ABannedCat
ABannedCat
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- ABannedCat
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Nurse.
Because I like to be able to tackle any team I come across.
Also, looping is boring.
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I like Clown's the most. It has a dark, macabre, and kind of sadistic feeling. Perfectly fits the game in my opinion.
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Ain't nobody got time for that.
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This entire discussion boils down to whether hits should be clientside or serverside for the killer. Right now they appear to be clientside, because hits can override DH obviously.
This is a balance question: Who is punished more in the grand-scale, a killer missing an attack or, 1 of the 4 survivors going down a health state?
Keep in mind that killers get punished in every other aspect with dedicated servers, though. Powers, breaking pallets/generators, movement is all delayed.
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Lag for killer is not beneficial. It means delay for movement, using the power, breaking pallets and generators.
Yes, hits appear to be clientside, but thats litterally the only upside the killer gets.
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Also, it wouldn't hurt slowing down on chapters to spare memory space on our drives. Like right now the game takes 30GB. Just a year ago, it took only 15GB. At this rate, in 2 years Dbd is gonna take as much as space as most AAA games nowadays ...
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Its been a while since I heard footstops in Dbd, so I can't really comment on this ...
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@The_Second_Coming said:
It's not just a matter of flicking a switch. Unless the old Christmas menu/props etc. has been updated actively from last year to work on this years committed codebase, it's not just a matter of copy and paste. This is BHVR, if there was anything even closed to finished they'd push it out. That's what they do.
They also push out things that are not even close to being finished, so yeah ...
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/931446#Comment_931446
Hitting a hatchet over a building; calculating the arc, the distance, reading the survivor's movements and where they are going to be by the time the hatchet is going to land at that location all the way across the map; That takes a hell of a lot more skill than learning the muscle memory of Nurse, imo.
If you think Nurse is all about muscle memory of the blinks, then you clearly never played Nurse.
The difficulty of Nurse is not knowing how to blink, but knowing where to blink.
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Renabling those Christmas props probably would break the sounds even more, thanks to spaghetti code.
No thanks, I would rather hear the little bit of footsteps sounds we have left, than get Christmas hooks.
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@maaadinsomniac said:
https://forum.deadbydaylight.com/en/discussion/comment/931475#Comment_931475
If you talking about this clip, you're not even close to hit. Maybe wrong clip uploaded
No, I uploaded the right clip. I play enough Nurse to know that this definetely should have hit. Even accounting dedicated servers shortening her lunge by 50%.
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@SlimyTaco said:
https://forum.deadbydaylight.com/en/discussion/comment/931510#Comment_931510
Even if it is, it is entirely misleading. Killer like clown, freddy, hag and pig seem way off because of their weapon size, just make the weapons match the hitbox. It's all I'm asking for.
So every killer basically gets the same weapon then? How boring is that?
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In the first one, you can see that Bill barely was in my FOV when I got the hit, and in the second one, the Meg was a good few steps away from me when I got the hit. That's because all killers's basic attacks have the same range. Doesn't matter if its Spirit's Katana, or Legion's knife, they all behave the same. That's to make picking up new killers easier.
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@SlimyTaco said:
https://forum.deadbydaylight.com/en/discussion/comment/931475#Comment_931475
That's not through lmao, if anything its actually working for once in that instance. You don't get free hits just because you swung.
You don't play alot of killer, I see.
Here are 2 instances of normal working as intended hits I got today:
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I know right??? I still get ghosthits, where my weapon litterally goes through the survivor, and no hit gets registered.
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@[Deleted User] said:
Put a cross-hair in the middle of your screen.
No joke. All the good Huntress players do it, and it does help your brain remember "where" the center of your screen is.
Good Huntress players are patient. Don't throw hatchets willy-nilly. Be patient, aim your shots carefully. What I like to do is look forward as I approach the target, and when they try to weave around, I wait until they run into where the hatchet will go in the middle of my screen.
Practice, practice and practice. Huntress is the character with the highest skill ceiling in the game.
"Huntress is the character with the highest skill ceiling in the game."
*Nurse wants to know your location*
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@JoakimGrDay said:
https://forum.deadbydaylight.com/en/discussion/comment/931056#Comment_931056
The killer shouldn't get punished for having a bad Wifi, no one should. But currently 4 survivors are being punished instead of the one person who has the bad Wifi. At least bring back the ping-meter
I am okay with bad wifi being punished. But punishing people being far away from the servers location, and therefor getting high latency, should not be punished.
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@JoakimGrDay said:
https://forum.deadbydaylight.com/en/discussion/comment/931002#Comment_931002
It's not just about the reach, it's the whole delay. And 4 survivors gets punished because 1 player can't afford something...
Maybe the developers couldn't afford a server near that person, so now they are forced to play with a high ping. Why should the killer get punished for that?
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I did it today as Nurse. It was Wreckers Yard (The one with the shack in the middle of the map). Slugged everyone around the shack, and hooked them all in the basement. Luckily no one disconnected prematurely.
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The devs went completely quiet about any criticism regarding the Nurse rework, and most likely continued to do so on the QA (simply not picking questions regarding her). I guess they just wait it out until people forget.
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@Toybasher said:
I think a long time ago you used to be able to apply on-hit effects via hook hits. Like with Billy's original begrimed chain you could hook someone, then chainsaw into them a bunch of times to make them do gens super slow as back then the effect stacked with itself. With enough chainsaw hits you could make survivors actually regress generators instead of repairing them.
This would just prove that the develoeprs don't actually delete unused code, but merely disable it. Which would explain their spaghetti code ...
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/930029#Comment_930029
Not sure if they'd have the balls after the Nurse nerf outcry. They might touch his kit. But I really hope not. I'm a survivor main, and think he's the perfect killer. Strong without being oppressive to face.
You are implying that the developers care about the feedback of the Nurse rework. Judging by how silent they went about it, they were pretty satisfied.
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Its also fun when all 5 generators are done within 5 minutes, because you decide to play "fair", and don't slug. So I don't know what your point is.
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What is a "gamertag"?
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Well, Behaviour does break sound on a regular base. Quite possible they broke that too. Wouldn't surprise me.
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I sometimes ignore people who already got hooked twice, because I wanna prolong the game.
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@MyNamePete said:
https://forum.deadbydaylight.com/en/discussion/comment/927885#Comment_927885
Nurse and Spirit got nerfed because they were annoying/frustrating to go against and WERE too powerful. Freddy received his nerf because he was annoying and boring to go against with how slow the addons affected.
SWF isnt geting nerfed because as I said, they usually arent THAT powerful
SWF is also annoying to go against. Why does it not receive any nerfs?
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Well, maybe make it so that people who need to disconnect because of bugs (infinite loading screen, basement bug, etc), dont get penalised.
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We had an issue, where queuing for survivor became very long on high ranks, because no one wanted to play killer. Developers attempted to fix it, by altering rank reset in a way, where everyone is constantly at high ranks. Now casual players who just scratch high ranks, get matched with active players with 1K+ hours who were at high ranks every season before already. All this leads to more destroyed or be destroyed games, instead of actual balanced matches of 2 kills 2 survives. Which will lead to more furstration on both killer and survivor. Big brain play by Behaviour.
But most importantly, since every is constantly at high ranks, how are queue times gonna be at low ranks now? Are new players not gonna get any matches now?
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@MyNamePete said:
https://forum.deadbydaylight.com/en/discussion/comment/927860#Comment_927860
thats not the case, i.e. legion gets more nerfs because he's annoying or frustrating/ boring to go against even though he CAN'T be too powerful
Nurse, Spirit, and Freddy got nerfed, because they COULD be too powerful.
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@Pokino said:
https://forum.deadbydaylight.com/en/discussion/comment/927775#Comment_927775
Of course not, but at least a system that in case of doubt does not punish innocent gamers...
You must be new to Dbd, if you expected (1) competent programmers, and/or (2) the designers thinking ahead of time.
Don't worry mate, you will get used to Behaviour in no time. Meanwhile enjoy our overpriced cosmetics, while you are at it!
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@MyNamePete said:
https://forum.deadbydaylight.com/en/discussion/113565/is-swf-really-that-powerful
they CAN be that powerful but usually arent so
Killers get nerfed, because they CAN be too powerful. Why is the same standard not applied to survivors?
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SWF breaks the game, because information obtained by one person will instantly be carried over to everyone else. Basically nullifying any surpsise strategy deployed by the killer.
Callouts like:
"Its Myers"
"He is stalking for ages, incoming Tombstone."
"Spirit Fury Enduring confirmed. Drop pallets early."
"He dropped chase with me, and is walking towards shack."
"He is camping. Pump out gens."
Et cetera et cetera.
You don't even need to be coordinated, to get an incredible massive buff with absolutely no downside whatsoever. Its like old omegablink Nurse. And the worst thing, if they are half-decent, the killer has absolutely no way to counter it.
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Behaviour introduces a system they have been working on for MONTHS. On release its bugged on a gamebreaking level.
Why am I not surprised?
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@Peanits said:
There is actually a known issue with the Nurse specifically for the new map. She seems to have issues blinking around the temple. We're looking into fixing that as soon as possible.
Its not the temple alone. Random rocks and structures around the entire map are affected by this.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/923905#Comment_923905
Look FriendlyGuy I get that you dislike me because I attack tru3s opinions a lot, but literally the only nerfs I have ever asked for on the killer side were for Nurse (which nearly everyone agreed needed a nerf), and PTB Oni (which again was bustedly strong). I said Spirit needed a change to introduce some counterplay and then should be buffed accordingly, not a net nerf. (Except for Prayer Beads which was b.s and you know it)
That's literally it. I ######### about the map design and bugs WAY WAY more and im not sure why you ignore all of that and focus on the three things in the history of DBD I wanted nerfed on the killer side.
People agreed on an add-on nerf for Nurse, not for a basekit nerf. Additional blinks, and range add-ons were the only problematic thing about old Nurse. Devs overdid it, just like they did with Legion, old Freddy, Oni, etc.
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I mean, it was kind of obvious. We are making ranking up easier than ever before. So potatoes are flooding high ranks even more.
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High rank SWF is the powerole.
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The spaghetti code is growing and growing. There will be a point, where Behaviour will be forced to hire more competent programmers, or the game is gonna collapse.
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They just need to raise the killer camera to the actual eyelevel of killers.
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Developers already discussed a husk-system some time ago. Basically the same as you suggest, where when someone disconnects, a husk would stay behind. Allowing everyone else to still interact with the disconnnected players. Hitting, hooking, unhooking, healing, farming protection hits, etc etc.
Unfortunately they suddenly went completely silent about the concept later.
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Judging by how grabs were already inconsistent on P2P, I can only assume grabs have latency compensation for the survivor(meaning the survivor can override the killers grab if done quickly enough). Dedicated servers increased the latency between killer and survivor, by putting a 3rd party between those 2, so survivors have more time to react to the killer.
I honestly don't think the developers can "fix" grab, without making them too unfair for one side.
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Developers rejected that idea multiple times, because of BaLaNcE.
Apparently its intended for the killer to be near enough blind. And also deaf with sounds being all over the place again.
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Third-person is needed so all the survivor-mains can have their well deserved downtime from all the camping-tunnelling-crutch-trash killers trying to ruin their day. They enjoy looking at their 80s progress bars, while mindlessly holding down M1.
Don't take that away from them.
Edit: On a serious note, 3rd person camera is a business strategy to sell cosmetics better.
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A blacklist list will get abused.
Salty survivor mains will just blacklist every competent killer, leaving them with no one to play anymore.
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@LemeTheMeme said:
https://forum.deadbydaylight.com/en/discussion/comment/920782#Comment_920782
That, or we'll make it. I hate that killers get a really powerful perk WITH added BP gains. Why can't WGLF have some sort of gameplay bonus?
The aura reading of BBQ&Chill isn't all that powerful, because of how many counters it has.
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@dont_ask_me_again said:
https://forum.deadbydaylight.com/en/discussion/comment/920679#Comment_920679
Like i got nothing against Aaron - he’s just showing what can be done since the change... I’m on about the devs choices rn.
That works against green rank killers, maybe. Like the so called "window-tech", absolutely useless at high ranks.
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@dont_ask_me_again said:
They even buffed BT...
bit toxic to buff that perk over and over again and punish people for not bringing it :/
Why is it when I see these survivor mains in their SWF groups playing, they always go against the shittiest killers? Like, is their self esteem really that low that they need flex that they can bully players with like 1/10th of their playtime, who are already at an disadvantage?
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@Callmehandsome said:
- Fixed an issue that made it impossible to rescue a dying survivor with a pallet/flashlight save while being picked up or dropped mid animation. Now, the pick up/drop animation will play fully, followed by the flashlight/pallet stun.
- Fixed an issue that prevented The Nurse from getting stunned by a pallet during her blink. If a pallet is pulled on her, she will get stunned after her blink is complete.
BALANCE
- Reverted the pallet and flashlight stun changes when picking up a downed Survivor
- Reverted the pallet stun on a blinking nurse This change is planned to be brought back when other issues related to pallets are fixed
ok behavior
Sorry, where did you pull those from?
@theArashi said:
Don't forget that with the latest hotfix they also fixed the issue that caused some survivors to not make any noise while crawling on the ground, stridor no longer makes you hear survivors with iron will and footsteps of survivors are now silent.
Also, if you are doing any action that makes a noise, the sound of totem breaking may not actually play at all .
The bug where survivors make no sound on the ground is NOT fixed. I just encountered it today witha Feng, and an Adam seperately.
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Yeah. During the daytime, survivor is up to 5 minutes, killer near enough instant. During nighttime survivor is the same, and killer goes up to 1 minute max.
EU, killer and survivor both rank 3 at the moment.


