Carth
Carth
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2430200#Comment_2430200
What if SC gave you limited fast heals?
Self Care
Whenever you lose a hook state or a teammate is eliminated from the trial, gain a token in your possession.
If you have at least one token, you gain the ability to heal yourself without using a Med-Kit:
- You heal yourself at 80% the normal speed
- Each token grants 16 charges
Altruistic healing with a Med-Kit will increase its efficiency by 50%/75%/100%.
My problem with your variant is that 1. It doesn't really take effect unless you yourself get hooked or a teammate dies, at most you can have 6 tokens then. For how rare it will be to get a token I don't think the effect is strong enough, but buffing it falls into the problem of 2. 2. It follows the design pattern of very very strong effect that can happen a limited amount of times per trial. These effects should not exist imo as they drastically pull power creep forwards. Survivors can heal too rapidly a handful of times per games....killers get given some crazy anti heal perk next to balance that out....then survivors have issues with that perk and will need to be given even stronger healing, etc.
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Typical mend( 1C/sec) = 16 seconds
Current S.C(.5C/sec) speed = 32seconds
Proposed S.C(.66C/sec) speed = 24 seconds.
a pretty massive buff. Comobing it with other heal related perks would allow for some extremely annoying strats to heal yourself off hook in a few seconds (on the order of around 10 seconds if combo'd with 2 other perks)
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Wiggle is not intended to be a free escape or even something that happens often. Bodyblocking + current hooks is fine. In your world of 9 hooks whats stopping me from communicating with my team all with toolboxes/sabo to remove the closest two+ hooks? Means even more hook deadzones end game too which can mean its literally impossible for the killer to hook a survivor from where they go down. Didn't like slugging before? welcome to the "I am not gonna pick you up and risk hatch" 4 minute standoff.
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@MonsterInMyMind said:
Let's start with a couple questions real quick. Answer openly.
For Killer/Survivor Players
1.) Do you want to sweat every single time you play Dead by Daylight.
2.) Do you want to Slug, Tunnel and Camp every Game. or be Slugged Camped and Tunneled
3.) Do you want to run the strongest perks in the game every game with little to no variety.
4.) Do you want to face teams who know how to loop properly and know how to abuse tiles to become timewasters or face the same for Survivors.
5.) Do you want 3-5 Minute games at max every game.
6.) Do you only want to play Nurse or Spirit to be consistent. Or face these two everygame
7.) Do you believe MMR can work in a game with no win condition as well as being unbalanced.
8.) Do you enjoy having your time limited within the game.
9) Do you enjoy getting little to no bloodpoints at all.
10.) Do you enjoy not being able to know your skill level at all.
11.) Do you truly believe MMR is the only system possible to work in Dead by Daylight.
12.) Do you enjoy not having as much fun as you use too playing with MMR on.
These are the questions you need to ask yourself when you defend MMR without openly knowing the impacts it's going to bring this is exactly what is happening now. MMR works in games that have a set-win condition and are balanced enough to not contain flaws and have very little to no RNG.
Developers can't even define the win conditions and yet so many people are defending MMR. My question is how do you make a skill based system that can't even define the win condition openly also, how can you make a skill based system that doesn't even show your progression within it that's the whole point of Skill Based, aka MMR, is to showcase your progression as a player.
What I can predict for now is soon the ones defending MMR will be the same ones calling it the worst thing ever added to Dead by Daylight and soon when a lot of people who are at high mmr start walking away from the game because there's no longer variety and the fun is no longer there. Dead by Daylight was created as a Party Game and that's what made it what it is today. Not a competitive esports game.
You can make systems that prevent Babies and Higher Ranks from playing together without it being MMR based Bloodpoint system was great, with only a tiny flaw of allowing for camping to be promoted and could have been adjusted to no longer allow for it.
You can't balance a pvp game around "well one team needs at least 25-50% of players to be bad/play bad on purpose, or at least its a total stomp for the team.". Also I don't understand this meme of "everyone will sweat!". Is everyone a temporarily embarrassed millionaire? Not every killer will be a top 5 spirit/nurse player.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2420531#Comment_2420531
I mean.. huntress, trickster, Deathslinger, Pyramid Head, Nemesis, Doctor, and Demo don't have problems with pallets.
They're meant to be a defense?
If dropping a pallet buys you 10-30 seconds and there are 15+ pallets on a map you get 150-450 seconds of extra time. Survivors(solo) need to complete 80 * 5 = 400 seconds of gen time. How does the math work out for non mobile killers if you assume your other teammates are good and prioritizing doing gens? Also those killers still have huge problems with pallets.
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Nope. BHVR is a company that is used to certain things. Remaking their entire interaction with a game engine/making their own is probably extremely outside the range of their current road map. It would take some extreme fires to get them to focus on any one thing probably.
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Yes. Games are meaningless rn, all of these 'streaks' from content creators that give the illusion that killers are OP/barely balanced is a joke when these same players go up against not random dudes who have 200 hours and get stomped into the ground as a result. See Dowsey and his ridiculous 700+ win streak that turned into a 4 man escape as soon as he played against survivors at his skill level.
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As soon as exhaustion is a shared debuff, sure
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Speed of changes & bugs. They are so slow to implement the easiest changes(1 -> 2 taking years, small things never being addressed), and the amount of bugs and issues is insane(implement MMR, turn it off 15 minutes later).
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2418338#Comment_2418338
It's not even the infinite my dude it's the fact you have to take time to travel all the way up there it's literally not worth the time you will lose if you protect that gen
That's exactly my point. There shouldn't be a tile that is "too good" or too much of a time waster. All it does is mean killers who are new get crushed into the ground if they go into it and survivors get it for free against good killers, so what is the point of it? Might as well just spawn the gen count at 4 and delete the gens at these pseudo infinites. It doesn't matter if it's an infinite or not if a chase against a good survivor here takes 40+ seconds then it's in essence a game throwing idea to go into it. On the inverse side there should be enough good/decent pallets though on the map that survivors have options to do things.
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@The_Krapper said:
Any killer that would stay at that main building even before this change deserves to get looped it's just not a smart play, if anything I'll let survivor do that gen there because then it's easier to force a three gen and most of the other tiles suck in that map it's a ez win if you just ignore that building
There should not be any gens in the game that you have to throw away instantly before a single key is pressed. Why even take out infinites if we keep this train of logic? It's part of why I hate RPD, if you don't cut a line in half at the lobby and throw away half of the gens on one side of the map you basically doom yourself late game. This shouldn't be a thing.
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I hate it. I hate that is so game-breakingly powerful we can't discuss things like how garbage base rate regression is. In general I don't like hex perks either as the vast majority are trash/meme tier + RNG of spawns + no way to identify what hex is what if you bring multiple. Ruin stands out as a clear outlier compared to most. It and pop are really the only reasonable gen regression perks in a killers arsenal. Eruption and surge are ok but not nearly as impactful as those two and base regression is awful.
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You can't really. Best thing you can hope for is getting saved by BT 2X and run DS. That's the "optimal" way of dealing with it. If you're confident in your looping & hiding skills you can try out things like Lucky Break + Iron Will. You should also always be running an exhaustion perk to help you out(Sprint Burst/Lithe/Dead Hard are probably the safest bets with BL having issues with being near a ledge in chase sometimes).
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I don't think this perk can ever be good. A pseudo permanent third health state is either so good it becomes almost mandatory to use or it is an extremely niche perk/regarded as trash. The aura reveal IS a buff but to your point, I don't think it will drastically increase useage. Now...lowering the protection hits would for sure make it almost a new perk and I can already see the obnoxious strategies coming into play where body blocking the hook with 2-3 survivors on first down suddenly becomes the new meta because you could possibly prevent a vital first hook and have multiple survivors halfway to a perma third health state.
I don't think a perk like this should exist to be honest, a third health state is just way too strong in this game at the moment. I would much prefer something like a temporary haste effect when taking a protection hit or increasing wiggle progress/giving haste to the person you took a protection hit for.
Edit: Just to be clear I think it should be a small reward for all protection hits in general, not a massive one after achieving x hits where you either have a crazy game breaking effect or you basically play the game with 3 perks.
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OP this is almost impossible to fix at the moment. You can't just nerf the meta, you'll still see only blights/spirits/nurses at high skill games and the reason for this is just math. Standard M1 killers against good survivors just can't compete when at the start of a game with 4 survivors you start chasing 1 and the other 3 instantly hop on gens. What happens next? Describe to me in seconds how long it takes to get hit #1 and hit#2 and a down on the first chase. I promise you vs a good group of survivors it will probably be at least 40-50 seconds. Three gens to one hook. The game is extremely lopsided in the survivors favor from that point on and if the killer doesn't camp/tunnel the games usually end with 4 escapes and 5-7 hooks. The mobility killers are the only ones who can slightly deal with this thanks to their travel time being drastically reduced.
So how do you fix this? You can't, at least not in an obvious way.
Increasing gen times? Unless you drastically increase the gen times it does nothing in the above scenario. Adding ten seconds won't stop 3 gens from popping on the first chase. This is also incredibly boring for the survivors.
Reduce resources? Unskilled players would be absolutely slaughtered if you did this
Reduce map sizes? Maybe, but every map being Dead Dawg size sounds pretty bland and terrible too
Increase killer speeds across the board? Maybe, but this has some pretty big implications and removes even more interactivity on the survivors side
Give every killer a mobility aspect? Maybe, but pretty boring that everyone can zoom across the map.
My entire rambling point can be summed up as "even if you delete meta perks on the killer side, it will just be replaced by the next best thing. You'll still see the exact same killers without much variety".
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Almost impossible. When two things usually disconnect from each other they do a kind of 'goodbye handshake' to cleanly let each other know that they won't be speaking to each other(at least on the current connection). A ripped out ethernet cord/losing power will not result in that handshake but things are usually coded such that recovery will happen shortly after the last communication or some expectation setup.
You could argue that they could implement something like what you are discussing but that has HUGE privacy concerns. DBD would need to scan your personal files and logs and you could always configure those to be routed elsewhere or set up rules to delete them right away. What are you asking for is essentially impossible to truly implement. Same vein as 'can we stop swf from comms'? You could, arguably, make it harder but at the end of the day, no, there's far too many external factors and variables to consider where any implementation could probably be skirted around very fast once the rules of such a system are discovered.
At the end of the day it's not really an application(DBD, other video games, streaming services, etc.)'s job to monitor and keep track of an individuals internet history and trends over time. They just care about the current connection and perhaps the amount of times you DC historically to put bans on your account. This is the best system at the moment in terms of not having a bunch of extra code and data storage running that is largely meaningless.
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@The_Daydreamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2408636#Comment_2408636
Yes I do play Survivor, what a surprise. And I play Killer. You are not original with that line.
Ok, if you want me to be serious.
"Trickster was one of the worst killers but it doesn't mean he was that bad".
- Soooo....you do know outside of 3 killers, most killers are considered absolute dumpster tier vs a good team of survivors?
" I was prepared to not do hot every match but I still got my 2-4k or 0k with everyone dead on hook which was fine".
-This is meaningless, Otz and Dowsey/etc can go on like 1k+ win streaks against randos from the MM. The second they go against players who are equal in skill to them they crumble apart if they aren't playing an A tier+ killer.
"I personally wish they nerf him so he needs 7 knives and not 6, increases his throwing speed, reduces the knives he needs for main event and increases the avaible knives to 50. And I wish he has a third ability which deactives his knives for few seconds but increases his movement speed"
-What would be the point of this? Trickster is already extremely weak at high wall loops, so this makes him crappier than he is at high walls but does nothing to mitigate him at low walls which is his most recently complained about area. Also, nobody in the world takes advantage of tricksters "throwing speed" outside of rare scenarios at dead zones. Most loops it is 2-4 knives tops. No one cares about his throw rate outside of main event.
Finally ".And I wish he has a third ability which deactives his knives for few seconds but increases his movement speed so he can run faster to important objectives and position himself better."
This is an extreme meme and we can apply it to all 110% killers. Disable your ability for x seconds and become a 115% killer!! It's either garbage or OP.
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Knockout + third seal + undying + lethal pursuer. Enjoy unmitigated slugging and survivors rage when you don't let them use DS and BT. Swap out lethal for deerstalker if youd rather have info over early game aggression
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@The_Daydreamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2406954#Comment_2406954
lol just because you win doesn't mean the killer is strong. Objectively speaking Trapper has is downs and ups. If he can't set up his traps due time pressure he will lose and feel really weird. But it can go the other way around.
But that does not aply do Trickster imo since just go Brrr and the survivor goes down. But he is still not strong since just downing a survivor doesn't win you any matches. You need to pressure Generators and as a 110% MS Killer you only can do that if you can pressure survivors by downing them fast or pressure them over the map.
Trickster was one of the worst killers but it doesn't mean he was that bad. It means just that was compared to other killers not as strong which is totally fine since not every killer can be the next hot #########. I mained him since I liked his character design and I was prepared to not do hot every match but I still got my 2-4k or 0k with everyone dead on hook which was fine. But that doesn't make him a good killer, just because I was doing fine. I dislike the new Trickster. Downing Survivors like insects with 0 effort with his purple unadressed addons is just boring and not fun to see. He is stronger than nurse if it comes to that. But without those addons he is kinda... worse? Like don't get me wrong - Main Event is finally great besides that you need 30 knives now. But he has way less knives and still no good map pressure.
I personally wish they nerf him so he needs 7 knives and not 6, increases his throwing speed, reduces the knives he needs for main event and increases the avaible knives to 50. And I wish he has a third ability which deactives his knives for few seconds but increases his movement speed so he can run faster to important objectives and position himself better.
Tell me you play survivor without telling me you play survivor.
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Because a survivor map offering is, at its worst, four times effective (4 X balanced landing with haddonfield). With a killers worst possible map choice what does it mean....they can down faster? A killer can't chase multiple survivors at once or get crazy ability modifiers on maps. They slightly improve their chases but thats abou it.
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@ElmosPayPig said:
https://forum.deadbydaylight.com/en/discussion/comment/2408410#Comment_2408410
Can you please not insult otz? He's a wholesome pillar of the community and his content and streams help alot of people goinf through the tough times we are facing right now. Just being able to tune in to his streams, hang out with otz(and all my community friends) and see some positivity being spread across the community is great.
He didn't insult otz at all. Just pointing out that there is no MMR so the argument that "this player who has x thousand hours in the game being matched against 2 dudes who have 100 hours each doesn't mean anything". The same argument as win streaks from these players are largely meaningless because most of the people they face have a fraction of the playtime that they do.
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The real problem here is there are two different variants of dbd.
Variant One: Your entire team is good players. Everyone knows totem spawns/gen spawns/how to loop/runs meta perks. Everyone makes maximizing gen efficiency goal # 1. This means anyone in chase can just pre-throw pallets and the team will win easily. Even spirit gets crushed by these teams.
Variant Two: Your team is full of crouching blendettes who will die if they touch a gen. No one except you is running an exhaustion perk. They would rather cleanse dull totems and rummage in chests. You could run a killer for 10 minutes and you will still be hooked with only 1 gen done.
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@Jasix said:
https://forum.deadbydaylight.com/en/discussion/270880/iron-will
No it's LITERALLY not on every survivor. Hyperbole doesn't reinforce your position it actually undermines it.
I have played just over 3500 hours in DBD - around 1700 of that as survivor and have ran Iron Will MAYBE 5 times. BHVR just released the top 3 perks ran by survivors and Iron Will isn't even in the top 3. F
https://us.v-cdn.net/6030815/uploads/0PGDD1YH44JS/e6wj4mlxmam0ueu.jpg
acts matter.
I'm far more interested in a graph that does not include data from years and years ago(July 2017). Why would they even release such meaningless perk info or at least not break it down by year? They always obfuscate their data when releasing in such a way that its almost impossible to draw anything meaningful from it.
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Spawns are terrible in this game. See Red forest and every survivor spawning 2 steps from a gen with the killer on the opposite side of the map with at least a 10-15 second travel time.
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Is this a meme post? Nemesis is low tier due to 8 free health states. Against good survivors you are literally either a powerless M1 115% killer early game or you use your power early game and gens will fly. I'd love for you to give me the real time second breakdown of the first two downs in a game in your opinion of what a good nemesis player should do to somehow counter this.
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@JimboMason said:
https://forum.deadbydaylight.com/en/discussion/comment/2403638#Comment_2403638
Competitive aspect does not equal balanced gameplay. The things that you mentioned are features of the game, you literally are proving nothing
My entire point is that where you draw that line? "Fun" is an arbitrary word that has no meaning, we can't derive it from stats, we can't use in-game evidence, and one persons definition of fun can be completely different from another persons. My entire problem with this word is that there are many people on this forum who argue for in game changes in the name of "fun" and dismiss other issues as "competitive issues" and they should be ignored thusly. E.G. Sprit/PH/Nemesis/DS/Huntress/Trapper/Hag/Myers are all "unfun" killers, they need to be changed due to this. High rank SWF/Survivors that can slam out gens in under 4 minutes? That's a balance problem and this game isn't competitive ergo we do not need to adresss it.
"Fun" on these forums is a way to basically justify "my issue should be fixed, your issue however does not fall into the fun bucket and this game is not competitive ergo we don't need to make any kind of adjustments in that vein".
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@MrCalac123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2406196#Comment_2406196
Which is why I offered a solution and am more than willing to hear other solutions. It is a necessary evil because an alternative is not being offered.
What if its a map with two god pallets in a row? Or extremely safe pallets? There goes about 10-15 seconds of your extremely limited one minute. What if they get to an extremely safe structure/tile? You would basically auto lose as a killer vs a good looper if the path they take has resources available. Miss one mind game and add 10-15 seconds easy. On the flip side if this final chase began and you got dumped into a deadzone with no pallets nearby you just lose as a survivor instantly.
I don't think there is a good alternative because even if you heavily buff the last survivors repair speed, let's even pretend it's instant. The killer will know where the survivor is and once a chase begins it is going to be impossible for a survivor to lose the killer and spend 16 seconds opening the gate. The final chase is an interesting idea for sure but I feel like it has the potential for even worse experiences for both sides than hatch does.
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Hatch is fine and a necessary evil. The last survivor isn't going to get a gen done by themselves unless it is already extremely close to being done when the second to last person dies. The same reason EGC was added is the same reason hatch has to exist, a survivor crouch walking around a map for 10-15 minutes cause they don't wanna dc and also don't wanna just die to the killer is not fun for either side.
Edit: This is ignoring keys, just talking about the baseline hatch mechanic and how it spawns for the last survivor.
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You either need to nerf the meta perks hard or buff the crappy perks up to be on par with the meta. I don't think buffing is a reasonable option because of how strong perks are on both sides. How do you make a perk beat pop? Borrowed Time? You can't unless the effect is so strong it makes it a competitor. I don't really want to imagine what kind of perks would need to be made to compete with the strongest perks.
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Misunderstood the original ask. My only question is how would such a perk work with BT? Would you get two endurance effects? I totally see your point but it would not really alleviate the crappy solo experience it would just slightly flip it "oh wow that was a waste of BT, that dude had the perk to give himself endurance"
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2404289#Comment_2404289
Dead Hard requires you to be injured, which that is a risk in and of itself. You are one hit from a down.
The so called "requirements" for the other perks can also hardly be called requirements because most of the time if you are running those perks, you will position yourself nearby the so called "requirement" (window, hill, etc).
At this point I think you only hate Dead Hard because you are looking at it from a chase stand point, rather than ALSO looking at those specific scenarios where the other exhaustion perks also would cause a time sink. Imagine someone having a POP stack and the Sprint Burst survivor has it ready ( which in most cases they are) so therefore they commit to a gen before running to a safe area. So not only did you lose a pop stack, a possible down, but probably ALSO a gen on another side. That is even more powerful than Dead Hard could ever be in that situation.
Let's continue to dissect this perk though via singular scenarios that you know, only affect THAT perk.
in my opinion the most optimal use of a perk is how it should be balanced or at least discussed in terms of what is its best use. Just like how ruin + old undying was stupid strong in its best case scenario of 4 ruins
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@Johnny_XMan said:
I find it amusing that players want to claim Dead Hard "extends" the distance of a chase, when ALL other exhaustion perks do the same exact thing, if not even better.
Dead Hard which by DBD standards doesn't even work 100% of the time, and it's the only perk that requires you to be injured.
Any other perk requires a bit of risk and setup to use mid-chase. 99% of sprint burst users I see sprint away at the start of the killer finding them, which while it's a big deal, it isn't as much of a time sink as chasing a survivor for 15-20 seconds, hitting them. Continuing to chase for another 10-15 seconds and then they dead hard for distance(these times are extremely generous to the killer too). The time sink is much much larger with dead hard than any of the other exhaustion perks and they all require specific things whereas dead hard can be used at any tile. The only analogous thing is 99%'d sprint burst which means that you are contributing nothing to your team while you run around at 99% and try to get the killer to chase you.
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I do agree with some of your points but disagree with your solution as well as some of the other points you make.
You say getting run for 3 gens on the first chase means you're bad but acknowledge further down that good survivors who maximize gen efficiency(lets be real, this doesnt even require swf/comms to do) will always get 3 gens done before the first hook or be extremely close to 3 gens popping. Which is it?
As far as camping and tunneling being unfun I agree. I don't think extra BP nor pips changes this though, it's a very weak consolation prize that does nothing to alleviate how ######### the experience is. Same thing as a killer getting gen rushed by swf, you could give me 1 million blood points for that game it still doesn't change the fact that it was terrible, same thing with getting camped/tunneled.
Then lastly, you propose a solution for auto balancing this out with killers but for survivors it's just 'pls dont do that'?
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@JimboMason said:
DBD is far from a comp game, its a game for fun
Never understood this line of thinking. Why do we have exhaustion then? Or people dying on hooks? Why can't killers just knock people down in one hit and you just get more blood points for hooking more people? Surely that wouldd be more fun, no more worrying about tunneling or camping and now you can sprint burst 24/7. Killers should move at 200% move speed cause that would be fun The games not competitive so it should be fine right?
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/2402140#Comment_2402140
https://youtu.be/W8L1fab3Puo?t=1891
And then there’s guys like this who main him, say he’s amazing, and win literally every game with him at rank 1. So…..
This is meaningless. Dowsey had some ridiculous win streak as twins. What happened the second he got matched against survivors who are as good as he is? 4 man escape. Players who have thousands and thousands of hours shouldn't be playing against literal who's that the matchmaker just picks cause they've been in queue for a bit. Now if this guy could do this with MMR on I'd be impressed.
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115% killer with no map mobility. A power that punishes him early game where killers are weakest. A power that gives 8 free health states to the enemy team. Zombie AI that is only good for memes and 80% of the time does literally nothing other than extremely minor info.
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@Pizzaman said:
https://forum.deadbydaylight.com/en/discussion/comment/2401023#Comment_2401023
There's already a montage, it's just missing the most vital part, which is the latency numbers. The whole "pallet stun validation" topic is just about the latency of clients to the server. Yet, nobody actually showed proof/evidence of those numbers. It's all just claims that the latency should not have been an issue, yet they "got robbed".
Also, the "pallet stun validation" never was about "OS", "hardware of the machine", etc. just latency. Let's stick to the topic, shall we?
Except your OS is what is handling taking in those network packets off of ports, doing what it needs to do and passing them off to the applications behind those ports. If a particular OS version has a .0034 second delay due to a coding issue of that than any network traffic that hits a machine with that version of the OS on it will suffer that delay in network traffic. Hardware of the machinery combined with certain library issues can cause delays as well. It is not as simple as DBD Client -> Server -> Client. There are tons of moving parts in between that can easily add delay. If you are going to make such a big deal about a ping value we should clearly care about ALL variables that can impact that time.
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@Pizzaman said:
https://forum.deadbydaylight.com/en/discussion/comment/2400858#Comment_2400858
Look, I'm not saying it's happening, I'm not saying it's not happening. All that is needed to understand the situation is EVIDENCE.
Take EntitySpawn's post as an example. It says that it's happening, even though there was a 40 ping and that it looks like it was not good enough. Also what about the survivors latency? If someone makes a post with a concrete information ("40 ping"), then why not just put that it into a video together with some live action and show it to the world? Clearly the number 40 must come from somewhere, why not just show that? Is it really that hard? I'm not blindly believing people that just make claims in a "post" (and until there's evidence, it's just a claim), and nobody else should either.
"Just because a killer player gets stunned and didn't get the hit does not mean they have worse ping than the survivor." Yeah, so even more important to show those numbers in the evidence *.
Again, if someone claims that he/she got robbed of a hit (or even multiple hits) while his/her latency to the server was indeed lower than the suvivors latency to the server, then why would that person not put up the evidence *? Understand, everyone can make claims by making a post. If you want get heard, provide evidence *. Everything that is said, is just a claim until there's solid evidence *. And just putting text in this forum is not evidence *.
If this is an actual issue, and people know exactly that their latency to the server is lower than the latency to the server of other players (as they claim), yet they still get robbed, then it shouldn't be too hard to put up some solid evidence *. If a person can't provide any evidence *, but still claims they got robbed that's just a big red flag to me.
* What is solid evidence in this case: a live action gameplay recording with an indication that shows the killers latency to the server and the survivors latency to the server.
Why would someone go to that much work when we can continue down this train of logic and say 'nope, didnt have all the info'? We don't know what the code running on the server is doing so we need to have behavior show us the actual implementation of the code. Oh and also we need to know where the server is based and what OS and version of that OS is running on it. Also the hardware of the machine, also the dependencies of DBD and also the versions of those. Also the manufacturer of the hardware. Also any kind of network blips on the day of between each client and also the server as well as the general network traffic of all networks in that area at the exact moment of the 'test'.
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It's far more than just a 'whose action got to the server first'. Feel free to see the many examples in this video of a killer hit being rejected on the -same side- of the pallet.
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@AGM said:
https://forum.deadbydaylight.com/en/discussion/comment/2399918#Comment_2399918
I understand that it's frustrating, and it should be fixed. But the problem is the false scream and vfx, not the new pallet system. People are only feeling "robbed" because of the false feedback. If that didn't happen you'd just accept it as a normal stun. But now that we know that this can happen, we can just pay a little more attention after swinging through pallets to make sure that the hit connected or not.
Wanna take a look at this and claim its just a ping thing?
https://www.youtube.com/watch?v=HQ4fUJrYirAI'll even add timestamps for you.
0:17 seconds, survivor stuns killer even though both are on same side of pallet and hit is rejected.
0:22 same thing again.
BHVR clearly altered the algorithm far more than just 'whose action got to the server first'. Or are you going to claim that a survivor dropping a pallet should stun a killer behind him even on the same side of a pallet?
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Clearly Bhvr did far more than just a 'whos action got to the server first' re: the survivor stunning the killer even on the same side of the pallet.
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@Red_Beard said:
https://forum.deadbydaylight.com/en/discussion/comment/2399667#Comment_2399667
But you weren't supposed to get the down though because the server saw that the pallet was down far enough to stun you before it saw the hit to the survivor. So you didn't really lose the hit, it just looked that way on your screen because of latency.
Oh I agree completely that the server has to pick a version and that means someone is 'cheated' no matter what, it doesn't really matter who wins the other side feels cheated. Just saying that a single down can completely shift the games result.
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@MadmegMain said:
Not to be rude but how has it cost you the game? Yes it’s annoying but you wont lose the game from not getting a hit that you already wouldn’t get
This can 100% cost you games, pop is one of the most popular killer perks for a reason and not getting a down + hook can be the difference between gates being powered or not at key moments.
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This is what DBD is at high level gameplay
- Survivors spawn spread out and on gens at the start of the game
- Good survivors with all pallets available at the start of the game WILL take 50+ seconds to down on first chase(lmao 3 gens @ 50/80 hehe)
- Good survivors know totem spawns and will find your hex totems easily
- Good survivors know tiles and how to chain them effectively
- Stretched Res (but I only use it cause I like it!)
- Most recent pallet change logic means you basically auto win at a pallet as a survivor unless your ping is abysmal
Killers can.....hold W harder? Your literal only option is to hope you play against potatoes or people who do not choose to be as efficient as possible on gens or play a killer with mobility as their biggest strength. You simply lose if survivors focus on gens as the many pieces of evidence have shown(de-pip squad, MMR, etc.).
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OP what is your rank? I seriously have to question it if you think a literal free unhook that teleports a survivor off of a hook to a locker that can be used 4 times in a game is a fair and balanced idea. Let me propose the alternative on the killer side and I'd love to hear your opinion.
Kick a generator to mark it, once per game if a survivor is working on a marked gen push 'E' to teleport them onto the nearest hook. Consumes a token, start the game with 4 tokens.
Fun perk to counter gen-rush :)
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110% movespeed: check
Doesnt even have a power at high wall loops and jungle gyms: check
time spent reloading constantly: check
zero response to gen-rushing: check
All he has going for him is ability to camp and down you quickly in deadzones, just like Bubba.
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The game is fundamentally broken at high ranks. They continue to balance around the assumption that at the start of the game you have 2 survivors doing dull totems, 1 rummaging in a chest, and 1 on a gen. 4 good survivors will 100% pop 3 gens before the first hook is done. It's just a meme game after that point.
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The best part is when it comes hand in hand with "this killer is NOT OP and might even be on the weaker side...but we should nerf the one thing they have going for them and uhhhhh....give them deep wounds for map pressure as compensation!! We just solved all balance problems in DBD!"
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@Volcz said:
https://forum.deadbydaylight.com/en/discussion/comment/2397206#Comment_2397206
Good luck with waiting it out. Survivors went through this hell for years. Welcome to the club!
Yes, because failed grabs aren't a thing and haven't been a thing for years....totally only survivors experienced lag and bad client code.