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ABannedCat

ABannedCat

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ABannedCat
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  • 13 months, still no fix.

  • Bumping for awareness. Its been 13 months now, and no fix yet.

  • Is slugging all four with Hex: Third Seal and letting everyone bleed out bannable?

    I have got a Ghostface yesterday that did that, while I was solo queuing. I know its not holding the game hostage, since the bleedout timer is a thing, however judging by how the Ghostface went AFK the instant he downed, not even bothering to break the pallet he hit me through, I assume he does that alot ...

  • @Chewy102 said:

    Grabs work something like so.

    1- Killer clicks M1. If the host reads the Survivor is mid action, the Killer is put into position and grab animation starts.

    2- The host then checks again if the Survivor is still mid action. If so then the grab finalizes, if not then the grab fails.

    That double check was put in place back when DbD used a P2P netcode in order to prevent or limit host advantage. It attempts to make certain Survivors are given a fair chance to react to Killers making a grab by delaying the grab ever so much. And it worked. In P2P. On dedicated servers that double check highly favors the Survivor. It more or less is giving Survivors far more time to react to and prevent a grab than intended. Grabs now work somewhat like so.

    1- Killer clicks M1. If the server confirms the Survivor is mid action, the grab starts.

    2- Then the server checks again if the Survivor is still mid action. If so the Killer is then told the grab finalizes, if not it fails.

    By adding a server into that double check it effectively doubles, if not more, the time Survivors have to react and prevent a grab. In P2P data is sent to host/client. Host sends a check and gets feed back based on the ping and ONLY that single ping. On a server it is player/server/player. Killer checks server, then server checks Survivor, and finally server tells Killer. That means dedicated servers need to go through the Killer's ping TWICE and Survivor's pings at least once before a grab can be finalized.

    Grabs aren't the only thing to use this double check system. Dead Hard is almost the same thing. Survivor DHs and tells the server, then the server tells the Killer. That often can make Dead Hard fail as Survivors can't time it well enough thanks to the added lag of servers. By the time a Survivor DHs, he can already be hit server side and end up exhausted and still take damage.

    You have to remember that DbD wasn't made to support dedicated servers and is still using a LOT of netcode made for P2P. That is why Shape and Ghostface have problems stalking. Server double checks adding delays. Why charged powers for Huntress, Demo, Nurse, ect have a minor delay now. Server double checks and confirmations messing with muscle memory. It is also why Survivors seem to be hit from miles away as melee hits need the Killer to have priority in order to function, leaving Survivors to be told they got hit well after the fact as the Killer tells the server then the server tells the Survivor they got hit some .5 of a second ago.

    Rare footage of someone actually knowing how the netcode in this game works. There is so much misconception here in the community, honestly your post should be pinned by the developers.

  • int main()

    {

      string LoadingBar = "|||||||||||||||||||||||||||||||||||||||| Loading... ||||||||||||||||||||||||||||||||||||||||||||||||||";

      string PrettyGoodJobSoFar = "Rank Update Error";


      for(int i = 0; i < 10000; i++){

        cout << LoadingBar << endl;

      }

      cout << endl;

      cout << endl;

      cout << PrettyGoodJobSoFar;


      return 0;

      }

    }

  • @coppersly said:

    I'm really tired of survivors having Z E R O risk when unhooking because the auto-aim targets the hooked person over the unhooker. It's cost me so many games (because it's on top of Nurses own myriad of bugs) and it's just so frustrating watching both tbag because now it's going to take 2 hits to down either of them.

    I'm really hoping this gets paired with the grab changes because it's the exact same story there.

    What grab changes? You mean the changes where the server decides what you hit and not your client? Yes, that 100% going to fix it all. Definetely.

  • Still waiting for her bug fixes ....

    13 months and counting ...

  • You can do alot more things than just find out what killer it is, if you are techny sawy. You could litterally have every action that happens in the trial displayed to you in real time, if you have got the coding skills. And its not even technically cheating (and even if it was, it would be hard to detect), as you are merely monitoring your own network traffic.

  • You can litterally look up every single answer on the wiki alone. I wonder how they are gonna pick 100 winners out of the thousands of people that got all answers correct, because they cheated.

  • I honestly can't really comment on people that claim to find a "camper" every match or two. Because I myself at red ranks only find like one out of twenty games a genuiouly malicious camper. In every other case its just the killer seeing scratch marks, or other overconfident survivors screaming "Chase me" with their flashlights or spam-vaulting, etc. In which case I am not mad at the camper, but instead mad at the survivor, because they don't punish it.

    If I see someone claim to find campers that often I either I assume:

    1) Entitled survivor main that purposely exegerates to get killers nerfed, or

    2) Low rank survivors.


    At high ranks camping just simply doesn't pay off, especially with the Borrowed Time meta. And if someone is just doing it for their personal amusement, they will depip very quickly as camping is heavily punished (both directly, and indirectly) by the ranking system.

  • Pretending to be a baby killer at high ranks can have its payoffs ...

  • Meme builds, meme builds, meme builds.

    Your progression is based of the time spent in matches, and nothing else. So you can just ######### around in the match without being AFK, and try new stuff. Is Monstrous Shrine secretly an actual good perks? How about getting 4 WGLF stacks? Maybe do the infamous meme DS into Head On stun challenge? Or explore the secrets of Space Billy?

    There is more to the game than just tryharding. Taking a break from it if you are burned out will improve your sanity, and might get a you depip here and there, which in turn could also improve your sanity if you are killer.

  • @Crowman said:

    It's better that enduring doesn't work on stuns by DS and Head On, because otherwise it would be much harder to balance those perks.

    You mean ... have an actual risk-reward situation for the survivor?

    How dare we ...

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1340998#Comment_1340998

    Actually how does that work if noed and dh are active does it warn them noed is active? Or after they destroy dh would it reveal noed?

    It should show them on the first down after the generators are done, regardless of DH active or not. However if they cleanse one of them, they will have no telltale which one they cleansed, until they can pay close attention to speedboost of NOED.

  • As a former Nurse main, I noticed it instantly the moment dedicated servers switched on. The lunge would sometimes reach a full distance, and sometimes just barely gets me across an upright pallet, its extremely inconsistent.

    It only happens to me when I attempt to lunge as early as possible. If I wait a few moments, I generally get a good lunge. My theory is that the server and the client disagree about how much momentum the kiler has built up prior to lunging, and I assume the server takes priority.

  • As a (former) Nurse main, running forward while breaking line of sight is the single best strategy versus the Nurse. And the best thing (for the survivor): Its completely braindead, and takes litterally zero skill to pull off.

    Also Dead Hard is a godlike exhaustion perk versus her. With the upcoming hit detection changes it will become even stronger, since the Nurse can't even bait the Dead Hard anymore.

  • Hooking requires confirmation from the survivor, to prevent the killer from being able to override a survivor's Decisive Strike. You can try it in a custom match yourself.

    The (unintetional) side effect is that survivors can pull the plug of their internet moment before to lock the killer in animation AND make them drift sidewards because the server still thinks they are wiggling.

    But hey! Atleast they are finally tackling lag switching killers, while survivors can still take full advantage of netcode flaws!

  • Just make Enduring reduce the DS stun again.

    Or make Unnerving Presence make the skillcheck smaller again.

  • I sometimes do the opposite.

    I will equip a yellow mori or a shroud offering and not even try to win, to make survivors genrush me in 4 minutes. No one gets any points, they enter another 10 minutes queuetime, while I as killer get an instant lobby, and then equip an actual mori, muhaha!

  • @TheRoyalOwl said:

    You can't lag switch on dedicated servers.

    Yes and no. While OP's situation wasn't a lag swithc but simply bad Internet, its very much possible to lagswitch on the servers, because certain actions require client confirmation.

    Killer can lagswitch hits, survivors can lagswitch blinds, grabs, pickups, hooks, and to some extend unhooks.

    But the developers revelaed that they are removing the possibility for killers only, so yeah.

  • @Johnny_XMan said:

    They are.

    They had 3 BNPs what do you expect?

    3 survivor ultra rare add-ons should be slightly weaker than a killer ultra rare. However that is not the case, because it allows survivors to knock out the generator, before the killer even got a chance to get their bearings on the map.

  • @ALostPuppy said:

    I really wouldn't like this change. I dunno, it takes away what little skill you had to learn with him. It's hard to describe, but I would stop playing Myers if this became a thing. It would be so incredibly boring to actually use his ability.

    Normally I would agree with the skill arguments here. But since we have these ######### servers, where 99% the power is a gamble, I don't see why players should be screwed over just because the developers do not know basic coding.

  • @VolantConch1719 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1283327#Comment_1283327

    They kind of have to be in English. Otherwise, they would read like (actual translations from the Chinese wiki)

    Technician: 我要偷偷完成这个

    Lithe: 怎么,有挫败感了吗?

    Alert: 我拥有真视

    Quotes like this kind of have to be in the viewer/listener's native language. I can't speak from in-game experience, but the German wiki has the quotes in German, the Chinese wiki has (obviously) Chinese quotes, etc. This would mean that Dwight is fluent in Chinese, German and English, which I think we can confidently say he's not.

    I think what they mean is that they are written in Internet slang English. Like the perk Lithe reads "U mad?", instead of "You mad".

    Which could hint that she picked up some basic English from online games outside of tournaments.

  • Flashlight saves are resolved clientside for the survivor. Meaning if they have a high ping to the server, their blind effect can take considerable time to reach the killer-client.

    This is to make saves somewhat skill based, but at the same time can also be abused by survivors.

  • @coppersly

    I have been using the Plaid Fannel addon because of this. Its good that you mentioned Badham, because the boiler room is legit a semi-deadzone. You have like a 1-2 frames timewindow on a 60fps monitor to get into it from certain angles. With dedicated servers, where your power usage is delayed, that near impossible to time.

  • Nurse does not need a buff. She is the strongest killer in the game.

    However she is not a very fun killer. She is littered with bugs, inconsstencies, and counterintuitive workings of her power.

    • Blink being undercharged or cancelled by dedicated servers.
    • Blink ability being outright taken away since her rework.
    • Game prioritising the basement as blink landing zone even when looking high in the sky.
    • Blinking out of the basement sometimes being impossible even with a fully charged blink.
    • Unblinkable areas, like the area below the balcony on Bloodlodge.
    • Generally too thick blinkable areas. Some objects like some cars or rocks have way too big hitboxes, that put Huntress' hatchets to shame.
    • Post-blink-lunge inconsistent in length due to dedicated servers.
    • etc etc.

    She honestly needs a second rework. Not to buff or nerf her, but to make her power work as intended to begin with.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1336295#Comment_1336295

    No, you don't start at 0. You start at a somewhat low point and it adjusts quickly to get you to where you should be. Though by the time the new matchmaking system comes out, you would have already been placed at a rating fitting for you. It'll be tracked behind the scenes before it's used for matchmaking.

    Way to dodge the original poster's question.

    Good job, Behaviour.

  • Yeah, they introduced that to make it impossible for the killer to sneak up on survivors while they mind their own business on generators.

    Its the same reason why they tredemiously increased the breathing volume of all killers, so now they basically have a directional terrorradius now.

  • Hex:NOED is still a perk, because Decisive Strike is also still a perk.

    They both reward mistakes and bad gameplay. And it appears the developers are fine with this.

  • Outside of phasing Spirit has basically no mindgame or sneakup, becuase she is so loud she basically has a directional terrorradius at this point. Some other killers like Myers suffer from the same problem.

  • "Unfair" window hits are a double edged sword. It might be unfair for the survivor, however its fair for the killer since its what they see on their screen that is right. If you make hit detection serverside, the killer is basically forced to predict the future. Not to mention that it blanketnerfs the regular lunge of every killer, and I suspect it will make high precision killers like Deathslinger litterally unplayable, as you are now forced to lead shots.

  • I prefer first person moris over third person moris all day. Some moris require to be first person to be really satisfying and interesting, like Nurse, or Pig. The arguments that you would "mostly stare at their back" makes no sense to me, considering there are very good moris in FP, where you mostly stare at the survivors back like Bubba, Doctor, or Clown. It adds to the immersion, and make you really feel like a killer. Whereas third person makes it more appear like a lowbudged slasher movie, and your camera zooming in and out of your body isn't pretty at all either.

  • 360s are only to become easier for survivors in the future. With the upcoming serverside hit detection, the killer needs to predict the future to counter a 360s.

  • Yeah, I noticed it as well.

    I am rank 3 right now as killer, and get red rank survivor all the time. No biggie, its working as intended.

    I am rank 4 as survivor right now, but something like 80% of the killers I get are rank 4-8. However I am not particularly complaining, because atleast it reduces the former 10 minute queutimes, to 1 minute maximum. Its just not fun for the killer, unfortunately, though.

  • Post-rework-Decisive Strike does not garuntee you being the obsession, even if you are the only one with an obsession perk. It merely increases the chances.

  • Its 892bp maximum for 60 seconds struggling, thats really inefficient already. For comparison, you get 1250bp for 80 seconds on a generator alone, 1000bp for 14 seconds on a totem, 1500 if its a hex. You max out boldness to 8K in a solid 2-3 minutes chase, you get 1500bp for a safe unhook with maybe maximum 30 seconds spent.

    If you want to go for a maximum bloodpoints per hour, its better to not struggle at the end, to get into the next game as fast as possible. Realisitically survivors are not losing anything.

  • @Mandy said:

    This is something that we've said time and time again, that Legacy will not be returning to the game.

    What about something that is similar to legacy? But not exactly the same?

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1313380#Comment_1313380

    Oh no, you mean that sensitivity that PH has isn't unique to him, but is intended for all killers?

    YIKES

    I tested it in teh PTB (after painfully going through 15min queuing times), its universal for everyone.

  • While I personally disagree with the recharge mechanics of her blinks, I Iearned to adapt to it. I can see the balance arguments in favour of it, considering she is the strongest killer in the game.

    Her bugs on the other hands, are really getting out of control. Its been 12 months now since dedicated servers were introduced, and 7 months since her rework. Both brought a multitude of gamebreaking bugs to her, and not a single one has been fixed (with the exception of the Spasmodic Breath addon bug, which benfitted the killer, and got fixed within a week).

    And now in the PTB, where there is a weird vertical mouse movement sensitivity change, as well as a higher cap how much you can look up or down, she just keeps getting nerfed with every patch.

  • Considering how bad the new Lery's runs compared to the older maps, I am not thrilled for any graphic update of any map.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1313204#Comment_1313204

    If the Killer goes afk after like 4 Gens get done, at least there was somewhat like a game. But some Killers are simply afk from the start, most of them are Wraiths.

    Sure, there are some Killers who are just afk, because they forgot to queue up. Happens. At least the Survivors can run in front of the Killer to get some points, even tho, I dont think that this should be really an option.

    But most of the AFK-Killers are Wraith - going into the game with the intention of being afk and doing nothing. This is not ok.

    It is not about the free escape or anything, but if I queue up for a game, I expect to get to play it. And not figure out that its an AFK-Wraith, I can press M1 for a few minutes and hopefully get a Blackpip.

    Killers would also not like if all 4 Survivors are AFK right from the start - but at least they would be able to get more BPs during that period of time, but I highly doubt it would be enjoyable and they would feel robbed as well.

    There are some fun AFK killers as well. Like Basement-Chest-Bubba. I see them way more often than the infamous AFK Wraith to be honest.

  • AFKing for killer should not be punished, because its the only way for them to give up a match without disconnecting.

    Survivors can always suicide on hook to give up, and its not punished either.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1312118#Comment_1312118

    Is the volume increase only for Myers or can you hear all killers?

    Most killers are. For some killers it barely got louder for me, like Bubba, or Freddy. But most killers, including Myers, Nurse, Pig, Hag, Trapper, Wraith (even cloaked now), Billy, Clown, Spirit, and Legion, are breathing so loud now I can hear them through chase music, and a generator at 99% through a Jungle Gym. Its actually not even fun anymore.

  • Every since they increased the killer's breathing volume, Myers physically can't sneak up on me anymore. Its not selective hearing.

  • @NotDBD said:

    I am sure it will have it's issues when it comes out but I hope with time they can get it accurate. It would make the game feel a lot more skillful when we get more accurate hits. :)

    But there must be some benefit to having it otherwise I don't think they would add it to the game

    The benefit lies entirely in favour of the survivors.

  • I can hear the killer breathing from the other side of the jungle gym through the chase music, but I can't hear injured running survivors with no Iron WIll directly infront of my face.

    At this point, I am convinved its a feature now.

  • Its a blanket nerf to every killer's lunge according to their ping. Anything over 100ms will be unplayable, even more so with the already broken aim dressing. And Deathslinger, Huntress, and to some extend Nurse will become a guessing game.

    Its going to great.

  • @Wolfven said:

    https://forum.deadbydaylight.com/en/discussion/comment/1309760#Comment_1309760

    Thank you for this info , much appreciated.

    Number 3 will be the most challenging for me. I am still getting used to looking behind while running, hugging walls as tight as possible and trying to somewhat route to safe areas (I mess this up the most when panicked).

    Any tips on how to get better at evading / looping the killer?

    You can also play safe at loops, and drop the pallet relatively early, and force a break (since 90% of the loops are safe for survivors). However keep in mind that this can hurt your team, if they are afraid to do generators. Which can happen relatively often in solo-queue.

  • Yeah, looking at how poorly the game runs already, I can't see a huge graphic like this without making console a ######### powerpoint slideshow.

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