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Bwsted

Bwsted

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Bwsted
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  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329042#Comment_3329042

    Peanuts literally confirmed that dh has server side validation now. Which means if you have bad ping then dh doesn't function correctly. Just like blight.

    Validation is extremely permissive in general in this game. It's there just to stop lagswitchers. But you can have 250 ping as killer and nothing will get denied.

    I play on Frankfurt and I see people go down mid DH animation if the killer is from Russia, but if you get one from Germany DH works instead.

  • @Thalonius said:

    Reported this back in December. Sad to see it is still around even after they "fixed" it.

    "The Knight will no longer be able to perform actions from unintended distances immediately after using Guardia Compagnia. "

    https://www.youtube.com/watch?v=VJATrGZkgdM

    This bug is broken and should have the knight killed switched with how strong it is. And now with trails not being seen from a distance, this bug is more deadly than is used to be.

    Lol you can basically do old Prayer Beads Spirit with this bug and snatching survivors from gens.

  • It's mangled itself that is bugged, they would have to killswitch half the stuff in the game. They'll just tell to tough it out until next bug fix (or the one after that) and that they're "monitoring" the situation.

  • Then it was either a bug, or more likely a hack.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328551#Comment_3328551

    Eruption - turn the incap into a gen block, increase regression to 15%. Boom.

    I use SC a lot and it's nuts what you can do with it. I'm now at the point where I can pretty much tell where the killer is *mid chase* based on it alone. Baseline? That's powerful. That's baseline Kindred powerful.

    So... eruption buff?...

    Spine Chill's TR cue isn't directional. It doesn't tell where the killer is. Only how distant. Which id exactly what your ears can do.

  • You will receive replies ranging from one end of the spectrum to the other.

    Mine is that yes, it is. If anything, it's an even stronger strategy now.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328133#Comment_3328133

    Deep wounds is supopsed to prevent DH's endurance effect correct? In both instances after the patch players who were in a deep wound state managed to use DH to absorb another hit without going down.

    Did you check if they had MoM?

  • Not a bad idea at all. I have suggested the exact same solution in the past.

    The reason current anti tunneling is a placebo is that everything can just be disabled by simply hitting the survivor immediately. Congratulations, you will have to spend 15 seconds instead of 10 to catch up to the survivor, but there goes OTR, DH and whatever. In either case they'll get to a loop anyway, so that's a moot detail.

    That's tunneling done properly. Counting to 10 and then giving another speed boost is not.

    1. Cut through the inside and go counter-clockwise. You will eventually force a 50/50 at either of the wall sections, or just keep going and you will get a hit by the time you get blood lust one. Don't run the outside and don't vault, unless you have anything that speeds up vaulting. There are also mind games avalable, but you said you know how to do that.
    2. Approach the loop going in one direction and then immediately change. Ideally, you want to double back at LoS blockers. The pallet will work for that. Do this only once. You want to pick the direction you run it so that the survivor is zoned when you eventually kick the pallet. If both sides of the loop are safe or semi-safe, just take the pallet to the face.
    1. Agree.
    2. Eruption needs a rework, it should have never shipped as is. However, number changes are simpler and require less man-hours.
    3. Hopefully.
    4. This seems to be likely.
    5. I'm not really worried about it. I use Spine Chill a lot, more for its Whispers ability. The TR indicator is nothing particularly impacting. You notice it only at the very edge of the TR, which is essentially silent, unless you're blasting your ears into deafness. On the same token, you don't want to start running at max range TR either. So, by the time it's the moment to leave, you already hear the heartbeat anyway. By comparison, colorblind options are much more impactful when used to highlight scratch marks.
  • I wouldn't read too much into it. Incentives vary based on time of the day (in the evening people lean toward survivor to play with their friends), mmr and region in general (NA seems to have always had a shortage of killers).

    Also, when a new tome drops that skews the ratios as well.

    Only bhvr knows the real numbers.

  • Going after the same survivor to get them out of the game asap. Might be the efficient play or not depending on circumstances.

  • Left behind, Spine Chill, Low Profile and a healing perk (Inner Healing generally).

    You can also sub for Plunderer's, but you might not get a key.

    Key with blood amber and beads.

    @WesCravenFan said:

    Perks: Left Behind, Sole Survivor, Low Profile, Hope

    Items: Key w/ Black Cord add-on.

    Black Cord is for maps.

  • @Warlord1981NL said:

    Don't really get the 3-gen argument, you have the entire match to prevent it. No killer just sits in one corner of the map patrolling it. It only matters for the last gen and if you have done gens in such a way that a 3-gen is left then you've misplayed the map. That is on you.

    No killer does that? I guess you haven't been playing DbD in the last 5-or-so months.

  • Favorite Haddie's cosmetics? This is like asking who's your favorite Twins main. You have like 3 to choose from.

  • BUT, I do have my concerns over this HUGE game changing buff for survivors, which essentially acts as a mic for everyone, not just as a killer.

    Nice try.

  • Do you mean they tank the hit even when they're in deep wound? Because that would be a bug.

    But if you just see the animation, that's normal. They don't regain endurance. It's always worked like that.

  • Vote

    With

    Your

    Wallet

  • Because they can. They want to facecamp and they just choose the best tool for it.

  • Players in general, regardless of side, are prone to blame their losses on anything but themselves. Don't lose sleep over such things.

  • I played fps for all my life, getting called a hacker is standard procedure. It means nothing to me. And tbh, I've run into a fair amounts of cheaters recently. So, I understand if players are a little bit paranoid.

  • Beginners should probably use Plaid Flannel (however controversial that might be) and Wooden Horse. I don't see how Nurse is going to be more difficult for them in that regard. And beginners should hardly use starstruck and similar anyway, so special attacks shouldn't be an issue.

  • This wouldn't be problem if validation actually worked at all, or if they added a ping cap so you can vpn in your region, but not outside.

    But what do you expect when they said verbatim that 150 is a pretty good ping?

  • Probably a combination of chases being often very black and white and the fact thzt he's a S tier camper.

    I.e. you either get a loop where the survivor can't do anything, or the Trickster gets one where he can't do almost anything and he just sluggishly gets the health state via death by a thousand cuts, as opposed to making a specific read or play.

  • @GoodBoyKaru said:

    It's very impressive you've been playing with new DH for a year when it's only been out 6-7 months.

    Listen up, time is relative. They teach it in advanced physics at top mmr, where OP clearly belongs. You're just being an obviously entitled survivor main at this point kappa.

  • @Ghouled_Mojo said:

    No idea. Back in 2018 and/or 2019, I used to hear a breath shudder at the very beginning of some matches. I haven’t heard it in years though. No idea what it was or why.

    Do you mean the phantom David breathing? One used to hear that and it drove me crazy when I started because I always thought there was a survivor around that I couldn't find.

  • @WesCravenFan said:

    So what I have learned from this thread is we are just throwing out the meaning of the phrase "second chance perk" entirely. It has lost all meaning.

    We're well past that point. I've seen self-care being called a second chance perk on this forum, in a serious way.

  • I hate Borgo with a passion. It's like getting blinded with a laser. And in the distance, the burning effects look like scratch marks.

  • Score events in the top right. They were perfectly fine where they were originally. Also, they should stay on screen longer.

  • Killer should get a perk that prevents a pallet stun. Then deactivates until next hook. Something like that.

    So... a worse Enduring?

  • Geef, Yerv, Cra5hh, Uncharted_ , OllyBOT

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322650#Comment_3322650

    RBMM was much, much worse than SBMM. There's no correlation between emblems and skill, and that makes RBMM problematic. I'd prefer tighter SBMM myself as someone who typically suffers in solo queue if I'm not playing killer. Solo players get the worst of the current system.

    I think RBMM issue was kinda the same we have now i.e. it matched players from too wide of a range.

    But, at least over here, if you played when survivor population online wasn't too high, at rank 1 I'd go against rank 1-3 teams who were night and day different than what I'd get later in the day, when facing mostly purple and rank 4s who were basically purples bouncing up and down. The real red rank teams would give me a run for my money any day of the week and twice on Sundays. The other teams... well, I had to resolve to use only corrupt as slowdown to give'em a small chance at least.

    The thing is, you wouldn't break it into top ranks if you couldn't pull your weight in chase. A couple of weeks after reset and I could literally tell if a survivor was a red or purple rank just by chasing them.

    So, emblems and skill, while not having a perfect correlation, they definitely led to much fairer trials for me. At least, when there were enough people my rank online.

  • If you can't hook them, then you don't hook them. They'll die eventually.

    Your blood points will suffer, but the alternative is a cycle of pick up and stun.

    Some things in this game just back you up into a cornee and you gotta do what you have to. It happens for both sides.

  • That's not what they eliminated. They made it impossible to be blinded while you pull them when they are inside a locker.

    What you're showing is a grab during an animation, like a vault, which is still possible. Different key bind as well.

  • I've been having fun with Lethal, Nowhere to Hide, Spies (my anti Lery's) and Stridor (although the last one seem to be bugged most of the time and not work at all, I'll probably swap it for Nurse's or BBQ.)

    I play without addons, but I would change perks accordingly given she has some tracking ones.

    If you want to try it, this should feel less overwhelming of a jump from going from nothing to something more meta.

    Glhf.

  • Probably because RE dlc is still selling, they gotta milk that cow while they can.

    Supposedly, they'll do changes after this midchapter. However, it's entirely possible that the most complained about perks will actually survive.

  • The game is nowhere designed for that to be practical. Any combo of a killer that get easy injuries with one who snowballs would make quick work of survivors. Plague with Oni would be meta. Infinite blood orbs with anti stealth.

    Also, Legion with Never Sleep Pilss would have a fiele day.

  • We all are. But I don't think bhvr has a clear answer to solve the issue, except shuffle perks every 6 months and everyone will still run stuff that fulfills the same purpose, only under different names.

    @Phasmamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321068#Comment_3321068

    Tbh I don’t see a world where regression isn’t meta regardless of how gen times are changed

    When 75% of killers are designed to shorten chase your just better off focusing your perks into slowing gens. Even if the numbers are nerfed further I’d imagine 3 slowdown would still be used most games

    You can say killers want to experiment but we’ve seen on both sides that people just don’t do that because it makes matches harder

    It would happen if they made slowdown perks that don't stack, which was that they announced as their intention. Except, they went on and did exactly the opposite when they changed blocked and regressing gens to be able to be damaged. Plus a lot of perks that apply upon kick.

    Stacking doesn't work that well anymore for survivors, though. So, that's as start.

  • I like the part were they chose an image of a facecamp to announce this.

  • @Marik1987 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320727#Comment_3320727

    you are right. I play at least every 2nd day, sometimes surv, sometimes killer, but this one Myers-Mission is kinda impossible. Fun Fact: I already did it by miracle, but it didnt count XD. So I assume I need at least 1-2 hooks or whatever.

    If you're talking about Evil Incarnate, there's no need for hooks. You have to make sure you kill them with the Tombstone ability i.e. grab them while they're still standing which goes directly into a kill. Any other type of mori when they're in the dying state won't count (offerings, Devour, Rancor, etc.)

  • It's not unusual, sadly. The opposite happens as well. You might win a lot and get complete babies over and over.

    It's a combination of population ratio between roles, soft cap and mmr range expanding with raising queue times.

  • I agree. I'll add a 6th one that will also make the kobe suggestion less controversial (or more):

    Add a concede option for both survivors and killers. Each side votes only for themselves. It becomes available after 5 minutes. If used, it grants a +1 progress (on top of what they have already earned) to whatever archive challenge and daily the other side has active.

  • @CosmicParagon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320434#Comment_3320434

    Hasn't that been confirmed to do basically nothing to get them to you closer?

    It doesn't reel them in faster, but reduces the amount of side-to-side sway tue survivor is able to produce.

  • The scary part is that, while you had hope that your teammates weren't being completely useless, the new hud will remove any doubt.

  • Why are you feeding a troll account?

  • It might've been a crash or an irl situation.

  • The only healing build for soloq is called circle of healing. Anything else banks on the fact that they're willing to cooperate with you to be healed, instead of forcing you to chase them on a grand tour of the map until they stop in a deadzone in the corner. It's N times better to leave a beacon far away from gens for them to be attracted like moths and go do their thing, reducing the risk they do something stupid. At least, that leaves you free of doing gens. Because you know no one else will.

    Edit: spelling.

  • @Kotentopf said:

    I noticed you can go up that stairs sometimes one time, but then never again. Happened to me as killer and survivor. And only the left side was impossible to go up (staying outside facing the entry)

    I encountered the same issue, there's invisible collision on the left side.

  • @zarr said:

    There effectively is no general hit validation. If the killer is laggy, they'll hit you from farther away on your end. If the killer has a ridiculously high ping of 300+ms they sometimes do get their hits denied by the server, but even then only rarely. Latency is completely killer-sided on hit reg, because hit reg is being done on the killer client.

    There is hit validation specific to Dead Hard and pallet stuns, but I'm afraid they have recently "nerfed" this. In my understanding, it used to be that it worked simply on a "first come first serve" basis, where if the DH actuation/pallet stun of the survivor arrived on the server earlier than the killer's hit event, the latter would be overruled within that timing window, and vice versa. Now they seemingly employ a sort of lag compensation technique, where they will check at what time the actuations happened on the respective clients and decide from there. This can still benefit a killer player with a high latency because survivors of course actuate DH and pull pallets in reaction to the killer, so their timing depends on what they see, but what they see is delayed by latency.

    To note though, I'm not actually sure that they did change anything about the validation, maybe it always worked by looking at client time stamps. I have just noticed that I (on a low latency connection) now get hit through DH and pallet pulls more often than I used to. And I have seen a lot less "overruled hit" instances from the killer perspective.

    I concur with this post in pretty much everything.

    For further details, you won't get any hits denied up to 275 ms at least. I didn't see tests at higher killer ping than that. However, it means the system is effectively in place to stop extreme lag switchers and nothing else. But, for actual laggers, the threshold is so high that it might as well not exist, because the abovementioned test ping is what you get when vpn'ing to the server antipodal to your location.

    For DH, after the rework, I'm not even sure validation is even on. Or, rather, if it's any different than the standard validation.

    Pallet validation seemed to be functional at release, but not long after that they tried to reduce instances of visually rolled back hits on the killer client, it became much more inconsistent ever since. However, I'd say it's definitely noticeable if you have good ping as killer. Which is not the situation that needs it.

    Lastly, at release, it was working correctly against powers that can break pallets. But again, after reducing visual rollbacks, as survivor with 30 ping 9 times out of 10 you get the stun score event, the killer animation might freeze a split second and they just break the pallet without getting stunned. They game doesn't seem to be able to handle that.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/360950/safe-unhook

    developers have already tried to punish killers for camping and this has always led to abuse from the survivors

    better come up with a reason not to camp / tunnel, and not a punishment for it

    They tried two flavors of the same thing 6 years ago and then just left it to DS to take care of the problem. Just because the former didn't work it doesn't mean something else won't. And also the game itself has changed a lot since then.

    And while it would be necessary to give a good reason to not camp, it would also be concurrently necessary to estabilish a big disadvantage if you do. There's nothing spiteful about it. If they made gens take 5 min each, killers would have all the freedom to go for chases. But guess what they would have even more reasons to stay at the hook, because while the incentive to leave would be there, there wouldn't be any penalty if they didn't.

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