Bwsted
Bwsted
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@mintchapstick said:
https://forum.deadbydaylight.com/en/discussion/comment/1841094#Comment_1841094
Tbf the Spirit could have just had really good headphones. I have expensive headphones with spatial sound and I can hear the craziest things.
Stridor makes you actually louder and if you have Iron Will you can hear yourself.
I knew her full 'official' loadout because she had only slowdown perks which all have visible effects. Yet, I and a Claudette both made grunts of pains when injured despite Iron Will and the other two survivors where very loud. The killer had extra perks. It's an actual hack, look it up.
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@ToastyBois said:
https://forum.deadbydaylight.com/en/discussion/comment/1841108#Comment_1841108
Aight so I’ve never done this kind of thing before, haven’t had to. I’ve recorded 90 or so seconds of him shaking his head no, what from here. (Ps5)
You will need more than 90 seconds.
When the match ends, report him in the end game screen.
Then send a ticket and your proof: https://support.deadbydaylight.com/hc/en-us/requests/new
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@[Deleted User] said:
being trapped in the corner forever?
record it, get the name (and if they're on steam and you're on console, good luck), report it under keeping the game hostage. not much more you can do.
This^. And I stress the record-the-game part. Even if it's only from now. Otherwise, nothing will happen to him.
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No mither players that couldn't be picked from a locker or hooked. They could also freeze other survivors in place and disabled my power or the ability to interact with pallets.
Insta gen completion.
A Spirit with hidden Stridor.
A Huntress running Bond.
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@Killing_Time said:
https://forum.deadbydaylight.com/en/discussion/comment/1840726#Comment_1840726
Survivor is braindead to play. It's no secret survivors only die because they're either fooling around or just don't like the killer. Threat changes would give survivors the true challenge they need.
Typical statement of someone who would last 15 seconds top in a chase before going down in 2 m1s, but then gets looped for 5 gens because me holds W and me takes 3 steps back when going near any pallet.
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Thanks! This one worked.
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@Mandy said:
Making hit boxes smaller is not as simple as it sounds, due to the fact that all maps would need to be reworked all over again - it's a massive job, plus it wouldn't solve anything.
Hit Validation is going to be a work in progress I guess, it's currently active and is definitely better than the initial trial version of it and there's probably more updates to be made to it (this is a Live game, so changes to things like this are always to be expected).
And there's more than one server in Europe, there's also one in the UK as well as in Germany. Russia is unlikely to get their own server.
Sorry Mandy, I will have to hard disagree on the Hit Validation part being better than the trial or than anything else. I just can't see how something that is currently doing literally nothing at all could be qualified as 'better' in any capacity.
Just have a look at the feedback thread you yourself started for many examples of that. Or, you can simply test it by VPN'ing to a server oversea and playing a killer match without having one single issue.
Not trying to be confrontational, just being honest. I get it that it's a work-in-progress and that's all fine for sure. But it's a work-in-progress that's currently not working. That must be said as well.
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'Balanced'
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Op: no EU killers
Me: am I a joke to you?
Jokes aside, I know what you mean. You need to keep in mind that Russia has lots of players. So, you're bound to run into a lot of them. Also, with the lag, playing survivor is probably very bad for them. That might encourage them to stick to killer, where latency gives a very distinct advantage.
I will agree that hit validation currently does nothing. I will also agree that some of them should be connected to Asian servers (went against a couple whose displayed location was a LOT closer to India or Singapore than Frankfurt), yet they keep getting re-directed to Central Europe.
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They might've tried to make you crawl out the gates without realizing you had no bleed timer left. Regardless, they were dragging it out a little too much, tbh. Just as it's annoying when survivors wait at the exit gates without nothing else to do (i.e. no one to rescue and the killer is not there to farm points), then there's no reason to keep delaying when letting the last survivor go. If you give the gate, just give it and let everybody move on.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1838354#Comment_1838354
That build is trash tbh..corrupt just makes ruin undying weaker
It's a tournament build, tried and tested beyond our speculation. Of course, they wouldn't use BBQ and replace it with something like surveillance or other stuff. But it's the strongest build in the game.
@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/1838373#Comment_1838373
He can be as good as he wants, I strongly believe that a kill streak by running the strongest stuff on the strongest killer on a game played mostly by casual players is NOT an achievement, and actually something to frown upon (other than the fact that pls, one must be playing with his feet not to 4k with that build, even in maps like lerys, so it's really nothing special)
Also didn't know about the stretched res. YIKES.
I mean, I caught a stream during that win streak. He was mostly slugging everyone, then camp the one with the most bleeding timer left and picking them up as soon as the others bled out, in order to deny hatch. I don't think I've ever seen content more sad than that. Even Insidious Bubba can be funny for the jumpscare, at least the first couple of times. I don't understand the appeal of watching someone with thousands of hours stand on a corpse for 4 minutes game after game to get a meaningless streak when using the strongest stuff in the game against the average potatoes.
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I'm pretty sure that happened even before crossplay with consoles.
@JimbusCrimbus said:
Or maybe they have a brain, and know that 99ing exit gates is stupid.
And yes, it's stupid. I've died far more times because some nimrod 99'd an exit gate and I hate to stop in the middle of a chase to try and open it than I have because it was popped early.
And don't give me that "but but but BLOODWARDEN ERMAGERD" crap - it's a perk less than 5% of killers run.
MORE TIME IS ALWAYS IN FAVOR OF THE KILLER. LITERALLY ALWAYS.
99'ing is situational, just like opening.
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Does too little for the slot invested. Not to mention it reveals itself if the survivor cleanses a dull. It's pretty much a decent hex mostly with Haunted Grounds and only if Haunted is cleansed first.
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@SocialDistomancy said:
remove the dedicated servers so killers, being the game is probably still programmed to favor them in local hosted matches, can run ping throttling and IP filtering software tot urn the game into a nightmare again? or so that pssed off swf that manage to get beaten can ddos the killers again being able to easily get their IP with literally no effort? I'd take even ######### dedicated servers over that bs, I'd even take the way time warner used to throttle me while playing league when I lived in NY over that bs
DbD dedicated servers are simply a relay slapped on a p2p structure. They mostly serve the purposes of matchmaking, dc time-outs and tracking players' progress to catch inventory hacking. As far as hit registration, that always happened and happens on the killer's client. Validation was meant to double-check on those hits, but it just doesn't work. That's why VPN'ers, lag-switchers and laggers in general still do what they could before.
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@smappdooda said:
I have a theory that the servers prioritize bad ping over good ping. I hover around 40-50 and am robbed of things I see other people with a higher ping get all the time. The system is borked.
It's not far-fetched. After all, MMR was bugged as well and worked backwards, matching people with thousands of hours against players who had just installed the game. Currently, VPN'ers play just fine and get their hits validated no problem. So, I wouldn't be surprised if the system was actually working in reverse.
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@SquirrelKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1833982#Comment_1833982
Nothing is wrong with camping. Its the only counter to DS, Unbreakable, Soul Guard and DH. Also the hags whole thing is defending an area. Not to mention the Cheryl DCd
Actually, it's the other way around. The perks are the band-aid fix to counter the basekit ability to camp and tunnel. Nothing is wrong with camping. It's in the game. Nothing is wrong with using perks and items. They're in the game as well.
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@Ryan489x said:
I think that has something to do with hit validation. I've had a few hits from killers where I was clearly ahead of them and the swing was nowhere close to hitting me. or they will be facing away from me and still hit me.
No, it happened even before hit validation. I can actually pull it off on 32 ping and it's consistent on the range from where you start your lunge. I think the animation is not well synchronized with the duration of the lunge. The former ends before the latter and I'm not even sure with what patch that started happening.
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It does take skill in a way. Just not much of it. You can try to rationalize it how much you want, that's not gonna change. It may bother you that it doesn't actually take big brain to make short phases to close distance, listen to the survivors (yes, you can even hear the grunt when they slow vault), and occasionally standing still 'bigmind-game' and simply reacting to (not predicting) what the survivors does.
That's more of an issue with you seeking validation for your choice of your killer of preference. Because this is basically what that all rant boils down to, despite you trying to disguise it. Here's the thing: play what you like. You don't need someone else's approval. It's a casual game and enjoyment is more important than skill.
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The spawns are like that to help you being able to actually use your dragon's grip sooner, if ever at all.
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I've seen the almost same yesterday. Almost, because it was devour hope.
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It's not gonna happen. There would be meta survivors and it would break the cosmetics economy, which is the cash cow of the game.
The point of survivors being skin is exactly so you can play the ones you prefer without penalties.
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A distance activation condition would still pose the same type of issues as in point 1 when the killer has high mobiity.
Simply proc'ing upon unhook and a shorter endurance timer would probably do the trick for problem 1. After all, if it takes the killer something like 10 seconds to get back to the hook, they weren't really camping/proxying and, if BT expired by then, the killer won't be punished.
Although, even in that case, if the timer stayed at 15 sec it wouldn't likely change much. By the time the killer gets back the survivor will have run to a loop and the endurance would expire anyway.
Food for thoughts.
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Optimal depends on the circumstances.
If you're at 5 gens and the survivor jumps in a locker in your face, take the DS. Now you're free to tunnel them and they'll probably play very timidly and be less productive.
However, you go back and you find them healing under the hook. Then you have little reason to go after the unhooked simply to try to get rid of DS early.
It's about decision-making and not always there's a one-size-fits-all solution.
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From a killer pov, while I don't see necessarily a skill disparity between PC and console survivors, I definitely noticed different trends.
I see most console players running self-care, although still common among the PC folks as well. They also tend to prioritize healing over gens, even when doing the gen is the clearly superior choice.
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Thank you for making this thread. I normally play killer, but I also had the opportunity to play a good deal of survivor due to the archives since Hit Validation has been (re-)activated.
TL;DR the mechanics is either not working as intended, or the parameters are so lenient that it might as well being disabled. And by lenient, I mean extremely so.
MY SETUP: I play on PC Steam using an Ethernet cable to my router and I connect to the Frankfurt server. My ping is 32 very stable as both killer and survivor, without packet loss. As a matter of fact, I can hop in a lobby at any time and that’d be my ping. Out of habit, I always check my ping before readying up.
AS KILLER, I really didn’t notice anything besides the usual
autoaimaim dressing. I can tell you that I have to play 200% around Dead Hard, because it works perfectly against me, even if I’m against the back of the survivor. I can hardly recall smacking someone and they transition to the floor without animation (i.e. hit through dead hard). However, that was a thing even before hit validation, fwiw.ABOUT SURVIVOR: you can watch the footage I collected below with some details explained. These are only a few of the most egregious instances I recorded. Considering that we weren’t told exactly how permissive the validation parameters are (i.e. “In situations where the Killer has a poor connection to the server, the server will step in and evaluate their hits to make sure that they are fair”) I didn’t include the usual ‘dedicated hits’ through pallets and windows that I guess everybody is used to. I wanted to show examples where it is absolutely impossible to misconstrue the hits as being ‘fair’, to use the devs’ wording, and yet those hits were being consistently validated. As a matter of fact, I’ve never seen a killer going through the weapon wiping animation without the survivor taking damage since re-activation. Also, Dead Hard exclusively makes me exhausted on the floor cancelling the falling animation, if not used for distance. But that’s hardly breaking news.
NOTES:
· In no example Coup de Grace was equipped.
· The killer in the TWINS grab was a streamer from a region away from the server. I’ll leave it at that. I’ve also seen an Australian streamer getting grabbed like that.
· The Freddy was a crossplay, so it was impossible to determine their area.
· The Nurse is from an area more than 4800 (yes, four thousand and eight hundred) km away in a straight line from Frankfurt and they should’ve been connected to Indian servers. Their profile is also full of comments referencing hits from afar, so not their first rodeo. During the trial, they also had all sorts of desync issues that go beyond the scope of this thread, such as chain blinking during fatigue.
https://youtu.be/WG8rPNAxxr4For reference, this is an example of a killer with excellent ping. No hits after the locker animation is completed, even if in frenzy, that has notoriously wonky hits. They had normal reach on basic M1s and lunges and they didn’t get dedicated hits through pallets.
In the spoilers there are other examples I saw from content creators.
This is Zubat’s last vod. His ping: https://www.twitch.tv/videos/843946024?t=02h38m52s
The hits: https://www.twitch.tv/videos/843946024?t=02h40m17s and https://www.twitch.tv/videos/843946024?t=02h38m21s
And yes, apparently the killer was on the wrong server. But still validated.
This is Battleguy, one of the best Hillbillies NA, playing with his SWF. Notice that the VOD is already from when hit validation was re-enabled.
You can see the survivors' pings at https://www.twitch.tv/videos/834867870?t=01h07m49s (you need to pause the video).
Notice the hits (or whatever that was) at https://www.twitch.tv/videos/834867870?t=01h07m02s and https://www.twitch.tv/videos/834867870?t=01h11m41s.
You can hear the impromptu reactions of the other survivors on comms as they too saw the massive delay on the latter.
Notice the extremely delayed stun at https://www.twitch.tv/videos/834867870?t=01h09m56s .
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There's some details missing to make a judgement call.
Letting survivors escape is not bannable. It's possible that person was simply salty that you killed them.
However, if the survivor you allowed to escape revealed to you the position of their teammates, or sandbagged them, that could be classified as working with the killer and griefing. Which are bannable.
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@Yamaoka said:
I wonder how scratch marks work connection-wise like... are they dependant on the servers? The survivor's internet? The killer's internet?
I was wondering that too. I've seeing some survivors who consistently spawned scratch marks with patches missing in between. And I mean, I saw that as I had eyes on them running. So, I know they didn't try to urban evade or some other shenanigans.
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Bleeding survivors out wasn't bannable even before power struggle.
It's up to you if you want to invest 4 minutes of your life standing there at staring or just risk it. Personally, in that scenario, you essentially killed two. If one gets off on the off-chance they used a meme build, I could care less. I'd rather move on to another match. But to each their own. I don't criticize you or encourage you either way.
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@Shirokinukatsukami said:
Wait I just had a brain fart hahahaha. You're right
I was thinking there were 8.
But why was there only 2 on one side. There should be 3 on each side.
Gen spawn is wacky on Azarov's currently.
There's a high likelihood of 4 gens on one side, leaving either 3 on the other one and none in the middle, or 2 and 1 as in your example.
I made a thread about this with visual proof and some stats: https://forum.deadbydaylight.com/en/discussion/214201/azarovs-4-gen-place
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1831067#Comment_1831067
If another user is to be believed, we'll return to the NOED meta if that happens. Which would be pretty funny considering the counter to NOED is the same as ruin/undying.
What does this another user said? If you don't mind me asking.
And regarding the noed meta, I don't think it ever went away. Those who don't have ruin/undying just run noed instead.
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@Decarcassor said:
I believe a lot of peoples are missing the point. This is not about what the OP could have done in this situation. Its not about it being overpowered, having counters or being an SWF issue or any of that.
The point is that survivors blatantly ignoring the killer and moslty getting away with it is dumb. No matter how they do it.
Ignoring the killer? It's a meme at best. The getting-away-part is merely appearance. They were doing nothing productive and just throwing the game. It just looks silly because it's made as a gimmick on purpose and it's nothing but an exercise in futility. What should they be afraid of? It's just dudes playing a game. There's no one risking their lives and no big bad man wielding a sharp weapon asserting dominance irl.
Once it was clear they were going on loop, the killer could have just picked up when he had 2 slugged or ignored the person who just got revived and hit the others.
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It's a douchebag move from them, but videogames do attract all sorts of douchebags. It's something that you will have to get accostumed to until it doesn't bother you anymore.
There should be a concede option for both killers and survivors. Unfortunately, as it is, opening the gate is the option for killers and suiciding for survivors. Both of which require some cooperation from the other side.
If you're gonna concede at any points, always open the gates if they're powered.
Then you can either chase them out or go to the farthest corner while facing a wall and watching YouTube. Remember to face the wall, so they can't get chase point and will be more inclined to leave.
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@Greatamygdala said:
https://forum.deadbydaylight.com/en/discussion/comment/1830280#Comment_1830280
Maybe they should have put more thought onto their killer next time.
I mean, that could be said ever since the Darkness Among Us chapter. That's not gonna stop them from banning people for breaking rules, even if the design is partly to blame. Better safe than sorry.
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Of all the meta perks, adren is really the last one I have an issue with. It basically encourages survivors to stay injured, which in turn gives me constant haunted grounds, basically.
It's nothing like noed and I've never understood the comparison outside of the fact that they're, in some aspects actually, late game perks. Noed does work even if it gets pre-cleansed, because it takes 87.5% gen time to cleanse 5 totems plus scouting, travel time, possible interruptions and other debuffs. It's like a 6th gen at the very bare minimum. And if one totem is missed, you get the slowdown effect early and mid game, plus the exposed and haste late game. Basically a double win.
Heck, it does work even if you don't have it, because it's not like DS, for example, where whenever there's an obsession you can reasonably assume there's the perk in play. Noed gives no cues and totems are always guaranteed to spawn.
Adren does nothing unless the survivors complete one of their primary objectives and, if they didn't stay injured, they just get a sprint boost that puts them into exhaustion on top of that. All of which, at that point, is an earned reward.
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Kindred and BBQ.
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There are several challenges that require survivors to play like dumb dumb. It's just the way some of those challenges are designed. It's not a killer or survivor thing and it's not fair to turn this into the umpteenth you-vs-us argument.
Give the devs your feedback and hopefully they'll change it.
Otherwise, if you still want to do the challenge, accept that you might have to prioritize that over the match outcome. I suggest you use lopro chains and even speed limiter for this one. Bamboozle and enduring will help as well. Good luck.
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@Greatamygdala said:
Not bannable since you're technically still playing although it is a nasty strategy lmao.
This has already been discussed many times and clarified by mods and devs. It's not about AFK'ing and it's not about whether or not the killer was still playing. It's not even about the bodyblock which in itself is not bannable. It's about griefing and taking the game hostage for one player. I'd say the OP is walking a thin red line. Obviously, they weren't aware and they should not be banned over one instance. But it's definitely a situation that could put someone in trouble.
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Ikr. You don't need to convince me, but bhvr.
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The killer ping isn't shown because survivors would dodge laggers. Simple as that.
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It's meme worthy. I'll leave it at that.
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There was definitely a desync. You even stuttered back for a moment just before the swing. It's annoying, but it happens.
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Oni is countered like this: don't greed pallets.
That's it.
Your 'counter' just gives him a chance to get his power even faster.
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You can report them. If they do it often enough they'll get banned eventually. Keyword: eventually.
For the depip, there's not much you can do. The best advice is to stop caring about pips in general.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1825475#Comment_1825475
Now I call bs, at 450 ping you wouldn't be able to even pull Hatchets
You can clearly see the hits were all severely delayed. Same with the pallet stun. The killer froze every time they picked up, hooked and opened lockers. The only hits that were denied were the two Dead Hards with blood spatter, but I've seen that happen even way before hit validation was even announced.
I don't know if the killer ping was exactly 450, nor the method used to increase latency, nor if it affected more upload or download speeds, but it's clear that the killer was lagging severely.
I'll leave this here for the skeptics. This is Battleguy, one of the best Hillbillies NA, playing with his SWF. Notice that the VOD is already from when hit validation was re-enabled. You can see the survivors' pings at https://www.twitch.tv/videos/834867870?t=01h07m49s (you need to pause the video).
Notice the hits (or whatever that was) at https://www.twitch.tv/videos/834867870?t=01h07m02s and https://www.twitch.tv/videos/834867870?t=01h11m41s. You can hear the impromptu reactions of the other survivors on comms as they saw the massive delay on the latter.
Notice the extremely delayed stun at https://www.twitch.tv/videos/834867870?t=01h09m56s .
There's also the hooking jitters at https://www.twitch.tv/videos/834867870?t=01h06m45s but we can gloss over that.
Not once in the remainder of the video the killer goes through the weapon swiping animation without injuring a survivor (i.e. getting a hit invalidated). Meaning that when he missed, he actually missed on his own screen as well.
This was a killer who was evidently on high latency. In the end, believe what you want.
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It's my understanding that there's a handful of devs who main Huntress. So, I really much doubt they will ever fix the hitboxes. Iri head? Yes, because no one with half a brain can defend that. But hitboxes? Nah, they'll just keep saying iT's LaTenCy bRuH.
EDIT: btw, this me on a 32ms ping downing this Nea.
https://youtu.be/S2hVqcs7XBQ -
It's on but it either doesn't work, or it's extremely lenient to be as good as non existent. At least, from the point of view of my 32ms ping.
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@Thanotos_Omega said:
One could argue that this is no different from bad totem/gate spawns and could also point out how bad spread out generators are for killers whose lower movement speed was likely meant to restrict them in chases not on basic ability to patrol, and easily point out that survivors should be planning the end game by making sure to avoid this scenario the same way killers are expected to protect their totems and apply pressure early to reduce the gen progress and to make sure they focus down the most dangerous survivors,
One could also argue that whataboutism is not the point of this thread.
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Because they would've to think about another anti-tunnel fix and probably their stats right now tell them that when DS was bugged not long ago, the death when hooked first/time between being hooked and re-hooked are not encouraging.
Yeah, yeah, I know the DS is not strictly anti-tunnel and all that. However, it's also a tunnel deterrent and they don't have an easy fix for other problematic aspects without impacting that one too.
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@Quiver said:
https://forum.deadbydaylight.com/en/discussion/comment/1821959#Comment_1821959
4 games in a row this morning where i just get genrushed with no kills, how is this supposed to be fun man
It depends on the time of the day and area. I don't know where you play, but in Central EU generally games are significantly tougher from late morning and in the afternoon, if you're a red rank killer. Of course, you can get a pepega team here and there, but in general you will have to earn every single hook.
However, if you play later in the evening and at night, it becomes almost ridiculously easy, to the point one might even lose interest (or, at least, I do).
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1822232#Comment_1822232
Heh, friends... wish I had those...
Tell me about it.