ABannedCat
ABannedCat
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I logged in today on 1st Novembre, and got 500 shards.
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@StibbityStabbity said:
The issue is likely a result of latency, though improper coding might be involved.
Melee attacks in most game use a hitbox or sensor cone. Within the hitbox/cone, a hitscan is cast upon using an attack to determine line of sight and no obstructions. After that, if nothing is in the way, the hit and damage is confirmed. When latency hops into the party, you have scenarios where you see your target in front of you while the target sees themselves out of the way. Both sets of data are sent to the dedicated server, which makes the decision if the attacker was successful.
In the case of DbD, that sensor cone is ALWAYS there. It always "knows" if you are going to land an attack by pressing the STAB HIM STAB HIM NOW DROP EVERYTHING AND STAB HIM button. I'm not sure, but my guess is it is doing a hitscan check at all times so that when you press the button, the damage confirmation is faster and doesn't need to send out an initial hitscan check. I'm SUPER not sure about this, but that could potentially mean that older, obsolete hit data is being used by the server depending on latency issues and what have you.
https://forum.deadbydaylight.com/en/discussion/comment/1721946#Comment_1721946
I am not trying to belittle you, and am being very genuine about this question: How are they broken?
I know the hitboxes are pill shaped, and don't always follow animations correctly when performing an action (ex: vaulting). I also know they recently adjusted the hit boxes to be closer to the size of the models, and make them adjust for crouched action animations so the hitbox doesn't rest higher than the character models. Furthermore, based on some anecdotal intel (read: youtube videos), the hitbox of the characters seems to be attached primarily at the hips, which means that aiming at the waist is normally the best way to ensure the animation of the characters won't interfere with an accurate reading of the hitbox.
I can only primarily speak from killer's perpective, because it eliminates most of latency issues:
Survivors's hitboxes disappear at random intervalls occassionally. I have had survivors SLOW VAULT right infront of my face, and hit the window frame. I have had survivors unhook infront of my face, aimed for the unhooker (perfect 180° BEHIND the unhooker) and hit the hooked survivor. I have had healing survivor with no hitbox. I have had 360ing survivor with no hitbox (aim-dressing even locked on their model, but no hit rewarded).
Even if the survivor had a hitbox, it is rarely reflected correctly by the animation. I have hit survivors at pallets where I was like "No way this should have hit", and I also have missed survivors at pallets where my weapon litterally went through their model even in 1st person view. I am devotion level 10 ingame, I think I should know my lunge distances. Yet I am surprised on a daily base how inconsistent it is. At this point I just blindly lunge at every pallet now, because its basically a gamble at this point.
Aim.dressing exeberates the problem, because it kicks in BEFORE the hit is registered. The devstream even showed a picture of the aim-dressing cone extending outwards further than the hitcone. This leads to alot of situation where aim-dressing thinks ""This is gonna be a hit", but by the time the hitcone comes in reach the requirements are no longer met (an objects in the way, or the survivor moved away).
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@Breakable said:
https://forum.deadbydaylight.com/en/discussion/comment/1721937#Comment_1721937
If it's not aim-dressing, then what yanks my weapon to hit the window or a tree on it's own? It has been happening a lot more after Blight patch went live.
Thats a combination of aim-dressing, and broken hitboxes.
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People seem to forget the purpose of aim-dressing (auto-aim). Its there to make the hit look right *from the survivors' point of view*, by moving the killer's camera before the hit is registered. Its not there to help killers or something. Its there to make the game more exciting for survivors by giving them a Omg-I-dodged-the-killers-attack-moments.
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A Nurse bug that actually benefits her? Last time we had one like this, it got fixed within a week.
Meanwhile the dozens of bugs that make her miserable to play as are still in the game for over a year now, and are now effectively features now.
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Stop running DS/UB/BT/DH every single game then.
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Survivors dont realise its an inteded feature. There is a drop animation, and the killer is stunned roughly when the pallet visually hits the killer.
There is even a Steam achievement (added with Spirit) that tracks hits through pallets.
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Nurse is the strongest and most difficult killer in the game. So its fine that she cant cancel her power.
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After 4 and a half years killers are done playing nice to survivors. If you want to win, you will have to work for it.
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On peer-to-peer failed grabs resulted in a basic hit still. They just need to bring that back.
Its so frustrating when you go for a grab, get pulled into position, locked in animation for a split second, and then you lose the survivor, because they can still move around during all that time.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1718582#Comment_1718582
the perks themselves arent an issue.
the combo of Ruin + Undying itself is also not an issue (besides the face that it creates an RNG based secondary objective and i personally despise anything that is RNG based, but thats a personal issue i have with it)
however, it gets problematic when this combo is used together with Tinkerer on a high mobility Killer, such as the Blight.
it is then that it gets way too oppressive for survivors and it singlehandedly wins killers a game. all the killer needs to do is showing some map awareness and its basically a GG - you cant do gens, as they would rush to them immediately when tinkerer triggers and you cant do totems, as they would rush to them immediately when your aura is revealed to them - not an issue on normal killers, but high mobility killers always have the ability to get to you before you can finish the action, getting a free chase AND resetting your objective all at once.
granted, coordinated groups can beat this by, well, coordinating their actions, forcing the killer to choose what totem to protect and which to let go for example, but for any solo player this becomes extremely hard to deal with.
my suggestion would be to remove the aura reveal of Undying (or at the VERY least, limiting it to Hex totems ONLY). there is no reason why it should be on this perk, as it has nothing to do with what the perk was made for (respawning other Hexes) and it just ends up making the perk too good imho.
this wouldnt fix my problem with the RNG based secondary objective, but it would help a lot making this combo a lot less oppressive than it currently is, by actually giving survivors a chance to deal with the totems without trading like 5 hooks for them.
This just highlight the underlieing problem even more: The imbalance between SWF and solo-queue. That is the real balance issue, not Ruin + Undying.
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Ruin + Undying is actually more engagging than DS + Unbreakable.
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@Eleghost said:
https://forum.deadbydaylight.com/en/discussion/comment/1718217#Comment_1718217
They're redoing it to make it more consistent on dedicated servers as it was designed for p2p connections. It's not a buff or a nerf just making it actually work how it should instead of leaving you exhausted on the ground.
Did they also mention the game auto-ending the killer's lunge on a Dead Harding survivor? Or is their rework only aimed towards easing survivors' frustrations and not the killers'?
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Dead Hard is kinda weird for both sides. For survivor its frustrating to get exhausted on the ground, because the killer can override it. But for killer its also frustrating when the game automatically ends your lunge on a survivor that has invincibility-frames. So you can predict the Dead Hard, and still get "outplayed". It just doesnt make any sense.
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@[Deleted User] said:
Good tips. You definitely have the best chance of getting it with both pinks, though, to the point where I would do that unless you have no other option. PWYF is really important, though. If you can get three stacks of PWYF and then Mori the obsession you are in great Shape. I actually got this achievement on my first try with this setup.
Never going to get From the Void She Kills though lol
From the Void She Kills is borderline impossible now, unless you get into a farm match. That achievement was created with peer-to-peer and additional chainblink addons in mind. It really needs a rework.
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From the wiki:
- "Survivors will not hear The Spirit's breathing sound during a phase-walk."
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Freddy's dreamworld also tanks about 20fps or more. So anyone with a low-end-ish PC will suffer.
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Rush gens and play safe at pallets. Thats how you counterplay Freddy.
Í know some people will be like "But you cant trust your teamamtes in solo-queue". However that just shows that the SWF-solo imbalance is the core issue, not individual killers.
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Walking on rocks isnt all that bad considering both killer and survivor can do it. There is much nastier bugs to fix.
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Depends on your playstyle.
Oni is stronger overall, Deathslinger is just annoying for survivors.
Deathslingers is a very precise killer compared to Oni, whos hurtbox is extremely forgiving. So the latter is the better choice for console or low sensitivity, or low-end PC.
Both killers can be fun in their own ways, and you can do some cool flicks or tricks with them.
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They released the McMillan maps unfinished. Grass doesnt move or make sound, trees are noticeably low texture, and as you mentioned the exit gates cant be trapped.
The developers tent to push out unfinished content. Just like they did with Midwich and the corridors for Nurse where they are unblinkable.
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But then survivors would complain about "OP killers", and we cant have that, right?
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/1713688#Comment_1713688
You mean the camel toe? Lmao
I tried to be more indirect, but yeah ...
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The developers have nerfed Kate multiple times now. They decreased/removed her jiggle physics, and removed the bulk at the front of her shorts.
#JusticeForKate
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@cannonballB said:
If we could, I'd change all chase music to the benny hill music.
Tell me that wouldn't be amazing with a straight face.
Can I tell you with a gay face?
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Short answer: No.
Long answer: Matchmaking says no.
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Getting no kills is not a biggie for me honestly. It just means that I royally ######### up, or map RNG was REALLY in their favour.
The only time where it gets frustrating if I get robbed of kills by bugs. Like when playing Nurse and getting my blinks taken away or undercharged by the server constantly, or playing Spirit and not hearing #########, or playing Myers and having my stalk taken away constantly, or ghosthits as Billy, or just getting screwed over by aim-dressing or hitboxes over and over again.
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Probably unpopular opinion but: Go back to peer-to-peer.
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There is no inbetween option, which is sad.
I dont get excited for new chapters for a long time now. The last killer which really interested me was Spirit, and she got released over 2 years ago now. Instead I get rather excited when the developers do some game health updates. The additiona of EGC for example really got me into the game again. Not so much becuase I disliked the old hatch mechanics (I actually enjoyed the hide and seek part), but rather the fact that the developers listened to their community and found an almost perfect solution to address it.
However my excitement has been steadily going down since around the Legion update. The developers did alot of things that really annoyed me about the game. The sound bugs, the DS rework (unpopular opinion, I actually found old DS less annoying), dedicated servers (both as killer and survivor), the complete sucking dry of fun mechanics (Nurse bugs, Myers bugs), and the end of real events like BBQ, Halloween, Winter.
Overall I see myself slowly retiring from the game. After ~2000 hours I kind of have seen it all now, so instead I am just messing around with the few OP stufff left in the game. And once I get bored of these or the developers nerf these to ground, I will probably be gone for good.
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That hit in the video is actually legit all things considered. Survivors are generally hitable 2/3 into the fast vault animation, and that is completely consistent with the swing animations. Now Nea got hit about 10-15 frames after that. On 60fps thats maximum 250ms in real time. Assuming both players have a ping of maximum 150ms (which the developers unironically referred to as "pretty damn good" in the past) that would be 300ms or 20 frames.
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Tombstone addons are only really strong versus solo-queue groups. SWF shits on Myers.
Nerfing these addons would be just another slap in the face to solo survivors.
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Yeah, the no mither lagswitching survivors are really annoying. Cant slug, cant hook, someone times catn even hit, because they use their lag tactically to teleport during chase. I have also seen survivor finish generators or totems seconds after I already smacked them into the dieing state, because they lag so much.
They really need to add more serverside validations for player action. The developers are in the process of doing it for killer hits, but meanwhile survivor can still go full rambo with their lagswitching.
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@Jed_Olsen said:
https://forum.deadbydaylight.com/en/discussion/comment/1709095#Comment_1709095
Ok he clearly hit Quentin there, you do realize that right?
I have no issue going for grabs, the unhook animation takes a few seconds, you have time
Oh, why didnt you mentioned earlier that you are just trolling? Got you.
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@TripleSteal said:
https://forum.deadbydaylight.com/en/discussion/comment/1709706#Comment_1709706
I think it is just one specific rock formation type. There are not that many variations of them, so this one spawns rather often, but it's still just one structure type.
They are common enough that I find one of them in litterally every match on Yamaokas on accident.
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Alot of the Yamaokas rocks are now climbable.
Its honestly no big deal, since both killer and survivor can climb. It adds some verticality to maps, which is in my opinion actually pretty ######### cool.
The only downside is that Nurse cant blink up to them, so thats braindead evasion to her blinks....
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I just hope that if the game eventually dies, the developers revert back to peer-to-peer, so we can continiue playing forever.
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The most forgotten killer is Nurse. The developers litterally purposely sabotage her, by not even ACKNOWLEDGING her bugs, and releasing only partically functioning maps from the get go (Midwich).
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@Jed_Olsen said:
https://forum.deadbydaylight.com/en/discussion/comment/1704411#Comment_1704411
I do play killer on a slightly competitive level lol
Yeah the aim dressing can screw you over from time to time especially when it makes you smack an object when you are clearly looking at a survior, thats annoying. If it happens in a dead zone and you just whiff in a circle, this is called a 360.
If you miss a swing on an unhooker. That is a miss, their hitbox doesn't dissapear or anything, you are lunging from too far away. Move closer and grab them.
Dead harding after being hit into dying state? Or did you miss and then they used DH?
It feels bad sometimes playing killer I know , but the game is not screwing you over im sorry to say
https://forum.deadbydaylight.com/en/discussion/comment/1704423#Comment_1704423
Nah im just not biased towards one side, but keep whiffing good sir
I honestly doubt you play killer at all.
https://youtu.be/GUc_WZpj9XwSkip to 3:28
Did he "lunge from too far away"?
No, he didnt. The unhookers hitbox just disappears during the unhook. Thats a fact. And everyone that plays killer knows it.
And telling people to go for grabs at the current state of dedicated servers is just beyond ridiculous.
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The Trapper not disappearing after hooking is not a bug, its there to prepare survivors of campign killers, which are common in low ranks.
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I assume you are referring to aim-dressing robbing you off hits at point blank range, or survivor hitboxes sometimes disappearing entirely (during unhooking mostly).
However that doesnt quite warrant bringing a mori every game now. I personally deal with that by not playing low-tier killer (Clown, Legion, etc) anymore, so I can deal hits faster.
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Killrushing (tunnelling and camping) is the killer equivalent of survivors generatorrushing. In both instances the player plays in the most optimal way to finish their objective (killing and surviving).
Both of these tactics are extremely frustrating to verse, because they minimise the amount of interactions between the sides.
Instead the developers should rework the objectives of each sides to be less frustrating.
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@NursesBootie said:
Fun fact: You can edit the game files and actually play as hook.
Fun fact: You can edit the gamefiles and play as anything you want. Its called hacking.
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@Jed_Olsen said:
https://forum.deadbydaylight.com/en/discussion/comment/1704367#Comment_1704367
Lol the point is killers are benefiting more than ever from broken hitboxes and server latency. Hit validation is off. If you missed its because you missed. The current system benefits killers. There is no upside to being hit from 10 feet away from a survior perspective but there is from a killer perspective, ie free hit
Meanwhile when I play killers I get screwed by hitboxes so much. Aim dressing robbing me off hits, survivors sometimes not having any hitboxes at all (expecially during certain action like unhooking), sometimes hitting injured survivors but then they Dead Hard half a second AFTERWARDS.
I highly disagree with the statement "The system benefits killers". And anyone who plays killers on a slightly competitive level can agree on that.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1701604#Comment_1701604
Wouldnt it be a Buff according to your logic, because Dead Hard stopped working correctly?
No? Dead Hard got nerfed with servers, and now it gets buffed again.
But servers nerfed kilers much more than Dead Hard got.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1700107#Comment_1700107
Remember when they buffed all the Killers by fixing the Hook-Bug? Man, good times.
Rememeber when they nerfed all killers with dedicated servers? Man, good times.
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The developers wont even bother to include colourblind people. And you expect these people to include LGBT?
Dont be ridiculous.
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As others have pointed out, they most likely will never fix her bugs, because Nurse and Spirit are the 2 only killers that cant be bullied by 4man Sweatsquads.
Now that Spirit is bugged too with her directional breathing during phase, survivors finally have what they always wanted: A game that is completely in their favour.
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They are making Dead Hard consistent with Dedicated Servers?
Or in other words: Buff one of the strongest survivor perks in the game.
Am I reading this right?
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I know that back in 2016 and 2017 you had the "idle" crows as normal crows. I actually forgot when they changed that. Maybe they are bringing it back? However it is definetely distracting, since tracking by sound has been nerfed hard over the years.
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Thanks Willo, I got them both!