777#Comment_400777

    But it doesn’t become active after being hooked! It becomes active after being hooked and only for 60 secs, so if the killer tunnels you and your constantly moving for 60 seconds or 30 senconds and the killer just leaves you on the floor after downed for the perk to wear off, then its pointless. I understand kinda at begging of game because pro players sacrifice themselves to be chased until downed and then they’d use decisive strike, by that time 3 mins past and 3 gens done.

    but you have removed conditions based on pro players, because pro players exploit it, others have to pay the price.

    the whole 60seconds time window to use decisive strike is rubbish, it should just becomes active after hooked once! Not 60seconds after hooked esp when there are tunnellers and campers.

    If the killer decides to leave you on the ground for 60 seconds to avoid the perk- just in case you have it, since they have no way to know for sure- you still get quite a noticeable benefit from the perk. That will give you plenty of time to recover and allow another survivor to run in and quickly pick you back up. Alternatively if you want to get yourself up, you may consider running unbreakable or no mither. Worst case scenario, they down you and hover over you for the entire 60 seconds, which would give your teammates a lot of time to fix generators (that's almost an entire generator for each remaining survivor right there).

  • @Hoodied said:

    @NoShinyPony Reconsider the flashlight Laurie and Jane with Head-on, Freddy can still get blinded and stunned by an awake survivor

    Also, what is your perk build for this situation?

    Ideally you would face a wall, but if that is not an option and they aren't up against a wall, facing the corner with either the lockers or the corner opposite the lockers would be a pretty safe bet. In order to get into position for a blind the survivor with the flashlight would need to spend a significant amount of time getting into position in order to blind you.

  • It's definitely something that we have considered (and still do). We've experimented with different objectives and goals in the past through events. In terms of a radically different mode that plays completely differently, that can be tricky because it would split the playerbase and increase matchmaking times, and it would also require two modes to be balanced simultaneously.

    If you ever have ideas for a gamemode you'd like to see, feel free to post them in the wishlist subforum. We'd be happy to take a look.

  • That's evil, and I love it. It does sound like an awful lot of work for one perk, but it still sounds awesome.

  • That's really cool, there's some good questions in there. Great work!

  • The perk was changed because in the right hands, it was far too powerful and incredibly frustrating to play against. The goal with the changes was to keep the powerful effect of the perk while allowing the killer to have some counterplay against it. This was done by adding a prerequisite to the perk where it only becomes active after being unhooked. With that change, the perk can no longer activate in the early game and prevents the momentum of the entire match from being shifted wildly against the killer.

    More details can be found here: https://forum.deadbydaylight.com/en/discussion/48381/

    It's important to note that any perks, add-ons, offerings, killers, etc. can be tweaked at any point if it's deemed necessary.

  • It's an interesting idea, but it would also remove a lot of interactions when someone's on their final hook. Survivors wouldn't be able to sacrifice themselves so that person can wiggle free, sabotage saves would be out the window, you can even rule out pallet stuns and flashlight saves. Most of the time they are probably going to die anyway, but you can't rule out the possibility that someone might save them.

    As an alternative, it could be interesting if secret offerings did not appear on the loading screen at all. That way it would be less predictable and people wouldn't know until it happens. Granted that wouldn't stop someone from disconnecting as soon as they get mori'd, but we have plans to improve the way we punish disconnections in the future. (This isn't confirmed stuff, by the way, just spitballing some ideas here.)

  • @JawsIsTheNextKiller said:

    Ok why not?

    Does autoaiming exist or is it just how the game smooths out the animations?

    Normal hits actually do not have autoaim. What happens is when you attack, the game checks a cone shaped area in front of you to see if any survivors are there. If they are, the game will move you and your camera towards them to make the hit feel like it connects. If the survivor is outside of that cone at the time, the hit will miss and the game won't move you into position.

    To put it simply, it's purely visual. If you got the hit, you got the hit and the game then dresses it up a little. If you missed, you miss.

  • Achievements should now be live on Steam.

  • @ProfoundEnding said:

    @Peanits Are yout aware if Adept Jane is working now for Xbox because the patch before Ash didn't and this patch doesn't mention a fix for it.

    It should be working, although you will need to double pip in order to earn it.

  • @AntiJelly said:

    @Peanits you're a dev now?

    Full fledged community manager now, in the office with everyone else.

  • They should be added shortly. Sorry for the delay.

  • The cosmetic is the alternative hand.

  • Everything should be back up and running now, hopefully you'll be able to get into the game.

  • The numbers would probably have to be tweaked there, 50 meters is the better part of an entire map. It could definitely work that way, although you would lose any potential to combine it with perks like distressing or add-ons like the doctor's which increase your terror radius.

  • @Condorloco_26 said:

    And a complete disregard of the feedback telling them DS shouldn't proc when the killer had already hooked someone else during the timer.

    It was not ignored. It's good feedback, but time is also a factor. Increasing the stun duration to ensure that the perk has the effect it's supposed to is much easier than adding new functionality to it. It could still be tweaked further down the line. After all, the original perk came out over two years ago and is still being updated today.

  • Steam is currently down, which would explain why you're seeing that screen. Hopefully it will come back online soon.

  • @Tzeentchling9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/398632#Comment_398632

    Isn't that still one second more powerful than it was before patch 2.6?

    It would be slightly longer but at the cost of being more situational and easier to avoid.

  • He will be available there shortly. We are able to make him live in our own store immediately, but it takes a little time to get it listed on the other stores. Hang tight, it shouldn't be long now.

  • @KillermainBTWm8 said:

    5.... seconds....

    The survivor will be locked into an animation for the first second of that and be unable to move. This will leave you with four seconds to run away by default, unless the killer has enduring.

    We are keeping an eye out for feedback. If you feel it's excessive once you've had a chance to play against it a bit, please let us know.

  • The haste part is very interesting. Making her move at full speed when she's out of hatchets would definitely make her stronger. Showing the auras of lockers would also be a pretty welcome QOL update.

    All of them together might be a bit much, though. I can't speak for everyone but I've recently picked up huntress and while she does have a bit of a learning curve, I quickly learned when to use a hatchet and when to just use your axe. I'm still not great with her, but I can do pretty well most of the time. She can be a very powerful killer as is and giving her too many buffs can easily make her overpowered. The tricky part here is that while these changes would help the less experienced huntress players, they would also be pretty sizable buffs to the experienced huntress players out there as well.

  • There has been no official word about iridescent heads being nerfed or removed. You can hatchet away for now. But only once, then you need to get another from a locker.

  • @Karl_Childers said:

    It’s very simple what they need to do to make it an actual tunneling counter. Make the timer around 30 seconds but it stops during chase or when downed, and Enduring doesn’t work against it. The shorter timer ensures that tunnelers are on the receiving end, but the tunneled survivor also isn’t cheated out of the perk. No brainer changes to a currently useless rework.

    This would be a nice improvement, though the chase mechanics could potentially be abused to circumvent that timer. Increasing the base stun time or making the stun immune to enduring likely wouldn't be excessive since the perk is now much more situational and easy for the killer to avoid.

  • We review each case before we take any action. In cases where we have any doubt, we do not ban. From what you've described, it sounds like you weren't working with the survivor, but rather that one survivor sold out the other. You didn't do anything wrong there.

  • @Caretaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/388400#Comment_388400

    Why are we not allowed to have counters? Real talk. Why can survivors have multiple perks/in-game mechanics to counter not only our perks but our powers, but we actually have a straight counter and everyone wants DS buffed so we can't counter it anymore?

    There actually is. The counter is something that doesn't require any perk at all, which is a big part of the rework of that perk. To stop it from ever activating you can just chase a different survivor. Having an additional perk to hard counter to a very situational perk would be excessive. To use it, you first need to:

    • Be hooked
    • The killer has to tunnel you off the hook
    • You need to go down and the killer needs to pick you up within 60 seconds

    And you can add another condition on top of that with enduring currently, where the effect is almost entirely negated if the killer is using it unless you happen to be right next to a pallet or window already.

    If we were talking old DS, sure, I'd be with you 100%. It was incredibly easy to pull off so having it be affected by enduring was fair game. But new DS is very situational and the killer has the option to ensure it never gets used, effectively making you waste a perk slot. Adding the possibility for it to be negated by a perk on top of that is redundant.

    Counterplay is great and I'd always like to see everything have some counterplay, but too much just leaves whatever you're countering to be completely useless.

  • @BBQnDemogorgon said:

    @Peanits Are you going Peanits? 🤔

    So far i know Dave, Mcote, Queen and Mattt are.

    McLean wasn't invited :(

    Unfortunately not. I'm going to be moving this weekend so I can't make it.

  • It depends on what you consider to be a crutch, because that's a pretty nebulous description. Technically anything that gives you any benefit is a crutch if it helps you win.

    Though generally speaking, the answer would probably be survivor since survivors do not have built in abilities and instead get their powers from perks. Killers have abilities built in and their perks tend to assist rather than add new abilities, like increasing stun recovery, breaking stuff faster, applying status effects.

  • @Nikkiwhat said:

    https://forum.deadbydaylight.com/en/discussion/comment/388597#Comment_388597

    You do give a good explanation and not gonna discredit what you're saying. Ruin can not solely be depended on. You have to use other good Perks/add-ons and awareness to still apply pressure. Pop Goes the Weasel & Overcharge are great surprises and two Perks I love the design & concept of.

    However...all this said, it still doesn't account for how Totem Spawns are still flawed and still need to be looked at. I've had numerous spawn right next to me as a Survivor loading into the match (the camera spins around before we start and *Zelda chest open sound effects* there's Ruin/Devour Hope/Lullaby 3 feet from my spawn point. That should NEVER be a thing imo, same with Hex totems being in plain sight of a Gen. Taking a few steps as a Killer to have a Perk rendered useless is not good game design and only Hex Perks suffer as much from such a randomization.

    Sure, "don't use them/treat them as expendable" can be said but that doesn't address nor solve the issue that is apparent. Which sucks because the Hex Perks are some of the most fun ones imo...

    I do agree. Part of this is solved with the LOS checks from survivor spawn points. The rest is down to move specific totem spawn points which will unfortunately take time.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/388506#Comment_388506

    Unfortunately Ruin isn't a risk we are choosing to make, it's one we are forced to if we want a game longer than 5 min. It's a Lose/Lose deal.

    I would disagree there. Fast games are due to coordinated survivors, and coordinated survivors can either hit skill checks or memorize totem spawn points. Worst case scenario one person searches for it while the rest split up on different generators. The benefit you gain from it against a good team is marginal. It affects newer players more than experienced players, and you would hopefully be doing well against new players even without it.

    If you count solely on ruin to make your games last longer, you're putting all your eggs in one basket, and that basket isn't really going to help anyway. I've started to run PGTW instead and it's been working way better. It doesn't get disabled part way through the game and you can use it strategically.

    Even if you just power through a generator with ruin, and you get an average of 6 skill checks (about average, 8% each second, 80 seconds, adds up to 640% chance in total), and if you only hit goods, you would only add 42 seconds.

    Pop Goes The Weasel will knock a good 20 seconds worth of progress off a generator each time you use it. You can use it to quickly regress a generator that's almost complete or to protect a specific set of generators. It can't get destroyed, and depending on how well you do, you can use it a bunch of times over the course of one game. The skill level of the survivors you're going against also does not play a factor, they cannot hard counter PGTW.

    Yes, ruin would give you more time, but it's got the risk of being destroyed, and it's not really going to stop people from being coordinated and rushing through generators anyway. There's other options out there that are safer and more reliable if you really count on it to slow down the game, but so long as you are running a hex perk, you running the risk of it being destroyed.

  • I'm a little torn on it. On one hand, I love that not everyone is able to get to rank 1 anymore. Rank 1 has always been a mash-up of all different skill levels because just about everyone would get end up there if they played enough in a month. From what I've seen, most of the really good players out there are still pipping and getting to rank 1. That part is good. That means that more skilled players are ranking up while less skilled players are staying at a lower rank that's more appropriate to them (like me, probably, I'm not ashamed to say).

    I do, however, think that it's a little too random as to whether or not you rank up. Part of this is due to disconnections. If even one survivor leaves, that can hurt your ability to earn emblems (for either side). Or depending on how the match goes, you might have a perfect match and just not get enough emblems because nobody went down, for example.

    What I think might be a little better is if the requirements were slightly lower, but the black pip margin was decreased (or removed). That way you could more consistently get a pip without having to max out all categories, since that's not always possible, but you also had the possibility to depip if you did poorly.

    Alternatively if the ranking system was more analog and less binary, it would probably better reflect skill. For instance, instead of having -1, 0, +1, +2 pips, it ranged from -3 to +3 and required more pips to rank. Currently it goes from (bad), (meh), (good), (way too good). If there were varying degrees of good and bad, you could afford to have a bad game without it taking a massive chunk out of your rank, and likewise, you could have a good game and get some pips rather than just barely falling short of the requirement at all and getting nothing.

  • @BBQnDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/388520#Comment_388520

    @Peanits Any debuff in addition to broken would be nice. What about the status effect that slows gen speed?

    At the moment only Hillbilly chains do that right?

    That alone would stop the don't heal trend because you won't want to do gens slow and also be broken.

    This idea wouldn't be oppressive because it doesn't effect plague's chase potential it only effects survivors ignoring their sickness. Since it's a fast cleanse it would be fine right?

    The problem there is that the time you spend going to a fountain, using the fountain, and then returning to your generator needs to be shorter than the time the infection would add to the generator. If it's not, you're going to end up taking longer whether you do or don't cleanse yourself, and by default the meta becomes to just do generators instead. You can see a very similar effect with the legion. You could either stay injured and power through generators or spend a significant amount of time healing just to get injured (or in this case, infected) again shortly after.

    There's also something to be learned from the legion in that having the game stalled for too long just ends up not being fun. If you end up in a loop of running to fountains and cleansing because the killer is infecting every generator and survivor they come across, it's going to be a miserable time.

    I think we've got two different definitions of oppressive, though. By oppressive, I mean there's no avoiding it. It would be far too easy for the plague to keep you infected, and having to constantly cleanse yourself only to be reinfected the instant you touch another generator would bring the game to a crawl.

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