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Anverto

Anverto

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Anverto
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  • I saw the stream and that has nothing to do with the hits that happen because of Dedicated Servers. Things like Hatchets hitting the Survivor, the blood splashes, THEN the Dead Hard animation starts and the Survivor is still up and running. Sure, the hitboxes do work like they said but most problems lead back to Dedicated Servers. They also vastly increased the amount of false hits that happen. They would fix so many problems by just bringing back P2P imo.

    But I guess the discussion about Servers belongs into a different thread.

  • What most people don't realise is that most of these issues all come down to the Dedicated Servers being bad. And them publicly saying that 150ms is a "pretty good ping" either means that they have no idea what they're talking about or they think everyone is stupid enough to believe that so they won't have to improve the servers. The "short test" is running for several months now and I don't think there are any people that, in hindsight, prefer these dedicated servers over the old P2P way of playing. Not only hitboxes but several bugs occur only because of the server desynch (like Nurse not being able to blink/swing sometimes).

    Anyways, I agree that Huntress Hatchets should have a smaller hitbox, that way hits don't look as bullshitty and you can even do more shots through stuff. Also, on Dedicated Servers Deathslinger should have a slightly bigger hitbox with his harpune than he currently has on PTB.

  • @silverwolf4455 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1051038#Comment_1051038

    It's a mindgame, I have hit them when they have tried... as I said before if you are having such an issue with it camp a little bit. Whether you like to or not it's the appropriate response.

    Just like rushing gens on a camping leatherface is the appropriate response. You have to punish these actions. Everyone always thinks these techs are op. Most of them dont work at high level play or they only work once until the killer wishes up.

    As I said before there are many more vital issues that need fixed before this "op hook tech" lol.

    And again, as I said multiple times, it is not about that I can camp them, but that it makes camping the best option there and that is soooo damn boring.

  • @silverwolf4455 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1049442#Comment_1049442

    If you dont want to camp you can easily hit them. It's a stupid tech and you should punish it.

    Everyone is complaining about it when there are bigger balance issues that need to take priority. But the devs listen to whiners and low ranks.. so meh..

    It will get fixed shortly while we still have all kinds of rampant sound bugs and maps arent getting addressed. (Atleast the problematic ones that are still to big to patrol)

    How often do I have to say that you CAN NOT hit them when they position correctly? The only thing that CAN work is throwing a Hatchet below the hooked persons feet when you step back from the hook, but otherwise there is no chance. It's like talking to a wall.

  • LMAO no. Just making an overexaggerated example to show the flaw in his logic. I don't agree with most of the things he says, other than the things he mentioned in the video.

    I prefer Scott's views on most matters.

  • @[Deleted User] said:

    Tell Scott Jund and TrUETaLeNt if they think they know what’s best to go make their own asymmetrical game and then we’ll all sit back and laugh at how horrible it is.

    Anything gamers and streamers have to say about something they have NO EXPERIENCE in, i.e. developing software, is invalid.

    If those two buffoons were ex-Behavior employees recently fired and coming out about the direction of the company yadda yadda then I wound pay attention.

    Thank god BHVR doesn’t take input from them.

    I have been playing games longer than they’ve been alive and you don’t see me here with my overinflated ego critiquing something THAT HASN’T EVEN BEEN IMPLEMENTED.

    They just need to stick playing games and let the adults handle the development.

    Thanks.

    Imagine thinking you can't make solid arguments for or against something that is not yet implemented or shown in practice.

    A guy called Einstein comes to mind who figured things out by using logical thinking that only got proven right around 60 years after his death. I know this is an extreme example but it shows the flaws in your argument.

    Also the way you talk makes you seem like your age doesn't exceed the age of the game that you're arguing about.

  • @silverwolf4455 said:

    https://forum.deadbydaylight.com/en/discussion/125085/3-5-1-hotfix-patch-hook-tech-and-silent-slugs-still-not-adressed

    I dont know why a killer would complain about the hook tech. You can camp two people for free or ain't correctly and hit them. It's a dumb tech.

    The bugged slug sounds I think it has to do with iron will randomly procing while on the ground. But yes that needs addressed.

    Ever think about that camping is boring af for some Killer players? I hate that "playstyle".

    It doesn't have anything to do with Iron Will, it even happens without the person having it.

  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1048326#Comment_1048326

    Do you have any footage from that session? The only clip I saw is the one from Zubat. What I did during my games was move to the side with the Survivor facing me and I managed to hit them.

    No I just tested it with some friends and even if I recorded it I wouldn't post it because it could make Survivors "better" at exploiting that #########.

    Also, if you try to hit them from another angle they can just adjust under the hook accordingly.

  • @NullEXE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1048623#Comment_1048623

    If they are pulling these tricks off in high ranks i'm surprised. It's laughable when I see survivors do it. I get so confused because I literally can turn all the way around with the flick of my wrist.

    I just hit the survivor under the hook when they do hook tech.

    You can't do that when they are not brain dead, they'll wait for you to enter the hooking animation before they come close enough for you to hit them.

  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1047816#Comment_1047816

    Or you can just position yourself correctly and smack them. You’re most likely getting that Survivor down and if they’re dumb enough to stay under the hook, you’ll have two hooked Survivors. If you camp then the other one or two Survivors can just repair the gens.

    Tested it in KYF, if the Survivor positions correctly you CAN NOT hit them and a clip on the first page of this Thread shows that even tantruming into the hook with Bubba doesn't hit them

  • @SnakeSound222 said:

    They didn't even fix the insta-flashlight bug. Have they even acknowledged its existence?

    https://forum.deadbydaylight.com/en/discussion/comment/1044235#Comment_1044235

    I wouldn’t be surprised if the moment the devs heard about the DS bug, they dropped whatever they were doing and rushed to fix it before even thinking of fixing anything else.

    I haven't seen anything from them about the insta-flashlight bug.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1044128#Comment_1044128

    After like 6 months you guys should say you acknowledge the more serious ones that still have not been fixed, it would definitely go a long way to know they are at least being worked on.

    Like, just do a news post of known issues, not the little blip at the bottom of patch notes but it's own thing. Just list all the bugs like the Nurse bug and such, the ones that are really impactful, and say hey we know it's been a long while but we are still aware and working on these issues:

    If it takes time, fine, but after a certain point there should be some kind of communication. You don't acknowledge the bug reports in the forum because you admitted it's a technical limitation you can't get around, okay, then what about a post once every month or so, that lists current bugs that are being worked on, even if no time is given, just showing they are aware and being dealt with.

    That would solve a lot of the anger in the forums too, and wouldn't be that hard to do. Hell a community member could do it for you if no one else wants to, and it would only take like 15 minutes of a devs time to go like "working on it, working on it, unaware will check the post, working on it, not working on it because it's not a bug, working on it" when read back the list.

    I don't see why something like that can't be set up.

    ^THIS @Peanits

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1043061#Comment_1043061

    Odds are, if those were reported properly in the bug reports section, they're on the to-do list. As much as we'd like to snap our fingers and fix every single bug in one update, that's just not possible. Each one takes time to log, find, and fix. It's not a matter of picking favourites just because your specific bug was not addressed yet.

    What most people specifically point out is that fact that it isn't talked about or acknowleged like other things are. We (at least I do) understand that not all bugs are easily squashed but seeing the Devs talk about them and reassuring us that they are aware means more to the community than you might think. The perfect opportunity for this would be a Status Update post of some sort that shows ALL important known issues and reassures that they are being worked on.

    That's just my 2 cents about the matter :)

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1043030#Comment_1043030

    Here, I went ahead and grabbed this for ya':

    https://us.v-cdn.net/6030815/uploads/403/L538Z35NNL1C.png

    There's a section in the patch notes specifically for killer related bug fixes.

    I think the main problem is that sounds affect all Killers across the board, which should take priority over things that affect only 1/18 Killers in my opinion. But sounds are probably things that take more time to fix I suppose.

  • @Peanits seeing some comments about the Doc in this thread, I have the issue that while using either Iridescent Queen or the green "Restraint" add-on, over the course of the match the game becomes more and more laggy and the graphics slowly turn into N64 graphics. Is this a known issue right now?

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042936#Comment_1042936

    It is so funny you say that. It happened to me the other day. I get hooked by a E3 Myers. This rando meg goes for the hook tech and sits under me. The whole time Myers keeps trying to move around the hook and hit her and all he hits is me.

    But I am in struggle phase and she stays there for the duration of E3. Well so I die on hook. She proceeds to text me and say "if he wasn't camping I would have saved you". Like ######### is this. She made a mistake. Cost me my game and a pip. Then proceeds to call killer a camper.

    The killer and I had a good laugh over this in chat. C'mon just run away and wait until the right time to save me.

    Funniest thing that happend to me was a Dwight going for the hook tech while I was playing Tombstone Myers and he stay there for the whole hook (I feel bad for the Survivor), so I 99%'d my T3 and when he had to leave I just Tombstone'd his ass. :)

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042916#Comment_1042916

    That may be, but the way you worded and phrased it made it sound like, "we tested it in KYF. Even with bubba's chainsaw tou cant hit through". Which sounds like you even tried that. Also, why not just link the clip with your initial post?

    The thing is, I've tested it too, and hit people doing it.

    Also, the thing is, you ignored my last point. If they sit there and YOU CANT hit them, LET THE SURVIVOR ON HOOK DIE, AND YOU GET TWO FOR ONE.

    I couldn't find it right away sorry.

    And if you could hit people it just means that they misplayed.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042891#Comment_1042891

    Actually, it WAS one sentence. It wasnt two different things at all. Bye.

    It is two sentences but into one, did you ever attend any kind of school?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042876#Comment_1042876

    Not necessarily that it's harder to fix, but it's riskier. Hooks are a crucial part of the game, and rushing out a fix without having the proper time to test it could backfire in other ways.

    But getting back to the OP, both are issues that we are working on at the moment. We'll get them fixed as soon as possible.

    Yeah that makes sense, better do it properly instead of breaking the game more.

    Thanks for the Feedback!

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042900#Comment_1042900

    Gal, and zubat clip? You said you tested it in KYF, not saw it on a clip.

    Now I believe you less.

    And the part about camping both is that I feel bad for the survivor on the hook if it is a random who has to suffer for the ######### that their teammate is doing. Since I play both sides I can sympathize with the hooked Survivor.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042900#Comment_1042900

    Gal, and zubat clip? You said you tested it in KYF, not saw it on a clip.

    Now I believe you less.

    The thing I tested was taking all kind of different angles to attack from and the Survivor moving accordingly, or not at all even.

    "It is literally impossible to hit them if they do it correctly, I tested it in KYF" and "and you can't even hit them with Bubba's Chainsaw swinging through the hook." are two different sentences reffering to different things.

  • That Zubat clip is what I was reffering to in my response to the first guy who posted here. Thanks.

  • @Hoodied said:

    Hook tech is harder to fix than they expected, which is why its not in this patch

    and I hear survivors in the dying state just fine, did they have no mither?

    Nope, not No Mither. It also doesn't happen every time but still quite often that Survivors make no injured sounds at all while downed.


  • @Carpemortum said:

    My downed survivors make noise. So it's likely tied to something else, seeing as it's not 100% always happening.

    And hook tech? Really? You mean where you have 2 survivors sitting on one hook? That's free sacrifices my friend. Not to mention you can still swing and hit them if you aim correctly. Literal free hits.

    It is not always the case but still happens quite often that I can't hear downed Survivors.

    It is literally impossible to hit them if they do it correctly, I tested it in KYF and you can't even hit them with Bubba's Chainsaw swinging through the hook. Sure you can camp the two people but that's super boring for both sides and the other two can just do gens in the meantime.

  • @Peanits said:

    Not sure if you skipped to the end, but matchmaking and ranking are both being completely changed. Yes, ranks will be hidden at some point, but only because they are not going to be used for matchmaking. Instead, we'll be using a different method to track skill (independent of emblems) and matching you based on that.

    The problem with this is that people need to see something that shows that the system in place is actually working (like MMR or an actual rating instead of ranks). Trusting the developers on this when they are hiding something probably won't work for a lot of people, because psychologically it doesn't matter that you are hiding the ranks because they don't get used in matchmaking anymore, it still suggests that you have "something to hide".


    The other thing about the new way to determine your skill is that it is basically impossible to do, as there is almost an infinite amount of variables that would need to be taken into account and there are simply too many to make it work.

    I've looked through several discussions that Devs have commented on and I couldn't find a single one where a Dev replied to this concern. Is it because you don't have an answer to that (which is understandable because it is practically impossible to do) or is it because you are not allowed to share any details (understandable too because if people knew what exactly to do they'd just try to do only those things)?

    I'd refer to ScottJunds latest video, he explains the situation quite well there.

  • @Anverto said:

    https://forum.deadbydaylight.com/en/discussion/comment/969698#Comment_969698

    I get that, maybe it would be a compromise to give the indication after re-touching the Generator they previously left? This way the Killer gets some use out of it and the Survivor gets the information that a Hex-Totem caused the Gen to regress.

    Yeah I will definitely test it on PTB. If given enough feedback from actual testing, changes can still be made before launch I guess.

    Oh I just noticed a problem with the indication after re-touching it, because Survivors can just tap the Gen twice and they'd know of the Totem perk, so it would need something like a timer that has to be passed before it can show you the info.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/969669#Comment_969669

    As with just about any other perk, the idea is that you get a notification when you're affected by it. It helps newer people learn the game (they can figure out why that happened), but experienced players wouldn't need it. You would know once the generator sparks. It's purely a QOL thing for new players.

    Whether or not it it should be a hex perk, though, that is something that's best left to PTB testing. I do think it's pretty strong in the right hands, so I'd be hesitant to remove the hex condition.

    I get that, maybe it would be a compromise to give the indication after re-touching the Generator they previously left? This way the Killer gets some use out of it and the Survivor gets the information that a Hex-Totem caused the Gen to regress.

    Yeah I will definitely test it on PTB. If given enough feedback from actual testing, changes can still be made before launch I guess.

  • @NurseMainBTW said:

    Chill out. Peanits confirmed some changes are also planned on items so it's possible we'll be seeing some toolbox nerfs.

    Toolboxes aren't the problem tho, the normal gen speed being a bit too fast MAKES the Toolboxes a problem

    EDIT: Don't mind this comment, I must've been high when I wrote that. Map design and size are the problem, not gen speed.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/968894#Comment_968894

    I believe they are once they let go of the generator, but I'd have to double check. In any case, they would find out once the generator starts sparking without the killer kicking it.

    @Peanits Imo the new Ruin should either not be a Hex perk anymore (0.3125% taken from the Wiki * 2 = 0.625% Gen progress per second for a perk that could get cleansed after 20 seconds is pretty low), or the Survivors should not get any kind of indication that the perk is active, other than the Generator slowly becoming queiter and the things moving slower. Regarding the "lack of information for Survivors" with the latter suggestion, I will gladly point to Devour Hope which works perfectly fine and also doesn't give an indication of it's existence until it's "too late" (other than the burning totem ofc).

    I am generally all for changing Ruin (playing both sides equally) as it is a boring Perk that requires no interaction from the Killer to do its job, but not until something has been done about the Gen speed or balancing maps / weaker Killers.

  • @Janick said:

    https://forum.deadbydaylight.com/en/discussion/comment/913206#Comment_913206

    Its never been intended, I can confirm. We found the problem during PTB. (when using the LEFT-RIGHT key). The live patch didn't fix the problem, the sensitivity settings were overriding the implemented penalty (so basically anyone using 100% sensitivity were pretty much playing the same way it was on the ptb).

    Since the recent hotfix, players are experiencing different degrees of penalty based on what their settings is (controller, mouse, keymapping and sensitivity).

    We are getting ridd of this turn ration penalty system and implementing a hard cap on the turn angle instead, so players will be able to set their turn ration has they like (sensitivity setting) but everyone, no matter what their setup is, should not be able to go further than 90 degrees.

    Could you tell us if this upcoming change to Oni's flick will come before BHVR goes into vacation or do we have to wait until next year if we want to play Oni with a 90° flick?

  • That Oni flick nerf was way over the top, fixing the keyboard+mouse flick was needed, but now you can barely turn during the lunge of your Demon Dash anymore (it's like 30° max now instead of the 90° you mentioned previously). I hope this is a bug and gets fixed soon, and if it's not you really should revert the changes.

    And the intensity of the Renjiro's Bloody Glove nerf was too high, it actually makes him worse now instead of better when you use them because the Survivors can deny you your Power.