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Bad_Medicine

Bad_Medicine

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Bad_Medicine
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  • People going next at the slightest inconvenience (hell, even if we were doing really well… two gens left, everyone still alive, and it's their first hook) absolutely drove me up the walls, but this is not the way. There are at least occasionally times when I think it's justified to go next. Teammate/s teamed with the Killer (a problem that has increased exponentially in the past 3-4 months), and they're leaving you to die? Fine, make your attempts, whiff your two Struggle Checks, get out. Less than four minutes in and you're getting steamrolled so hard (because we know how wonderful MMR is at matching you with teammates and Killers of fair skill levels, rather than prioritizing queue times over everything else) that there is absolutely no hope of winning, someone is already dead, one person is hanging on their second hook, another is dead on hook and hiding, there are five gens left and you get thrown on your first hook to see Plaything Fool's Folly pop up?

    Sorry, you just have to hang there and stick around for the inevitable, drawn-out loss.

    You get put on hook, the only other Survivor remaining is injured, and there are two gens left? The only hope of anyone escaping is for Hatch to spawn as quickly as possible? Sorry, you can no longer whiff 2 Struggle Checks and instantly die. The Killer has plenty of time to find them. Had this one happen half a dozen times in the PTB and brought it up then, am equal parts disappointed and unsurprised to see that they kept, "You can't whiff 2 Struggle Checks and instantly die, even to give the last person Hatch".

  • I'm just gonna post this video with Springtrap footsteps and two examples of Glitchtrap footsteps, and the visualizations of the audio from those footsteps, and ask how that's not pay-to-win. (Edited for typo)

    https://www.youtube.com/watch?v=bpt69uCen40 0618 (1)(1).png 0618 (1)(2).png 0618 (1)(3).png
  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944210#Comment_3944210

    People can have different opinion. It does not need to make sense to you. Still I do agree that there is no point of these offerings to be secret but others can disagree if they so want.

    People are welcome to have different opinions. I've just yet to see a single person voice any support of Hatch Offerings being secret, and this was something I brought up in PTB Feedback. Comments were universally, "Why on earth would they do this? This is a terrible idea, here are even more reasons why." If someone thinks, for some reason, that this is beneficial in some way, I'm at least open to having my mind changed if they have a well thought-out justification.

  • @RpTheHotrod said:

    This is a terrible chsnge, yikes. A killer can effectively guarantee they'll close hatch the moment it spawns, or survivors can guarantee they'll escape the moment it spawns. At least with it being public knowledge, it's a race to the Hatch location.

    NGL, I'd just prefer the offering be removed entirely.

    I think there are some Tome challenges (that are already wildly tedious and difficult) that would be borderline impossible to complete without the offering: unlocking Hatch, and escaping through Hatch with a Key, some of these challenges require you to do it multiple times. It's already really hard, it already takes forever, it would take exponentially longer. With Hatch Offerings as they were before, I'd see a Survivor who brought one ratting every now and again? More often than not, though, it wouldn't even be the person that brought the Offering that got Hatch, and I mostly play solo q. And sometimes a Killer would bring one only to have it blow up in their face because the Survivor they slugged had Unbreakable or Soul Guard, or something else crazy would happen.

    Hatch Offerings existing can make for some bonkers nonsense happening and help with some unfortunately extraordinarily difficult Tome Challenges. They should not under any circumstances be secret, though.

  • I've seen this happen as well with only a Felix and Sable remaining against a Springtrap. Felix had used Plot Twist so had two Hook States but was completely healthy, Sable got downed and Mori'd with only one Hook State and no Mori offering (Killer had offered Pudding).

  • This happens when playing with mouse and keyboard as well. I think it has to do with not having "default" inputs as my sister still had her Action input set to Spacebar and I have mine set to mouse wheel down. She had no issue exiting the camera, I was stuck and forced to enter the door.

    Edit: My bad, not the same issue, but a similar one. It still shows the different inputs, but does not respond when I use the input to exit the camera. Looks like I'll probably have to start a new thread.

  • Update: For the first time ever this happened not only twice in one game, but twice in the same attempted hook save. Bonus for another tally added to the hoard of, "Times I have died because input priority switched to Mend/Heal Self". This still does not occur with any other "held" interaction with M1 as input, re: repairing gens, healing, etc.

    https://drive.google.com/file/d/1neyp20P1ScjpV55jOZqvWdJqyC7tKQPb/view?usp=sharing

    …I am done playing for tonight…

  • Just ran into the same Were-Elk twice in a row and the second time I just DC'd the instant I saw Blood Favour go up and knew it was the same player, it had been a garbage night and I wasn't interested in playing against a stealth M1tress at The Game after facing them at Ruins. This is somehow actually worse than when Were-Elk first released as far as lullaby (at least you can hear the grunt when they raise the hatchet), but they were right on top of me and I could not hear the lullaby at all.

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906972#Comment_3906972

    I didn't say don't tone it down; I simply said it shouldn't be a skill shot. The original poster said "the Kagune Grab should be way smaller. As small as the icon that pops up when you're aiming." That would gut him for many console players. Analog sticks are not precise—the higher the sensitivity the less precise they are—and DbD doesn't have dead zone or response curve settings. Hitscan doesn't matter if the target is tiny and moving and the player is never able to maneuver to it and hit the button fast enough to get the hit. That's before input lag, frame drops, and the low fps come into play. Console performance affects every aspect of gameplay, and the more precise mechanical skill required, the more console players are excluded from using it. There must be some happy medium where he's usable on both PC and console.

    No, that was my bad, I'm max tokens on Hex: Eepy and misread what you'd said. I can only stand to use a controller on things like character action games and playing jumpscare Myers because the slow walk is spooky and then it's goofy as hell messing around at the gate. Throwing snipes and orbital hatchets? Miss me with that literally, if people are doing that with a controller, kudos to them, they're cracked. I totally get why they made Kaneki's power hitscan, and I don't think they should shrink the hitbox to the size of the 'reticle', maybe shrink it to a half or a third at most of its current size, or even make it the entire Survivor "pillbox", since that's still pretty generous.

  • @TragicSolitude said:

    I think the hitbox of the Kagune Grab should be way smaller. As small as the icon that pops up when you're aiming, really.

    If BHVR does that, every single console player who bought Kaneki should get a refund. He'd become as painful as Huntress, Deathslinger, Trickster.

    Making the hitbox a little smaller so that people have better control aimimg around survivors makes sense. Nerfing the length of his grabs makes sense. Making him a skill-shot killer would destroy his playability for a lot of people due to the mechanical limitations of consoles.

    If Kaneki gets nerfed, I'd really like it to be things like stun times or distances. BHVR tried to handicap Trickster's power by giving him recoil, which PC players barely felt but it made him impossible to play on console. Making Kaneki's hitbox small is going to have a similar effect, only console players are going to really feel it because PC players have precise aim with a mouse.

    He would still be hitscan, which Huntress, Deathslinger, and Trickster are not. If you click the hitbox you're still guaranteed the hit with no chance to dodge, the hitbox would just be smaller. The enormous hitbox is actually often frustrating when playing AS Kaneki - I'll want to latch onto the environment NEAR a Survivor to slide past them and cut them off, but the hitbox/grab icon takes up such a huge chunk of my display that I literally can't.

  • I noticed this, too. It's not as bad as it was on release (at least you can hear the hatchet raise 'grunt', originally you only barely could if they were right on top of you), but it's still too quiet. So it seems like we went from too quiet on all sounds to lullaby being too loud to distinguish distance/direction back to the humming being too quiet to tell distance/direction until they're close enough that you have full-on radius.

  • @MechWarrior3 said:

    I think this bug has something to do when using the brown addont Coconut. 🥥


    I have seen this happen but only when I use that Addon. Rarely happens.

    They were using Spyglass and Training Bell. This is not the first time this has happened, and it even happened a second time a few matches later the same night, different Houndmaster, no Coconut, Final Destination.

  • This has been going on for a long time. I tried this while playing Trapper in the first iteration of 2v8 after seeing a YouTube video because I was curious if it still worked. It did. After one person stepped in the trap I promptly picked it up and moved it elsewhere, it's so sleazy.

    About an hour ago I was playing Survivor with my sister and we were at Thompson House. She saw Trapper setting a bear trap on a combine near a hook with Kindred. I asked her to check when he left to see if it was invisible. She said it was, but she had the 'disarm' prompt, it was bugged under the floorboards and she never would have seen the trap itself.

    This has been an ongoing issue for nearly a year at least.

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