Killer ping solution
This is about the advantage of high-ping killers and the solution I came up with to tackle this issue. To be clear, this is not about a killer nerf; the base values should be buffed to accommodate the adjustments (for low ping killers).
Let me start with the main issue that DBD has with ping compared to other games. In other games, both low ping and high ping come with advantages and disadvantages. While high ping gives you the so-called peeker’s advantage, it also comes with a disadvantage when holding angles. With low ping, it is the other way around.
In DBD, on the other hand, the killer is effectively always the peeker, and therefore they benefit quite a lot from playing on high ping. Especially when going around corners and double backing, they are seen much later than on low ping. Furthermore, their attacks arrive at the survivor’s client later, which makes reacting to a killer swing harder. On a side note, this is also the reason why I think some pallets can be considered both safe and unsafe at the same time, depending on the killer’s ping.
Now to the solution I have thought of that could tackle this issue. This applies entirely to the killer changing momentum in double-back situations. Add a system on the client side that dynamically adjusts both acceleration (the buildup of momentum) and braking (the time it takes to come to a full stop before building acceleration again) to accommodate higher ping. So in essence, a killer with higher ping would reach top speed more slowly and would come to a full stop more slowly than a killer with lower ping.
The reason I want the client to adjust these values is that it is smoother than the server having to send updated values each time, and it also does not cost additional server resources to calculate it.
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