Dead hard needs to take higher priority than a hit

Dead hard exhausted -> still getting hit without the perk actually activating/applying the effect.

Everyone knows it, everyone experienced it, everyone hates it.

The fix: we have dedicated servers. If dead hard was pressed before the hit connected (from the survivors POV) then it should have higher priority than the hit. Same concept is in dark souls pvp. If you dodged a hit on YOUR screen, you won't get any damage, even tho the hit connected from the screen of the attacker. This concept is working really really good in dark souls and same concept should be applied for dead hard. Otherwise this perk can only be used very early to close distance (which is still good, but just half of the perks potential).

TO EVERYONE WHO THINKS DEAD HARD IS WORKING AS INTENDED:

"Thanks to the reports we have received thus far, we are looking to improve certain Killer powers, perks (e.g. Dead Hard), and the interaction system (e.g. Kicking Pallets or Generators)."

Quote from the devs themselves

Tagged: Trusted

Comments

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/934745#Comment_934745

    As someone else said.

    https://forum.deadbydaylight.com/en/discussion/comment/934539#Comment_934539

    It wouldn't be to that extreme but it would feel like 100% ######### for Killers to land a hit and have that taken away. It doesn't take much either for Killers to lose the game. A single missed attack means that Survivor likely gets another loop or reaches a pallet/window. A single mistake can cost the Killer the entire game. That isn't hyperbole. One mistake is all that's needed for a game to snowball against the Killer.

    Iv seen it countless times in my gameplay and others. If you make it so a Survivor can 1v1 the Killer then what chance does a Killer have against 4 Survivors? That's what you have to remember. That's why Killer was made host in P2P and why Killer has priority for dealing damage, it's kinda required for Killer gameplay to function.

    And no. Most games don't make defensive skills have priority. They tend to require you to time them with an attack in order for those skills to work. Blocking only works if you are blocking before the attack hits. Parring/counters only work if you time it well. Predict and react to your opponent. This is why fighter games NEVER have servers! To reduce latency as much as possible in order to allow you to react and predict someone with reasonable timings.

    But no. P2P wasn't good enough for this community. We demanded servers even with the warnings of some players, the devs, and the freaking laws of physics all saying it would cause problems. This community just had to have servers and we got exactly what we asked for. Double latency for everyone causing problem after problem. Are the more stable? Yeah. Are they giving better quality gameplay. Nope!

    DbD is not a fighting game.

    The servers might lengthened latency (lengthened, not necessarly doubled). That's true. But before that I run on a regular basis into games with a green lobby, but a complete laggy game experienced, where using windows e.g. took visually a significant longer, etc. And the killer turned out to be from certain countries. It was unplayable, because a killer host was able to harm everybodys movement entirely. Now, I might have laggy hits and non-working DH, but such games are still playable to some degree and those killers aren't automaticly winning anymore because of their bad connection. Etc.

    Besides that the servers came with a bunch of stuff, which is healthier for the game like better DC detection, improved SWF lobby system etc. It was the right move.

    About defensive skills having priority: Of course for a defensive skill to be efficient it requires the user to time it right. But that's also the case, when the servers gives the defensive skill priority over the killer hit detection, because it still requires the skill to be used at the right time.

  • This happens quite often on console.

  • @GuapLz said:

    It's not a dedicated server problem tho that's what people don't know, because console doesn't even have dedicated servers and the same thing happens on console, so explain that.

    People need to stop saying it's because of the servers and maybe the devs can figure out why it's happening.

    Can confirm, I've on multiple occasions activated dead hard and it has clearly went off and a split second later im knocked onto the ground ripp

  • I agree -_-

    Is just completely bs when you dh but somehow the killers manage to HIT you even if you pressed e and then you start dancing in the floor for few seconds that's just BS

  • @PolarBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/934168#Comment_934168

    It is working as intended currently. If the killer hits you before you dead hard, you go down. Even if you get the exhausted status effect. The server didn't receive your dead hard input before the killer hit you and that's why you sometimes see your exhaustion go away even though on your client you got exhausted.

    This is now more noticeable because of dedicated servers because the latency between the killer and you has effectively been doubled.

    It isn't and everyone know it, dead hard right now has a 50/50 chance of working, and btw there's a bug in PC where if you use dead hard your game freezes for few seconds and then it cancels the animation, still you're immune to the hit but dont get the boost from it, is like if it pushed you to the killer weapons.

    So no, it isn't working as intended.


  • @Freudentrauma said:

    https://forum.deadbydaylight.com/en/discussion/comment/934842#Comment_934842

    DbD is not a fighting game.

    The servers might lengthened latency (lengthened, not necessarly doubled). That's true. But before that I run on a regular basis into games with a green lobby, but a complete laggy game experienced, where using windows e.g. took visually a significant longer, etc. And the killer turned out to be from certain countries. It was unplayable, because a killer host was able to harm everybodys movement entirely. Now, I might have laggy hits and non-working DH, but such games are still playable to some degree and those killers aren't automaticly winning anymore because of their bad connection. Etc.

    Besides that the servers came with a bunch of stuff, which is healthier for the game like better DC detection, improved SWF lobby system etc. It was the right move.

    About defensive skills having priority: Of course for a defensive skill to be efficient it requires the user to time it right. But that's also the case, when the servers gives the defensive skill priority over the killer hit detection, because it still requires the skill to be used at the right time.

    DbD is closer to a fighting game than you think it is in how Survivors interact with the Killer.

    Pallet stuns, DH use, 360ing, vault fake outs, flashlight blinds, and more like basic mindgames all work like in a fighting game. Reacting to the other guy ASAP. In P2P both Survivor/Killer could react to each other as well as predict. Even at 100ms ping games you could reliably react to another player in time to dodge an attack, land a pallet stun, save someone getting picked up, or what else.

    But on a server your 60-80ms ping gets added to the other players 60-80ms ping. Taking it to 120-160ms delays for interactions by DEFAULT! Gone are the days of low latency reactions thanks to servers. Pallet stuns became trades, DH became a gamble, 360s make you look like a fool, vault fake outs hardly work, and mindgames almost don't exist anymore. By the time you see the other player doing something, it is too late to react on a server. Their action is already done and finished LONG before you see it.


    The only thing servers did better than P2P was SWF interaction. DC detection was possible in multiple ways. Game sees you start a match and flags it in a quick save, if you go back into lobby without having an "end game" flag then you DCed. That simple and covers almost every type of DC. Internet cut out, the game kicks you to title screen and flags that as one type of DC. Close the game by Task Manager, you have a game start flag without a game end flag and counts it as another type of DC. Leave mid match by clicking the button, the game counts it as a third type of DC. Then once back in the lobby, or when starting matchmaking, the game would dump your data to the devs so they have records of everything.

    In fact DbD already HAD a DC detection system before servers! And Im rather certain that was how it was done.

    Servers was not worth it in my opinion. They have done more harm than good in near every way possible outside of SWF grouping. Something that itself broke the game in multiple ways in balance and bugs since it was also forced into a game not built for it.

    This is why most devs don't listen to community demands. They tend to be wrong or simply break the game from the community not knowing what they are talking about.

  • I can agree with that.

    The perk has a cooldown and can easily be played around. Against an experienced killer, the survivor definitely earned it if they manage to time DH against a hit.

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/933644#Comment_933644

    In a Souls game you have proper combat and weapons used by idiots who just widely swing them in massive arches. It's online isn't exactly all that well made either with phantom hits/reach, status effects triggering without taking effect, and lag that can make you get back stabbed from the front.

    Dead hard works exactly how it was built to be. A chance to dodge a hit while gaining a bit of distance. You just gotta relearn the timings.

    "during the dash, you avoid damage" - from the perk, Dead Hard, in the game Dead by Daylight, "developed" by BHVR Interactive.

    ...get's hit during the dash and goes down.

    Yeah, works just like they planned..right......it's all timings..right...

    gtfo here.

  • Even on console this is happening now.

  • @Aceonfire said:

    https://forum.deadbydaylight.com/en/discussion/comment/933687#Comment_933687

    "during the dash, you avoid damage" - from the perk, Dead Hard, in the game Dead by Daylight, "developed" by BHVR Interactive.

    ...get's hit during the dash and goes down.

    Yeah, works just like they planned..right......it's all timings..right...

    gtfo here.

    10 day necro. Why?

  • i have terrible impulse control. Possibly finger Tourette's syndrom, i dunno.

  • Get hit, fall down THEN get exhausted from DH.

    90% of my cases.


    It really suck!

  • @Lukepro2315 said:

    Get hit, fall down THEN get exhausted from DH.

    90% of my cases.

    It really suck!

    This is the most annoying phenomenon. When the exhaustion comes after you are on the floor. It's like, ok, the server noticed I did dead hard but simultaneously gives the killer the down as my invulnerability should have activated.

  • @themirrortwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/995815#Comment_995815

    This is the most annoying phenomenon. When the exhaustion comes after you are on the floor. It's like, ok, the server noticed I did dead hard but simultaneously gives the killer the down as my invulnerability should have activated.

    That's why we need "animation priorities" in these cases. Similiar to dark souls. Very fair mechanic in dark souls. And even tho both games are very different I can totally see this working in dbd aswell

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/934075#Comment_934075

    Again, you arent understanding it.

    Thanks to people demanding dedicated servers without understanding what that brings everyone now has to deal with double latency when interacting with another player.

    Your input of using DH needs to reach the Killer. That only happens after you send it to the server THEN the server sends it to the Killer. Dealing with both your ping and the Killers ping fir double the latency. You have to use DH a LOT sooner now or if you intend to dodge or bait an attack.

    Back when it was P2P you could simply react to the Killer easy enough thanks to only a single ping. But we got what you all asked for in dedicated servers, even though people (like myself) warned you about this EXACT problem of double latency.

    Both a case of git gud, and getting what you asked for.

    git gud... You are obviously a killer main. If you would use DH in every game constantly and you would see the DH-animation over and over again, but still you end up exhausted on the ground, you would understand the issue. Your words seem just one-sided and delusional. pfff

  • Funny how devs ignore those important posts but contribute into a lot of nonsense posts.

  • @AChaoticKiller said:

    dead hard is working fine for me, the only issue is myself trying to be greedy and use it at the last second which is usually as im getting hit. also it should not, making a perk that can safely get you to pallets even safer is just dumb and its already a good perk which is used by good survivors to get to vaults and pallets they otherwise would not make it to.

    This is not you being greedy, this is how the perk IS MEANT to be :'D It should reward good players with good reflexes in jukin killers hits INSTEAD it prioritize killers hits and you get hit even if you dead-hard perfectly. This is a lack from devs, not us using it wrong. If you want a perk that helps you make more distance use sprint burst ^^

  • I have to agree with the conclusion that Dedicated Servers are solely to blame.

    I have and pay for Business-class Gigabit Internet at home (run a business out of my house), and I average about 0 - 15ms on EVERY GAME, except for DBD. On DBD the "lobby" says I average about 20 - 30. But when I'm playing in-game? FEELS like 400 ping, even though the "esc tab" shows otherwise.

    When DBD was P2P (peer-to-peer), even with 100+ ping hits always FELT real to me. I very rarely ran into lag switchers.

    I blame very faulty netcode and poor server configuration there.

1 2 ›