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PriestessPoppy

PriestessPoppy

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PriestessPoppy
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  • While I agree that no killer should be unaccessible to players, I think that lays lower into the liat of priorities since players can choose what killer to play but cannot choose what they go against

  • Survivor rn is miserable, matchmaking is ultra bad and i got with a 35hrs dwight today (i have 4.5k hours), ping hits frustrate everyone and getting new friends into the game is impossible due to tunneling

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096291#Comment_4096291

    The sad thing is that this will most likely not be possible. BHVR does not want to or cannot provide certain regions with Servers, so there will always be people who have high Ping. And they had to make the decision to either let Survivors get by Hits which would not have landed on their end or Killers not getting Hits which landed on their end. And they decided pro Killer.

    Honestly, I think P2P was way better than Dedicated Servers. I dont see any positive which Dedicated Servers have compared to P2P. You can still lagswitch on Dedicated Servers for example, something which was one of the main reasons for those. Instead, we now have the issue with high Ping, because before Dedicated Servers people from e.g. Russia were just playing other Russians and they all had good Ping due to P2P. With Dedicated Servers those Russians need to connect to Frankfurt for example and have high Ping. Yay.

    MAYBE they will be able to solve it on a technical basis, but Hit Validation will always be killersided.

    BHVR does not want to or cannot provide certain regions with Servers

    multi billion company btw, if only we put more intrest into the matter they would be forced to

  • @DCing said:

    While its probably time for hit validation to receive a tune up lag can never be truly solved for games

    lag will never be solved, but if YOUR connection is making YOU lag, i should have nothing to be penalized for

  • @Your_Dad_Playing_DbD said:

    Nothing will be done about this. BHVR won’t pay for more servers and they definitely won’t enforce ping limits in the game. They care far more about maximizing player count than you having a quality game experience.

    just have this hits validated then

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/469501/in-2026-this-still-happens

    Most likely the killer saw that hit him halfway across the pallet on their screen. Ping and latency has such a dramatic effect on this game in particular.

    This is what I'm talking abot, that is what a player havingg 0,2 seconds of latency saw, no one else in the klobby saw that not even the server, the server is just forced to accept that, it is so unfair and makes skill so much more useless such as checkspots and mindgames

  • Open win + R and type %localappdata%

    • Navigate to NVIDIA > GLCache and delete all folders inside.
    • Navigate back to AppData\LocalLow\NVIDIA\PerDriverVersion\DXCache and delete everything there as well.

    first few games will stutter then will be fine

  • Yes! Great idea, also should help Russians situated far from frankfurt

  • @Senaxu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051381#Comment_4051381

    Good point but in the match where I recorded this, my ping was ~30 ms and the killer’s was ~60 ms (I grabbed a lobby ping screenshot too).

    https://us.v-cdn.net/6030815/uploads/020DR9FTW5I3/grafik.png

    My connection is stable fiber; I sit around 20–40 ms in general.

    Yes, netcode can make things look weird sometimes… but 30 vs 60 ms does not explain taking a health state at clear distance with no visible contact, especially when I’m not vaulting back and I’m not hugging the killer’s model.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051448#Comment_4051448

    Saying “it doesn’t happen in my matches” doesn’t prove anything except that you personally didn’t reproduce it.

    Bugs like this can be conditional (timing, animations, server state, map geometry, interaction order, etc.). Multiple people in this thread have already reported the same thing, and there are multiple clips now.

    Also: I’m not interested in turning this thread into a “teach me the exact setup so I can test it” situation. That’s how issues like this turn into publicly abused tech.

    If this becomes widely known how to trigger it reliably, you’ll see exactly what happens in Dead by Daylight every time something is abusable: people flock to it, matches get miserable, and then suddenly Behaviour Interactive is forced to act.

    I agree it’s sad, but that’s been the pattern.

    my comment was miss-interpreted by many. I meant, it could not be latency if it looks weird even on the killer POV, the hitbox is just too big

  • @Wezqu said:

    Its not an exploit its a feature him being that far from the pallet when getting damaged is because latency. If Kaneki vaults over a pallet or a window that survivor is close enough so their models collide will cause lose of one health state.

    latency??? He's far from the killer POV (the one that matters when talking about latency)

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040386#Comment_4040386

    like i said, i dont have anything that others dont have. im not a pro player, i use standard perks and get useless team mates like everyone does. The only difference is i choose to play stealth so i dont get tunneled as often, i do gens, i dont rely on my team as much as others do. As a result i have learnt to stand on my own 2 feet and support myself.

    The OP even said their escape rate is 43%, thats above the average. its more than the devs 40% aim.

    And the mmr is worked out by 1 v 1 v 1 v 1 v 1. you are looking at this like the team is 1 unit, 1 common goal, 1 outcome….the team wins or loses. its not. its a group of 4 survivors each with their own personal goals for example half the team might be looking to escape but the other half might be looking to do challenges like totems or going for stuns. If you choose to help others achieve their objective thats great but in a way you helping the 1 person that has a challenge that they need to escape via hatch instead of doing gens yourself could be hindering the rest of the team.

    I love this comment, because you could have such an high escape rate literally for any reason, being very passive, being more self cenetred, you need to see the match escape rate not yours. "I don't have anything that others dont have" as if there are no players with less expirience than you getting put against the same killers you get because mmr sucks?

  • @Classic_Rando said:

    https://forums.bhvr.com/dead-by-daylight/discussion/462071/playing-survivor-lately-really-sucks

    43% escape rate and survivor side feels “impossible”? Like, how often would you need to escape for the game to feel fair?

    I know everyone has a different opinion on this, but that’s about how often I escape and it feels extremely fair to me. It is a horror game after all, and escaping is not supposed to be easy. Playing as killer, I have to work very hard against coordinated teams and solo queue teams if the individual survivors are good at looping to have a chance at winning. At least to me it doesn’t feel like there is an issue with game balance.

    50%? like a fair and balanced game would aim for every player to have a 50% winrate

  • @Zakon05 said:

    I never really liked the accusation that they took a vacation.

    They worked on stuff, we just didn't like what they made.

    It had to be pretty bad for morale to put in a bunch of work just to toss it all out tbh.

    But I really don't know what people expected. BHVR has always shown that they have a tenuous at best understanding of how their own game works. I don't really blame them, this game takes hundreds to thousands of hours to get good at and has essentially 0 transferable skills from other games, so it's hard to find people who both know how to make games and understand how to fix THIS game.

    You can boycott the game if it makes you mad but it's not like they'll suddenly get any better at it if the money stops coming in or something.

    We're not going to get a miraculous balance patch which overnight fixes every issue, because the community can't even agree on what things are problems. Anything they try to fix would make a large number of people mad.

    Like if the changes had gone through, survivor would feel great to play, they would have fixed basically every pain point the role has. But as a result killer would feel terrible. But if they fix killer pain points then survivor would feel bad.

    This game, foundationally, is built on abusing things which feel bad to play against if you want to win. That's just the nature of it.

    Then if it wasn't a vacation they are just incompetent. They literally do not know how to work their job. How come in 1 year and 6 mentions in the patchnotes deathslinger still doesnt have an aim animation? How is it possible they push changes to PTB that the community can tell should not make it to live without even testing them, just from the patchnotes?

  • Just to add, this is the 6th time they said they fixed DeathSlinger but is untrue once again

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031488#Comment_4031488

    Can I ask, sincerely, what are you referring to with the idea that BHVR constantly can features shown on PTBs?

    The only two examples of that happening I can remember off the top of my head are the Twins rework and the current PTB situation that sparked the conversation. I'm asking you because you're the latest person I've seen say it, but I've seen others also make out like this is not only a pattern, but a constant pattern that happens all the time.

    So… what other examples are you thinking of?

    Twins, Knight "rework", 3 PTBs in a row where the anti-everything gets reversed, haste/hindered not stacking, DS stabbing animation, Xenomorph "rework". These are a few that quickly comes to mind

  • @BlackRabies said:

    There's far more survivor players than killers so que times won't really be impacted even if some decide to go on break.

    This is untrue everywhere except for Asia, every other region has more killers than survivors needed, that's why surv queue time is instant and killer queue time is 5 minutes

  • Might I add, this is the second time these changes get reverted, what are consultants for?

  • Killers get nerfed when there are problems, unknown got buffed from ptb to live, same for chucky, vecna, dracula, houndmaster and ghoul.

  • I love your changes, the clip you posted is a very cool action indeed, sadly, as of right now tho it is a risky play since the best way to deal with that loop would be to wait for the survivor to drop the pallet and just vault it. I love how your changes would make him more skill expressive and less unfun

  • Yes, Dead by Daylight even has the Steamdeck verified logo on steam and once mentioned the Steamdeck in their patchnotes. Since the steamdeck runs steamOS I'd assume it is completely safe.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827282#Comment_3827282

    Most games do actually use a "favor the shooter" model, where if it looked like the person attacking should've hit it generally counts it so the game feels right. But those have also tend to be symmetrical, so each team benefits from it sometimes.

    DbD has only one side that attacks, but even then the hit validation is sometimes egregious.

    those games use it with other criterias, the ping differential will never be as high as bhvr allows it to be

  • @JimbusCrimbus said:

    It's in the killers favor for a good reason actually. Validation, or "anti lag", can only favor one side in a case like this with how it works. It favors the killer because, unfortunately, and as difficult as it is to here, it's less detrimental to the survivor to get screwed over by ping/lag than it is the killer. You may disagree with that, because you're only thinkin of yourself - but it's not a 1v1 game. It's a 4v1 game.

    And don't forget, validation can have the opposite effect. It can deny the killer a hit they should have gotten just as often.

    I literally said "why would I, a killer with 35ms, not get hits that a killer with 80ms would've gotten" it is detrimental for me and everyone with a good ping, that missed hit could be 2 more minutes of chase

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791994#Comment_3791994

    The basement is always located in the main or in the shack, that is the strongest places for survivors, so it is high risk high reward

    There is only one way out of basement. You can't run opposite side of the killer, Survivor gets unhooked, huntress throws hatchet/draculahellfire/deathslinger shoots/nemesis whip/bubba chainsaws/pyramid head torments/trickster knives/pinhead original pins/artist crows/vecna throws damn to them to shred through the endurance and then the option is either stay in basement or run to them without endurance. What's the risk?

  • fine but they didnt mention it in the patchnotes so i just reported as a bug

  • @Akeeno said:

    no buddy you walked forwards exposing your hitbox, if you crouch behind the vault as soon as you vault, he cant hit you.

    go in custom and try yourself, this clip is one case, i tested many in custom on different maps, also i did not expose my hitbox, thats not how nemesis tentacle work

  • @drsoontm said:

    How can yo u see anything with such a red filter.

    It's so ugly.

    That was the mending status

  • @Daniel_Silva04 said:

    This is not a bug, there are some lower windows that you can't avoid by crouching.

    You cannot crouch behind any window anymore, tried in custom in all the realms

  • @RpTheHotrod said:

    Quick clarification - both sides get a "hit validation" favor. Killers get straight up hit validation favor. Survivors get interrupt validation favor. That's why when you're a killer and you literally start to grab the survivor and do the pick up animation, that suddenly, you'll freeze and then the survivor is already running away - from their POV, they let go of the gen and already started running. Same as when you harpoon someone as deathslinger, and while attached to the chain, they continue to run to the window, vault the window, and THEN they get "stuck" on the harpoon on the other side. From the survivor's POV, they already made the window when they got harpooned.

    Long story short, both sides get favor on validation. If you're going to fix one, then you should fix both sides. They each get their own favor to try to balance out a sucky reality of ping issues.

    You are completely wrong on everything, you got 100% of your message wrong. There is no "validation favor" or "interrupt favor" you made both of these terms up. The killer has what's called "Attacker advantage" on this game, as explained by BHVR themselves on this blog post
    https://web.archive.org/web/20210117183136/https://forum.deadbydaylight.com/en/discussion/185864

    That means that as long as the ping differential is not too high (the threshold is way too high right now) even if the server see the survivor in a different position, it will take the killer packets anyway and accept the hit. This was made not the case (in 2020) with pallets and grabs, right now if the survivor has dropped a pallet and the server registers that pallet drop before the killer hit, it will reject the hit and if the server registers that the survivor left a gen, even if the killer sends a grab, it will reject it and m1 instead. This is no "favor" for the survivor, but rather a "non favor" for the killer, the server got the pallet drop, and the game acts like every other multiplayer game made in history instead of rewarding high ping.

    For deathslinger it is another story: in this game, animations cannot be interrupted, if you try to pallet stun a killer picking up a survivor during the animation, the pallet save will fail, because the killer was in an animation, same if you hit a survivor entering a locker (they will enter anyway) or stun a nurse in fatigue. The same case applies to deathslinger, if the survivor already queued the animation for the fast vault (you can do it far enough from a window) the animation will have to finish before they can enter another one (deathslinger harpoon)


    All of this comment was not necessary since what you said was just wrong and admitted so by the developers in the blog post i linked above, survivors have no "favors", the attacker advantage only applies to the killer, saying otherwise is just literally not true and was said by the developers many many times.

  • @NotVerySuss said:

    Well sometimes even the killer gets robbed from the easiest hits because of hit validation. I had so many instances where I hit the survivor while they are dropping a pallet and I hear the survivor scream as if i hit them but nope.. it doesn’t register as a hit and it’s super frustrating..

    I have a great internet connection and never use vpn but my ping is always high.. but it’s not my fault. I think the game is either keep sending me to the wrong server or just don’t have a dedicated server for the Middle East players (im from saudi arabia)

    You get robbed because that's not what happened, you saw a hit but it simply wasn't for the server the survivor had already dropped a pallet. No, middle east players are connected to frankfur probably

  • @Toystory3Monkey said:

    as 50-60 ping killer who gets consistently matched with 20 ping gamers, i'd say i wouldnt want to get it any worse, especially since i have no control over my ping and it's the best i could have.

    as a 35-40 ping killer I wouldn't want to lose hit you would get, thank you

  • @fussy said:

    I have a lot of fun with smoke bomb, one of the best things they did, but I guess you guys will never be satisfied. Maybe just not your game?
    The only truly useless event for survivors was that one which gave Coup for killers and Iron Will for survivors on crouch, but literally every event same people complain here that * put event's name here * is useless.

    i absolutely hate when people have opinion like I really can't stand it why can't everyone be like me?? How come in a game with hundreds of thousands of players they are not all the same and all satisfied by the same things?? People these days I swear…

  • @CosmicScarab said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816065#Comment_3816065

    If people giving up and refusing to play against a killer is enough to get them to be completely gutted, doesn't that set a horrible precedent? People seem to really hate Clown and Trickster, so if people give up and decide not to play against them should they also be nerfed into the ground until they can get a full rework?

    I really don't think killers should be ruined like that simply because people don't like them, because it will allow people to weaponize it.

    I mean, if people are giving up SO MUCH then the design of the killer is very bad and needs a rework anyway (?). Hopefully without gutting completely that kille, but I think doing it one time is fine as long as they don't get too comfortable with it.

    @Depressed_Millenial said:

    Genuinely should of just kill switched her and refunded people for points invested. Cause sadly that's a better decision that whatever lazy balancing this is.

    I've been saying this since Skull Merchant 1.0, they told me that the killswitch was a drastic measures for fubdamentally broken things, wich skull merchant 100% was. Now with skull merchant 2.0 I was kinda fine, was painful in soloq but with my other friends it wasn't really a big deal. I didn't like the place a drone at the pallet and just get tons of value, but knight was kind of the same "just leave to loop" play style so I just held W while people worked on gens. But one thing is I'm not the whole dbd player base, I like to maximize everything so I knew how SM 2.0 worked, maybe more casual gamers didn't and couldn't really understand (there's no way of knowing she has haste unless you read it), I agree with what @PixelBush has answered to me earlier, but maybe they just didn't have that much time? I think doing it once is forgivable, for the first time there was a really big outlier, what's unforgivable is how they messed up a killer power twice after 8 years of game development (especially SM 1.0)

  • Old Skull Merchant was weak and whatever, but they can't keep a killer with a 80% killrate in the game. They didn't have time for a full rework and decided to put the killer "on hold" for now so that there are no outliers in their stats. I think this was the best way of doing it. Either that or a Killswitch.

  • @AmpersandUnderscore said:

    It's actually hard coded differently in the basement, at least it used to be. I haven't run reassurance since it released because it didn't really solve the issues after the meet from ptb (which is why they ended up adding AFC later).

    Reassurance didn't work even on the stairs next to the hooks, you had to be all the way at the bottom, in the basement. You're definitely within the 6m range on the stairs through the wall, so there's something else going on that prevents it from working in the basement than just the listed range.

    From someone who always run reassurance, every single game since ptb, it never worked that way in basement, it was always range

  • @pa4n said:

    I changed my game a year ago to run on 120 fps, but after some updates it is back to 60. Is there an other way to change it back to 120 fps other then in the game files? Because i always have a bad feeling messing around with that stuff…I don't want to get banned

    open the game settings and choose 120fps

  • Too many deadzones can spawn

  • Slopes make some killers unviable and some too strong.

  • Sometimes the middle can spawn no fillers and that makes traversing the map while in chase not a viable option, forcing survivors to stay at the same loops and holding W if hit (very boring for both sides). The map having slopes make some killers unviable and some too strong

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582034#Comment_3582034

    Most players don't care about what's going on behind the scene. As long as there is a game and people enjoy it they will play, no matter the transparency.

    If you buy tickets to a concert you also don't expect to be allowed backstage do you?


    @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582089#Comment_3582089

    Perfect example

    When you buy DbD what you are essentially buying is acces to the game. Nothing more, nothing less. Just like you would a concert.

    Also you might not know this but not every concert has VIP tickets to go backstage, i know i worked at them.

    Good to see that things don't change much in that the avarage DbD player still doesn't understand how analogies work.


    That's nonsense, for the lacking of transparency overwatch 2 achieved the most disliked game on steam.


    Your analogy made no sense that's why nobody got it. Stop acting know-it-all, step down from your pedestal and accept that a game with no players is a dead game and not being transparent as a game company can hurt your profits. It happened to dbd during the time around the twins.

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581533#Comment_3581533

    Well like i said, their priorities depend on things we have no clue about and they don't really owe us a explanation about every single thing that happens behind the scenes

    They do owe us more clearness and transparency what are you talking about? We are as important as the devs to make the game work, no players = dead game.

  • @Xernoton said:

    We know that Blight's Hug Tech is an exploit and they even said they wanted to get rid of it. We just don't know why it hasn't happened yet. The vaults weren't just quirky. They were completely game breaking. There is a reason, that old Balanced Landing was considered a disgusting perk. If survivors can skip their stagger time (in any way), that allows them to play certain structures in ways that should not be possible. The stagger time is a way to balance otherwise overpowered structures. I have seen people abuse this on Mother's Dwelling and Coal Tower in my games but there were more instances of this on other maps too.

    Oni doing 180s is perfectly fine in my opinion. He should be able to hit people right next to him. Let's not make him another Billy, who sometimes can't even hit people that are centre screen. Also, we don't know if this is actually a bug / exploit. Just as J-techs for Blight. They work but were they intended or not? We don't know, because the devs don't tell us.

    @Sonzaishinai said:

    I don't think it's a case of design philosophy and more of a case of workflow and priorities.

    Don't forget that Dead by Daylight for the devs is a constant set of deadlines they have to meet. New chapters release every 3 months and they need to be presentable by the time the release date comes. Also take in concideration that not every bug is fixed in the same timeframe.

    For example Blights hug tech and the fast vault after falling thing you talked about. How do you fix the Blight hug tech? Is it something to do with Blight himself? Or is it something with maps collision? If it's the later that means they would have to alter every single map in the game all in the month and half time between patches and after the actual content for said patch is done. Meanwhile the fast vault while falling could be just a small change made to survivor and done.

    There is also the thing that each patch can only have so much bandwith. A change to survivors controls would not take as much space as a change that has to happen to every single map. Would fixing Blights hug tech really be worth not being able to add a dozen other bugfixes?

    So in that example it's not really that fast vaulting while falling is that much worse then the hug tech that it needed fixing asap. It could be just a case of the fix was simple.

    (disclaimer above is just an example, I don't know how coding works so highly likely what i said isn't accurate. It's just a way to get my point across)

    While we ofcourse have to report bugs and let them know about this stuff I think it's also important to remember that we don't know what happens behind the scenes.

    It's easy to point at the super obvious bug that players find 5 minutes after a patch and to say BHVR doesn't playtest or fixes things but we don't know if behind the scenes they rushed to fix a dozen worse bugs and just didn't have time for that one.


    If you read my post history I say that I'm fine nerfing the vaults, I just find the lack of communication and their priorities very weird

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581094#Comment_3581094

    You forgot the /s at the end.

    https://forums.bhvr.com/dead-by-daylight/discussion/396474/this-games-balance-philosophy-is-upsetting

    I love that most thread starters like this are usually low to no post history. Are people hiding behind other accounts? lol

    That said, I agree! BHVR's balance methods are less than useful. They take too long to act (Usually due to trying to maximize sales before nerfing), OVER-nerf things (Like MFT, DS, etc, but excluding DH: Second iteration was best imo), and straight up show their inability to efficiently run the game by only looking at numbers to make changes (Hillbilly fiasco for example.)

    I've given up trying to sway the 10+ friends I want to play this with as they just laugh at the game's handling.

    Yes, I have 10 friends, honest!

    I'm just not used to posting here much, I'm mostly fine with the game and when I'm not I want to share feedback.

  • @NerfDHalready said:

    Oni doing 360s

    that would look so goofy lmao

    My bad, I meant 180s, just fixed that.

    @Dinoraptus said:

    It is a little bizarre what is vs isn't an exploit in the devs eyes.

    It seems to go based on what gets the most buzz from the community. They patched out Wesker being able to turn during a dash on one PTB and it caught so much flack that it never made it to live. There was also a PTB where they made it so you could curve (original) Dead Hard and that also got taken out before live. It seems like it might be at least partially based on outrage.

    The dead hard curving was confirmed to be a bug since the start of the PTB.

    @SleepyLunatic said:

    Not going to say what should and what shouldnt get fixed there but sometimes bugs do get turned into features which is sometimes great.

    Best example is probably Donkey Kong Country, where you can do a jump after rolling off of something. This was originaly a bug but the devs liked it so much that they made it into a important mechanic.

    Yes, that's exactly what I'm talking about, I'm asking what the decision making behind what game breaking mechanic can stay and wich is

    @Hensen2100 said:

    I didn't see this actually impact games much, but when it did it was pretty busted.

    A jungle gym that had it's window facing a hill on Eyrie's of crows that I saw recently comes to mind. Basically meant the survivor would run up there any time they heard the terror radius, then if you wanted to chase them you would have to go all the way around and up the hill and then they would just drop off and vault into the jungle gym with a huge head start.

    Set you up for a game losing chase with very little you could do about it other than not chase there

    I am totally fine with them fixing broken stuff, the post is about something else, why was this broken survivor "tech" fixed before Blight's hug tech for example, wich is as if not more broken than those very situational and rng based vaults. We all know Blight is a very strong/broken character, is not like they're deciding to ignore that because he's super weak or something. Mind you I'm a Blight main mostly.

    @AetherBytes said:

    Killer stuff, such as wall hugging with blight and wesker, and sinning 360 with oni, require skill, timing, and in Oni's case accuracy. Wesker and Blight require knowledge on collision, how sliding works, and even then is not always successful. Oni's flick is pretty damn hard to do, and harder to land.

    Meanwhile quickvaulting from drops requires nothing more than "Press space as you fall" to execute; no skill, no knowledge other than the option exists, and almost always successful even if the killer is right behind you because they launch a little bit instead of dropping like survivors do.

    If it required some sort of skill or knowledge, and didnt turn some areas into guaranteed chase extensions, i dont think people would really care about it staying in the game.

    The vaults do require critical thinking and map knowledge, as well as a bit of movement knowledge too. When Hawkins came back me and a friend with a little bit less than 300 hours played the map in custom so I could teach her some neat survivor and killer plays I knew from when that map used to be in the game. She literally couldn't take the falling fast vault in the portal room from the cat walk, she can't to this date actually and we tried a lot.

    As for the first part of the post, I'll start by saying that hug tech as blight is pretty easy, never was much of a problem, but also, if something is game breaking it should get fixed following this "philosophy" no matter how hard it is to pull of. It is kinda like nurse power, of course a baby nurse will get probably 0 kills, but once she gets "mastered" all the games are going to be 4ks. Does it take skills? Yes. Is it fair tho? Not a all.

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534522#Comment_3534522

    Just never get found guys! Simply ignore lethal, bbq and the other dozen aura revealing perks Nurses commonly use!

    Dodge one blink = You won! Completely countered as she can't blink more than once.

    Jokes aside this is one of the funniest takes I've seen here LOL.

    r/whoooosh

  • Nurse is not OP


    I see many people with a severe case of skill issues complaining about nurse being OP. You just need to dodge their blinks, if you dodge their blinks or you never get found, nurse is the worst killer in the game, she gets completely countered

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521526#Comment_3521526

    Tell me how you are not getting it:

    https://www.reddit.com/r/deadbydaylight/comments/15i2lfk/loving_the_new_vaults/

    That wasn't me, but I have a similar experience with hitting the window even earlier in the vault, so...

    This was clearly a bug/desync issue

  • @Archol123 said:

    I think because A. male and female vaults gave different distances for some reason and B. It was more than a bugfix and more of a balancing thing since it changed a whole lot about at what tiles you can or can not get a hit by doing a specific thing, I would think they will come back to it and try to changed it how they wanted to be in the first place.

    Then just fix the fact that they have different distances?

    High ping is the best perk in the game, literally

  • @sizzlingmario4 said:

    No, it's a bug.

    I played Wraith on the midchapter PTB and they already fixed it there.

    Oh ok, thank you! That took a little while.

  • @UnknownKiller said:

    Its not a bug its a feature flashlights no more affect wraith,Artist,hag and nurse

    I'm not talking about flashlight, I talked about the stun time

  • @Smuk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2709193#Comment_2709193

    Console blight.

    Hug tech - checked

    Shack plays - checked

    Side look before bump - checked

    S flick - checked

    180 around car or flick around LT - checked

    moonrush - checked

    lag flick - we cant. its also an ugly exploit

    Did I miss anything?

    Console is my personal choice, as many others fellow console players.

    I am a proud owner and user of all playstation generations as it brings nostalgia.

    Judging people on their income which represents console vs pc master race is just an absurd

    and to be fair, blight flicks can be easily dodged. Running straight line or trying always to clip walls will end up in hit.

    I also never understood, when you see blight bump for speed, before hugging car. Why stand still at pallet rather then just running away?

    Landing those flicks is your fault and not blights exploit

    @Myla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2709193#Comment_2709193

    Umm....if you play blight. You would realize 180 flicks are dead now. The only way to get those is using hug techs and you can work around that as a Survivor. I have seen people do '180 flicks' on console too using hugs.

    My point is that you still have options to 180 even without hugging using the method I mentioned above, and that's really unfair. I'm pretty sure console Blights can't do 180 flicks without hugging a wall too.

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