Vizikk
Vizikk
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- Vizikk
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Comments
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Chains can easily be dodged
Use terrain to completely render chains useless
Teleport takes so long half the time it's not worth it unless you have nothing better to do.
....I think that's everything.
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Honestly, not surprised of this causing bugs with things like STBFL or this. As long as we make the survivor player-base happy am I right?
Silly killer main.
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Boon totems are a been much, anyone who disagrees are lying to themselves. You can expect some kind of nerf within the next two patches, but honestly wouldn't doubt BHVR will wait a few months and let them cause chaos.
The issue with Boons is the fact the healing speed is a bit much and many times it's hurting you to go out of your way to break it depending on the map, and what your doing. The easy fix would be if the killer snuff's the totem, it breaks the dull.
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@Swoopie said:
https://forum.deadbydaylight.com/en/discussion/comment/2599072#Comment_2599072
Words of a bias. Scott is a killer main who understands the game unlike tru3tunn3l and all his cringe fanbase.
I think it would be wise to not delve into that topic because of the censoring that has happened here in the past, but all I will say is, Scott is very disingenuous.
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10/10 Wouldn't DH again.
When I got against a 3 blink Nurse, I feel there's more gameplay to be had because E didn't give me a free Health State.
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@legacycolt said:
I agree. Facecamping bubbas need to be addressed. Or facecamping in general.
Nothing will never happen because it wouldn't make sense, but playing along....then they should make it if your within 24 meters of the killer, you can't unhook.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2604962#Comment_2604962
Not everyone is in a 4 man sweat team. If that is required to beat bubba, it needs changing.
It doesn't even take any type of SWF to beat a Bubba. II only wish I play against Bubba's more as survivor. The only killers I go against is Nurse and Blight, or the occasional Spirit or Pinhead.
I rarely if ever play with people and if I do, it's a Duo at most. Which to be fair, is more than enough to play around some of the better killer players.
If you or your team can't handle a Bubba, then I pray to see what you come to the forums with when you go against nothing but Nurse and Blight.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2604932#Comment_2604932
To be fair, a monkey could do what he did. Bubba needs to be reworked because no skill is needed for his "instant" down.
Yes Sluzzy, Bubba OP. B tier killer at best, is OP and needs to be reworked. Great idea.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2604883#Comment_2604883
All it takes is one solo player to not know. Gens are also too slow to get them done before one person is camped to death. He still gets 2 kills which is not fair.
It takes 2 minutes to kill someone on first hook. Not counting time to find, chase, down, and hook the survivor. Combined, this is more than enough time to get all the gens done.
It takes 1 minute 20 seconds to do a gen solo. That means before the person even goes into stage 2 (assuming they INSTANTLY went down in chase) 3 gens pop.
Your assuming the other survivors and yourself have no idea how to play the game nor do well in a chase. In which case you deserved to die anyway because the killer was simply better than you. No matter how he plans to "kill" you.
Judging by the builds of everyone in the lobby, it's safe to assume this is low MMR. Not quite new players, but definitely not high MMR if the survivors couldn't deal with a camping Bubba and end up all dead. So if push comes to shove, he deserved the win because he played off of how greedy you guys got going for the unhook trying to do it in his face.
As a side note, what in the world were you guys all doing to all die around the hook lol. I can guarantee all of you were 360'ing around just waiting for the Bubba to go by the "rule book" and leave the hook. Even while knowing all you guys were close.
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Absolutely not if your just looking to play to win. If you like the look and how the power might feel. Go for it.
But his kit is very skill dependent and sometimes even then can be avoided.
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Builds like this are fun to use but rely on super altruist survivors. If you get a decent team who are slamming gens you wont get many fun moments to make this build work. Starstruck just doesn't last long enough in my opinion.
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@MikaKim said:
https://forum.deadbydaylight.com/en/discussion/comment/2599562#Comment_2599562
Well given you don't know me and don't know my hours in the game it's not surprising you wouldn't elaborate on how a soloQ game can end in completely tragedy, relative to a coordinated SWF group.
You must be a totem clearer.
Let me be clear. You do NOT play at high MMR if your soloQ games "end in complete tragedy". You just don't. I rarely EVER have serious problems in my surv games unless the killer is obviously outplaying the crap out of us. Then he deserved every kill he/she got with or without NOED.
If you feel like your scrambling almost every game, that's a you problem. I have yet to this day after dying to a NOED thought "wow this is OP or unhealthy".
Let me remind you, you know if your in high MMR if survivors are in control all game. There is no denying this game is survivor sided at high MMR. No one does at this point.
So I guess I will be your cute totem clearer. I'm not im not here complaining that a mediocre perk is OP, or "unhealthy". I'm done posting in this thread.
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@VicThor said:
Is NOED that common? i see it 1-2 times per 10 games
It's like the boogeyman of killer perks. Everyone will slam gens then when the NOED comes they will leave that trial with a clear path to the forums. It honestly seems if survivors cant either loop the killer the whole game, M1 a gen all game, unhook or heal, they will moan and complain. It's either OP or in this case, some borderline passive aggressive attempt to say it's OP. "It's just unhealthy" We get it karen.
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@MikaKim said:
The fact this forum fails to discuss SWF vs SoloQ with any degree of insight tells you all you need to know about any insight itll provide into dealing with NOED.
'jUsT cLeAr tOtEmS'
Neither of these things are mutually exclusive, so discussing one without regarding the other is completely pointless. You will get no were. This is the first time I will ad-hom, but if you can't properly handle NOED even as a solo if it's something your worried about. Then there are many things you've yet to learn about this game my friend.
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Fun, cool, not bad, but I would've really like some more BP if I'm being honest.
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What did I tell you boys and girls. The next thing people will go to is vault validation.
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@illusion said:
https://forum.deadbydaylight.com/en/discussion/comment/2599491#Comment_2599491
Solo queue is all I play. Again, if you have never seen it not proc, it is because you don't have all 4 players committed to it. And, please don't talk about survivors not having enough time to cleanse totems. Time is on the side of survivors. It's 4 v 1. Killers are the ones on a time crunch. If the survivors are being outplayed, then yeah, time will be against them, but all things being equal, time is on their side. Plus, we already established that survivors seem to have plenty of time to bless totems.
Small game is great. You don't need to run around the map specifically looking for totems, just do what you normally do and when it goes off, find the totem and cleanse it. If you don't want to waste time and have a good memory, you could leave the totems and wait till NOED triggers, then run around to the places you saw the totems and cleanse the lit one, and if it doesn't trigger, you are good. Risk vs reward, up to you.
Counterforce is not the same. When you cleanse a totem it shows you the aura of another totem. Granted, still problematic for the first couple. However, maybe you have heard of these things called "maps". They can show you the auras of totems. Makes them very easy to find. I almost never see people bring maps though, because they focus on toolboxes, med kits, flashlights and keys.
He doesn't think there is enough time to cleanse totems unironically so I doubt he will budge there, though the next goalpost is to just completely ignore the plethora of things survivors have to mitigate something like NOED or any Hex perk for that matter.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2599478#Comment_2599478
Sure, assuming they don't get chased (or tunneled out of the game) and are in a SWF so they can tell their team that they don't need to look for totems anymore.
I think it's pretty clear if you run into 2 totems broken, your team is cleansing totems. You dont even need a perk for that
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Some of these posts, you would think there is 10 dull totems in a trial to worry about.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2599245#Comment_2599245
The thing you're missing here is that you're assuming only one person does all totems.
Because in solo queue reality, if people were to actually do totems, all four survivors might end up scouring the map looking for totems, including sweeping areas where their teammates have already been.
So that 70 seconds of cleansing time plus 120 of travel time gets multiplied by four. That'll put you at almost 13 minutes, which is over 25% extra time the killer gets to wipe the entire party. And here's the kicker: It doesn't necessarily cost the killer a perk slot.
The issue with NOED is that it creates so many lose/lose scenarios for survivors trying to counter it by pre-emptively doing bones. You do the totems, but the killer didn't have NOED? You lose out. You don't do the totems, the killer had NOED? You lose out. You do the totems, but you fail to find totem 5, and the killer has NOED? You lose out even harder.
NOED has two intrinsic issues that make 'do bones' a bad counter to it. One is that it is not guaranteed to show, two is that the first four totems cleansed do not weaken NOED in any way, shape or form, and instead run the risk of actually making NOED stronger. After all, if you cleanse all the totems you can find, you make sure that NOED goes to the one totem you -can't- find.
The biggest slap-in-the-face regarding NOED is that the totem counter, which was asked for to pull solo and swiffer onto a more even playing field and make balancing easier, was added to the perk tax instead. That should never have happened.
So how do you fix NOED?
If you really want it to be the thing to turn dull totems into a second objective, it has to be baseline, and it has to scale in severity with the amount of totems remaining. Give it scaling benefits based on how many totems are left alive, for example:
1 totem: 4% movespeed
2 totems: 4% movespeed and all survivors are exposed.
3 totems: 4% movespeed, all survivors are exposed and oblivious.
4 totems: 4% movespeed, all survivors are exposed and oblivious. The entity blocks windows after one in-chase fast-vault, as opposed to three.
5 totems: 4% movespeed, all survivors are exposed, oblivious, and have their aura revealed to the killer. The entity blocks windows after one in-chase fast-vault, as opposed to three.
The only problem with that is, as previously mentioned, camping, which would make this broken as all hell. But pretty much any kind of balancing idea generally runs into the same issue: 'This would be pretty good, but camping is a thing'.
I understand this, but all of this to say 1 perk out of the 16 perks survivors can have can be Small Game, and it's all avoided. All the hunting, all the worry, all the "lose/lose". Everything. Small Game.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2599352#Comment_2599352
Which is why I am suggesting a change. I very clearly said I did not want to nerf it. I even gave a suggestion that would make it extremely strong, imo.
Yes but as I've mentioned many times now. Any change will make it truly unhealthy if we go down that route. Instead of this pseudo-unhealthy. But I guess agree to disagree.
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In all seriousness there really isn't. Trill of The Hunt I guess, but at that point you might as well run all hex perks and do it for the luls.
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Just snuff bones /s
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2599288#Comment_2599288
This is an anecdote, and probably not an accurate one (if it is, then you are playing at a really bizarre MMR).
- A lot of regression perks have no or negative synergies with each other. At best it winds up being overkill. You'll regress one gen to 0% but will eventually lose a battle of attrition without any info perks. If I recall, the most commonly selected Killer perk was BBQ, and has been for ages. Watch some good killers - the only time that someone would run this sort of loadout would be a gag build.
- 3 players up is fine. At worst you lose 1, which is what BHVR have said is the intended result of the average match (2 kills, 2 escapes). Below 3 players - if he pulled that off before NOED activated, you were outplayed and he probably deserves more kills.
- If he slugs rather than hooking, you win (it's way harder to guard a slug). Don't be altruistic, loop him until the gates open and split up. Once one gate is done, everyone head there. He'll either hook the slug, or try and get you. Either way, just leave.
- And yet this thread isn't 'gut all meta perks' (which would amount to more survivor perks being nerfed than killer perks). It's another 'nerf NOED' thread. This is actually an excellent example of a Motte and Bailey fallacy, haven't seen one of those in a while.
https://forum.deadbydaylight.com/en/discussion/comment/2599297#Comment_2599297
The latter, obviously. If it wasn't for his post count, I'd assume he was another Sluzzy alt.
I posted something and apparently didn't go through either way I hate to be a reductionist but I feel they are making a complex solution for a simple problem.
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2599319#Comment_2599319
- You don't need tracking perks on certain Killers. Or any really if you are attuned to the intricate ways of the Entity (look for crows)
- The last experience I had with this was a Wraith on The Game. All-Seeing Blood + Purple Windstorm. 3 players up is an almost confirmed 4K if the Killer is smart. Slug one, go to a door, slug the other and then return to the other slug to find the other two. You can't get a door open in time. Unless you give him a 3K, in which case you can.
- I've already made my argument for killing all meta perks. Also, please note the numerous times I said that I DON'T WANT NOED TO BE NERFED. Changing an extremely problematic and bad perk is not an unreasonable idea.
I think you fail to realize the way this perk sits in the meta is in a spot where if you touch it's power position it grants at all, you completely gut the perk and make dull totems useless (besides boons of course) or make it way to overpowered.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2599297#Comment_2599297
DS, DH, UB, PT, BT and some of the more OP items/add-ons (BNP/Styptic Agent) ect ect
PGTW, CI, Ruin, Undying, plus the more OP add-ons (Pinky Finger/ Engineer's Fang) ect ect
It's funny, usually people think I main Killer.
Well I can say now you come from a place of honesty. You really reach sometimes, but your honest.
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2599268#Comment_2599268
You are giving up a bare minimum of 1.5 gens to do 5 totems which may or may not have some impact on the match. That's assuming you aren't chased and go directly to where every totem is.
Your math fails to consider any sort of de-moralizing factor. It sucks to see 3 gens pop as Killer and a lot of time people will get tilted. Likewise, you fail to consider any variables. What map is it? Does he have other Hex perks? Is he running Undying? How good are your teammates? Are you running Small Game or Counterforce?
You've done a very very broad calculation for a very nuanced and specific discussion.
Okay, I am very open to nuanced topics, hell I hoped on someone for deducing a more nuanced topic, but forgive me....in terms of if NOED is unhealthy for the game it's not very nuanced. All of these variable your listing is a fraction of something like a survivors skill and awareness. I mean I GUESS they are a part of it, but it's like a fraction of a fraction of meaning.
Even if you take my "very broad calculation" to it's worse end, you can still in theory find time to do totems or at least know where they are to render NOED useless. Which is why the math checks out. On either end, you can still find time to do something about NOED.
I think the problem here is your looking for a complex solution for a simple problem.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2599266#Comment_2599266
That's simply not true.
What needs to happen is that all meta perks need to be gutted, then we can look at the base game.
Getting to see your posts more and more on the forums leaves me begging the question: What do you think the meta perks are? Do you mean all meta perks, or just killer meta perks?
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/290993/dc-penalties-too-harsh
It might not seem fair to be punished for having a poor connection.
However, it's even less fair to the 4 other players in the match with you for you to play with a poor connection. A single DC'd survivor, especially early on makes it all-but impossible for the other three to win, and puts the killer in an awkward position if they care about a fair game.
Just play something else for the time being, and enjoy DbD when you get home and have a stable connection again. Believe it or not, that's the right thing to do.
Most of these dc penalties for being disconnected can be avoided by stirring clear of the game until you can assure you have a stable connection.
You with the penalty, the 3 other survivors left, and the killer are just left feeling a little worse.
So I totally agree with you.
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Honestly with how one sided it's been feeling recently, I would be fine with some map reworks. Ormond, Coldwind, Haddonfield, Red Forest, you get the idea.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2599253#Comment_2599253
There's a /s that means it was sarcasm.
And no, your math doesn't check out.
Okay what part of it? Your not even attempting to engage in a discussion. Your practically plugging your ears and saying "Blah blah blah, your wrong".
Being quick to try and derail because your looking to deep into what I say, or not engaging, is a weird way of looking for a convincing argument"
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2599220#Comment_2599220
Yeah, you're clearly playing against bad Killers if you have time to do totems /s
Don't bring MMR into this discussion, nobody can prove anything like that and insinuating I'm bad isn't helping your argument.
I never said you nor I was the "high MMR". Nor did I insinuate it. You reading way to deep or looking for something to derail to.
So why are you resorting to accusing me of being "low MMR"?
"nobody can prove anything like that and insinuating I'm bad isn't helping your argument"
Like I said, regardless, the math just says your wrong.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2599220#Comment_2599220
I play a lot of games where I simply don't have time to do totems... my whole team would die if I did.
I not trying to be rude but anecdotally yes, you may run into games where this is the case. It's DBD after all. But lets math this out. Lets say a match is like idk 10 minutes. For this example lets say everyone escaped. That 10 minutes is 40 minutes of collective time because multiple things can be done at once...there are multiple survivors remember. You meaning to tell me within this 40 minutes a collective time you cant use 1 minute and 10 seconds to do all the totems? Lets say 2 minutes for travel time too.
Now lets say everyone died right, and you did all the the dulls. Did you really hurt your team? Lets say it's 10 minutes again. One person dies at 5 minutes, another at 7, another at 9, and you last at the 10 minutes. Well total time is ~30 minutes. So again I ask you, does 2 minutes really take that much time of the allotted time for the team in that match?
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Indeed. I'm not sure if it was just the servers crapping the bed, or getting put in servers across the world.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2599195#Comment_2599195
Oh, really?
How many times do you see people going out of their way to cleanse dull totems? Not often.
Most of my Survivor games are down to the wire. MMR seems to be working well for that at least. The Killer usually has 6-7 hooks and maybe a Kill by the time the gens are done. You're going to tell me we could afford to go scour the map for totems on the chance that the Killer might have NOED?
Um, yes. Yes I am saying you have time.
I'm getting the hint we play in completely different MMR.
Ignoring that, you know all that time survivors spend sitting in the exit gate after it's open? To either get hit out, or teabag and what-have-you? The time you spend doing that should be put into doing dulls. So once again, yes. You have time as a solo survivor to do totems or insure others are if it bothers them that much.
People don't NOT do dulls because "the game is so close" they don't do it because people would rather slam gens. Most good survivors either don't do ALL of them, or do none and just remember where they are in case NOED is in play at the end. In nearly all high MMR games the only way a killer gets away with a 3 or 4k is greed on the survivors side. That's the only way. You greed for altruistic plays, or slamming gens even near a killer.
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@Sonzaishinai said:
What Noed really needs is some indication it's in play. Even if it's in the killer's favour.
For example making it when a survivor cleanses a dull totem they scream and reveal their location. While technically a buff it will remove the surprise factor from the survivors.
That and something to prevent hard campers to get use out of it. Maybe making the expose effect not trigger on survivors who cleansed a dull totem or getting atleast 3 hooks or something
Overloading the perk just to make it be indicated beforehand doesn't seem like a great idea. It's already a contentious perk.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2599147#Comment_2599147
You completely missed my argument.
Solo Q and Duo's do not have that kind of time.
This is just completely false.
Even if your basing off the assumption NOBODY is doing anything, this doesn't make it a fair argument.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2599015#Comment_2599015
It wastes 1 survivor's time of about 20 seconds to keep relighting a totem, and the killer 2 second to destroy it, but meanwhile the other 3 survivors are doing gens. So "but they're not doing gens" just doesn't work for this.
Correct my math if I'm wrong here but even 2 seconds to stop and go snuff a totem takes away that 2 seconds from what your initial plan was correct? So this is an positive 4 seconds for a singular survivor. BUT there are 4 survivors so a total of 16 seconds of collective time. This is if you snuff the totem before you get into a chase. If you snuff a totem mid chase, you can go ahead and chalk another 5-10 second chase time for a mediocre survivor.
So being fair here, it's about 30-40 seconds worth of progress getting done to snuff one totem IN CHASE. For something that took 14 seconds to do seems like way to much value not including the time saver on healing throughout a trial.
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If it is a DC penalty "ban" then probably not. Just re-frame from continuously queuing with spotty internet. Happens to all of us I'm sure. Get DC penalty once and just hold out until your internet seems to be in good shape.
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No thank you.
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I've always tried to chase everyone and sometime risk the game for a first hook on someone, but I think I've come to terms finally that playing this way will result in 1 or 2k's most of the time.
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I've come around to excepting Ruin/Undying isn't going to be "meta" anymore and these recommendations are great but I can't help but to be honest. I really feel with Boons being, well, the way they are. Hex Perks are just going to be unusable for consistency sake. It's not like they were consistent to begin with, but this sure as hell doesn't help the situation.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2599100#Comment_2599100
I think it should remove the I frame but keep the dash and make it to where you can dash to break a wall or some other effect tied into it even if it's not a super strong effect just remove the I frame and give it some other usefulness and that's a fair trade because you aren't getting fooled by hit validation and they still have a chance to outplay you without making the killer feel robbed of a down
This is actually a cool niche idea. Though I fear in some maps that this can be abused. *cough cough* Gas Heaven *cough cough*.
Either way, it could be cool to see... 10/10 suggestion honestly.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2597362#Comment_2597362
Because that's what dead hard is supposed to do but some of these people freaking out cant read the perk description, dead hard was used for distance alot because it was a smarter play and the actual use of dead hard is supposed to be to tank a hit with the I frame , that's why the perk description says "you can take a beating" and thats why there was an i frame in the first place but when you used dead hard the way it was intended by the devs you ended up exhausted on the ground and it used to not have the dash animation like it does now so the distance wasn't as much back then, literally it works as intended and how it's always been described, now the truth is these people are landing hits mid dead hard and the game notices the survivor was exhausted first and cancels it but they're stuck in the wiping animation and seeing them pop up after a down , that part should change but dead hard itself is fine
This is true, however this isn't how it's used for the majority of the time. Here are my personal 2 suggestions on how this perk needs to change. It's always been this strong, but now even mid and lower end players are getting to realize how strong this perk actually is.
- Remove the i-frames, keep the dash.
- Remove the dash, keep the i-frames. (in this circumstance, it should just plop an endurance effect on you for like 0.5-1 second so the killer isn't startled by a hit that wasn't actually a hit, but it still does exhaust you)
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I'm trying to understand the argument. Though I'm not sold either way. This is the only perk in the game that requires you to do dull totems. I used to feel it's unhealthy for the game but either way you spin it, the perk is fine for the game. Changing anything about it in regards to the power it brings to a killer, will again, make dull totems never be touched.
I'm not sure what you refer to is it's "core issue" because you haven't given us what you believe to be the "core issue" with the perk. The only thing I can deduce from the thread is you believe it's a nuisance to solo-Q. Which isn't even true. It takes 1 person to run Small Game and there will never be a NOED to worry about. Regardless of the 70 seconds to do them. Many forget this isn't additive time to the overall trial. There are 4 survivors. This time is shared time. Within that 70 seconds, not accounting for tool boxes or speed up perks, in 10 more seconds there can be 2 gens to pop and then you could in theory could be on a gen for 10 seconds while this happens.
In the grand scheme of things, in a decent MMR game, doing all dulls will only extend the trail probably 20-30 seconds on the high end. This isn't any meaningful time to the killer. Even for a quick chase this is just edging on 1 down, pickup, and hook. Including the NOED will just scrap another mid-chase on someone else.
So from my POV, doing anything to this perk will completely ruin it and make dull totems never touched again.
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Just popping back in here, Scott is the last person you want to use as a "source" for information. They could remove all the killer perks and he would reason it would be fair because killers have a power and are faster than survivors.
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@IamFran said:
https://forum.deadbydaylight.com/en/discussion/comment/2593561#Comment_2593561
I prefer the "jump" removed instead of the i frames.
The most annoying thing of DH for me is when it is used for extending chases instead of avoiding a hit, it's so frustrating when the survivor use DH for reaching a pallet or window and if they are in a good spot it extend a chase at least 30 seconds more, if they reach a god pallet even more than 30 seconds. DH use is intended for dodging a hit but people use it for extending a chase frequently, also if the nerf is remove only the "jump" it can't be used for countering the trapper traps anymore and if you miss a hit due the i frames the distance they gain is not so long and you reach them more quickly.
Well yes, this is the was makes it a very powerful perk. The i frames just overloads it tbh. I would be fine with how good it is with that "jump" if the i frames were removed so survivor doesn't get away with stupid plays.
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@SavouryRain said:
If you're getting your hit taken away they much, maybe wait until your internet connection is more stable?
Anecdotal, but I play with around 30-40ms ping on average. This is a very good connection. I have had more hits taken today then I think is fair.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2593869#Comment_2593869
I mean the flashlight into dead hard is usually a last resort, just like 360's
Yea but it's effective for your first attempt. I would argue it's extremely good if you haven't done yet and the killer shouldn't be expecting it.
EDIT: I still fall for it sometimes and it's a good time waster. Usually it leaves the killer confused for a second.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2593661#Comment_2593661
As far as Im aware the survivors hitbox wouldnt really affect much since the killers attack cone has a semi large radius. And DH doesnt have a start up animation, its just an increase of movement speed (250%) for I believe 0.75 seconds or 1 second.
And test it out yourself, hold down a lunge right as a survivor starts using Sprint Burst, most of the time the game will force you to swing early and attempt to lock on to the survivor. Because when you hit some one your camera will flick in the direction of the survivor
Interesting. The animation always looked as though it had a few frames that seemed to be "start-up" before the actual dash.
Though even with the i frames gone I think this will remove the "I won a lost chase" scenarios. As an example being, when you dead hard into a wall because you f'ed up, just to avoid the actual hit. Including the times where survivors do the flashlight dead hard.
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@Sluzzy said:
It's really more that you are accustomed to getting downs from DH that you didn't deserve. Now it is working as it should.
Greeding for milliseconds just to win a lost mind-game is "working as it should" is an interesting take. Even for you Sluzzy.
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@Xayrlen said:
Just because you can't abuse your bad ping doesn't mean you can get a free hit. Now DH is working properly.
So compared to 30ms ping, is 35ms ping bad?