ABannedCat
ABannedCat
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@OutcastEric said:
https://forum.deadbydaylight.com/en/discussion/comment/1418028#Comment_1418028
i disagree. Especially since some you cant even mindgame. You have to run through shack at least 3 times against a competent survivor.
The shack being basically unmindgameable is not the fault of the window mechanic, but the tile itself. Its the same with jungle gyms, or any other structure where a window is coupled with a pallet. Survivor loops window for as often as they can, survivor makes mistake, doesn't matter because they just drop the pallet. These loops themselves are the problem, because they offer no risk-reward situation for the survivor, but just a reward-reward situation.
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WIndows are fine, in my opinion. However the bug where a survivor is allowed to vault a 4th time before the entity blocker appears is not fine.
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The problem with Billy's rework is that they are decreasing the skill-CEILING, instead of the skill-FLOOR. For example, Nurse's rework and Spirit's add-on pass and collision removal on other hand increased the skilll-floor (making them harder to pickup), while leaving the skillceiling mostly untouched. Those are instances of healthy nerfs.
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Yeah, I remember it.
Ironically, the game actually ran better back then for me. I am still using the same computer than in summer 2018. While other games run as smoothly as they did 2 years ago, Dbd's performance steadily decreased with every update.
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Or maybe revert back to the old Remember Me, but add a condition to it? 5 seconds per token, up to 30, HOWEVER the last survivor automatically becomes the obsession (thus they are no longer affected by the perk).
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No, the developers are busy lowering the skillceiling of midtier killer like Hillbilly, instead of adressing the real frustrations like yoi mentioned moris and keys.
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Nurse is in a really bad state, yeah. While I personally disagree with her cooldown, I learned to adapt to it. However her bugs ... all the bugs ... every game ... its getting annoying at this point. And it made me switch from Nurse to Spirit for the time being.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1409279#Comment_1409279
Why? Killers majority of pressure is done by snowballing, and they try to prevent that?
The point is the developers appear to try to eliminate killrushing (snowballing), while not touching generatorrushing (which is also a kind of snowballing, but for survivors).
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@JephKaplan said:
https://forum.deadbydaylight.com/en/discussion/comment/1409346#Comment_1409346
Agreed 100%, nothing about holding m2 and moonwalking is skill, literally every killer has to know basic mind games doing it while revving doesn't make him more skilled
Becausing holding down M1 on a generator, listening for the terroradius, and then running to one of dozens of safe loops scattered around the maps takes so much skill as well.
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I assume the basic attack requirement is being put on to stop killers from snowballing with their power.
Which is funny considering they are nerfing the killers that are good at snowballing with their power to begin with, like Billy.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1409072#Comment_1409072
Oh yeah McLean confirmed that iri head will get changed. I WOULD be fine with that if they really would just touch that addons. But from the past actions of bhvr they will take that oppurtiny and butcher Huntress with it.
Guess its time to hang up the axe now.
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@yoyoyo said:
With how strong she still is, a few bugs aren't gonna ruin the player's experience unlike other unrelated bugs that require faster reaction from the devs. I've played ~50 nurse games in the past few days and I can say that despite the bugs, I still 4ked in more than 45 of them, she's just too strong to care...
This is hard to believe considering I experience atleast one bug every Nurse game. Servers undercharging my blink, servers shortening my post-blink-lunge, game outright taking my blink ability completely, you name it all. She is just infuritating to play, because you are fighting the game mechanics more than the actual survivors.
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I can't upvote this thread enough. The heat mechanic basically removes any skillful interaction with Billy, and lowers his skillceiling tredemiously.
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@Victor_hensley said:
https://forum.deadbydaylight.com/en/discussion/comment/1408952#Comment_1408952
So every killer with a powerbar is god awful? Chainsawing 24/7 is not a good strategy, not even the best Hillbillies can do that.
Good Hillbillies hold their chainsaw for solid 10 seconds at a loop to find the right moment to go for a curve. This is highly skillbased, and is going to be removed with this nerf.
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I have this alot, even more so since the last chapter. Aim dressing pulls my camera towards the survivor, the game cuts short my lunge even though I keep holding my M1 button, but I STILL don't get a hit rewarded. I as killer did litterally everything right, and I get screwed over by the game. Its fuckign frustrating, and makes me wanna quit the game sometimes.
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@Zeon_99 said:
Yeah they should also consult a doctor so they can tell them that rubbing someones back for 12 seconds doesn't heal a hook sized hole in someones shoulder. /s
They increased it to 16 seconds like 2 years ago ....
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Basically all older killers that haven't been reworked yet have no powerbar. They still have cooldown, but they feel more organic, by adding animations (like pre-nerf Billy or Nurse), or an logical amount of limited uses (like Trapper, or Huntress). With the newer killers (which started with Spirit), they just slap on a powerbar to cut the time having to make animations/balance brainstorming.
Its a really lazy approach Behaviour is doing with this.
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Do not worry. Developers said serverside hit detection is on the way, so now killers that are unfortunate enough to not live close to one of the very few servers Behaviour provides get screwed over. Like basically all of Russia for example.
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My only explanation is because its easier and faster to create, since you have have less clipping issues to take into account. Maybe this is the first step to Behaviour just mass-producing skins at an increased rate now. Which in turn will generate more money.
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Well, bye bye creative skin mixtures.
And hello LEGENDARY skin!
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@Throwaway123 said:
Because they just barely ######### care about the Killer's experience, just enough to hopefully keep people playing, but not enough to make it feel good. They've yet to prove me wrong on this thought in years. They will leap immediately to fix something survivors cry about (Pyramid head for example) but won't fix bugs or mechanics that hurt Killers. The sound bug where survivors get iron will for free STILL EXISTS, it's been months. DS is still abused with lockers to make survivors untouchable for an extended period of time. Killers like Trapper, Wraith, Clown are still absolute trash tier.
BHVR doesn't give a ######### about killers
Don't forget Decisive Strike that was bugged versus Doctor's madness 3. It got a developer's announcment 2 hours after the patch, and was fixed within 5 days.
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I would vote yes, if survivor were also forced to collect fuel for powering generators.
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Power bar to drain from, every addon but 5 are meme add-on, game breaking bugs for the killer power that won't get fixed after 14 months.
Thats my prediction.
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Judging by how they fixed this: "Midwich Elementary School: Fixed an issue that caused the Nurse to be able to Blink out of world.", but did not even bother fixing her various unblinkable areas on the map, I highly doubt it they did anything beneficial to killers this patch.
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Leave it at 60 seconds, but deplete the timer when survivor touches a generator, heals someone else, or unhooks someone else.
This would make it more truly anti-tunnel. Sure the killer could still wait the 60 seconds, or eat the DS, but if the survivor team is *any half decent* thats a gamelosing move of the killer.
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Unfortunately that doesn't work for the quick drop (when they are not running) anymore. They made it so the stun is applied at the start of the animation now :(
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@Peanits said:
Ghastly Gateaus are being fixed in the next hotifx, a new matchmaking system is gradually being tested in some regions, VPNs should become a non-issue with the upcoming server side hit validation, and bug fixes are on the way. As for the new map, while I don't discount your opinion, it is exactly that, an opinion. I've seen a lot of people say that they like that map as well.
Just about everything you've mentioned is being worked on and should be resolved in the near future, some (Gateaus) sooner than others.
Is there also a fix coming to VPNing survivor, that use it lock killers in pick up or hooking animation?
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I play killer alot.
Though I only play Spirit right now, to keep my sanity.
I used to play Nurse, but dedicated servers and her rework made her a giant bugfest for almost 14 months now :(
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@Peanits said:
It might not be your aim. Might be a silly question, but when are you trying to blind them? If you try to blind them as they're running towards you, chances are you're not going to be able to blind them. You can only blind someone if they're looking at you within a certain angle, so they could just turn sideways or look up or down to avoid the flashlight. Ideally you'll want to blind them when they're locked into something, like picking up a survivor, breaking a pallet, or vaulting a window.
If you are blinding them when they're locked into an action, you may want to keep an eye out for any obstacles. You can see over things like crates, but you hold the flashlight way down by your torso. If something's blocking the beam, it won't blind.
(I also wouldn't completely rule out Lightborn, but it's pretty rare.)
Is there a reason why the killer can be blinded far outside of their field of view? And why is is most killers don't have their camera positioned at their head to begin with? For example Hag has it put at something like her lower thorax, even though shes already the shortest killer.
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People don't want DS to nerfed, they want it to be adjusted to be an actual anti-tunnel perk. Things like working on a generator, or unhooking someone else should deplete the timer to zero.
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The Dead Hard "bug" is a consequence of Dedicated Servers. Hit detection is clientside for the killer, because the developers want killers to have a consistent lunge distance.
However they recently changed their mind completely, and announced serverside hit detection, so the killer has to guess theur lunge distance now.
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Its not OoO per se that is causing this problem, its the map layout. Usually when a survivor runs in a straight line, they will eventually be forced to turn left or right, and the killer can take a shortcut to get closer to them. However the map corridors leave no shortcuts for the killer to take (Nurse excluded), so the killer will need to follow the survivor on the exact same path. Killers are "only" 10 to 15% faster (excluding Oni and Billy) so it can take minutes to even initiate a chase sometimes.
Haddonsfield can suffer from the same problem if the game generates one of those super long fences with no holes.
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@Buttercake said:
Aimed for the upper-chest. Still no good. Like I said I'll get it eventually. I already have 5. 😌
It depends on the killer you are facing. Killers like Nurse, Spirit or Pig have their camera at the head, while killers like Trapper, Wraith, Hag, have their camera on the thorax. You will learn the camera position by playing killer yourself from time to time. Its clearly visible during the intro scene when the camera zooms into the character.
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Blinding is one of the easiest things in the world. The blind area is so generous that the kiler doesn't even need to see the flashlight from their point of view to get blinded.
Infact its so easy, that even a fatigued Nurse, who looks down as much as physically possible, can still get blinded.
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DS should get more requirements to make it truly anti-tunnel. If the survivor does any action that progresses the game, like touching a generator, healing someone else, unhooking someone else, their timer should expire (the perk is still useable the next time they get unhooked).
That way it still prevents tunnelling, but no longer gives the survivor 60 seconds godmode.
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@SketchyPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1398584#Comment_1398584
Whenever I see that combination, literally 2 Unbreakables and a combination of DS or Dead Hard I always assume it's a SWF, don't ask me why because I can't quite explain why.
I assume thats because those perks are more common when you play killer than when you play solo survivor (or casual SWF).
If your rank is the same on both sides, the only solution for this is: SWF running them more often.
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I think what's more annoying from the gameplay standpoint is that animations don't match the survivor's hitbox. For example an injured survivor that is running has the same hitbox as a healthy one. Since injured survivors lean forward, they appear further than they actually are. This is particular noticeable when they get hit from behind with a projectile, like a hatchet.
I think the main problem with hit detection is not the hitboxes per se, but the animations. I sometimes see hatchets fly through the survivor, with no hit registered, I sometimes see it fly past them 1 metre, and still get a hit registered. This more often than not happens to me when they perform an action, like vaulting, dropping, etc.
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4 Decisive Strikes AND 2 Unbreakable, holy damn!
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@[Deleted User] said:
What is WAH? Is that just Waluigi or is there some other reference?
Spirit.
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Its survivors lagswitching.
Hooking and picking up requires confirmation from the survivor client, presumeable to prevent a killer from being able to override a Decisive Strike or flaghlight save if done directly under a hook.
The side effect if that is that, if timed right, the survivor can effecively stall the hooking indefinetely.
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Yeah, game crash causing timeouts is totally unessecary. The game even recognises a crash by opening a window that gives you the option to send it to Behaviour. You reopen the game, and the Behaviour is like: "Oh, you sent us a crash report? Here, have a timeout, because we are incompetent."
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This will need to be adressed when they add serverside-hitdetection. Aim dressing is already bad enough on your local client, but now with latency ONTOP of that. That wil basically make killer borderline unplayable for half of the world.
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I have menu music on 100%, and my sound bugs are pretty signigicant on some days.
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I sometimes let survivors escape, if they are being cute.
I assume in the lore it somewhat makes sense as well, since the survivor is supposed to have some hope. So if a killer like, say, Nurse is too oppressive, they would lose hope the moment they heard the screech.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/166695/slippery-meat-is-the-most-outdated-perk
Maybe like 7 seconds of haste status whenever you make a killer miss a hit?
Would fit the name of the perk and reward the survivor for skillfull plays.
Not every missed hit is at the control of players. Aim dressing has the tendency to rob hits that should have hit in the first place. Also this would discourage killer from moonwalk lunge into pallets. Since sound is bad in this game, the killer has to take blind guesses alot of the time.
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Just make it so that once the killer hooked someone, they instantly get teleported to the other side of the map, even if survivors are close, so they get an EZ unhook.
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Hitboxes are bullshit both ways. I can't tell you how many times I have lunged for a 360s survivor, have aim dressing lock on the survivor, and .... not get a hit awarded ... or hit a hooked survivor behind them ... or some rock or box 2 metres to the side.
This is only get much worse with the upcoming hit-detection changes.
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I haven't run exhaustion perks in months. They are not needed. Most maps are littered with safe pallets.
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Sure, if me make generatorrushing a bannable offense too.
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I have had a Nurse dripple the obsession the other day. People that haven't played the game for years exist, you know.