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BastardKing

BastardKing

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  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504698#Comment_2504698

    True but that's kind of the point if the really hard ones, you gotta work for it and some matches are I.possible. I remeber going for meyers 4 insta kills. It took me quite a few matches becusse some survivors figured it out and would stop you from doing it. The one I finally got it on went over 20 min bevusse the last 2 knew what I was trying to so but still tried to escape. Ended up being a really annoying match but can't really blame them

    God, I hated that achievement, just because people were dicks and would go in lockers, which there is no counter to. I four manned so many people and just let them die on the floor for doing that #########. That being said, yes, they are supposed to be harder, but MMR doesn't take into account the perks you use. They have said that. So if you win by using the best perks, good items/add ons, etc, then it suddenly says "Use generic perk that isn't actually useful" then it becomes impossible. Getting Adept with a killer when you first start using them versus if you have high MMR, for example, is a completely different challenge, because Adept isn't made to be viable if you are playing people at the top level.

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/280997/the-challenge-of-archive-on-sbmm-is-difficult

    Which challenge are you having so much trouble with? Appart from the broken ones I mean

    Some of the "Do this in a single game"s are really hard when the other group is extremely good. You require near meta perks to go against people in the upper brackets.

  • @wxnickxw said:

    Yah I know there's a work around but I kinda mean it more like teading in x amount when your a little short to buys something

    Maybe Iris could be used to buy specific perks/add ons without having to wait through the web?

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504672#Comment_2504672

    So is do 3 gens a good challenge then or do you have an example of something else that you would like to see?

    The glyph challenges are good examples, because you go out of your way to search for them, even it takes 3 games to do it. Also, other survivors cannot deny your progress. Neither can the killer with just a regular chase, unless they tunnel and camp from the start.

    Sabo challenges are good challenges because you can go out of your way to do it, and make a lot of progress because you CHOOSE to.

    Almost all of their "Complete in one challenge" challenges are good. Even if it takes multiple attempts, it is usually actually a challenge.

    Get X hooks in the basement is a good challenge, because you can go out of your way to try and get basement hooks. Get X regular hooks is not.

    Keep Calm is a great one; Succeed at 5 skill checks while within the killer's terror radius. You have to go out of your way to do something a little riskier.

    Hit survivors 50 times is a bad challenge, because that is just something you are doing anyway, it just takes a while to get that many.

    Open X chests is a bad challenge, because only 3 chests spawn by default. If you cannot communicate with your teammates, even if you bring a coin, they might start opening them. It is just you play several games till it happens.

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504577#Comment_2504577

    I would like the ability to exchange iri or gold shards for bloodpoints

    You can exchange iri for bp. Go to the shrine of secrets and buy any perk you already have unlocked.

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504640#Comment_2504640

    OK so again I ask what do you want? your not just saying do 3 gens is a great challenge becuase it can be done in one match and do 13 is awfull becuasw it takes 4 matches are you?

    I literally said it. Twice. Once in the original, once in the one above. How are you not getting it? I want the numbers reduced. I am saying "Do 12 gens" is a bad challenge because it isn't a challenge. It is something you do anyway, but it wants you to do it for a long time over a lot of games. You always get some progress. You don't actually have to DO anything except play. You just have to play for a long time. It is a participation trophy challenge.

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2504561#Comment_2504561

    I mean if they aren't fun you can just ignore them entirely. I'm not sure what you want, in the begging of the post you complained they were to hard and at the end that they would happen without trying. I think it's a nice blend but if you don't then what exactly do you think they should be?

    I did not say hard, I said tedious. As in, too long, boring, and uninteresting. All of them can be done, and progress can be made quite easily, but it is only made SLOWLY, and against high numbers. I want the numbers reduced. All of this is covered quite overly. You can't ignore all of them because some of them block significant portions of the tome.

  • When you PX a killer/survivor, it should auto unlock their teachables at that rank. P3 David, all your survivors have No Mither 3, Deadhard 3, and We're Gonna Live Forever 3.

    P1 Trapper, all killers have Brutal Strength 1, Unnerving Presence 1, Agitation 1.

    This would reduce the grind in a way that would still satisfy people who have played for a long time as well. It means each new killer/survivor that comes out automatically has all the perks they want.

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/280998/lower-chore-challenges-especially-for-survivor

    What's wrong with challenges taking multiple games? They are supposed to be well challenging to complete

    They aren't challenging though. They are things that happen naturally over gameplay, but only in limited amounts. I can go out of my way to do almost every killer challenge except 2-3, but only like, 1/3rd of the survivor challenges are like that. There is no challenge, no skill, just grind. And most of the time, they aren't even things you can go out of your way to do. Like I said, my current count is 7 games to do 10/12 gens. Because I get chased. I cannot influence that at all. So there is no challenge or gameplay on my part, just luck and grind.

  • They need to do ranked and unranked, so we can enjoy some casual #########. Sometimes I want to try weird combos.

  • @H1GHLVND3R said:

    Now the perk is completely useless, because chance that killer will go with u through pallet is rly low. I Think u should be able to drop pallets just from the start, that will make valuable if u can crawl to the pallet. It will be chance to escape like DS

    As long as the killer has the counterplay of being able to drop pallets and destroy them first. You know, giving one side actual gameplay instead of having everything you do automatically work?

  • @Dino7281 said:

    I am epileptic and I would actually love that.

    Gens indoor often has some flickering lights, which is really annoying for me. I just always try to get camera to an angle, where light is minimized.

    I post this every month, minimum, usually more. Whenever Lerys made me stop playing the game because of the migraines. I also got pinned down by a wrath because I could only look in one very specific direction into a wall because the gen wouldn't stop sparking in discordance with the sparking of the lights in the room.

    @bjorksnas said:

    Honestly I feel this I played a match on Haddonfield and the blinking lights in some of the houses were painful to look at for the 80 seconds I was doing the gens next to them, I'm not epileptic but I have sensitive eyes and honestly it didn't feel great

    For me, it's the police cars, but I getcha.

  • What they should do is that picking it up stops it for other people for 10 seconds, and removes it from the hands of the people after 20 seconds.

  • @Aqqw22 said:

    Finally for the first time in 3 years of dbd, that im happy playing with randoms. With SBMM game match me with people with my same hours I have 2k hours and get matched with others survs with 2k-4k hours. Before SBMM i was continuosly matched with new players 10-20 hours every game. I hope they turn on SBMM permanently

    Lucky. I still get a good game, but die, then play with people who try to urban evade a Legion.

  • @VikingWilson said:

    https://forum.deadbydaylight.com/en/discussion/comment/2488665#Comment_2488665

    Absolutely, it's not the SWF, it's the individual skills and game awareness of the survivors. Get a group of competent survivors and there's little, if anything, a killer can do. The high-end design of the game is totally around survivors to the point the killer all but relies on survivor mistakes.

    The issue with SWF really comes down to game awareness. Like you said, a solo with great same awareness is scary to go against, but SWF can substitute comms for skill, giving a false sense of ability.

  • @White_Owl said:

    More and more survivors are just getting better and better at the game

    Killers on the other hand don't? I miss the logic here...

    There are too many places where killers can't and survivors don't have to. That is what they really need to address. The biggest issues are god pallets, where there is just straight no gameplay at all. (Like, 1/3rd the pallets in the game, the ones in Lerys that block the whole hall, etc) Survivor reaches one, they win. It means the survivor doesn't have to improve, and the killer can't.

    The other issue is that they are not addressing the mobility issues, and instead are trying to add lethality, while 'pressure the gens' is becoming mantra. Wraith's biggest power boost for example was pressuring gens due to high mobility. He didn't actually get too much better in the chase. Killers like Trapper, Myers, and Clown are so weak because they don't have the ability to affect gens they are not right next to, compared to Blight who could just come dashing in, or Nurse or Spirit who can just phase on top of you rapidly, or Demogorgon or Freddy who can teleport to certain objectives. Nemisis, Deathslinger, and Pyramidhead are really, really good in chase, but they still have minimal pressure outside of their immediate area, and no mobility.

    Pinhead himself is weak despite a good design just because his global pressure takes too long to activate. I just got out of a pinhead match where a Kate and I spawned on a gen (2 other spawned somewhere else), and we two manned the gen before Chainhunt was halfway done. He got injuries on both other survivors, so they weren't working on gens. But imagine if two people working together COULDN'T finish a gen before a chain hunt started. That would mean he would have constant pressure and wouldn't need mobility.

  • @IlliterateGenocide said:

    sometimes this noise plays when you switch survivors in Spectator

    I was coming back to say that. I had this happen today. Anything that switches perspective then?

  • @SmellyGoat said:

    Or you could like uhh get better? Slugging isn't an issue at all, tunneling is avoidable via perks and generally being good at the game, and camping is counterable with perks as well as punished via proximity penalty points

    The fact that you're going to leave the game over a game mechanic means you simply dislike the game

    So, this guy is clearly salty about it, but these mechanics are problematic and shouldn't exist, but they are also there and needed because the game is poorly balanced. If a smart team does gens, you cannot possibly stop them unless you ensure someone is dead by 2 remaining max, so tunneling is necessary. Slugging isn't fun game play, but killers need to snowball pressure. Camping, well, you get penalized and you lose if the survivors are smart. Or, if the survivors are camping too, they are making your play the right one.

    For game health, the game really should be more high octane. Survivors should finish their objectives faster but go down MUCH faster than they do instead of the Scooby Doo chases we have now. I am talking terror radiuses being about half of what they are so there aren't huge leads, killers move faster, there aren't pallet after pallet after vault after pallet. Chases would need to last like, 25-30 seconds on a bad one instead of a good one. Picking up and carrying should be faster. Why does it take 10-20 seconds to pick someone up and hook them? If that was the case, tunneling and camping loses a lot of value, because seeking out other survivors has much better returns than it currently does. Slugging, they just need to fix as a mechanic. Maybe you disagree, but being slugged and looking for slugs is not fun gameplay. I only do it because the amount of pressure you compound is required.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2476496#Comment_2476496

    Yes they should definitely do that. Looking back, they were on a roll with Trickster in terms of testing things. Changing him upon release, then after that, then when Nemesis released. And they were messing with multiple aspects of him too: his Main Event, his initial throw speed, his hit indication, his add-ons. Sadly even after all that we have a killer that's barely acceptable and can't beat good teams. If they at least try to put in similar time into changing Pinhead, he's gonna be alright, potentially even a new high tier killer.

    Yeah, Trickster was an example of them doing fine tuning mostly correctly, but I still think they tried to do too many changes at once. Still, I like that they are now making it clear they will have a set schedule to review the performance of newly released killers.

  • @Seraphor said:

    I would reduce the range to something like 16-20 meters. That way it's still used opportunisticly by survivors in a chase, and doesn't lead to survivors leading the killer on a 5 mile sprint just to get a head on off.

    Uhhh, 16m is half the distance of a killer's terror radius... like, think of how far a Deathslinger Speargun shoots. That is 18m.

    @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2476486#Comment_2476486

    It's not hard to bait out a head on if you know someone is in a locker just fake them out a few times and they all come out eventually and the ones who dont even after like 5 or 6 seconds of faking just get pulled out of the locker.

    The reason this isn't true is because of how far to the side and even behind the locker the animation is, combined with grabs getting less priority than coming out of the locker. (Similar to gen grabs) As I said in that post, even if you trick them and they come out of the locker, they can start running for a solid 2 seconds before you can safely pass through the area, because it lingers and goes in a wide arc. The shape is closer to a C shape with the locker slightly inside the C than a D shape in front of it. I have literally had the grab animation start, only for it to get negated and get stunned. Smart survivors know they can just not leave the locker until the killer is practically right on top of it.

  • I just want to say, I love the term "Exodia SWF"

  • @danielmaster87 said:

    Almost the entirety of the changes either don't make much of a difference or they make him even worse than he was before. The 1 good change that sticks out is that the chains in the chain hunts won't spawn behind a wall and immediately break. Everything else though is just... what were they thinking? The chains still break immediately if the survivor goes behind an obstacle, or if Pinhead himself walks through them. You can now go into his first-person chain shot only for 6 seconds, and I'm assuming you still get the meter cooldown even after that. What's next, is Nurse gonna get that treatment too? His long range add-ons aren't even gonna matter, because like Deathslinger you're not gonna get anything from snipes because the chain will break on an obstacle immediately. Survivors don't even have to press M1 on reaction to start getting the chains off. They can be holding the button down before they get hit, so the millisecond a chain gets attached to them they're already getting it off.

    But the most insulting changes are to the box. To my horror, I discovered that a survivor simply holding the box being able to stop everyone else's chain hunt was not a bug but a feature! Looks like no lessons were learned with Twins. Sure, that one survivor holding the killer's power hostage is more vulnerable or whatever, but the whole rest of the team has little pressure on them if one decides to do that, and even less pressure if the killer decides to go for the person holding the power hostage.

    If you ask me, a survivor should have to solve the box in order to stop everyone's chain hunts, not just hold it. And Pinhead should be able to teleport when someone starts working on the box, not when everyone's chain hunts are already gone. What's the point of that?

    I wanted to be wrong, but it looks like I'm gonna be right. Pinhead is gonna be a contender for the worst killer in the game.

    For the holding the box thing, the issue is there are going to be trolls who hold the box and don't let anyone else solve it to cause problems. It should pause it for 10 seconds for all other survivors, then resume. If it is not solved in 20 seconds, it should leave their hands and teleport somewhere else.


    I think BHVR's biggest flaws as designers is being unwilling to make small changes more frequently. A lot of killers don't need overhauls or reworks. Just change some numbers in small ways, and make it clear that you are experimenting with the numbers. TEST if Freddy needed less pallets too, or if less pools was enough. Reduce them one at a time. Reduce Legion's CD by .2 seconds for a few months, see if it makes them more viable. Increase Wraith's speed while cloaked from 122% to 130%, then 135%, then 140%. That kind of thing.

  • Yeah, I absolutely agree with you, but I was here before the emblem system and it was... well, a different flavor of bad, really.

  • Head On is kind of a dangerous perk to give a buff because it doesn't have a counter EXCEPT that it is somewhat difficult to use. The thing about the crows stopping it from working is bugged, it still works. The angle is so wide and the effect lasts so long that it is really hard to miss, because even if you do and the killer comes for a swing after you are out and can start movement, they still get stunned. Basically, if you get in a locker in time, even if they know you are there, you get a guaranteed stun. Making it so you can also guarantee that stun saves another survivor by having them go down in range and staying in front of it makes it kinda OP.

  • Just played a second game, same add ons, on Chapel, and it worked just fine. No clue what the difference was besides the map, but something triggered Viktor to be a shy boy.

  • It's the killer having grabs taken away all over again.

  • I like how this acknowledges that maps are very heavily unbalanced. Instead of allowing the killer to choose to ignore a map, how about fixing the maps?

    Additionally, no, because once you get to the top tier of player, there are only 2-3 killers who remain viable, and they will just ban those. Like, upper middle tier players, you can still get crazy skill pigs and clowns who can get 4ks. At my level, when I am with a full squad, it takes a Nurse who can perfectly blink, or a REALLY good Spirit or Blight.

  • @Duke_Ragereaver said:

    i feel its unfair to give me a 5 minute ban because my internet hiccupped for one bloody second, like litterally maybe even less, my internet was down for so short that my internet radio didnt even stop playing, but i immediatley get kicked out of the game and banned. Pepehands

    I agree if it is an extremely short reconnect time and it is only allowed once per few matches. It always sucks to see legit DCs where you are chasing someone, they start running into the wall, and bam, it's a 3v1 at 4 gens.

  • @jajay119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2458137#Comment_2458137

    From what is said above about the OG moris, I don't quite think being able to down and kill someone instantly is on the same par as a key for which you need to have completed 'x' amount of gens and had to find the hatch which randomly spawns. The moris seemed way overpowered compared to keys. Moris now require at least one hook do they not? The post above said two but I have DEFINITELY been mori killed after only one. Both actions now require a prerequisite. I do think it's more balanced with the key still being harder to use effectively.

    I think the best course of action would be, like I said, to take keys off the bloodweb so you cannot ever go into a match with the aim of finding a hatch, you should only be able find a key in match and only.

    I'd say we could limit the hatch to just the person with the key... But then I think you have to be fair and open the 'should killers only get one/ Two moris per match?' argument.

    If killers don't want two or three survivors getting easy escapes then killers shouldnt get the same amount of easy deaths.

    You have to be on death hook. The only time it saves is picking you up and carrying you to a hook. The oidest ones, where they had to down you, were too OP, and it was right they were nerfed. The ability to kill someone after hooking them once and current keys were much closer and power, and even then, a lot of people said they should both be nerfed, and there was not much disagreement. Moris were nerfed to being useless, as the biggest suggestion was make it so Moris required each person get hooked once before using them. (Except Yellow, of course)

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2458004#Comment_2458004

    No, I mean for all the extra Kills Killers are going to get by the removal of keys. The developers balance the kills/survives at roughly 2 kills/2 escapes. With all the extra kills Killers are getting, they would need a nerf as a whole.

    They did. It was called nerfing Moris. The same way keys are not an inherent part of the game, they are brought in to cause a distinct disadvantage for one side, Moris were the same. They nerfed one. They did not nerf the other.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/2456515#Comment_2456515

    It's not a prioritization, the survivor just has a better connection to the server and the pallet drop registered slightly before your hit.

    Sounds like an internet issue.

    It literally is prioritization. They recently announced they were changing it, and it became an issue.

    @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2458036#Comment_2458036

    just cause the view shows they got the hit, aint meant anything, sure it annoying that it makes blood and a scream but there patchin that out

    Just cause the view shows you hit the killer with the pallet before you got hit, aint mean anything. Sure it's annoying, but accept you were hit.


  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2458001#Comment_2458001

    Wrong! Hooked and downed again! 😉

    And I would hardly compare completing four generators to four hooks! And again, needing to find the hatch, gather all survivors there with the key, and the killer doing nothing about it. Why they added the hatch offerings for survivors I have no clue.

    But to show how badly moris affected the game speed, realize they were nerfed twice. Keys have received no such nerf because they aren’t nearly as game speed impacting at all. Survivors have already worked a great deal toward their objective.

    First off, if you look at the top tier players, it is easier for them to do 4 gens than for the killer to get 4 hooks, let alone a kill. They rarely need keys just because they know they can end the game easily.

    Everyone keeps saying it like keys only do something after 4 gens. If they did, that would be more defendable. But if happens if you get 1 kill after 4 gens. Or 2 kills after 3 gens. Or automatically, no matter how many gens they do, and even if you found it first. The MORE the killer does, the less the survivors need to do to use a key. A better example of when it had at least a LITTLE counter play was when if you killed them at five gens, the hatch didn't spawn at all. Also, since the killer cannot grab anyone anymore, all they have to do is make sure anyone who goes down goes through the hatch next. An entire group of survivors can get through a hatch in the time it takes a killer to down one with auto attacks.

    Keys NEED a nerf, but have NOT been. Hell, Billy didn't need a nerf, but was. Whether they nerf something or not has nothing to do with whether they needed it, and cannot accurately be used as a measurement of such.

  • @Marik13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457244#Comment_2457244

    *Plague with her iridescent incense has entered the chat*

    For real this add-on is so broken in terms of free information that it makes looping and mind gaming Plague near impossible. Nemesis' zombies are nothing in comparison to this.

    *Oni with his iri add on laughs at Plague*

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2457964#Comment_2457964

    no im saying with hit validation these hits you were never meant to hit. that all. don't know what you don't understand.

    "Also. Jajay, stop going to threads and complaining about unrelated things" ah yes, beaing on this thread about hit validation and talking about it is unrelated, get a grip

    Here is what you do not get;

    There is the killer PoV.

    There is the survivor PoV.

    Due to server lag, they are slightly different.

    When you say "You were never meant to get these hits" even though they do get these hits in the killer PoV, you are saying the Killer PoV is the incorrect one, and the survivor PoV is the correct one, because the survivor's positioning is what the server favors in an interaction over the killer's.

    And Jajay has done that in several threads. Hitboxes are unrelated to hit validation, mechanically, and not what is being discussed.

  • @JanelliBee17 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2456439#Comment_2456439

    I am conducting my own. Thank you. I just began so I don't have much but out of 10 games 7 were against. Tunnelers.

    That is called anecdotal evidence from a narrow range of the game play. 7/10 games is hardly a proper sample size in a game this large.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/275642/remove-keys

    I agree, remove keys and nerf Killers to compensate.

    They already did. Moris were nerfed significantly. How do survivors forget this? They literally said keys were to follow shortly, and never did. ~9 months ago.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2456019#Comment_2456019

    If three escaped in the hatch, they did four gens bud. And got to the hatch with a key together escaping your grasp. That ain’t nothing.

    "If four people died, that means he hooked 4 people bud. That ain't nothing." - Old Moris. Removed because they weren't supposed to end the game early.

  • @Ravio_Li said:

    https://forum.deadbydaylight.com/en/discussion/comment/2456409#Comment_2456409

    Tell me you only play killer, without telling me you only play killer.

    Keys are only a problem if you struggle to keep pressure. Run Franklin's. Run a hatch offering and camp it when it spawns. There are things YOU can do. And honestly, if you're really seeing more than a key per session, I think you're either unlucky, lying, or your playing too much.

    Things YOU can do to keys: Franklin's Demise, Hatch offerings go both ways, if they bring one you know where it is, but bring your own, or a map offering without a shack/main building to counter that. And finally, this is the easiest thing you can besides going AFK and not giving them the satisfaction, is to just not care about it and play the game. Actually, there is another thing you can. Dodge the lobby. It's really not that hard, and remember: The killer sets the pace of the match, if you don't think you can handle a squad, just dodge the lobby or adjust your build.

    Stop asking for your hand to be held at every step of the game. I used to only play killer, but god everyones complaining and getting nerfs to survivor stuff made killer just so boring.

    Red rank 1 survivor and killer, all achievements unlocked except Adept Leon, all perks on my main survivor and most killers. 2000+ hours. I saw server lag from both sides, and like I said, I just adjusted my play as survivor, which is something you cannot do as killer. Again, show me your survivor bias without showing your survivor bias; if you disagree with a survivor, you have to be a killer main.

    Pressure has nothing to do with keys, because success has nothing to do with keys. The hatch spawns no matter what. Camping hatch doesn't work because they can just do the gens and go to the exit gate. Especially if a hatch offering was used. Hatch offerings LITERALLY only benefit survivors with keys. Almost everything you have said in that post was flagrantly false. I am disregarding your opinion as trolling now.

  • @IlliterateGenocide said:

    It seems fine to me, the Hits you got before the validation you where never meant to get, now that you cant get them it feels a little bad, survivors have felt this way for years. tho i wish they got rid of the blood and hit noises that annoys me when playing killer

    "never meant to get" means you agree the survivors PoV in this game means more than the Killer's. Which, given that it is harder for a killer to get a hit than throw a pallet, I have stated I heavily disagree with.

    Also, jajay, stop going to threads and complaining about unrelated things.

  • @Tekno_Badger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2456525#Comment_2456525

    I could live with it if the corn gets thinned out. Honestly, I wish a lot of maps looked eerier though. This game lacks a creepy atmosphere, which would make it more immersive and fun. I could get over the ######### game balance if it had better atmosphere

    Did you ever see when The Game map bugged and had no ambient light, only that generated by actual light fixtures and generators? It was HORRIFYING. I loved it.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2456451#Comment_2456451

    Well, isn't it fair now?

    Killers see hits, which get denied and survivors see exhaustion. which get denied...

    Both things are annoying, difference is that survivor see it when use Dead Hard too late, killer has nothing to do about it.

    They see it 'too late' because on their screen, it is just in time. It isn't fair, but the issue is how out of sync the servers can get for things that can require precision timing. But I agree, a survivor can dead hard earlier, but a killer cannot do anything.

  • @Tekno_Badger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2456454#Comment_2456454

    Keys can't open the hatch without some charge left, actually, so Franklin's does a bit

    Oh, my apologies. Recent change, didn't notice it in the patch notes.

  • @Tekno_Badger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2456481#Comment_2456481

    I preferred the old look actually, evening better suits a horror game. And corn rows could be thinned out like the corn is dying. Again, suits the game theme

    I can respect that, but I prefer the new stuff.


  • @TacitusKilgore said:

    I say its fine, you can't lunge through pallets anymore and get a hit while you are actively having wood slammed on your head. For the most part, its just buggy. It shouldn't play any audio or make any blood splatter, since not getting the hit means the server actively deduced that you did not hit them, and thus did not injure the survivor. Survivors don't really have "Pallet I-Frames" so much as the server registers whether your m1 connected before you were stunned. If you were stunned first, because of spaghetti code, it'll play all the SFX of a survivor receiving damage, but they won't actually get hurt. As im sure you've noticed as survivor though, you don't ever see the killers melee connect with you. On your screen you got a perfectly normal pallet stun. Its all server side, what looks like buggy baloney to the killer is a perfectly normal interaction to the survivor. All that really needs to be fixed is synchronizing what the killer and survivor see when interacting with a pallet. Overall should make for a less frustrating game when they do this, no more jaw dropping "HOW DID THAT HIT ME???" moments, and as a killer you won't really notice it much since you'll just be playing normally, minus the ridiculous hits.

    This still means that if my connection to the server shows that I hit, and the survivor's connection to the server shows they weren't, the server now prioritizes their positioning over mine. This is especially problematic with pallet vacuuming making a return lately. I can lunge through a pallet when they thought I would respect it, see my weapon connect, have them make a noise, NOT have wood falling on my head, get stunned, and have all that I did taken away. But the survivor never has what they did taken away, because the calculations the server did, if I am interpreting the video they showed, always gives priority to negation. The reason I am saying that it needs to be more killer sided in it's analysis is that with the exception of 5 killers, the killer does not get to determine when the hits happen. Survivors have control over chase interactions in the game as it is. A killer cannot just 'get a hit', the killer has to outplay the survivor or the survivor has to make a mistake. A survivor determines when the pallet is thrown, not the killer. They have every ability to just throw a pallet early. A killer is limited in when and where they can interact with the survivor. Since they can already determine the location of the chase and the time when the pallet goes down, they should not also have the preference in server ping for these interactions.

    Basically, if I am playing survivor, and the killer's connection seemed a little wonky, I just dropped the pallet a little earlier. As a killer, I cannot make that choice. My only choice is deciding when I attempt to hit. Since Killer cannot make their action, successfully, earlier, Killer should get the preference.

  • @Tekno_Badger said:

    It's so dumb. Those maps have some of the strongest pallets and buildings, but apparently that wasn't enough. BHVR doesn't give a f*** about killers

    I often agree, but this, I think, is just aesthetics. While difficult to play in, near impossible for those of us with bad eyes, I have to admit the farm maps look AMAZING now.

  • @fcb said:

    i'm kind of new to the game so I usually forget when the hatch spawns (I have looked it up before). the key feels kind of a cheat to me, not only I have to patrol gens but I also have to patrol the hatch, and god knows where it is.

    hatch should only be available in 1vs1 scenarios. if there are 2 or more survivors they should do the 5 gens. btw I also don't like 99ing the exit gate, progress should be like totems, if you stop for some reason before reaching 100% then you go back to 0%.

    There is no point in patrolling the hatch if they have a key. There is absolutely no option you, as a killer, have during this. If they have a key and they find hatch, they win.

  • @Tekno_Badger said:

    Here's a solution I came up with:

    Make unlocking the Hatch take 8s, and regress this progress by 20% every second it is not being opened.

    Allow survivors to be grabbed while unlocking the Hatch, but not when jumping in. These should also be 2 separate actions.

    Make Broken Keys look different so as to distinguish them from the two that can open Hatch, and increase their usage time to 20s.

    Make it so keys require minimum charge to unlock a lock too, so interrupting them has some benefit. Currently, they are powerful detection tools AND hatch escape mechanisms. And perks like Franklin's don't do anything.

  • @Red_Beard said:

    Server validation is part of dead hard now. If the server sees the hit first even though on your screen you see the exhaustion status pop up, it refunds you the exhaustion.

    Edit: The only time you should be on the floor exhausted now would be if the killer swung late and the hit came after the dead hard i-frames, which it should function that way, or because of the optimization issues the game has which sometimes causes the survivors game to freeze and the killer hits them after the animation but the survivor can't really tell because everything is frozen.

    This is, unfortunately, not true, or not working as intended. I have had several survivor games over the weekend that had the dead hard issue. I have seen it happen to other people, where I would only find out a survivor had dead hard before their third down because of how unreliable it is. You really do have to use it early pretty often.

  • @DetailedDetriment said:

    The pallet validation is horrible. Killers lose hits that they should be getting, and the scream without getting a down is disorienting.

    Also, Huntress doesn't need yet another nerf because of servers.

    I legit tunneled a Tapp because I thought he was hacking because he took 3+ 'hits' to get downed every time when I first saw their 'validation'.

  • @JanelliBee17 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2454785#Comment_2454785

    Camping and tunneling are NOT strategies. Tunneling and camping is like giving someone a toolbox to do a job and that person tries to do that job without the toolbox. It's pointless. I am actually starting to pull statistics of my own and on average tunneling/ camping occurs over half of the time. Also, there are no perks that help with tunneling. The false notion and misguidance that DS will help you against a killer is mind-boggling. Have you been a fair player, but not an amazing player, and used it to stop tunneling??? Yeah no! That answer is going to be no for any player who has gone up against a REAL tunneler. I have literally had teammates run in and get downed, slowing them down enough that I should have gotten away because they hook that person. No, they're hell-bent on getting me. But it not only is always me. I have also been the downed individual. Just recently against Freddy who wanted my friend. Downed me. My friend almost lost the loop until the Freddy noticed the Steve healing me. Still was not enough as we got away and he found the teammate again and then hooked them for the third time. That's not a strategy. That's not skill. And its blatant disrespect for the game and all survivors who play it. And anyone who doesn't agree... they are the tunnelers. Tunneling cannot be stopped. Camping can which is the lesser of my worries in all honesty. Also I have only ever refaced the same killer one time, ever. So that rule is literally useless and just shouldn't exist then.

    I would love where you are pulling your statistics from.

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