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Peanits

Peanits

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Peanits
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  • Of the two, balanced landing, although it will depend on the map. Some maps might only have one or two places to use it.

    Dead hard will only save you in a small number of scenarios. The rest of the time a good killer can bait it and completely avoid it. Balanced landing, on the other hand, allows you to turn otherwise bad tiles (hills, high window drops) into advantageous ones.

  • It will still give you a possibility of being the obsession at the start of the match. Once you use it, you will also become the obsession whether or not you were before.

  • She is supposed to have other score events that would increase her BP gain. I can't remember if they just didn't make it in on time or what, but it's supposed to be higher. I will say, though, that I'm not a fan of just increasing the points alone. Her current scoring events are incredibly easy to do so I can understand why they're not very rewarding. I don't think I should be showered with points because I outplayed a locker and puked on it, for example.

    I feel like the buffs you proposed would be a bit much. It's already fairly easy to infect multiple survivors (I'll typically have three or four infected at once once the ball starts rolling), making them more contagious would only make that easier to do. Then once they are they would be far easier to chase, and work as slow as they would if they were asleep.

    It sounds very oppressive and unfun to play against, if I'm honest. I feel like I would spend most of my game running back and forth between fountains. Imagine if the killer is running infection time add-ons and defends three generators. All they'd have to do is puke on a generator once every 50 seconds to keep them permanently infected. The second you touch it you become sick and have to go cleanse yourself, or else you'll work on it at half speed.

    I don't think she's that far off from being great, she doesn't need massive changes, just slight tweaks. I've been playing her since her release and I've been doing pretty well with her. I feel like over buffing her would be counterproductive, and making her too oppressing will just make her not fun to play against.

  • They're going to get progressively better. It was recently changed so totems could be placed closer to other objects without blocking the interaction, allowing them to be hidden in tighter corners where you can't see them from any angle. As of 2.6.0, there are now also additional LOS checks from survivor spawn points to ensure that totems do not spawn immediately in view of a survivor.

    Over time, the more obvious spawn points are going to be changed. There are a lot totem spots to revisit though, and it's not always as simple as moving them slightly.

    But ultimately if you are going up against a good group of survivors, they are going to memorize new spawn points sooner or later (if small game doesn't get them first). I wouldn't recommend relying on totems if you're not willing to throw on ToTH and protect them. The entire point behind totems is that you're risking a stronger perk that could be lost part way through the match.

  • The vast majority of the team is still in the office working on updates. It's mostly the community side of the team that's attending PAX this year. The people working on the matchmaking aren't leaving. The new matchmaking system was reverted for the time being because it seemed to be causing more issues than in solved (very long queues for some, mismatched ranks, high pings, etc.). It's going to be tweaked some more an reintroduced once it's ready.

  • @Kenshin said:

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

    because why should a killer perk ever counter something of the survivors kit right? we need more second chance perks and free escapes in this game.

    I'm not sure if you realise but the logic you're using here can be inverted. You're essentially asking for enduring to be a free kill without counterplay. Decisive strike is not really a free escape at this point, it is extremely conditional and very easy for the killer to avoid.

  • It does basically sound like a longer borrowed time to me as well. I think the current DS is mostly fine, the stun just needs to be treated like a normal wiggle and be immune to enduring.

  • The killer can hit the survivor to force them to move, but survivors cannot hit the killer to force them to move. The only time it is reportable is when it's being used to hold the game hostage, even, not just because it's an inconvenience to somebody. If you block a window or a pallet as the killer during a chase you won't get banned either.

    (Also going to lock at OP's request.)

  • I don't think it really needs a massive buff like that. It's already fairly good for tracking survivors. But to add on to it anyway, I think that would be more fair if the pallet broke if a survivor vaulted over it while it is infected. That way there's some counterplay there but you can still use it to your advantage.

  • @Entità said:

    @not_Queen @Patricia Please, don't tell me Dead by Daylight is going to die within three months with a complete edition which will stop the development of new contents! :( I love DbD, I want at least 666 chapters with the Entity herself as the final killer with unlimited power in KYF mode...

    No. It was announced alongside dedicated servers at TGA last year that the game is planned to be supported for the next five years. Production is not going to be stopping any time soon.

  • You can actually hit someone through a window if they are close enough. A window will not automatically block a hit. Beyond that, latency will also play a factor. A fast vault is only half a second, and for a good portion of that you are still within the killer's reach, so even 150 ping could make a noticeable difference. The game used to aggressively smooth hits (i.e. move the killer toward the survivor, turn the camera towards them), but that was toned back because it made people feel as if the killer had auto-aim.

    The important thing is: If they hit you, they were supposed to hit you. The game will determine if you were hit first and then try to smooth the hit. It's not the hitbox, it's just a mix of lag and how the game displays the hit.

  • @CaptainCastle said:

    https://forum.deadbydaylight.com/en/discussion/comment/378181#Comment_378181

    How do you have no news? Nothing on freddy? Nothing on legion? Literally nothing?

    Waiting until the PTB to share anything is inefficient. Your development team should hire an agile consultant.

    We don't reveal information until it is locked down. There's a lot of concepts and discussions going on at any given time and announcing something early just leads to disappointment if those changes don't end up going through. You could see that with the decisive strike changes that were originally showed about a year ago. Those changes ended up not working out and left a lot of people disappointed.

    We've also started to do news posts and other activities when we don't have anything to announce. This way you don't have to watch an hour long stream to find the one bit of news, you can just read about the changes whenever you feel like.

  • Streams are not weekly and haven't been for quite a while. Typically we'll do a stream when we have some news to announce. The last one was just before the plague PTB and there's not really anything else to announce at this time. Being scared has nothing to do with it, it would just be rehashing the previous stream and also adding, "By the way, there's a couple bugs, we know, we're going to fix them. There's also feedback and we see it." It would just be a waste of everyone's time.

  • @BBQnDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/375748#Comment_375748

    @EntityDispleased That's likely why we will never see them be super strict on DCs...

    If its so common that all of us run into it constantly the playerbase would take a huge hit.

    They should stop banning and instead add a matchmaking penalty. Like 1 dc=5 minutes before you can queue and keeps getting higher until its not worth their time to ever dc.

    @Peanits Is something like that possible?

    That is something we want to do once dedicated servers are added, but it's not possible at this time. It definitely makes more sense to punish it as it happens. The current system is not perfect but it's the best we can do with what we have right now.

  • This one is known and in the database. It's definitely a bug, not an intended change.

  • It's a bit pointless to compare apples and oranges by how many nerfs the apple got versus how many nerfs the oranges got. If you nerf something to the right place once, that's all it takes, and that's better than nerfing it a dozen times in the wrong way. But just for argument's sake:

    DS was nerfed in: 1.3.0, 1.4.0, 2.6.0

    NOED was nerfed in: 1.0.5, 1.5.0

    That's 3-2. I'm not sure where you're getting these nerfs from.

  • If they slug you for a minute and stand there the whole time just in case you have decisive strike– and they'd have to do this every time they down someone off the hook– then that's a lot of time for everyone else to power through generators. If they leave, someone can very easily come by and pick you up in under a second, or alternatively you can run unbreakable or no mither to get yourself up.

    Even if they do slug you and you never use the perk, it's still doing a lot for you.

  • Nothing in the patch notes mentions that the spirit has been changed (there's one change that allows her to use her power while blind), so it wouldn't appear to be intentional. It could just be a bug. If anyone has a clip of the sound you're talking about, I will pass it on to the team.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/370853#Comment_370853

    I guess but they'd have to start from scratch every time, losing any cosmetics, character progression, content, etc. And there isn't a way to ban IP addresses?

    IP bans aren't very effective because most people have dynamic IPs, and in some cases you'd have to specifically pay extra to get a static IP. If your dynamic IP address gets IP banned, not only would it stop working once your IP changes but worse yet an innocent person would get banned if they wind up with that address later on.

    We do have measures to prevent it, though, but you would still likely see an increase in cheaters regardless. Though I don't really see the need to make the game free at this point. The playerbase is still in good shape and the price is low as is.

  • It's nothing out of the ordinary. If you look at the trends over the past year or two you'll notice a very similar trend. Player counts increase around new content releases and events and decrease afterwards. Adding to this, in January there was a free weekend, which radically increases player counts. Right now we're just in the slump between content releases, coming off of a free weekend, that's why the drop seems more drastic. You should see it go right back up once the new chapter launches.

  • I went ahead and looked into it, found chat logs from the matches and everything, and I can honestly say that there is nothing that we can do, or even should do in this case. You two got off on the wrong foot and decided to start some sort of grudge. If I'm honest, you are in the wrong the second you went to their Discord server to start calling them out on it. You made a conscious effort to seek them out and keep it going.

    In any case, at the end of the day nobody broke any rules, and whether you realise it or not you are both doing the same thing. You are posting about it on the forums, they are posting about it on Twitter. Either of you could drop it and move on, but you're keeping it going for no reason. There's no favouritism there, nobody's getting special treatment. You can't keep adding fuel to the fire and expect it to go out.

  • @Chaotic_Riddle said:

    @Peanits Sorry for the ping, but is there an issue currently with the mobile version of the forums? It's been about half an hour now and the issue on my device is still occurring. Another user has stated the same so I'm unsure if this is all across the board or just for certain users. :(

    I checked a little while ago when I first saw this thread and just checked again now. It appears fine on my end. It may just be a connection issue causing the page not to load fully. If you're on your school's internet that might explain it. I don't know what schools are like these days but when I was in school it was crazy slow.

    in Um??? Comment by Peanits
  • The issue I see with that is that you still have a category that either gives you all or nothing. If you do really well, save some people, do some generators, and then die trying to save someone, you get nothing and you're 5/6k points lower than you could be.

    Personally, I'd rather see the escape points reduced and instead give people points based on how long they've survived. For example, 1,000 per generator that has been completed by the time you're sacrificed, 3,000 for escaping, total of 8,000. That way you're rewarded for surviving as long as you can, but you don't lose a bunch of points just because you didn't get out the gate.

  • It may just be your mouse. I've had a few nice go on me like that. If you press the button down and move your finger around a bit and notice it cancelling your charge, your mouse button is probably kicking the bucket.

    It would probably be a good idea to test it out in another game first just to be sure, that way you'll know if it's just DBD or not. You might also be able to test it out on your desktop by holding the button and moving the mouse around for a while. If it keeps bringing up the context menu in different places, that means your mouse is detecting multiple clicks.

  • @Free_Hugs said:

    https://forum.deadbydaylight.com/en/discussion/comment/365087#Comment_365087

    This is counterproductive, though. If genrushing is always more time efficient than healing no matter how you compare it, then genrushing into Adrenawin will always be preferred, Thanataphobia or not.

    That is why the current meta on live revolves around genrush into Adrenawin, while Thenata is still completely useless.

    The only way to make healing more attractive than generators is to make generators significantly worse, make exit gates significantly worse, or essentially remove adrenaline. The endgame is free, and once survivors hit it they escape 99% of the time. They know that, so the most efficient strategy will always be to hit the endgame as quickly as possible.

    Players arn't just going to drop genrushing because healing is 40 seconds instead of 57 seconds. All reverting thana does is remove that extra 100 seconds of gen time for no reason.

    Very true, although there is something to be said for the safety of healing. Staying injured comes with the risk of going down in one hit. If you could heal in a reasonable amount of time, you might prefer to heal and play it safe than rush and risk getting downed.

    There is also something to be said about reverting it, though. If adrenaline is an issue, it should be looked at. But introducing something that encourages bad gameplay and then removing the only counterplay to the meta you're being forced into only makes things more unbalanced in the end.

    As mentioned previously in the thread, I feel like making healing exempt from thanataphobia with the increased values would be best. That way the perk punishes you for not healing, not for not healing *and* healing.

  • @brokedownpalace said:

    Why not make Thanatophobia affect everything but healing (gens, exit gate, totems, etc)?

    This, I think, would be the best way to go about it. Encourage healing to avoid the perk, not discourage it. Time spent healing slows the game down as well but doesn't make rushing through generators to get adrenaline a clear choice.

  • @Nikkiwhat said:

    https://forum.deadbydaylight.com/en/discussion/comment/365056#Comment_365056

    It encourages team healing instead of relying on selfcare so much as you hide in a corner. Perks like We'll Make It, Botany Knowledge with a Medkit and Jane's upcoming Perk all have a nice focus on teamwork.

    Ask yourself this...how many Thana users have you gone up against and felt threatened? How many encounters with Thana has been able to stale a game entirely out or the cause of a 3-4k? How many have you actually faced at all on live? It encourages a change of play and for what Perks as used...but this just makes the meta stale by dissuading both sides from changing how they can play with different aspects to what a Killer brings into a match.

    With all that said WHY is it being nerfed instead of reverted.....seems asinine when it's not even that much of a threat as is....

    Team healing and self care work out to be the same in the end. Either two people heal are locked into the heal interaction for 28.5 seconds (28.5 x 2 = 57), or one person is for 57. This is time the other person could be spending on a generator.

  • Just my take on it: It's not good for gameplay. With the PTB values and combined with sloppy butcher, it would take a survivor ~57 seconds to self care. That's almost an entire generator's worth of time.

    "That's great, though," you might say. But what ends up happening is much like what you're seeing now. Because healing takes so long, you're much better off doing generators instead and waiting for adrenaline to heal everyone. To which you might say, "But the generators would be 24% slower." While true, that adds about 20 seconds per generator (solo).

    Added time to generators: 20 x 5 = 100

    Time spent healing: 57 x 4 = 228

    Worth noting that you might and probably will get hit more than once, so you'd have to repeat that for each time you get hit. Take your pick, would you rather spend an extra 100 seconds on generators *and* get healed, or an extra 228+ on healing and then still have the generators to deal with?

    On the surface it seems like a great idea, but it's further encouraging not healing and instead doing generators as fast as possible, which I think is something we can all agree isn't fun.

  • Assuming you do not have any negative speed modifiers, you would heal at 2.73 CPS, which comes out to ~5.86 seconds. Theoretically.

    Although as mentioned by people below, We'll Make It does not apply to medkit healing.

  • PinkEricka nailed it. It's a loss of progress bug that happens pretty rarely. If you create a support ticket, one of the ACMs will get back to you shortly and fix it for you.

  • @PB_TORCHer said:

    https://forum.deadbydaylight.com/en/discussion/comment/276969#Comment_276969

    I have the same problem on PS4. I lost 4 cosmetics from Howling grounds and Scorching BBQ yesterday. How long did you wait for a response from the devs. I submitted a ticket.

    It shouldn't be long. I typically go through those once a night, if someone else doesn't get to you first.

  • I'd be all for some sort of cosmetic reward, but I wouldn't want it to be legacy. The only reason legacy is special at the end of the day is because it's rare and impossible to get now. If everyone can get it, it loses a lot of its value. You also have to keep in mind that legacy rewarded people who played a lot in a short period of time, not just people who have been playing for a while. They only had a couple months to get all that grinding done.

    Having the reward be something other than legacy wouldn't make it any less special though. You could still flex your 10k hours on people without it being legacy.

  • @NMCKE said:

    @Peanits

    I'll like to bring this topic back again since this is really important me! Again, even if you have no information about this, tell me because it shows me that you haven't forgot about this.

    Still not forgotten, but there's no news to share about this at this time. It's something I still want personally.

  • Part of me does, but I also know that there's a good chunk of people out there that didn't like them. I'm okay with them being less frequent but more meaty, personally, though I do also like having a Q&A even if there's nothing new to announce.

  • They do. Feng Min gets her day off set and Ace gets a Tuxedo. If you buy the characters individually you do not get them.

  • @PiiFree said:

    Lmao that wasn't just a bad pig, that was a bad killer overall...

    Had a similar one, wait till he catches me xD

    https://us.v-cdn.net/6030815/uploads/528/WSBHVR0U6A9K.gif

    I gotta' say, the way that gif loops perfectly is very satisfying.

    Spoiler Spoiler Warning ▲▼

    Or maybe he's still just missing swings to this day.

  • If you've got a recording, you can send it in here under "Additional Player Report Information": https://support.deadbydaylight.com/hc/en-us/requests/new

    (If you ever don't have a video to attach, reporting it in-game alone is also fine. We review both regularly.)

  • @Boss said:

    Hey, quick random question.

    I see the ACM tag.

    What's that?

    Late response, I know, but ACM is short for associate community manager. It shows up when an ACM posts, like the mod/dev tags.

  • That wouldn't really fix anything. If people are truly rushing generators, we're talking 160 second games (not counting time to travel between generators). Changing it to 110 seconds would only turn that into a 220 second game. That's not a significant difference in time, you only gained one extra minute there. That's still ~4 minutes per game.

    The issue goes deeper than just the time to repair a generator. The bigger issue is the inability to apply pressure to a coordinated team. Four survivors on separate generators are working at maximum efficiency, and you can only chase one at a time. Increasing the time is not going to stop everyone else from working on generators while you chase one guy, it's just going to make it boring to sit there starting at a bar for so long.

  • @Rex_Huin said:

    I got accused of farming on Stardew Valley.

    Yikes. How do you sleep at night?

  • You know too much.

  • @SadonicShadow said:

    https://forum.deadbydaylight.com/en/discussion/comment/354250#Comment_354250

    So i assume those in charge of balance will recognize this as an unintended side effect of the new pallet spawn parameters and likely fix it.

    If it's actually a bug. As mentioned, pallets will ignore the rules and spawn anywhere if there are no more valid positions for them to spawn.

  • @SadonicShadow said:

    @Peanits or @not_Queen can you please comment on this? Is double pallet jungle gyms an intended change?

    The game will try to spawn pallets evenly as much as it can, but if there are no more valid spots and the minimum number of pallets has not been reached, it will put the pallet wherever it can. That could be what you're noticing, but that has not changed in a while.

    There were some other changes to spawning in this PTB (things like vertical distance being factored in), but not specifically to make double pallets appear.

  • Having the survivors next to each other is actually ideal. Survivors are less efficient when working together on a single generator, and having everyone in one place makes it easier for the killer to apply pressure. If everyone's in the same spot, all you need to do is interrupt that one generator and all progress stops. If everyone's on separate generators, apply pressure to one generator still leaves three others being powered at full speed.

  • @Shad03 said:

    On that same thread, I think @Peanits (too lazy to check) actually stated there might be the possibility of children existing within the Entity, however it isn't something we the players will see. The Entity has multiple pockets or bubbles, one of which is what we see. I would assume for argument's sake that the pocket we are viewing is the sort of main hub of the Entity, and the bubble that contain children is seperate from the bubble in which the survivors we know and (maybe) love are in.

    Also The Wraith and The Nurse is now canon, so it shows maybe the Entity is loosening her leash on at least some of the killers. Meaning eventually, possibly all the killers will end up meeting each other at some point.

    Just a speculation, same as all of you, but this is cool to think about.

    Definitely wasn't me, that's more of a lorekeeper thing.

  • Yep. No reason not to, really. I've had plenty of times where everyone's slugged and one guy gets another up while being chased, they split up and the killer chases one. The other guy gets a second survivor up by the time the other guy goes down, and now you've got two up and two down. You can definitely make a comeback from that situation.

    Assuming you're not right next to a hook, at least.

  • The killer cannot see it. It's only for survivors.

  • Accessibility options are always something that are being looked into. This one is a bit of a tricky one since it would essentially make skill checks easier, which would be great for someone like your friend, but would also be abused by people without a disability purely to make the game easier. If you've got suggestions though, we'd love to hear them.

    For the time being, your friend may want to try out technician. It won't completely help with his issue, but it will prevent half of the skill checks that he does miss.

  • Sorry to hear that. If you make a ticket here, someone should be able to help you out: https://support.deadbydaylight.com/hc/en-us

  • @twistedmonkey said:

    Or maybe its always been that way, you just see it more now the DS change is coming.

    Its like when you or someone buys a new car, suddenly you see them everythwere when before you never really noticed them.

    My thoughts exactly. I've always noticed it. Maybe there's a couple people out there using it just because it's getting nerfed, but it's always been incredibly common.

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