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SquidFacedMan

SquidFacedMan

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SquidFacedMan
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  • Hag is fine. There are plenty of killers that need reworked. The 1 second per 10 meters change is ridiculously stupid and would nerf her into the ground. Teleport range isn't even that far without add ons.

    She's a jumpscare killer that works. If anything her animations need reworked, not her playstyle.

  • The map is very badly designed. Massive amounts of dead space around the edges. Not sure what Devs aren't understanding from the feedback about map size and layout that people have been giving them over the years.

  • I think the only change ds needs is for it to stop going down in a chase. So that if you get tunnelled off a hook you get a chance to use it and the killer can choose to eat ds if they really want to.

  • @Lavos99z said:

    It's toxic.

    You could just say "well played/wp" instead because it's better on both sides to say that. The only time it's okay to say "gg" is if the losing party believes it was a gg and says so first. You come off as cocky and scummy when you say it after a huge victory, especially if the game only lasted like 5 minutes. Let's not feed into toxic behavior, even at this level guys. Start from the bottom and work our way up.

    Maybe you should play some offline games for a while if you think gg is toxic. You're literally tilting yourself over nothing.

  • Why bother with pop culture based charms? People enjoy the unique characters in DBD and want to see more of that unique stuff not stuff they can get everywhere else.

  • Not really sure why his stun can't just be an auto reload animation because you're basically forced to reload immediately after the stun anyway.

  • What if we balanced NOED by making so that you need to cleanse five dull totems for it to be removed before it even triggers in the endgame? That'd be fairly high risk/high reward imho.

  • The two work fine atm. Could perhaps do with a wait emote. Games like friday the 13th have lots of emotes and it just becomes stupid. Killers should have the same emotes as survivors in a kind of mocking way. Maybe a throat slit gesture instead of the follow one. It's a superfluous thing though and definitely no rush to implement something like this.

  • Endgame collapse begins as soon as the third survivor is dead. The killer can break the hatch rendering it unusable at any time it spawns on the map.

  • @Peanits said:

    We did a stream on this recently. I would suggest giving that a look if you haven't already.

    As far as capsule based hitboxes go, yes, plenty of games still use them. It's very common in almost any game that doesn't require precise hitboxes (i.e. headshots, body shots, etc.). Having precise hitboxes in DbD would be largely unnecessary and give smaller survivors an advantage over larger survivors.

    slashbox.jpg yuibox2.jpg yuibox3.jpg

    You keep saying the game doesn't require precise hitboxes, but it does. It's not the precision of limb shot tracking but it does need them to roughly represent where the character is. These slashboxes as you called them on stream need to be individually moved to the centre mass of most characters.

    Original post here.

    https://forum.deadbydaylight.com/en/discussion/comment/1110800#Comment_1110800

  • Noed on Deathslinger is a must. Grabbing survivors stupid enough to wait at the exit gates. Turned a four escape into a 3 sacrifice. Pretty satisfying.

  • The monto video is an extreme example. Playing the ptb and taking in or finding a toolbox on map has allowed me to deny a decent amount of killers a hook that they wasted 1 or 2 gens on. I never bothered with sabo before because it required set up and wasted time. This requires very little set up and wastes practically no time.

  • This is what happens when you have people testing your game and are community leaders that can't play the game to the high level of others. These people are all very nice and all but they aren't representative of top players who know the mechanics inside and out.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1110800#Comment_1110800

    This whole "biased towards smaller characters" is just dumb.

    Would you rather have working hitboxes and give small characters an advantage, or have unfair game for EVERYONE because bullshit hits.

    Devs are just too lazy to do a proper hit detection, its all just excuses.

    "Aim dressing", huge hatchet hitbox, "fair for all surviviors", these things are all here to justify and hide bad hitboxes.

    I agree with your points but I'd actually like these capsule hitboxes to be in the centre of the character consistently before we advocate for anything adventurous like hitboxes that scale to characters.

  • From the dev stream example the killer sees himself as 1 meter from the survivor, but the survivor sees the killer as 3 meters away. Assuming they are moving forward at their fastest rates.

    Fastest killer movement is 4.6m/s

    Survivor movement is 4m/s

    Taking what the killer sees as true.

    To move 1 meter takes the killer 0.217 seconds (217ms), in that time the survivor has moved 0.869 meters. This is the distance between them.

    Taking what the survivor sees as true.

    To move 3 meters takes the killer 0.652 seconds (652ms), in that time the survivor has moved 2.608 meters. This is now the distance between them.

    Bearing in mind that this is simple an off the cuff example here that is being over-analysed, we'd need to see more data to actually figure out what the tolerances are for hit detection and latency. Given the consistently inconsistent experience with DBD the tolerances seem to be far too large both for latency and this is being exacerbated by janky hitboxes.

    In the dev stream the figure of 150ms was the amount that came up the most. 150ms is not a decent level of latency to be working around. This is considered laggy by most game standards. Anything over 100 is usually pretty unplayable. 150 ping gets you autokicked/disconnected in several games. They tend to be shooters, yes but this entire game is about positioning and movement. It's has a need for accuracy similar to these games, even if not precisely the same.

  • @Bingbongbong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1110613#Comment_1110613

    Hitbox size is fine, If you were to have accurate hit boxes where the weapon actually hs to touch the survivors model it'd be incredibly hard to get hits You'd need to rework the game. The problem is Latency.

    It's clearly not just latency. You didn't even read my post. You can account for latency with accurate hitboxes. The hitboxes are currently sitting in weird positions. The majority of Claudette isn't even in the centre of that hitbox.

  • slashbox.jpg

    The biggest problem here with the "slashbox" is that it isn't even in the centre of the character. It's behind and to the left. This is probably what is exacerbating "bs" hits. Because while it's working fine, it doesn't visually match what you are seeing on screen (never mind taking latency into account). Can't the boxes be moved so that the majority of it sits consistently within the character?

    yuibox2.jpg

    Taking Claudette above as an example and attempting to extrapolate that onto the image above. Assuming all of these hitboxes have the same centred problem you could probably see why the game thinks this is a hit, taking into account latency on either side.

    yuibox3.jpg

    Would the game still have registered this as a hit or a close miss as it should be? Obviously Yui's head here is nearer the left edge of the box but heads will move within that close capsule, when she turns to the right for example she will still be within it.

    As for the significant height difference in the hitbox. Found this scale image online. Obviously the problem will be creating a fair hitbox for the game with great differences in character models with no difference in character ability. Small characters generally have the advantage of being able to hide better, Claudette the greatest example of this. I don't think there is a way to really change this without further biasing smaller characters.

    survivorheight2.jpg

    Over 1 million hours in paint.

  • devhitbox.jpg

    Makes sense when you consider the absolute ridiculous size of the survivor hitbox. The head area is like 5 heads wide. This is from the recent dev stream btw. I'm all for simplicity but the size of these hitboxes needs to be reshaped/reduced. This coupled with latency ensures you're gonna have a bad time.

  • @ClaudettesUncle said:

    Maybe some killer's should change their builds, I noticed some pretty good and interesting ones. If the killer fails to pressure the gens, its their fault 💁

    Dispatches from the brown ranks.

  • Remove hatch entirely. Endgame collapse starts when one survivor is left alive.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1107466#Comment_1107466

    On the latest dev stream I think he’s referring to.

    What they said is perk slowdown synergy. E.g Thanatophobia, Dying light, swing chains, jump rope, old Ruin kind of synergy.

    In terms of actual synergy e.g quick and quiet + head on, or rancor and nemesis etc I do believe they are very much for that.

    I honestly can't remember them saying this but it sounds about right.

  • In the developer stream the devs said they are working as intended. The hitbox is a massive pill shape and is about one survivor bigger on each side. They argue that this is for simplicity which is fine, but I'm not sure why it needs to be so much larger than the character model. Make the hitbox tight to the largest survivor and then apply that to the rest. At the very least the hitbox should be tilted or moved forward.

  • @ProfessorDunwich said:

    The devs specifically said they want to reduce perk synergy. Seems to be focused on reducing it with killer perks.

    Lmao, what! When did they say this?

  • I've been enjoying using Overcharge, Pop, Distressing and Unnerving presence. Makes Gen tapping more difficult and gives Static Blast a decent range of 40ish meters. Gens will still fly by but it gives you the ability to patrol more effectively with your terror radius. I'm reluctant to switch my perks to other more sweaty ones as I like the synergy between these four even if it isn't the most effective against Red Ranks. Slowly getting the hang of Shock Therapy timings but it does seem like people can occasionally vault or smash down a pallet even after they've been hit which can be quite annoying.

  • Honestly the Doctor probably has too many add ons as it is. I really don't think him boosting his charge would be OP.

  • Personally what I'd like to see from Distortion is that it is able to cover the person you are healing from Nurses, not just shielding yourself.

  • I regularly run Distortion when I'm playing with my friends. It does burn out quickly but it usually guarantees that I can get a bit of early game breathing room.

    It'd be interesting if you could earn tokens back from doing something. I'm not convinced about player activation personally. I like the perk the way it is.

  • I think it'd need to be significantly stronger to be an add on tbh.

  • Hag still manages to jumpscare me quite a bit. Usually before you know who the killer is and you sprint through her trap.

  • @Aura_babyy said:

    This will mostly be directed to the Killer mains who have preven to be the most upset, as the outcry has snowballed from actual feedback to just plain nonsensical insulting.

    *Survivors whined about Spirit and Nurse and they were gutted!

    - Yes, they were. Nurse and Spirit had the highest Kill ratio in the game, coincidentally, it was mostly because of ridiculously powerful addon combinations that just pretty much guaranteed you a win even if you were a potato.

    *Survivors cried about Ruin constantly and that is why it was nerfed to the ground. You can hardly have a good match as a killer now because of gens going too quick. And some Killers needed Ruin in order to have a slight chance at the game ie. Clown!

    - Actually, Ruin was mostly complained about by both sides in amounts that are almost parallel to one another. Killers would complain that, A) Ruin was gone so early in the game. Or B) Good Survivors would just power through it, making it an useless perk against them. Survivors on the other hand complained about it's use in almost all of the games they played, and was a heavy punishment perk for mid to higher ranks ( most notably Console). As for Killers that "need" Ruin to get something out of a match, These are just Killers that should be the next target for reworks. I do not count Trapper and Hag as a Killer that needs Ruin though. They have extremely powerful late game potential and should make the most of it.

    *Killers are the only ones to get nerfed, Ruin gets gutted and Survivors still have DS, BT, Adrenaline, and Keys!.

    - This is such an ignorant thing to say and you should never look at things for events that happen within a month - 3 month span. When Ruin was nerfed, hysterical killer mains fail to see what the future may hold and completely dismissed logical thought that changes to GENS or MAPS or how survivors INTERACT with gens would be introduced in due time. BHVR had made it known that with the changes to Ruin, they would be able to collect proper data and see where their focus should be at seeing as the players all have different opinions on it. By the by, if you take DS statistics and times it by X4, there is absolutely no way it should reach a margin of 45% use in ALL GAMES, Which was Ruin's percentage. Don't ignore what the devs could possibly be trying to achieve here.

    *Devs are Survivor biased. No doubt about it.

    - Okay. This is a bit of an oddball one. This seems to change whenever each side is nerfed and the claims start to shift depending on what gets nerfed. In recent posts, a lot of people and some notable streamers have said that devs are really survivor biased. Now, the most common people you see from the BHVR team on the forums is @Peanits and @Almo . Whatever they post or respond to almost always seemed to be flagged as survivor biased or incompetency (being rude to someone who hasn't with you is what this was). I can assure anyone who bothered reading this that it is most likely not the Intention of these 2 lovely people to convey themselves as favoring one side. Could they change up their posts a bit so it is more polished and maybe cue in the playerbase as to more in the why and what the future plan is with an update is? Of course they can. But these are people, like us, that make mistakes and are not perfect or omniscient. We should also take note and remember that whatever Almo and Peanits say does not reflect the views of all of the development team. This is far too common of a bad habit, and we should look at past history as to why it's bad. Racial Stereotypes that were frowned upon and we managed to move past as a society is a good example as to why it's bad to place labels like we are doing now.

    Anyway, Casing point... Can we PLEASE stop going at each other's throats, witch hunting the devs, and cursing those that wanna improve the game by just playing it and making constructive feedback?

    I know it's too much to ask for people to leave behind the sarcasm and insults. This is not a thread meant to be provocative.

    And for a different topic to think about while you are here. What's your favorite cookie? Mine are Oreos, they're devilishly tempting and I absolutely love them, goes great with any kind of milk.

    "Casing point"? It's case & point lmao.

  • DS is fine, it works pretty much as intended. You can still slug a person running DS. You have a sixty second wait, but it's still slowing the game in your favour to have somebody on the ground and their team needing to pick them up. Naturally it gives them a chance to get away but that's only fair over the option of having no recourse against tunneling.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1017382#Comment_1017382

    The delay on the shock effect is the same as it was before the update. The increased delay on the PTB, which was a bug, has been fixed.

    It was bad in its original form. Not sure why you go to the trouble of updating Doctor but not address his shock ability. Shocking survivors does nothing. They can still mash pallets down after being shocked. Utterly stupid.

  • Considering you get a speed delay when shocking I don't think there should be a cooldown after. What's the reasoning for this. It's not strong and doesn't deny a pallet in the same way Huntress can.

  • I've encountered a sound bug when playing as doctor, when gens pop the sound seems to cut out. Anybody else experienced this?

  • Badham is still preferable to Haddonfield. That's not saying much though. There are areas of Badham that kind of feel weird and unfinished. honestly think the map should be made a bit smaller and just cut out the grassy areas.

  • I don't think DS should be changed. I don't mind it so much, it's a punishment for tunnelling/being greedy. Sometimes your options as Killer are limited but if you are the Survivor getting tunnelled it's not fun. You can eat DS early enough in a game too. I tend to do that so it's out of the way later.

  • Teabagging and Clicking Flashlights is something that people consider toxic, but having played as survivor with teamates that do this I know it's just them attempting to annoy the killer and get them to make bad decisions rather than any personal attack on that particular killer's ability.

    DCing is probably the worst though because it usually denies you something like a stack, or even just the BP.

    Body Blocking can be annoying for newer killers but I wouldn't consider it toxic. Same with flashlights. It's just a learning curve that the game doesn't really explain to you. You learn from friends or streamers basically.

    I don't really mind gens popping, in the sense that it's not the survivors fault that their objective is easy to complete.

  • Solo gen time shouldn't increase, multiple survivors on a gen needs an increase.

  • What do you think the devs should do? The grind is a bit annoying, and I imagine it feels insurmountable if you play very casually but that's just the way things are unfortunately. Does the Xbox One version have the weekly shrine?

    I don't think it's particularly hard to unlock new killer perks. Oni was level 50 within a week of casual play, same with Plague when she came out. Survivors feels a bit more daunting to get the perks you want, but there are plenty of guides online that will tell you the best way forward in unlocking perks. You say you don't want to look them up but you went to the effort of typing this out.

  • It is annoying not having access to the perks you want. Get yourself Barbecue & Chilli by levelling up Bubba (The Cannibal) and then you'll be getting a decent amount of BP even in bad matches (as long as you get some hooks).

    The Devs also update the Shrine on a weekly basis. It can be a bit hit or miss but it's better than nothing. Surveillance is on the shrine this week and it's pretty decent.

  • @Divinitye9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1005810#Comment_1005810

    Click the little chat bubble icon. Chat goes away until you decide to bring it back.

    It has done wonders for me. Now survivors are just little bots that run around and I have to smack em. It dehumanizes them, therefore makes me less stressed out.

    Ah thanks, will give that a try now!

  • Win as killer, you played sweaty, lose as killer you're bad. Just add a QoL patch that allows you to disable the endgame chat and it'd 100% improve the enjoyment of the game for many.

  • @TheFreak1012 said:

    On both sides of this argument people have double standards. Killers should get better at putting pressure and do use excuses a lot, but at the same time a lot of maps are hard to put pressure effectively and survivors don't seem to get that into their heads.

    Tunneling is not ok but at the same time if a killer is tunneling the other members of the team should be working on gens and the game should go fine for everyone else. It's really not that big of a deal and I don't think it's worth all the whining survivors are always going on about. Tunneling never goes well for killers and anyone with a brain should know it isn't effective against any group of survivors that isn't brain dead, so killers need to git gud and put pressure.

    "git gud" if only that argument applied to survivors and ruin skillchecks.

  • Yeah, people complain because they enjoy the game fundamentally but they take issue with the direction it has gone in with this latest ptb. If they didn't care they just would uninstall and not bother.

  • The leave match button should be removed or changed to "concede".

  • @Jesya said:

    https://forum.deadbydaylight.com/en/discussion/comment/972377#Comment_972377

    The same 2 that are Literally always there and involved heavily with BHVR. Vince and Cahla

    Literally who?

  • @Jesya said:

    https://forum.deadbydaylight.com/en/discussion/comment/972257#Comment_972257

    Unfortunately they are listening to some of their streamers... The group of streamers that they ship to their offices every few months seem to be 100% on board with these changes. 🙄

    Which streamers are these?

  • Maybe the Devs should listen to the devoted streamer community they have as well as the fans. Other Devs do it. Rare recently had Summit1g invited on to one of their streams despite their original hesitance to cater to players in Sea of Thieves who enjoyed his playstyle. Ultimately developers need to realise that the people playing their games might know more about how the game works and is played than they do.

  • The simple solution to this would make passive regression separate from damaged regression, so a left gen passively regresses but when damaged it regresses faster.

  • @humanbeing1704 said:

    I just want swamp reworked pretty sure most people find that map absolutely unbearable for both sides

    It's a decent map imho. What do you not like about it?

    I think Lerys is a map you hate as a new player but I've actually grown to not mind it.

    Haddonfield and Badham need some reworking. Some of the variants are just daft with corners of the map vast areas with no cover.

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