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Archimedes5000

Archimedes5000

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Archimedes5000
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  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381369#Comment_3381369

    Yeah, I used to think that meme was nonsense. I'm starting to think it's not.

    I think this has been evident ever since THAT nerf, literally nobody asked for the overheat mechanic on Billy, nobody even asked to nerf his basekit at all, just the instasaw addon combo.

    But yet it was added and defended for years now, leading to this absurd situation where BHVR itself admits that mechanic does ######### nothing but they are still going to nerf billy further because "too much map pressure" all while Blight and Nurse still exist.

  • @Tostapane said:

    imagine complaining about a average perk who works only if survivors are bad at looping/hiding from the killer and the killer wasted time kicking a gen instead of being in a chase... seriously with all the perks that killer can use i don't understand all this hatred toward eruption... overrated perk imo

    The issue with Eruption is the long, hard to avoid Incapacitation making the perk more effective than it should be on solos while also having no effect on SWF.

    I don't know if Eruption needs a nerf, but the Incapacitation has to be easier to avoid in some way.

  • @illumina said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305008#Comment_3305008

    So, you changed from "prevent survivors from escaping" to "prevent survivors from escaping by killing them". YOU feel that the hatch mechanic is stupid and pointless. Again, voice your opinion to the devs. That doesn't change the fact that it's a mechanic put in place for survivors to stop killers from killing everyone. Besides hackers and better players, this mechanic is the only other thing that is stopping a killer. Even then, rng has to work in the survivors favor, otherwise the killer STILL GETS TO KILL EVERYONE.

    Gates are also a mechanic to prevent killer from killing everyone. Should we remove gens and gates too? We should just make this hide and seek with no time limit so that killer will always win?

    I think it's a bit silly to trash on a mechanic, that was put in place to help survivors and doesn't even really favor them, because some killers can't fathom 1 survivor being let go. AFAIK, you can still 4k with 1 survivor escaping. If you are a good killer, majority of matches, you are going to get everyone. Why is it so bad that you have a few matches where someone escapes through the hatch?

    I didn't change it, it was obviously implied to begin with.

    I think at this point you stopped following any kind of logic. Hatch is not here to let the last survivior escape, it's there to give them a chance to escape. So there is no guarantee they do, and it's entirely reasonable that killer will try to prevent this chance.

    Hatch being pointless is not my opinion, it's literally in the game because hatch escapes don't affect MMR. The only benefit of hatch escape is not losing your item as survivior and killer getting a few less bloodpoints.

  • @Bardon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305008#Comment_3305008

    You said "Killer's goal is to prevent surviviors from escaping by killing them, just not too fast."

    Why "not too fast"? What is the benefit to the killer in not killing off survivors as quickly as possible? For every survivor their team loses the chances of victory increase for the killer so it seems counterproductive to go "not too fast".

    So what's the incentive?

    Good question.

  • @illumina said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304011#Comment_3304011

    Huh? Thought point of killer was to sacrifice survivors to entity? You taking it to the extreme because you want nobody to even have a chance at escaping is your choice. Just because escaping from hatch doesn't affect MMR doesn't change the fact that it's still a mechanic in the game meant to give survivors a feeling of satisfaction. Do you have any resources stating that devs think hatch system is stupid or are you just making assumptions based on the mmr?

    Anyways, justify however you want for killers to get their 4k. The uncommon occurrences of survivors getting the hatch isn't going to stop killers getting Iri 1. At the end of the day, it's just a game. Not killing every survivor in every match hurts nothing but your ego.

    Wrong, mori counts the same as 3rd hook since like 2 years ago. Killer's goal is to prevent surviviors from escaping by killing them, just not too fast.

    Yes hatch is a mechanic in the game (duh) but it's a stupid and a pointless (from achieving goals perspective) mechanic.

    Intuitively as a killer you should kill all surviviors you can, even if you have to slug for 4k, but counterintuitively it turns out that letting the last survivior escape through hatch gives the same result (other than less BP).

    So it's clearly bad design and not killer's fault for doing what they believe they are supposed to do in the best way possible (or for just wanting more BP).

  • @Heytherebigguy said:

    At least at the old ruin undying tinkerer days killers had to chase u to make ruin effective and also they were still cleansable.

    Now it's a fest of detecting a 3 gen in the first 30 seconds of the game and protecting it with the broken kicking meta, which u can't cleanse and is not earned cause u don't have to get a down.

    good job BHVR, it's really fun getting 10 games in a row with killers using eruption, cob and nowhere to hide., fun exp indeed. getting chases for 10 seconds and seeing the killer go and kick the same gen.

    "LETS SHAKE UP THE META"

    `>creates a 3 gen

    `>gets 3 genned

    `>killerOP.png

    Just run Deja Vu 4head

    No but seriously, how is Eruption + CoB stronger than Old Ruin or 200% regression Ruin + Surge

  • @illumina said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300297#Comment_3300297

    That's not the point. The point is that the game suggests last survivor has a chance for escape. You don't like that suggestion so you take it upon yourself to eliminate it out the equation. Survivors have to survive just as killers have to kill.

    And again, the point of killer is to eliminate that "chance of escape".

    The fact that the game introduces extra chance for the last survivior to escape while at the same time allowing the killer to prevent it from happening is simply bad design and that's all there is to it.

    The devs themselves admitted that the hatch system is stupid because apparently hatch escapes don't affect MMR... It's basically a dumb coin toss that has no purpose.

  • @illumina said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297963#Comment_3297963

    You're not saying hatch should be removed but advocate for killers to play like it shouldn't even exist. If it was playing the game as it suggests, why is there a hatch to begin with? The hatch suggests that if there is 1 sole survivor left, then they have a means of escape because getting the gate opened is just near impossible.

    Well not my fault the game is designed quite horribly.

    Yes, the hatch means the last survivior has a chance to escape, and this is EXACTLY WHY killer does not want to kill the 3rd survivior. There is simply no logical reason to risk an escape when your goal is to get as many kills as possible. And basekit pickup won't change that.

    What could change that is hatch spawning at 2 people, but that would be idiotic lmao

  • @illumina said:

    I'm all for a "Off yourself" option being available if there are two survivors left. Out of 10 matches today I have gotten 8 sluggers. Dev's put hatch in the game for the last survivor but SOME killers decide that it shouldn't be there so they take away the option. I'm all for taking away the hatch as well so that survivors won't play locker tactic but something should go for killers as well then. Someone posted a video in another thread of a killer stalemating a game for over an hour with gen regression/slowdown. You expect 1-2 survivors to be able to do that even if there was 1 gen left? Be real here. With 1-5 gens left and two survivors, it is near impossible to finish that.

    Hatch is there and it is the reason you get slugged genius. No one would slug if killing a survivior in 1v2 wasn't a risk.

    I'm not saying hatch should be removed, but blaming killer for playing as the game suggests is dumb

  • @stvnhthr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3273998#Comment_3273998

    Unbreakable is coming to base kit. What we want to know is when? If a killer has to slug during endgame they have already lost the match

    Where did you get this information lmao

    Also, "endgame means killer lost the match"?

    XD? Blood Warden, NOED, No Way Out?

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294069#Comment_3294069

    Ok, so the killer can also hide himself waiting for the other survivor to pick the slugged one or to bait UB right? WHy does he have to forfeit a kill?

    Hatch is supposed to have a luck factor in to it and it is there for motivation. If you want 4k guaranteed by slugging 80-90% then remove hatch altogether, there's no point to it. At least one survivor should have a high chance of escaping, slugging for the most part denies that and for all the people saying killer should be strong because it fits thematically, I say final girl(survivor) should not be more common and not circumvented as easily by slugging.

    I mean you have a point, but that's not really against what I'm saying.

    If you can camp slugged survivior to counter UB then you can also camp them to counter basekit pickup, rendering OPs idea of "le slugging update" completely useless

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292622#Comment_3292622

    3k is a win, 4k is a smashing win.

    Currently slugging for the 4k has little to no downsides for the killer, it's a low risk high reward strategy. Basekit UB for when 2 survivors are left would combat this. Killers should take some risk when they slug, otherwise what's the point of playing as a survivor at 2 left, might as well add the option to "bite your tongue" or something when slugged like how you can decide to miss the skillcheck twice in hopes of giving the last survivor a chance at the hatch. And I say a chance because it's never guaranteed.

    What do you mean no risk? UB exists even when it's not basekit lol. Also the other survivior can outplay the killer and pick up instead of running for hatch.

    What you are proposing would mean that killer either has to forefit 1 kill (hooking in 2 survivior situation at higher mmr guarantees the last person escapes) or forefit 2 kills if it's in the endgame.

    Also I believe that just being able to pick yourself up wouldn't fix anything, because if it's not endgame then the killer can just continue slugging until both surviviors are down, no matter how many times they pick themselves up.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291735#Comment_3291735

    I thought killer mains said "Altruism works against survivors" and that's the reason they give for sometimes getting more kills than they would have in a game. So if this argument still stands why should they help the guy on the floor if killer is proxy camping, he is obviously using him as bait, no?

    Indeed, altruism works against surviviors, this is completely true.

    However what is also true is that "hooking in a 2 survivior situation works against killer".

    No amount of SLUGGING NERFS will ever fix this situation, you might as well make the 4th survivior automatically escape at this point.

  • @Omans said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291618#Comment_3291618

    What..? How in the world does that make sense?

    The exact same people saying Eruption is fine in those Eruption threads, hoping it doesn't change because it is carrying them hard and giving them 'free wins' are also in this thread saying slugging for the 4k is not an issue of game health. They don’t care about the other side's point of view. Those exact same posters are also in many threads about Nurse saying she is completely fine. Posters like that need to be called out because they aren't arguing in good faith.

    Not sure why you are saying slugging for the 4k has anything to do with 'free wins', but it is weird. Stop please.

    Lmao I was just referring to what you said before.

    Sorry for assuming that you were arguing on-topic rather than mentioning unrelated issues in a poor attempt at ad-personam whataboutism

  • I did, and it still says that people consider slugging for 4k to be fine because they want "easy wins"

  • @Kirarozu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291289#Comment_3291289

    Hook them. When I play killer I put them on a hook. If the 4th survivor escapes then so be it. Slugging is stupid.

    But that's literally working against your own objective, there is no logical reason to do that

  • @Omans said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3275304#Comment_3275304

    They can't be reasoned with. Best not to try. The same people saying slugging for the 4k is fine are in the Eruption thread(s) saying that perk is fine. They don’t care about a healthy/balanced game for both sides, they just want free wins.

    How in the world is "slugging for 4k" a "free win" lol

    Do you not see the contradiction here


  • @Kirarozu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274347#Comment_3274347

    Because they like to slug and don't want their only way to get kills to go away.

    No #########, that's the objective of the killer lmao

    To get as many hooks and kills as possible, not let the last survivior escape

    If you hate slugging that much then run No Mither or something

  • @Kirarozu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273988#Comment_3273988

    That's not what I am talking about. They slug me then go find the last remaining survivor. If that survivor is good at hiding then I am forced to bleed out wasting my time. If I am forced to be slugged at least give me the option to end it myself without a penalty. I shouldn't have to just lay there. Either make unbreakable base kit so people have consequences for slugging or give me an option to leave the game without taking a penalty.

    You slugged me. Don't want me to crawl off? Don't slug. I'm looking for hatch myself.

    Then look for that hatch while crawling...

    Like really what do you expect the killer to do when the game actively punishes them for killing the 3rd player?

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279219#Comment_3279219

    But tone down its numbers at least. To be hit with 9sec instant + 25 incapacitation + 6 normal regresion while being unavoidable and having low cd is too much value for a single non-hex perk.

    The less gens they are and with less pallets as the match progresses, the chances of being hit by this 40sec effect increases while you have any option to counter it.

    Well, does it really?

    9sec + regression is the same as Surge, so the only difference is that 25-75s of gen time from incapactitation.

    Kicking a gen wastes about extra 5-7 seconds, and considering that killer's time should be multiplied by 3 in this case, the result really doesn't seem that tragic, unless you somehow get all 3 surviviors Erupted.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278890#Comment_3278890

    But "letting the gen go for 10 sec" is not counterplay. I mean, you cant really know when you teammate is going down.

    What if your teammate makes a 30 sec chase? or 1 min chase? would you be looking to the gen for a minute waiting for that chase to end?

    What if you wait 30 sec for the chase to end and get in the gen and you are hit with eruption and lose another 25sec?

    For an effect that can penalize you for 34sec, there should be some way to counter it.

    DS has a tons of downsides. You need to be unhooked, cant do anything to progress the match, only works once, is deactivated in endgame and only stuns for 3 seconds, so any killer with fast movement or ranged attacks can down you again in seconds. Compare all this with eruption's downsides, a 30sec Cooldown (for a 34sec effect) and the requirement of a gen kick.

    Seriously, you are comparing a nuke to a slingshot.

    Idk, if you can't predict when teammate is going down with 10s accuracy then what do you expect. Maybe just switch gens if the one you are working on got kicked.

    Eruption needs to incapacitate, otherwise people would stop the regression immediately and it would be just worse Surge.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278836#Comment_3278836

    I thought you were listing perks with no counters, my bad.

    The problem is that eruption effect is too strong to be making guesses. Seeing your teammate aura alone does not tell you when is he going to be downed.

    And for the other survivor perks you mentioned, although kinda weird comparing to a killer perk, things like a 3 sec stun of DS is not comparable to 9sec reg + 25sec incapacitation of eruption.

    Unbreakable gives no value if you dont slug.

    Boil over needs an specific scenario to work, you cant get it to work in every single map.

    You don't need to make a perfect guess to avoid it, letting the gen go for 10 seconds will prevent screaming and save you 15 gen seconds, on top of letting you stop the regression immediately.

    It's not weird to compare them, DS is not just a 3 second stun, it completely resets the chase which buys you at least 30 seconds even if you are trash at looping.

    Same with the other perks I mentioned, they either increase distance which buys you a lot of time or straight up deny the killer a hook, similarly impeding their objective.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277653#Comment_3277653

    But none of these effects are as crippling as eruption. Eruption works on the main objective of survivors, You cant escape dbd without repairing gens so you will be constantly be facing the prospect of being incapacitated for 25sec or lose more time while looking for another non-kicked gen.

    I wasn't listing equivalent perks, I was listing possible counters.

    If you can see your teammates then you know when they are in a chase, and can roughly predict when they will go down.

    That said surviviors also have "perks that stop opponents objective", just think of every exhaustion perk, DS, Unbreakable, etc. not to mention ######### like Boil Over (especially in indoor maps).

  • @CodeDB said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277653#Comment_3277653

    Did you suggest No One Left Behind as a counter to Eruption? The perk that specifically doesn't activate until all the gens are done?

    Oops I overdid it, yeah just ignore that one.

    Though tbh it wouldn't hurt if Eruption fired on hook instead of on down

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3277551#Comment_3277551

    https://forum.deadbydaylight.com/en/discussion/comment/3277553#Comment_3277553

    I'll answer the two.

    Look, if you really are playing soloQ, you should know that you literally cant avoid the effect of eruption when activates. There is no perk combination that can consistently tell you when a teammate is going down.

    With this in mind, how can this perk give a 9sec instant regression + 25sec total incapacitation + (now) 6sec of passive gen regressing? All on a single, non-hex perk with low cooldown for the previous mentioned effect.

    Seriously, there are several killers that can kick gens and set eruption with no problem. Most people are talking of the requirement of a gen kick like they would need to spend 2-3min for a kick.

    Uhh Aftercare? Empathy? Blood Pact? No One Left Behind? Bond? Rookie Spirit? Key addons? There is no perfect counter but what do you expect.

  • And just now it failed again lmao

    The yellow mori just doesn't count for some reason

  • Had same issue with Hag and yellow mori today

  • @FireHazard said:

    @gezza123

    I mean, I guess...?

    But Decisive Strike isn't a perk you can use freely anymore, it's only used when you're downed and picked up after you were previously hooked beforehand. So having it stop a mori doesn't really do anything. Would it stop them from being mori'ed all together? Can they be mori'ed after the stun? So many questions and not a lot of answers.

    It would make sense that it does stop a mori, but it's not really practical in the grand-scheme of things.

    Well it does a lot. Killing someone is literally the only real counter to DS (other than tunneling). So if you couldnt mori DS users, Moris would become completely useless from tactical standpoint, so ot would be useful only for being toxic

  • @Cheeki_Beaky_Bird said:

    These charts make no sense to me, the numbers seem impossible.

    Trapper, Ghost Face, Oni, and Hag NEVER get 3 kills, but sometimes get 4?

    Pig and Clown NEVER get 4 kills?

    And why are so many numbers rounded off?

    Because its only 250 something games. This makes around 20 games per killer. Its possible for some scenarios to not happen in such time

  • Nobody knows why

    Maybe so you cant down someone with FF? nO wAiT

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/488973#Comment_488973

    @NoShinyPony

    Yeah, you're right, they probably are using non certified translators, but on the bright side, at least it's something right? I would rather have something than nothing.

    PS: Sorry if I seemed rude earlier. I was really tired (which means I'm usually mean) until I drunk a ton of Starbucks coffee!

    Actually its not better than nothing lol

    If I didnt know english, then this game would be unplayable for me, tralslations are THIS bad.

    And Steam page says that this game is available in my language... Well its not a lie, but it also is...

  • @kazakun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1149898#Comment_1149898

    I completely agree. The hit detection on the shots seems way more precise than we are used to as well. I like pulling them through the pallets even. You are going to get stunned either way,so might as well make them have to mend. His perks aren't horrible either. I hope you get it soon. You can put together a pretty cool build with some of his stuff,I'm sure.

    Whoah there

    Did I just read "precise" and "hit detection" in one sentence?

    QAHEO2AJYWSH.png


  • @Peasant said:

    https://forum.deadbydaylight.com/en/discussion/135984/devs-three-weeks-from-ptb-and-yet-no-changes-for-deathslinger

    Did they at least fix the spear issue? Please tell me they fixed the spear issue.

    You mean the spear going through survivior models?

    Obviously not, that would require fixing hitboxes, and "DBD is not a precision based game"

  • @cosmicvolts said:

    https://forum.deadbydaylight.com/en/discussion/comment/1148821#Comment_1148821

    when youre stunning a killer and they magically teleport through a physical object (pallet) to the side that you stunned them on that has nothing to do with latency and can be fixed with refining or reworking pallet interaction

    No it doesnt.

    I just explained to you that it leleports the killer to the CLOSEST end of a pallet when stunned.

    Most likely killer got teleported to the CORRECT side of the pallet, you only saw this wrong because of latency

  • @cosmicvolts said:

    https://forum.deadbydaylight.com/en/discussion/comment/1148798#Comment_1148798

    when youre stunning a killer and it pushes them to the other side of the pallet that you are on that is not latency that is a bug/glitch and it can be fixed without network being involved

    No. Pallet teleports the killer to the CLOSER end of the pallet.

    If he is closer to your end of the pallet, then he will be teleported to your end of the pallet.

    Latency makes it look like the killer is closer to the opposite side of the pallet, while in fact thats not the case

  • @Snapshot said:

    • Fixed an issue that caused Survivors to be hit by projectiles that visually appear to pass over their head while performing various interaction's animations.

    That means to me that survivors working on a gen, or on a totem cannot be hit by huntress anymore by aiming just a tiny bit above, making long-shot hits behind gens impossible.

    What do you think? Was this necessary?

    Hmmm maybe because the hitbox completely didnt match the survivior model. Obvioisly thats a good thing

    IMO they should just make normal hitboxes, this change is just a band aid but whatever.

  • There are no games like that.

    True, ######### hitboxes make latency problems even worse, but it wouldnt do anything to the pallet problem you mentioned

  • @cosmicvolts said:

    https://forum.deadbydaylight.com/en/discussion/comment/1148740#Comment_1148740

    i dont understand why youre defending it but not acknowledging that its something that need to be fixed......

    How the hell do you fix that? Give everyone better internet for free?

  • @TAG said:

    Cuz that perk is now THE worst perk in the game. :P

    (aura reading of the perk reduced from 8/12/16 to 2/4/6)

    That was 100% expected, there was just no doubt about it

  • @cosmicvolts said:

    Wiggling was already hard enough as it is, they should have left sabotaging alone with traps and hooks, but made wiggling off slightly easier or take a fraction of the time it did.

    I think devs are making these insane killer buffs and updates that are killer sided to make up for nerfing ruin or just trying to piss people off, but the doctor and plague dont need buffs. The doctor was already a really well balanced killer and now hes just a cannibal/freddy hybrid without the ability to teleport or instadown.

    I dont know if anyone who plays has noticed the amount of pallet glitches and bugs lately but I dont see anything in the patch notes about fixing pallet bugs.I.e. throwing a pallet and the killer teleporting to the other side of it. Preventing stun registering when carrying a survivor and failing to free the carried survivor. Getting hit by the killer mid pallet stun and the killer stun taking precedent over injuring or downing a survivor.

    1. Sabotaging just got buffed, so obvoiusly wiggle progress for dropping needs to be decreased
    2. Plague only got her yellow addon added to the basekit. I dont see much problem
    3. Doctor didnt get buffed, they just changed pre-rework things that made no sense after rework
    4. Killer teleporting to the wrong side of a pallet is caused by lag, its not a bug
    5. Killer hitting you and then getting stunned by the pallet makes perfect sense, as pallet takes some time to fall and stun the killer after you press space
  • cOrN

    As survivior, as a killer, as a crow, as a ######### anything

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1146501#Comment_1146501

    Apparently you did not face this bug yet. It is game breaking. People just don't exploit it that hard. Either because they play fair or because they don't know it. And the nurse bug is at least a thing since February 9th and was not fixed at eleast until March 7th, regarding forum and youtube posts I found.

    Banning people will fix it temporarily as it prevents people from exploiting it. I don't say they don't need to fix it, I say it is legit to ban people for abusing it, as long as they CAN'T fix it. If they were lazy and DON'T WANT to fix it, that is another thing.

    If it was in the game for so long, then its not that game breaking.

    Its there for so long, and it wasnt bannable for so long, you can wait a bit more until its fixed. Banning for it suddenly after a year of doing nothing would be even more unfair

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1146470#Comment_1146470

    I said, we can discuss what would be the best approach back then, but the mistakes have already taken place. I'm talking about the current state.

    This is a common bug because it happens on EVERY lightburn action, meaning possible in every game where Wraith faces a flashlight. I don't know when this occurred first but it is round about half a year old.

    Well obviously you cant revert the state of the game back one year. Also if the bug was in tje game for 1 year then its not that game breaking.

    The only thing that can be done in this case is just fixing it, banning people will not fix it

  • @Deadeye said:

    @Mirfua @Archimedes5000 And just as addition: if the nurse addon bug becomes more popular and is starting to getting abused (I just heard about 200% movement speed?!) and then if this is not easy to just deactivate an addon or whatever causes it, this is probably related to the changes when she got the rework. So "go back to the latest stable version" would bring back old nurse, old Doc, old Instaheals and old Ruin. Just to show the impact of such an approach

    Thays why it has be fixed/adressed as soon as it is reported, not when its common knowledge and commonly abused

  • @Deadeye said:

    @Mirfua @Archimedes5000 So what about the lightburn bug that is currently a thing? Lightburn Wraith with a flashlight while cloaked causes the Wraith to uncloak and get stunned. Then there comes the bug. You are uncloaked, but cannot attack and the power button says M2 to cloak. To resolve it, you need to cloak again, to bring you back into a working state. Here the survivor can exploit. As soon as you are cloaked again, he can lightburn you, causing the same bug again. And repeat it until the flashlight is out of charges. Or the Wraith simply tries to escape from the survivor, who could rush after the killer to lightburn him every time he tries to uncloak. Having one or two flashlights in the game totally breaks the game for a Wraith, when the survivors exploit this bug. And this is a real issue, I had that happen twice to me.

    So mistakes have been made, we can discuss what sould have correctly been done in the past, but this is the state as is. What is your suggestion? Really revert the game back to a state like half a year ago? Completely deactivate Wraith? Completely deactivate flashlights? Or simply say, don't abuse this or you get banned, as this is currently a state where you will have no solution within 12h that is in any way acceptable

    Question 1: how long has this bug been a thing?

    Question 2: why wasnt it fixed as soon as it was released?

    It should be fixed as soon as possible, its not a common bug, but still. Its not and shouldnt be bannable, it should be fixed

  • @Almo said:

    Gideon's is one of the most Killer-sided maps in the game... despite the number of safe pallets.

    Killer sided or not, its one of the worst maps. Confusing, too much rng, the famous wromg stair sign, etc.

    Yes, I mean it as a killer

  • @Mirfua said:

    https://forum.deadbydaylight.com/en/discussion/comment/1146240#Comment_1146240

    Yea, or then they should send out information in game news like with legion... about new bannable exploit...

    Like:

    Nurse have broken adds don't use it or you will get ban'd...

    or... Space billy fly's on roof with engravings (or same) are banable !!! dont use it !!!

    But when you don't get any information about what its exploit & get ban'ed its looks like devs don't care own players (me friend just get ban'ed for exploit about what he don't know some days ago... ) & i want know what exploits are banable??? or: what its OK you can use him... i never use any exploit for all time on live matches if i know about him..., but when you don't know whats its ban'able exploit & get ban'ed its looks strange...

    Yeah, removing an addon is not really more work than verifying reports and banning people...

    Well I hope no one will really get banned

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1146207#Comment_1146207

    This was just a sample. But as I said, when the space bar still appears so you can break the pallet, don't walk through it but kick it. Don't exploit it. Or get the ban if you are reported for that. And yes, of course it needs an immediate fix, but this is not always possible. I don't have no non-game-breaking example ready, but as soon as it is a bug that you simply cannot fix within 24 hours and that you can't simply disable by setting a flag to make the bug disappear, then they should send out information that this is a bannable exploit.

    And as I said, they deactivated broken maps when it occured. I don't know why they didn't deactivate broken addons so far. They had the moon offerings and splinters first deactivated and then removed in several steps, also removing them from the bloodweb was buggy. This just seems to me to not be that easy as we think. I don't know, I just expect they would do it if it was so easy, as they did it with maps.

    We have to disagree here. Banning the killer for something like walking through pallets would be ridiculous, especially if there would be no trigger conditions and everyone could do it.

    What devs should do is such situations would be:

    1. Try to fix the bug (up to 12h)
    2. Disable servers for maintienance and and try to fix it again (up to 12h)
    3. If the issue is still not resolved, revert the game to the last update (from the backup) and then rework the update offline again (up to 2 weeks or so)
  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1145895#Comment_1145895

    That's what I said as well "Although I agree that buggy addons and perks should be simply deactivated"

    (edit: @Archimedes5000 ) But there are simply bugs that cannot be fixed by setting a flag to "don't show". What if for some reasons pallets have no clipping anymore for the killer? And every killer can just walk through to get easy hits while they are still able to kick it and could play fair? Should they "remove" pallets from every map? Should they rework every map to have window loops instead of pallet loops until the bug is fixed? If the fix for that takes several days, they could only deactivate the whole game, because any workaround would take possibly even longer to implement than the actual fix.

    You guys are pretty fast at calling the devs lazy. They deactivated several maps that had issues in the past, so they actually do it like this if they can. I just don't understand why they did not do that on Legion blades addons and currently on broken nurse addon. But I'm pretty sure it has a good reason, as they did that with maps.

    Hmmm so what would be the solution here?

    Ok, so suppose there is a bug that Killers can clip through pallets.

    So what? Are you going to ban every killer that walks through it? Or are they supposed to pretend that the pallet is still there and walk around it? Do you see how ridiculous this is?

    This would be a GAME BREAKING bug, that would require IMMEDIATE fix. Basically devs would have to either do an emegency meeting and fix it, or disable servers for couple hours for maintienance and then fix it. If it would turn out to be impossible to fix fast enough (24h or something), then they should revert the game to the last stable build.

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