Bwsted
Bwsted
About
- Username
- Bwsted
- Joined
- Visits
- 7,609
- Last Active
Comments
-
You understand the challenge correctly.
The good news is that your challenge is simply stuck, which is a general glitch for all archives. Try completing a different one and come back to this one later. That should fix the issue.
Source: I did the challenge about an hour ago.
Sidenote: I suggest inverting the order of the throws and leading with the antidote, to account for the activation delay, followed by the tonic without hesitation. You must be at a loop. It won't work very well if they're holding W in the open.
-
@FellowKillerMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2445461#Comment_2445461
It sounds like a good system, but if it's working, I don't understand how so many hits can be denied on my end, and many different streamers' end (or a variety of connection types).
What made me really skeptical was my experience lastnight, where a survivor and I ended up on the same side of a pallet with me stunned, and my hit denied. Being hit by a pallet while on the same side is dumb in my opinion, but it's not terrible as long as I get a hit, too. Except, I didn't get a hit. How is that fair? We were literally right next to each other, and I swung at them, but because I was stunned my hit was denied?
Same-side drops are borked right now. I suspect the stun box glitches behind the survivor. So, the killer lunges into a stun area that extends beyond intended.
-
@FellowKillerMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2445333#Comment_2445333
It's actually not mentioned in the past four dev updates - at least nothing about priority. I remember them saying that in the past, but thought it was removed when hit validation was implemented. All I found was that in the July notes, they discuss adding a pallet stun validation. Although, I can't find a clear explanation as to why these differ. From the July notes, it seems they've combined the validation for hits near pallets and pallet stuns into a single hit validation? Whereas before pallet stuns and hits were separate?
I don't see how this is fair, though. Because before, getting the hit was a toss up. Sometimes only I was stunned, other times it was a trade-off. Now, I'm always stunned and damage is negated, even when we're both on the same side of the pallet.
It's like getting the stun as survivor after the patch is more guaranteed than getting a hit was as killer before the patch. Now, there's never a trade-off - if the survivor makes it to the pallet, they get away uninjured.
I'm on mobile right now, so maybe I'll check later. But the basic system is still the same, i.e. the hit happens killer side. What they added with general hit validation is that if the server 'sees' too much discrepancy between the relative positions from the survivor's perspective and the killer's due to killer's latency (lagging survivors remain penalized regardless) then the server can step in and deny the hit.
In practice, the parameters are very relaxed and it almost never happens.
For pallets, it's slightly different because they use a first-come first-served system. Whoever communicates the action first (stun or hit) to the server takes priority. It doesn't matter if on your screen it looks like the the pallet is still mostly upright. The event has already happened on the survivor's screen and they beat you at server time. Conversely, it doesn't matter if the survivor drops the pallet, but you already hit them on your screen and you beat them to the server. In that case you take priority and the hit registers. The system puts the same burden on both sides.
-
The default spread is 6 ranks either up or down, which is already large. Add to that that parameters get relaxed as queues increase and that brown ranks have very long wait times, it's not unusual to have a lobby matchmade like that.
Is it fair and balanced? Probably not. But that's why they're testing a new system to supersede thd current one.
-
@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.
It's literally in the dev's notes for the pallet change and in every notes about hit validation.
Originally, hits were exclusively client-sided for the killer. If a hit happened on their screen, then it was awarded no matter what.
Now, the system at base is still the same, but in time they added a few exceptions, such as the pallet interaction.
-
It used to -only- consider the killer's perspective. Now it only considers the server's perspective. You've just been playing with an unfair advantage all this time, making the new system feel unfair.
/thread
-
Yes, he does. Not sure why they made it that way, tbh.
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2443640#Comment_2443640
The stats are still total bullshit. Does anyone really believe pig or Freddy is better then nurse...?
That's not at all what was being discussed. It wasn't what I stated and it wasn't what the poster I was replying to was stating.
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2443705#Comment_2443705
I 4k 80 % of my matches lol. That still doesn't mean maps arnt lopsided. Gen speeds arnt lopsided. And that most killers. Including Freddy. Get ######### on by good survivors
So, what is your point, then? That maps, gen speed, etc. won't be lopsided anymore when you 4k 100% of your matches?
Because this game has flaws, but your thought process has more.
-
@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/comment/2443562#Comment_2443562
Those kill rates are false and shouldn't be used to say how many kills a killer is getting as things like survivors killing themselves on hook and i'm pretty sure DC also were counted in the kill rates i could be wrong about the DC. But it does count survivors killing themselves so the kill rates are higher then what they really are.
Trials with DC's were expressly excluded from the stats.
-
This is pvp. Nobody is getting scared anymore after 10 hours tops. The horror aspect is just a theme for a multiplayer game.
Achieving the respective objective should be challenging and rewarding regardless of side.
The game should be balanced and fair. Nobody should be op. This is not a place for power fantasies.
If you prefer to take on an op character, I suggest you try playing Deathgarden. Oh, wait...
-
It's possible. It's a business transactions. It requires parties involved to reach an agreement and the deed can be done.
The best chance is if whatever game Netflix got involved with flopped. So, they would be incentivized to turn back to dbd.
-
@NomiNomad said:
If I remember right, doing the 'emotes' count as actions. The pointing and waving.
Or, at least they used to, I'm not sure if they still do.
It's been patched.
In general, survivors need to perform game-progressing actions, or simply move around tiles, and they'll avoid stillness crows.
-
4 minutes is very likely too short for them to consider it griefing. However, every time you bodyblock for minutes before EGC, you're threading a fine line and understandably so.
-
@MrDrMedicman said:
this isn't a bug, but a feature of the way they handle lag now. pallet drops are given priority
Drops aren't given priority. Whoever communicates the action to sever first takes priority, whether the stun or the hit.
-
The syringe is not that problematic anymore. It's simply good stuff, as it's supposed to be. It can be annoying because it's used in-your-face style, but
Bnp needs looked at because it can be stacked in certain ways that it shouldn't.
Other than that, survivors don't really have broken stuff, not even the styptic. If anything, they have a lot more clutter than killers do. Even killers who don't have many good add-ons.
-
This one takes the cake together with Mclean's legendary "you're free to speculate" weasel out.
-
It would cause a real risk of power creep. I don't see bhvr ever introducing something like that unless it's accompanied by a burden of conditions and failsafes.
-
Most survivor add-ons need a pass and streamline. They have too many add-ons considering the number of items and most of them are useless.
-
PH is triangle head.
HP is hell priest.
-
Instead of random spawns, I think it could be made so that at the beginning of the trial he can collect traps from lockers one at a time, until the max number of traps on the map is reached. Of course, he gets a trap from a locker only as long as he's not carrying his max.
-
We'd need to know how the actual match went. You said nothing about it except very general remarks about the game not going their way. There are some severe bugs right now in the ptb. If they were being affected, dc'ing is logical in the ptb.
-
@lav3 said:
I would just recommend bringing Cypress Mori to be honest. Some might act petty knowing you are doing that achievement. Some might not know you are doing that achievement and don't want to get stabbed. Feels bad to fail that achievement anyway.
Mori offerings don't count toward the achievement.
-
@Clowning said:
Every time this is posted there's a strange amount of people saying that the last person running into a locker is okay, because they're "not supposed to help you". You know, the same people that'll hope for a hatch or expect the Killer to walk to the opposite side of the map after every hook.
Thing is, if your entire team is dead and you know that the other person's cleanly going for that achievement, hiding in a locker is just petty.
And that's all it is, people being extremely petty, because god forbid we're nice to the other side once in a while.
It's not complicated.
Killer --> kill
Survivor --> survive
They're both literally pursuing their objectives. Lockers are a counter to the tombstone mori. If the killer wants it regardless, the survivor is making the rational play by forcing the pick up and trying to escape after the wiggle off.
The survivor is playing up to their last card in order to escape. That's their game objective.
I'm more surprised about every time this topic comes up, how there's always someone expecting survivors to hand out a freebie. But otherwise, we immediately and rightfully jump at survivors' throat every time they try to use the rulebook.
Talk about peak entitlement.
-
Take my money.
-
And one of the new entries is the worst map in the entire game for gameplay.
Pretty good so far.
-
@hagling said:
https://twitter.com/DeadByBHVR/status/1427279180438417417
there's one answer, at least.
And if I have the original ones and then buy the generic ones, I can have duplicates of the same perk?
Poggers. Imagine stacking Cruel Limits. Clearly op asf.
-
There are no iframes in the animation.
-
2.5k hours, 179 achievements.
-
It's a rare bug, but it's existed for a long time. Sometimes it even happens if the game is canceled on loading because someone else dc'd.
-
Usually when this happens in games, it's because new public hacks become available.
In this case, I suspect the spike might've been caused by the modding patch. So, many of those who used modding not for customization, but for unfair advantages, have now turned to more aggressive solutions.
Totally unrelated, I'm sorry I haven't contacted you yet after reaching out in your looking-for-players thread. I've been playing only dailys for a while due to some irl committments, but I'll be back fully in about a week.
-
Don't use the first tactic. If survivor one leads you to the survivor two after you've taken 'friendly' contact, you both will be reportable for teaming, even if you kill everyone in the end.
It's already happened and then people came here on the forum to cry. A potential ban is not worth Adept.
Here's a better strategy. Take note of where the hatch is before you hook the next-to-last survivor. The end.
-
@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2430526#Comment_2430526
you know that 2000+ ping don't necessarily mean hacking?
It can be simply shoddy internet, even if you are for example in the US. because big provider companies rather spent money they got from the government to make sure everyone has fast, stable internet on big mansions for themselves.
The description in the OP is 100% a hack. I've encountered it multiple times, as I have players with unstable connections who weren't cheating.
-
Don't do that. If the other survivors recorded the game, they could report you for teaming.
And no, the fact that Bill was hacking won't save you, because they might have not caught that on tape.
Next time record and report, but don't break the rules yourself.
-
Same reason that prevents hooked survivors in 2nd stage from hearing a TR.
Because this game is pretty good so far. That's why.
-
Still not worth it on Nemesis. Same for enduring, imo. Stbfl is one of his best perks, but that's fairly well known.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2429014#Comment_2429014
Actually, yes, breathing is a way to track healthy players on Nurse when they do a good job of blocking LOS. And I find it ridiculous that human survivors with Iron Will don't require oxygen at any point in the trial, injured or healthy. The difference between a healthy player running randomly without Iron Will vs with Iron Will is that you can hear if they path poorly. Iron Will allows the survivor to break LOS and have nearly unlimited options because it deletes all sound. It's akin to a killer not having a red stain/TR with zero conditions or counterplay other than dealing with it.
I play Nurse as well. You skated around a crucial point of my question. How do you track their breathing through chase music? The reality is that you don't. That makes healthy survivors and IW injured the same for chase purposes. I chase IW users the same as I chase healthy survivors, knowing that I have to be careful about making certain plays.
I don't think it's necessary, but I'd understand if they added breathing into IW. My point is that it will impact stealth way more than chasing potential and unique pathing, which seem to be your main concern over the former. And other nerfs seem pointless and would just push a very good yet still balanced perk into the realm of unworthy inventory clutter, of which we have already plenty.
If you're concerned about counters, I just described it for IW in the first paragraph. I will add what I always say on this subject. Not everything needs a counter on a micro level, as long as it doesn't create imbalances at the macro picture. That would be unfeasible anyway from a design point of view. There are plenty of examples for both roles in this game of situations that don't have any meaningful counters. Not all of those are problematic. What was anyway the survivor's counter to old Stridor, for example? To run No mither with IW?
The crucial issue here is that the Devs nerfed, or shadow nerfed Stridor, instead of fixing sound interactions at a global level and possibly avoiding taking a look at Spirit's power directly, if that was one of their concerns. That's my main gripe with the whole change.
-
I just noticed your nickname. Well played, you got me for a moment.
-
This has already been reported with screenshots in the past and for a long time. Amazing that they still haven't fixed it.
-
@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2429028#Comment_2429028
Anyone having a date on when hell will freeze over?
Probably this year. They have a test running now, but they were wise and hid ranks. So, this time they can tell us directly the system is working as intended and ship it.
-
No, it's just the game being crap. It's a bug that has been happening for a long time. Servers randomly decide that it takes them their sweet time to realize someone didn't load into the trial.
-
How do you chase healthy survivors?
Please, don't tell me by tracking breathing through chase music, because that doesn't happen, unless it's like a Jeff or Jane right next to you.
You get my point.
And there's an activation condition. They have to be injured and one hit to down, or the perk literally just occupies the slot.
Is there no input from the player? That could be said about dozens of perks. It's not really a requirement for good design. Dead Hard does require input and it's one of the most hated perks in the game.
IW is a good perk. It's not gamebreaking or unbalanced. If we nerf good perks, then we inevitably get more of the same meta.
-
Throw rate + movement speed, or stacked movement speed.
-
MMR was so survivor-sided that at 2k hours of maining killers it kept giving me teams of brown ranks with 2 or 3 perks and below 100 hours each.
Bhvr definitely showed all their bias in favor of survivors smh. s/
-
@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/2426735#Comment_2426735
The devs provwd multiple times already that they are really good with using red herrings to distract us.
And they LOVE to fool us.
Not saying its not Hellraiser but i just dont believe it to 100%.
There's 0% chance they used the name of a copyrighted franchise only to pull off an advertisement stunt, let alone for a different licence. BHVR would find itself knee deep into legal manure and fees until they'd drown.
-
There's no fix because the distance is literally intended.
-
@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/2426407#Comment_2426407
Which map do you bring? MacMillan, Azarov and Midwich are the popular ones from what I've seen
Any map that isn't Lery's, Hawkings, or RPD.
-
Nurse if I bring a map offering.
-
Press m2 to hit in animation lock with ranged chains, or cancel to m1 if they don't use the vault/pallet.
[Insert name] status effect to send survivors to copypasta cages of atonement.
-
If I were a betting man, it might be something that was supposed to come with next chapter, but part of it was inadvertently put into last patch.
As for its utility, it appears to have none at this stage.
-
Pretty good job so far, honestly.