Aven_Fallen
Aven_Fallen
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Quickly killing one Survivor would still be the best thing to do. Reducing the game to a 3v1 early will always be the win for the Killer (unless the other 3 Survivors are way more skilled than the Killer). Because if you can actually apply pressure, this means that you most of the time will have 1 Survivor hooked, 1 in Chase and 1 going for the Unhook. It does not matter that the Survivors have 33% Repair Buff, if they cannot do a Gen because they are forced into altruistic actions.
And reducing the Repair Speed of Survivors when the Killer increases their Map Pressure is just way too good for the Killer. If the Killer gets their first Hook, they apply pressure, but this is even more, because the Survivor will get a penalty in repair speed.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2445364#Comment_2445364
Only killrates are despised, and that's because they don't factor in things like DC's/suicides that heavily inflate the stats.
If someone put together a 300 game analysis with stats accounting for suicides on hooks and DC's I reckon the picture would be very different.
With those stats, games with DCs were not counted. And from my experience, there are not many 1st Hook-Suicides.
I was doing statistics on my end for some time, but there is no point in doing so. Killer Mains will claim that those are fake, like they do with the Stats released by BHVR. Or they will nitpick literally anything to make them "invalid".
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I agree on the Ethers. It is a shame that the only Ether left is the 15%, which is purple. They should have kept the 10% and 5%.
Exhaustion however, it is ok that this is gone. Exhaustion Add Ons did not have any place anymore in DBD, they were created during a time where Exhaustion did not go down in Chases. Even nerfing it to 5 seconds would be too much, it does not matter if it is 5 seconds or 30 seconds, it basically means "Disable this Perk for 4k BPs".
And I dont understand why they kept the Pinky Finger. It is super-easy to get direct Bottle Hits if the Survivor is slowed down by the Gas before. They should have removed this one and kept the Ethers.
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I got it first Trial without farming. I just use my regular Clown-Build, but I also used a Cooldown Add On, but that was about it. Basically throwing the purple Bottle and then the yellow Bottle. After I was sure that I did it two times, I just played normally.
I dont even think it is such a hard challenge. You certainly dont need to farm for it or throw the game.
And when it comes to Survivors dont want to farm with Killers - I can only speak for myself, but the last time I helped a Killer for their Archive-Challenge (a Legion who needed to hit 5 people with frenzy), they killed myself and the other guy who helped them with their Challenge. Since then, I dont help Killers with challenges anymore.
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/comment/2445364#Comment_2445364
Why do you think killers stack slowdown?It may seem boring to you, but are you considering how the killer feels? I'd rather stack multiple slowdown than run 1 slowdown perk and deal with BT, DS, and DH.
I am running exactly 1 Slowdown-Perk on my Killers (Corrupt Intervention). Sometimes I dont run any (on Billy and Pig) or I add Sloppy Butcher on Killers where it either makes sense (like Ghostface with Nurses) or where I dont have any idea what to run. But most Killers, I only use Corrupt Intervention.
And I also deal with Metaperks left and right. And I do fine. I rather lose a game than stacking Slowdown-Perks and make it boring for everyone, including myself.
Yesterday I faced a good Nurse with Ruin, Corrupt, Sloppy and PGTW. It was really a shame, she was really good. But 4 Slowdowns on the best Killer in the game...yikes.
Everyone can run what they like, but that does not mean that everybody likes it. For me, stacking multiple Slowdown-Perks is just boring and the easiest way to play this game.
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The people who worked on the new Killer are most likely completely different people from those who are trying to fix issues. Let alone that development of Pinhead started long before the Console Issues became so big (so long before the RE-Chapter).
And well, you should not buy the Chapter on Console to prove a point. If the Devs are missing the income from console, they will notice that. If people are buying it, despite not being able to play... This does not do much.
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Of course there cannot be a Thread about any map without spoiled kids complaining about RPD, because it is impossible that something they dont like might exist.
@Topic:
I wonder how this can happen. I always have the suspicion that this happens when they are reworking Maps on their end and some of the stuff they are testing internally makes it to the Livegame.
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The number of toxic Survivors will be higher because there are 4 Survivors each Map but only 1 Killer.
However, Killer Toxicity has actual impact on the game. Survivor Toxicity cannot deny the Killer any points or Kills, nobody will lose a game from a clicking flashlight or a teabag.
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Since Undying is a thing I always said that Tinkerer is a problematic Perk. It is nothing new.
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If they throw a tantrum in a chat where others can read it, they should expect that others may respond. If they want to vent without anyone judging them or saying anything about it, they should do it in private.
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@Unifall said:
https://forum.deadbydaylight.com/en/discussion/comment/2445670#Comment_2445670
Why is it always the fault of those evil killer mains?
Same thing can be said for both sides. Except it kinda is the survivors fault that perks, add ons, and killers get nerfed. Hell even the reworked maps like the saw map is survivor sided. Survivor mains tend to whine alot which isn't surprising because they have the majority. But the discussion here is if tinkerer is too strong, I think its decent not too strong and not too weak. God forbid killers use perks that have synergy with their power.
This post is pure nonsense.
You said that Tinkerer got nerfed because of Survivors. I gave the actual reason why they changed the mechanic, I did not even say anything about Killer Mains or Killers doing anything wrong with that Perk.
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You cannot just create a Killer who is like Demogorgon, but does not look like him or is called "The Demogorgon". Like, you cannot just create a Wendigo-like creature which traverses the Map via Portals or has a chargeable Shred. Because it is clearly Demo.
BHVR has done some own versions of licensed Content, e.g. Hillbilly is BHVRs version of Bubba, however, he is completely different from the Movie Character when you look at the ability.
If there would be another Killer who should be close to Demo, it would need to be different enough to get out of legal complications.
When it comes to Hawkins, changing the Map in a way that it does not resemble Hawkins anymore would just add a generic Indoor-Map to the game. I doubt that many would like that.
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@TheMadCat said:
https://forum.deadbydaylight.com/en/discussion/comment/2443839#Comment_2443839
I didn't watch, I don't judge what the guy had done, but when someone makes content, they expose themself to the critics. I just do hope for them that they don't get rude comments, and they still have fun doing their videos.
Rude Comments? From the DBD-Community? Never.
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@FellowKillerMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2445163#Comment_2445163
Where did they say that with dedicated servers they only considered the killer's perspective? On a client/server network both clients need to send their packets, the server relays the proper information. How can they alter that so that only the server's determination matters? That's the only way it can work with dedicated servers.
They said it in some Livestream explaining the Hit-System (no, I dont know which one, some Q&A a few months ago). They said that they went for the Killers perspective because they want to avoid Hits phasing through Survivors on the Killers end, so the system favored Killers a lot.
Now the Server checks if the Hit is valid or not. I got a Hit rejected as Killer like 6 times since the change, so for me it is fine.
The only thing they need to change is the feedback (injured, Blood, screams) when the Hit gets rejected. Other than that, the System is now more fair than before where Killers were allowed to swing at Pallets and get a Hit most of the time.
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@WretchedElk said:
https://forum.deadbydaylight.com/en/discussion/comment/2445743#Comment_2445743
Are you playing on Xbox? because I get tips about the killer I’m facing almost every game.
PC. How I wrote is the way it should be handled.
Would be strange if it is bugged only on XBox and you should open a Bug Report about it.
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@WretchedElk said:
Xbox often gives tips on the match loading screen for the killer you are facing. It’s not the same thing, but I don’t like that.
I like finding out who the killer is in the match. It’s more “scary” that way.
This only happens during the first 1-2 games against a Killer. So if Pinhead goes live, every player will experience this in their first and maybe second game. Afterwards, there are no Tips anymore.
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Players would just block other Players who were better than them. Survivors would block Killers who were good at the game and Killers would block Survivors when they lost a game.
I can already imagine salty players blocking every player they lost against...
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2445485#Comment_2445485
Ummm he actually has a good point though so you can take your toxicity somewhere else.
I mean, nobody really asked for this.
You can also open a Thread with "This is why Survivors should not spawn in the Dying State" or "This is why the Killer should not have to search their weapon at the start of the Trial" which would have roughly the same effect.
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lol that DC. Giving up all those points.
Might be possible that they got annoyed with your playstyle. Not saying that giving away the position of teammates is the right thing to do under any circumstances, but I would be pissed if I am on Death Hook, you have not been hooked once and when there is the slightest of Terror Radius, you go into a locker, leaving me to die. (like you did at around 1:30)
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@Unifall said:
Tinkerer is fine tbh. And tinkerer is the way it is because survivors thought old tinkerer was too op or the devs thought it was too strong its one of those 2. But a 7% speed buff would be too oppressing that would guarantee a down or a hit.
Why is it always the fault of those evil Survivors?
Old Tinkerer was changed, because it was a Perk with a confusing Mechanic. It only benefited certain Add Ons and Killers and was useless with other Killers and Add Ons. And it was easier to change the Perk, since it was not only confusing but the Devs would have needed to balance everything with Tinkerer in mind so that certain Add Ons do not become too strong with Tinkerer or too weak without Tinkerer.
Since they changed the entire effect, Tinkerer only received Buffs.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/2445490#Comment_2445490
I would say that the concept of tinkerer is good, I don't mind the "pressure here" sign because even if you are a good killer you are bound to get use of it because macroing perfectly doesn't happen that often. The issue I would say is how it's executed.
The haste status effect was more to make it viable on more killers and less obnoxious. Them god damn double speed blights crossing half the map in a second make me want to rip my hair out. The main concept of removing the undetectable was to give people a better warning when the killer was coming.
How about this: Activates at 70%, 5% haste for 12 seconds, can only activate once per gen, haste doesn't stack.
Yeah, but I still dont understand why you want to buff Tinkerer. Removing the Undetectable does not really nerf it, compared to giving Haste to make it better useable AND a Chase-Perk.
And yes, it should only function once per Gen anyway.
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@IamFran said:
https://forum.deadbydaylight.com/en/discussion/comment/2445588#Comment_2445588
Borrowed time and Decisive Strike Reward the survivors for killers doing the objetive (killing), we can use that poor argument for both sides.
Except that the Killer does not have to go after the same Survivor to win the game.
There is no way the Survivors can open the Gates without doing Generators.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2445491#Comment_2445491
Killers: I suspect an SWF, so I guess I'll back out
Yep, this is what Killers do.
My favorite was a Killer (streamer) with over 10k hours, who dodged me because I have 6k hours.
@Topic:
Nobody really ever said that Survivors should be able to see the Killer. However, Killers also should get less information. Items are fine. Names or Profiles should be hidden.
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I agree that Tinkerer is a problematic Perk. IMO the most problematic one in the Ruin/Undying/Tinkerer-Combo. You dont need any Awareness to use it, it is just a "Pressure here!"-Sign.
But I disagree with your idea:
"If I were to rework it id make it activate on 70% still, remove the undetectable status effect and add a 7% haste bonus to the killer for 16 seconds. This makes it better on pretty much most killers, makes it more fun and now it actually has a use against good players by having a faster chase with haste."
This would not solve the problematic bits at all. The Undetectable Status does not really matter that much, except for grabs or stuff like that (or if a Tinkerer-Bubba comes around the Corner). However, with this the Killer would still get their "Pressure here"-Sign, there would still be the very strong combination with Ruin.
And on top of that, 7% Haste will allow Killers without Mobility to move to a Gen faster. And I guess nobody really wants to lose a Chase because the Killer got 7% Bonus Speed, which is out of the control of the Survivor.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2445402#Comment_2445402
I can't tell if you're being sarcastic but his add ons are fine. We need to stop making killers weaker.
I dont think his Add Ons are fine. At the very, very least, Alchemist Ring should go. This Add On is just nuts. I am also not a big fan of his Speed Add Ons, but I am not sure HOW problematic they are. But I dont think that there is any discussion needed that at least Alchemist Ring is too strong.
@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2445364#Comment_2445364
yeah, its time to make Ruin a perk that simply doubles all regression(including missed skillchecks, regardless if its gens or healing) without actively regressing gens so that killers would need to kick gens for its double regression speed to get in effect(or use other perks that auto regress gens). Make it incompatible with Pop and make it easier for killers to kick gens(heck, maybe even just using M1 on a gen should put it in regression mode and explode the gen if there are survivors on it)
I think people dont realize how much stronger Ruin is today than it used to be. Automatic regression is one thing, double regression is another. I dont think automatic regression alone is worth being a hex totem, so I rather keep the double regression and expand on that.
Yes, current Ruin is maybe even stronger than old Ruin. The thing about old Ruin was that it was free Slowdown, but you can do something against it as Survivor. I was not able to hit Skill Checks all the time, but most of the time. Now, with Ruin, if I get chased away from a Gen, it might happen that it goes from almost finished to 0.
I just think that adding Undying and buffing Tinkerer made it that way. In the combo Tinkerer is the most problematic Perk IMO, especially on high mobility Killers like Blight. Blight can be anywhere on the Map, he will be able to make it to the Gen before it is finished (assuming only one Survivor is on it).
When it comes to stacking Slowdown-Perks, they said they wanted to do something against it, making Ruin auto-regress Gens to not pair it with PGTW was one thing, but other than that, nothing happened since then. Maybe removing the Healing Penalty from Thana, but eh.
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@Altarf said:
https://forum.deadbydaylight.com/en/discussion/comment/2445328#Comment_2445328
Actually, by the last statistics we got, I believe he was the 2nd or 3rd worst performing killer. Food for thought.
Quite bold to come with Statistics when usually those get despised. Come up with saying that every Killer has at least 60% Killrate and you get destroyed in this forum.
Also, Blight has had several Buffs since then.
@Topic:
The problem is not Blight. Blight in general is an enjoyable experience IMO, except when they are running Ruin/Undying/Tinkerer. In general, stacking multiple Slowdown-Perks is the easiest and most boring way to play Killer, you will have a miserable time against every Killer if they stack Slowdown that much.
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Corrupt Intervention-->The only Slowdown-Perk you really need.
BBQ-->for stonks
Lethal Pursuer-->to get into the game ASAP
Infectious Fright-->Since Nemesis can shred through Pallets quite quickly, you can manage to down multiple Survivors pretty fast, even without an Insta-Down.
For Add Ons: Marvins Blood and T-Virus Sample. Never used other Add Ons.
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Yes.
No.
No.
No.
Addition to the third question:
I think Exit Gates need to be balanced in general, regardless what happens with the Hatch. I think Killers should not be able to see both Exit Gates without moving or by only moving a few meters. They should have to walk some distance to see them. But also Exit Gates should not spawn so far away from each other that the Survivor can escape because the Killer was just guessing wrong.
Addition to the fourth question:
While I think that Keys are not balanced, I dont think they are as imbalanced as people claim they are. If multiple Survivors escape, they also did the majority of their Objective. The only part which is annoying is when they 3-genned themselves and get away with it. Other than that, I am always fine with Key Escapes. I am not happy with them, but at least it was not my fault that they escaped.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2443736#Comment_2443736
"thought I am the only one who does not like the Maps after the Rework"
Forgot about me, my dear friend?
You dislike every reworked Map. But most people like them, and I have never read that someone does not like the reworked Crotus Prenn Maps in particular.
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"If the Devs really want to keep it this way, at least make the animation less clunky and make Victor un-kickable after a successful hit, this would fix their main issue against coordinated teams and make them better overall."
I think you did not understand at all WHY the Devs implemented this change. It was to lower their slugging potential. Not saying that this is the best solution they did, but making Victor immune to getting crushed after a Down would be the complete opposite and just buffing their Slugging Potential.
But I have to agree on Crotus Prenn, thought I am the only one who does not like the Maps after the Rework. Way too much Junk lying around.
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Being able to run one of his strongest Add Ons (if not THE strongest) for hundred games just shows how stupid the high BP-Gain in combination with the low number of different things in the Killer Bloodwebs can be.
It should not be possible to run a purple Add On every game IMO.
For using it, I only used it a couple of times for Grab Challenges on Indoor Maps. But other than that, I never use it.
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@MrDrMedicman said:
https://forum.deadbydaylight.com/en/discussion/comment/2440801#Comment_2440801
switch, NA, late night, ofc crossplay. I have 1hr+ waits without
My guess would be that you go against 4 man SWFs, because both you and the 4 man SWFs have long queue times and at some point, the Matchmaker simply throws something together.
The same happened some time ago (before Crossplay) on PS4, low Rank Killers and high Rank Survivor-SWFs both had long Queue times and were matched against each other eventually.
Or are your Queue times instant? If they are, I am most likely completely wrong.
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Platform? Time of day? Crossplay enabled?
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As others have said, Splinters are retired and will not come back.
Also, the main purpose of Splinters is to be a Marketing Tool - you can try out a Killer and if you like them, you can spend money on them afterwards. This would not be possible with Demo, you can play a game as him, and if you want this Killer, there is no option to buy it.
Lose-lose for both sides, BHVR does not generate any money by adding a Spliter for Demo and the player might have found a cool Killer they will not be able to purchase.
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It can have this strong Effect, which makes it the most effective Slowdown-Perk, because it is a Hex. Saying it should not be tied to a Totem anymore is so wrong.
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Well, you have to create Challenges which take some time to complete. The time between two Tome Levels is two or three weeks, so you need challenges which keep the players invested for some time, because it would be really bad design if the Challenges are done after a few hours of playing and then everyone waits almost two weeks for the next Level.
So you either create grindy challenges or difficult challenges. Even the difficult challenges are not that difficult in my opinion and since the Community was crying when challenges were a thing which cannot be completed in 2 Trials, because they are "so hard" or you "have to throw the game", we have a lot of grindy ones. I dont like them, but they are a necessary evil, if most players dont want hard, interesting challenges.
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@KerJuice said:
This is why they should have never got rid of the original Ruin. And undying shouldn’t have been nerfed either. And there should be a perk to add more totems to the map like survivors have the coins to add more chests to the map. But fear not OP, Pinhead is bringing a gen slow down perk with him and It seems decent.
Original Ruin was a terrible designed Perk. It was free Slowdown without any effort on the Killer Side. This should not exist.
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I mean, the Survivors need SOMETHING in their Bloodwebs what is somewhat good. Most of the Stuff in the Bloodwebs is just crap you dont want to have. Survivors have over 60 different Items and Add Ons in their Bloodwebs, having a handful of them being actually good should be fine.
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@GentlemanFridge said:
Makes me wonder if there’s killer bots on the PTB as well. The first (and only one) I faced most definitely was not.
Highly unlikely. There are so many Players who just want to try out the newest Killer, I doubt they will replace open Spots in Trials with Bots.
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I only played against him (not gonna go in the Queue for 30 minutes to play with a Level 1-Killer), and for me, he is very boring to play against. Not the same like Spirit or Deathslinger, he just seems lacking. I dont know how exactly to describe it, but I have 0 enjoyment when playing against him.
Maybe it is more fun playing him, but I will wait on this one until he is at the Live Servers. His power seems alright out of the Killer perspective and he is pretty creative. But overall, not my chapter this time.
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@D3spair said:
https://forum.deadbydaylight.com/en/discussion/comment/2436185#Comment_2436185
By this logic, who can defeat this team of survivors if not the man who had 50 Win Streaks on Ghostface.
Otz, as many other Killers, got boosted into higher MMR, because he faced weaker teams. Winstreaks like this are only possible, because the average Survivor is not really good. And even if they were far weaker than Otz, it is still an increase in MMR to win against them.
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From what I know, they will change the descriptions (e.g. the flavour text is the least that needs to go) and the names of the Perks. And I guess once they have done it, they are free to change whatever they want.
E.g. there might be the Perk Surge they cannot change, but the Perk "I dont know a name" can be changed.
Even tho, BHVR usually cares to keep the Balancing all by themselves, so they should be able to change the Perks regardless. But since they have to remove everything that points to Stranger Things anyway, they will most likely just treat it as a different Perk.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2435881#Comment_2435881
How would someone be able to tell if the deserve the hit when on their screen the animation goes off but then gets magically gets reverted? Same with survivor seeing themselves making distance and still getting hit/downed.
No matter the side they always think they got/get treated unfairly.
I mean, I agree that the animation should not be shown, same as screams. However, when this happens, it is quite clear that this was not a valid hit, which is the reason why the Server denied it.
When this happens to me (Happened like 5 times since the change), I am like "Eh, whatever", because I KNOW that I did not hit, it only looked like that on my screen. So I dont really get why Killers complain about it more than Survivors complained about getting hit through Pallets in over 4 years.
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Myers is an old Killer, some of his Add Ons would not exist anymore if he would be created nowadays. I guess you can expect the Infinite Tier 3 and the Tombstone Piece (Purple Add On) to be reworked at some point in the future.
In general, Myers will hopefully get an Update in the future, he is powercreeped and some of his Add Ons should not exist anymore and others are in need of a Buff or Rework.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2435847#Comment_2435847
I love this condescending wording of "not deserving" no Matter if now or than. As if the ping/latency relation was/is always set in stone. In my eyes they simply flipped sides. Before killer where preferred and survivor saw themselves make more distance than they did according to the server and now survivor are preferred thanks to the changed code and killer see the bs.
Killer now get hits cancelled on pallets, grabs denied (with and without hit consolation) and yesterday I even had a survivor going into a locked right in front of me and my pulling out was also cancelled but at least I got a consolation hit while being animation locked( still only half of what i "deserved").
And before you assume my playstyle or ping, i have the best internet i can get in my country (1000k mbps down, 50 up) and have laid a 15 meter cable through my apartment. Also I respect every pallet so I can kick it for the 100 points and getting it out of the game.
My biggest problem with pallets are the broken hitboxes where I get stunned and still have to walk up to it for the kick.
I mean, the OP was saying that they get robbed of Hits they would deserve. But apparently they dont deserve them, because if they would deserve them, they would not have been cancelled.
And I asked for the Ping, because a few days ago someone asked about the Pallets and they said that they have high Ping, because it happens frequently to them that their Hits get denied. So I assume it is the same for OP, he uses the same wording.
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You dont deserve those Hits, that why you are not getting them. You did not deserve them before, but the game favored the Killer at this point, so they got a lot of Hits.
What is your Ping usually?
And well, either way, you need to adapt and not expect every Lunge you hit around a Pallet to hit.
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@Skycerer said:
https://forum.deadbydaylight.com/en/discussion/comment/2434989#Comment_2434989
All below A Tier needs buffs for be competent in High Ranks.
You literally said here: "Doesn't need a buff. Solid Weak Killer"
Every Killer can compete in High Ranks, when you talk about Red Ranks.
Against very high skilled Survivors, only S-Tier Killers can compete. But this is a Level 99,99% of the Community (including those who complain about it) will never reach.
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Thought about it, but I have one Skin for Nancy and one for Steve already and I hardly play them. At max Scoops Ahoy, but eh. Nancys Skins all dont look good for me.
And I have the black Demogorgon-Skin, I think this is the best one, so I wont get any more Skins for him.
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@glitchboi said:
Nerf? All they did was nerf their oppressive add-ons, their base-kit is great.
+ you hardly notice the Nerf.
(Let alone that in this Patch there were also Buffs to his other Add Ons...)