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ABannedCat

ABannedCat

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  • Nurse.

    A little bit of compensation for kicking her with a nerf, dedicated servers, AND loads of bugs ontop of that too.

    #MakeSallyGreatAgain

  • Demanding? And survivors? Whenever I want a chill and easy game, I switch to survivors. Says alot about how demanding it is.

  • Nurse obviously.

    Even after the nerfs, even with dedicated servers, even with her numerous bugs, she is still the strongest killer, and can take any survivor team. Only downside is her add-on dependency now.

  • @joker7997 said:

    https://forum.deadbydaylight.com/en/discussion/comment/983866#Comment_983866

    It makes it more frustrating for killers with crap internet, not survivors, my ping yesterday was unbudgingly 62ms to the server, great skill checks were more consistent (which surprised me), incidents of killers hitting me through a pallet drop or window vault that should have stopped the hit were way down (not surprised), I was able to actually 360 less skilled killers, it was great.

    Skillchecks are clientside, meaning they aren't affected by ping.

  • Just play Survive with Friends with voicechat, and get them all for free. Why waste perkslots?

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/984012#Comment_984012

    Except for Huntress hatchet hit detection, that's not how it works (unless even more things are programmed that stupidly). Your connection to other players in the game is now irrelevant to interaction timing. All that matters is your connection to the server itself. Though admittedly, some of the servers seem to be rather high ping themselves. This provides even more consistency for the most part. And latency free killers was only an advantage to the killers, not the survivors.

    Hit detection for all killers is 100% client-side. I have tested it myself, by artificially rising my latency. Even with 1 second delay, I always get hits. This is why survivors now feel robbed by windows and pallet hits. This is why some people feel the lunge got buffed. Because on the killer's screen it all looks fine.

    You could argue that making hits serverside would fix that. But think about it for a moment what this means for killers. It means that the killer has to lead hits according to latency now. Lets say you have a ping of 150ms as killer, because you live far away from the server (nothing unusual, because there are so few of them). This means that a survivor 360ing you will only appear on your screen after those 150ms. Add in human latency of around 200ms, and you have 350ms before the killer even starts to react. A good survivors can probably spin like 2-3 times a second, meaning the survivors is already far behind the killer, the moment they start turning around, making it a foolproof dodging method.

  • @brokedownpalace said:

    Nah. I've had zero new issues since their release and got to experience the joy of a rage quitting killer not deleting the last 15-30 minutes of my time.

    They could do that without having dedicated servers in the match. A simple system where the killer host needs to periodically send packages to the matchmaking/matchfinding servers to verify whether a player disconnect was caused by the survivor or the killer would easily fix that.

    The same could be done with lobbies, so lobbydodging killers don't disband the other 4 players (the survivors). I honestly don't know why the developers didn't go for such a simple solution instead.

  • Welcome to dedicated servers ;)

    Sincerely, a PC player.

  • Dedicated servers increase the latency between killer and surviviors by design, so its the logical result that interaction between them (hits specifically) are gonna be more inconsistent. People didn't consider that when they cried for their introduction. Specifically survivors didn't think of the upsides of an latency-less killer, and only complained like headless chickens. Now that they are finally welcomed by the beautiful concept of physical distance, they want to go back to Peer 2 peer. A killer with 300 ping, will still have a 300 ping on servers, and most likely be way higher, because there is a 3rd party (the server) inbetween.

    While I personally always had (and still) preferred P2P, I know the developers are not gonna back to it, because its gonna break the game for another year, if they do.

  • PC Nurse main here, I don't use I am All Ears for Nurse. Its cooldown is way too long for it be useful for my taste.

  • @joker7997 said:

    Maybe not for killers with terrible internet that were inflicting great suffering on survivors and cant win because no more lag anymore, but the dedicated servers are a million times better.

    Dedicated servers make killers with high ping even more frustrating actually. Thats because the servers are inbetween the killer and survivor, adding even more latency between the 2 players.

  • Ha

    Get ready to have a delay on everything. You killer power no longer being precise and well timed, and getting hit 3 metres behind the window you vaulted 2 seconds ago.

    You will love dedicated servers in no time!

  • PC Player here: You are infected with the broken servers too now. Have fun with them!

  • @coppersly said:

    My guess is they are too afraid to lose the SWF population which almost certainly is the main cashcow for their cosmetic shop.

    They also seemingly don't play killer, and if they do it's at an extremely casual level. They have no idea what playing killer is like against an actual good team of survivors which is why we keep getting balance around new players and really only survivors as of late.

    I don't think that the developers are ignorant of the imbalance issues at high level. i think its more that they willingly cater to the casuals because of money.

    Behaviour tried to make the competitve level more bearable in the past, and this didn't get them anywhere in terms of getting new players. History has shown that killers will always play the game, no matter how imbalanced it is (even with litteral infinites more than enough people played killer). So Behaviour are now reversing it back, to attract new players. And looking at Steamcharts, it appears to work. Since Novemebre, when the first killer nerfs rolled out, the average playercount on Steam is at an all time high, and continues to grow.

  • I am sipping on my hot cocoa, as I watch the (Dbd) world burn over the Ruin fiasco.

  • @Infckingcredible said:

    https://forum.deadbydaylight.com/en/discussion/118868/possibly-unpopular-opinion-but-dedicated-servers-are-a-downgrade-to-the-previous-p2p-system

    Without dedicated servers you would still sit in a queue. And dodge lobby after lobby due to bad ping (way worse than dedicated servers)

    I'd rather live with windowhits but have decent queues.

    They could make a system where the dedicated servers regulate and mange the matchmaking, and lobbies, and once the game starts the player host takes over during the loading screen.

    That way you get the benefits of both, the fluid matchfinding of dedicated servers, and the fluid gameplay of P2P.

  • @Fibijean said:

    I understand why it might feel like that, but that's cognitive bias talking, plain and simple.

    Here's a list of things that the devs changed after the last PTB, largely based on player feedback:

    • Deep Wound timer will no longer go down when Sprinting or while Mending. Deep Wound is no longer connected with the Killers terror radius.
    • Added a small buffer for spawning blood orbs when crouching. A blood orb will spawn right when crouching, but can only spawn a maximum of one per second.
    • The Oni will receive blood orbs when pulling a healthy Survivor out of a locker.
    • 2 Blood Orbs spawn when hooking a Survivor.
    • Decreased the number of Blood Orbs spawned when a Survivor vaults to 2 Blood Orbs, down from 3 Blood Orbs.
    • Passive power build-up pauses when reaching a certain threshold (98%) before completely filling. From this point, The Oni needs to absorb at least one Blood Orb to completely fill the power gauge.
    • Picking up a Survivor will cancel Blood Fury, however, now it will not reduce your remaining power gauge. Downing a Survivor will not cancel Blood Fury, however, will remove a small portion of the power gauge.
    • Ending a dash now incurs a 1 second cooldown, increased from 0.5 seconds.
    • Increased the interaction timer of perk, Any Means Necessary, to 4 seconds, up from 3 seconds.
    • Decreased the cooldown timer of perk, Any Means Necessary, to 140/130/120 seconds, down from 160/140/120 seconds.
    • Decreased the aura reveal duration of add-on, Renjiro's Bloody Glove, to 3 seconds, down from 4 seconds.
    • Modified the turn rate ratio of Demon Strike to reduce last moment sharp turns causing the attack to affect a wider arc than intended.
    • Destroying a pallet with Demon Strike now plays the properly timed animation, lasting 2 seconds in total.

    Here's a list of things that were changed from the PTB before that (again, largely based on player feedback):

    • Styptic Agent: To allow more counterplay we've reduced the time that Endurance will be active from 15 seconds to 8 seconds for the Styptic Agent specifically. Borrowed Time's Endurance timing has not changed.
    • Anti-Hemorrhagic Syringe: The Heal Over time effect now takes 16 seconds to heal a health state. We've increased the heal over time effect to 16 seconds (up from 8) for the release. As this is an effect that passively heals you while you can do other actions and it can be affected by items/ add-ons and perks we felt that having a timing similar to the regular health state heal made more sense than the 8 seconds that we put on the PTB.
    • Fixed an issue that would cause the blink recharge timer to start too early if the player attacks after blinking.
    • Moved The Nurse's reappearance audio back to the end of blink. It had been mistakenly moved 0.3 seconds earlier when the changes were made to the blink reappearance visuals.
    • Torn Bookmark will now properly let The Nurse start with 3 blink charges (it was previously starting with 2 and only charging up to 3 after a blink had been performed) and removed the blink indicator effect.
    • Dark Cincture: Blink recharge time modifier changed from -0.6 seconds to -0.4 seconds.
    • Fragile Wheeze: Blink recharge time modifier changed from -0.9 seconds to -0.6 seconds.

    Here's a list of changes that were made on the PTB before that:

    • The recovery time when missing a Shred attack has been increased by 0.25 seconds, making a total of 2.25 seconds.
    • The Demogorgon cannot attack or charge Of the Abyss during the cancel of Of The Abyss.  
    • Increased the distance at which a Portal can be placed near Exit switches from 1 meter to 4 meters.
    • Killer Instinct will no longer trigger on hooked Survivors.
    • Reduced The Demogorgon's walking footsteps sound attenuation from 19 meters to 16 meters.
    • Reduced Portal sound range (spawning, cleansing, opening, closing) from 16 meters to 8 meters.
    • Reworked the audio on Nancy and Steve.
    • Added a vignette on screen for Survivors while in contact with a portal.
    • The perk Surge has been changed from 24 meters to 32 meters, and its effect from 12% to 8%.
    • Added some additional collision on the top of the railings in the spare labs to prevent Survivors from holding the game hostage [in the Underground Complex map]. 
    • Prevented Survivors from taking the game hostage on the broken cat walk in the Rift Lab [in the Underground Complex map].
    • Black Heart's effect that decreases charge time for Pounce Attack & Upside Down interaction was changed to "Slightly decrease the Shredded Attack miss cooldown (-0.25sec)" instead.
    • Mew's Guts' effect that decreases charge time for Pounce Attack & Upside Down interaction was changed to "Slightly decrease the Shredded Attack miss cooldown (-0.25sec)" instead.

    Obviously, there are a lot of good reasons to bother with the PTB. Feedback does change things. Just because they don't make every single change that is suggested by the players, that doesn't mean that they don't listen to player feedback or make adjustments on that basis between PTB and live. Not to mention, the PTB had been live for only a few hours when they announced that they were going to be changing the Doctor's Shock Therapy cooldown, so that's already proof that they're listening to player feedback this time around as well.

    Thats not a list of things changed based on feedback, I am sorry. As an example, the blink recharge add-ons were not nerfed because of player feedback. Litterally no one asked for it.


  • @Helevetin_nopee said:

    I swear if they`ll end up saying that this is how they wanted the sounds to be I`ll commit toaster bath

    They won't admit it. They will just keep it quite, and wait until people stop complaining about it. Like they always do.

  • @Demiurg said:

    Problems of killers: nerf the most valuable perk,because survivors have less time to moonwalk.

    Problems of survivors: can't moonwalk.

    That's all about new DBD changes.

    Thata gonna be Dbd in 2020 in a nutshell.

  • Its a feature now, obviously. It was found to be unfun for survivors.

  • They also did a survey after the Nurse changes, which included everything but the Nurse. The reason is clear: When the devs have set their mind, they are not asking for feedback. Hex:Ruin in the same here. Its set in stone already.

  • Yeah, I am not a fan of the new map either from the killer-perpective. Same with Hawkins and Sanctum of Wrath. The visibility is bad, there is loads of backgrounds noises, which amplify the sound issues of this game even more. Truly immersed survivors will never be found now.

  • Don't base your opinion off those stats published a while ago. They don't respect disconnects, or 3v1 games. They don't respect people killing themselves on hook, because something doesn't go their way. They don't respect survivors purposely throwing the game to try to save teammates, or turn a 1K from NOED to a 4K, because they refuse to leave.

  • Plenty of killer bugs were not touched in the PTB. Hag, Nurse, Myers, Ghostface, Clown all have (partly) gamebreaking bugs. And sound issues in general, which are undoubtable truly gamebreaking were completely ignored.

    But hey, atleast we are getting one of the weakest killers nerfed!

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/977264#Comment_977264

    I've heard nothing about it helping with fast vault angles or fast vaulting from closer distances.

    I don't think increasing the speed helps with the initial momentum mechanic that the vaulting speeds require now, but hey I've been proven wrong before so...

    Dead Harding towards windows allows you to fast vault from extremely large angles, because of the speedboost. So from what I observed, the fast vault requirement is the speed 90° towards the window. Therefor Hope also increases the possible angle.

  • It makes fast vaulting easier, but not faster. Due to your increased movement speed, you can fast vault from greater angles, and from closer distances.

  • Just use Hex:NOED instead of Ruin and get easy depip everytime.

  • Honestly, SWF with OoO is kind of unfair really. If they are smart, unless you play a stealth killer, or Nurse or Spirit there really isn't anything you can do to stop them reliably.

    As others said, Huntress' blind add-ons can do some damage. Personally for Huntress in general I would recommend map offerings. She can be a beast, and almost reach Spirit's level of domination on the right map. Autohaven, and McMillan are the best for her.

  • @Nameless said:

    https://forum.deadbydaylight.com/en/discussion/comment/967764#Comment_967764

    If you have such a problem with Billy's faking it, then just drop the pallet. Play it safe and don't be greedy so the problem is solved.

    But PaLleT wAsTiNg!

  • Per definiton its cheating. You are using a 3rd party program to get a competetive advantage.

    The thing is though its developer-approved cheating. Meaning you can get away with it, and even be encouraged to do it.

  • You can also shoot up the contrast via the Windows monitor gamma correction. No Nvidia card required.

  • What the #########? No Nurse option? Sally bae has glorious hips.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/966022#Comment_966022

    Using something other than the intended design doesn't mean it's not what it is.

    If they instantly pop onto a gen after being unhooked or they instantly unhook in your face slug them and go after go unhooker you have that option there. It still wastes time for then and the others. It's one in a chase, one on the ground and one going to pick them up. That can be quite advantageous to yourself.

    I keep saying I think it could do with slight changes for those who don't actually tunnel and the egc scenario.

    Things are what they used for, not what they are meant for. Rockets were initially used for celebratory purposes in China, but were quickly adopted for warfare. But no one was just like "No, we can't touch rockets, because the majority use them for killing, because their initial purpose was for celebration!", No, people accepted its new purpose, and moved on.

    The same is with DS. Initially anti-tunnel, now anti-momentum. Slugging doesnt change anything, because the person you hook is now a fresh hook. 2 more minutes before anyone can die. DS means that ontop of those 2 minutes on the hook, you are also 2 additional minutes invulnerable. No survivor can die before the 4 minutes mark. And you get zero more pressure when the DS user has Unbrekable.

    Anti-momentum. Punished for downing and hooking too fast.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/965854#Comment_965854

    I don't see how you can get a vantage point in this scenario here:

    https://us.v-cdn.net/6030815/uploads/691/QEAECPE723QR.jpg

    I couldn't find not even a single spot in this picture where the killer can see both Exit Gates, unless you're talking about the entrances, but then again, what if the survivor is already there?

    About the balancing around the M1 killer, that's just me telling you how easy it would be to change how close or how far they spawn. I think it would be best that 25% of the time, the survivor will get favorable spawns and the other 75% not favorable spawns. Favorable spawns for the survivor doesn't automatically mean, "They win, they escape" because there's still a process that survivor has to go through and there's still a lot that can go wrong on their part.

    Ultimately, this would need testing, but I think this is the only solution besides @SpaceCoconut's idea to make the EGC fair for both sides. Fair meaning, 25/75.

    You are wasting your breath here, because even if the developers were determined to implement your idea, they couldn't do it. Why? Because they suck at coding. Plain and simple.

    Look at totems spots. They are supposed to be out of line of sight from the spawnpoint of the survivors. But in reality that is quite often not the case. Totems STILL spawn where you can litterally see them in the intro sequence. Now thats just 2 points. Now imagine MULTIPLE points across the entire map. Or quite litterally checking the entire map for vantage points that allowed the killer to watch the exit gates by just walking a few metres left and right. You are expecting something from Behaviour, which they have proven to not be mentally even capable of in their dreams.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/965583#Comment_965583

    It's now anti tunnel as it needs an unhook first. The whole concept of it now is to give someone a chance to not go straight back on the hook if a killer decides to go after them within the timer.

    Yes it needs a slight change as I stated but its a far cry from what it originally was.

    Its not anti-tunnel, since it can be (and is being) abused to stop the momentum of a killer that capitalises on survivors mistakes. Survivors instantly hoping back on generators, or unhooking infront of the killer face, because they have an active DS is what I am on about.

  • Do you think exit gates spawning on the opposite side of map, is deserved for the killer for playing well?

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/965692#Comment_965692

    Not every survivor runs those perks, and sometimes that survivor had no control over their teammates getting destroyed by the killer (I seen this happen very often with Kindred when the killer does the basement challenge).

    Currently, without both players using perks, items, and add-ons. Assuming the killer is 115% and they don't use their power at all, the survivor has a 16% chance of survival during the EGC. Most sacrifices are due to Exit Gates spawning on the same wall, which renders the survivors odds to 0% for most games. Do you think that's fair? Do you think the killer should get the last 25% of their objective because they sacrificed 75% of their objective?

    If the survivor runs a suboptimal perkbuild, thats on them, not the killer.

    But regardless its a team game. Your chance of survival should be tied to your team's ability to do the objective. If your team fails on that, you still have a slim chance to escape, based on RNG, but overall you are going down with them, because you are part of them. Doesn't mean you won't rank up, or you won't get a fuckloads of bloodpoints. You are just not gonna escape. Its not the end of the world.

    If you as survivor don't like being at the mercy of randoms, you have 2 options: Play killers, or play survive with friends.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/965074#Comment_965074

    I run it on my trapper without spirit fury. It's still a great perk as it allows you to herd a survivor round the unsafe side of a pallet before breaking iy rather than them having time to run to another.

    I dont think its quite that simple to just reduce the stun timer for DS as its now an anti tunnel perk. The stun duration itself actually should dissuade someone from tunnelling so in theory it needs to be high.

    The issue with DS I don't think is The stun time but how it punishes non tunnelers and can grant free escapes at end game.

    Maybe the stun time should be reduced if they are not slugged and another is hooked in the time and also at the egc stage the timer is reduced or something else happens.

    DS is not anti-tunnel. Its anti-momentum, like it has been since 2016. It can be used as anti-tunnel, but so could be old DS (albeit less effective), however thats not its main purpose.

  • @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/965289#Comment_965289

    it may take over a year for freddy to be reworked, months for legion to be "fixed," and matchmaking may never work properly, but you can be certain new cosmetics are always on time

    Preach!

  • Why recode when you can just pump out more rushed chapters, and overpriced cosmetics?

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/964523#Comment_964523

    all killers have the same lunge.

    Also the stats are dragged down by console. PC red rank nurse stats would be nice to see. Im guessing they show nurse in a good place.

    In theory yes. In practise Nurse's post-blink lunge has been heavily gutted with dedicated servers. Its sometimes only like half of the range than normal.

    @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/965179#Comment_965179

    "It is advised for Players of those Killers to momentarily wait with performing the Lunge Attack and build up some movement speed and momentum that the Lunge Mechanic can then boost. As soon as the Killer is moving a bit, they will already benefit from the full Lunge range."

    The problem is that you need to move first before hitting. Dont hit right away. wait a second before going for the lunge. I literally never have problems hitting people with nurse's lunge. Sometimes I miss but thats because I didn't aim the blink well enough not because the nurse has trex arms.

    Not entirely true. I quite often have a further lunge when intantly lunging, than when waiting half a second. Dedicated servers completely threw that Get-some-speed rule out of the window.

  • You don't even need to equip it to get its benefit. Its amazing.

  • Correction: Only play killer if you are Nurse, Spirit, Hag, or Huntress.

  • There are streamers that record themselves smurfing. So evidently its not bannable.

  • Since you can't withdraw Auric Cells back to real money, its not worth it. You buy the cells, buy the pass, get the cells back, but then what? The cells just stay there, with no monetary value for you anymore.

  • 4 Adrenaline procs.

    For just the other day, I had a rough game on Rotten Fields. I couldn't manage to kill anyone before the exit gates were powered. So I resorted to hard slugging at the last generator, in a desperate effort to turn the tides. I got 3 on the ground, and no one had Unbreakable. Last person was injured, and had no Iron Will, so I looked out for them. Suddenly the last genrator gets done, all 4 get a free health state, and the exit gates were open before I even physically was able to get there.

    Don't get me wrong. Adrenaline is not overpowered, or anything. Its just rubbing salt into the wound even more. And makes the genspeed problem even more frustrating.

  • Maps used to be way darker. Some corners were quite litterally pitch black. Not even the brightest screen or filter could change, because there was quite litterally no colour rendered. But back then we also had a functional and reliable sound system. Can't see the Blendette? Atleast you can hear her. Now that sound is a mess, and new maps get darker (Hawkin's and Yamaoka), I see quite litterally dark times ahead.

  • @Tisfine said:

    https://forum.deadbydaylight.com/en/discussion/comment/963458#Comment_963458

    Wow they're removing exhaustion add on? Lmfao I'm a survivor main and that's a big yikes. Those killer are either garbage enough already or has a high skill cap. Exhaustion is the only thing that makes them have some threat except ultra rare add ons of course

    Yes, the exhaustion effect from the Iridescent King add-ons gets replaced with counterclockwise skillchecks. Apparently that more fun for the survivors.

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