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Chewy102

Chewy102

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  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/919395#Comment_919395

    Actually, according to the stats, Demogorgon is among the worst Killers in the game. He's really held back by the audio cues that announce his arrival; being able to pinpoint the Demogorgon's location by sound makes it much more difficult to mindgame with him, and renders the Undetectable and Oblivious components of his power almost worthless.

    The loud noise when he emerges from his portal also ruins the element of surprise for him in many cases. Also, his inability to replace unused portals unless the survivors cleanse them can cripple his mobility in the late game.

    Legion, Leatherface, Wraith and Doctor all have a higher kill-rate than the Demogorgon. His power is good on paper, but is held back by crippling weaknesses in practice.

    Cant real say much in honest outside of my personal gameplay. Demo works for me and against the Survivors I go against.

    Might be a regional thing. Might be just potato Survivors not taking advantage (very likely this). Or it might be I'm playing Demo in a different way that just happens to work. No idea. Odds are its potatoes and me being in green ranks at the moment if I had to guess.

    All I can say is that Demo is one of if not my highest preforming Killer. Last 3 days I haven't had a single escape that wasnt the hatch in one way or another.

  • @SnakeSound222 said:

    I think the devs either didn't care or expect Survivors to hear all of the loud noises. I wouldn't be surprised if it's the second one because of the ranks they like to balance around.

    https://forum.deadbydaylight.com/en/discussion/comment/919093#Comment_919093

    Part of me wonders if we only got a Stranger Things chapter because the devs wanted something that was currently relevant. They seem to have completely abandoned Demogorgon.

    My opinion is that the Demogorgon doesnt need any attention. He has among the best map pressure, good anti loop ability, high chase control, and a power than combos with multiple varying perk builds. All that plus a true monster like design What more do you need?

    Demo doesnt need to be the best. He just wants to go rawr at people and likes to enjoy a well earned snack.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/918910#Comment_918910

    Not the same thing.

    There's a timer, and it's one time use. You saying it becomes a health state AND a chase is because you chose to chase.

    Often enough, there is no choice as a Survivor decided to chase the Killer knowing that he is 100% safe. A Survivor directly confronting the Killer without risk is a problem.


    With any other perk. A stupid play will get the Survivor back on a hook. You can punish their bad play. But with DS they are free to do anything they want. Zero risk for punishments for bad plays, zero risk for pulling Killer agro, zero risk for a full minute is NOT balanced!

    And yeah. It is comparable to gens. It's the same as saying that once a game when the Killer kicks a gen, no Survivor can touch it till regressed back to 0% or instantly be downed. DS is that strong. Nothing comes close to it.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/918894#Comment_918894

    Consider not chasing after wasting their DS, and enjoy knowing that it can't be used in the EGC or later in the match.

    Not chasing a Survivor. You are telling Killers to not do their only job and to simply lose the game because there "might" be DS in play. Just go into a corner and stand there all game.


    That's like me telling a Survivor to not do gens.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/918814#Comment_918814

    It's not just a stun though. It's a stun, followed by a free health state.

    Maybe 1 won't do much. But up to 4 most likely will.

    It isn't just a health state, it's an entire chase.

    A 5 seconds stun is enough time to reach another loop who itself can drag out 10+ seconds if it has a mind game. 30+ seconds if it is a safe loop that allows the Survivor to reach yet ANOTHER loop to repeat everything all over again till they run out of resources or get caught out.

    That 5 seconds stun can easily turn into a full minute after everything is said and done. The average game (for me) lasts 10-13 minutes. Eating a bad DS stun can cost me as much as 1/10 of an entire GAME!

    That isn't even everything either. DS just by existing causes Killers to second guess picking anyone up after their first hook. As long as there is an obsession, there is going to be a risk of DS forcing any/all Killers to slug longer than normal. Who itself is yet another thing Survivors love to complain about!


    That's a single DS. 2, 3, or all 4 Survivors can have that each! It's an extremely strong perk that frankly nothing else compares nor comes close to. That's why DS is hated. It's a perk too strong for its own good and has been THE strongest perk in the game since it came out in my opinion.

  • @Vetrathene said:

    https://forum.deadbydaylight.com/en/discussion/comment/916470#Comment_916470

    Yep, this seems like a good spot. DS just needs to be changed so that it deactivates after hooking another survivor.

    I'd say DS should deactivate if you start doing certain "not running for your life" actions like working a gen, interacting with a Killer's possession (traps, tunnels, Saw boxes, or such), save someone else, or blind/stun the Killer.


    If you arent running for your life or actively fighting the Killer, it isnt tunneling in my opinion. You can still jump in a locker or tank a hit to use DS or heal others/yourself and still have DS just in case. But you cant simply start playing like an idiot without it costing you.

  • Had a BS DS today playing Demogorgon.

    Rank 12 so in honest it was a chill game of me going rawr at folks and purposely avoiding certain Survivors to not tunnel. I cant even remember when this one Survivor was unhooked but I had time to hook another person, walk off for a save, both got healed, and I still ate the DS when she kept destroying my tunnel exit and got grabbed.

    Didn't want to grab either. Just build STBFL stacks but the game forced a grab and thus are the DS.


    That was technically working as an anti tunnel perk. But she was tunneling MY tunnel!

  • Sanctum is like the Estate, Killers can't see ######### with all the bamboo and clutter. Attempt to use stealth a bit more than blatantly running about. Odds are the Killer will never see you till you start leaving scratch marks all over the place.

    It is also shaped much like Azarov's Resting Place and Suffocation Pit with 2 main sections connected by a small choke point. Easy to 3 gen yourself if you aren't careful, but if you can spread gens out then the Killer can't do much of anything to stop you.


    Haven't had much playtime on the new map just yet, but it seems like par for the course and this thread reads like user error making mistakes and pushing the blame elsewhere.

  • Hillbilly once had a flick for like 1-2 years. It was removed because it was "not intended". Then came Oni with much more controlled sprint and a MUCH better flick (Billy's flick didn't have a lunge to it, just moved the hitbox to the side), it was only a matter of time before his flick got killed.

    The devs just don't want a Killer with high mobility with a one shot be too easy to land hits. They want it to come at some risk.


    Billy lost his flick because his chainsaw is infinite and has add-ons that made missing, or running into objects, not a problem. Billy didn't need his flick to be honest and even got a rather good curve to his chainsaw in return. I will NEVER not miss his flick being a Legacy Billy main, but i fully understand why it went away.

    Oni's flick wasn't needed either. His mobility is simply in-#########-sane mid sprint and stopping the sprint isn't that bad of a negative. Plus Oni still has his one hit downs, with a lunge, replacing his default attack while in rage mode. Even if you account for Oni needing to spend time earning his power, his power is simply too strong with flick. Sprinting at mach 1 going into a near impossible to dodge one hit down is just too good. It ruins any map balance there is and makes what ground Survivors gained on him worthless.


    I understand that it hurts losing your toys. But sometimes you gotta take one on the chin for the greater good. Now only if certain Survivor toys got the same treatment.

  • @PandaChris said:

    https://forum.deadbydaylight.com/en/discussion/comment/914602#Comment_914602

    Vincent ive seen you post this 4 man SWF stat so many times already. This stat has so many issues its not even funny and the fact you use it is even worse.

    One example, is you can have a 4 man SWF group of rank 1, 2, 2, 3 that escape 75% (3 out of 4 escape) of the time and a 4 man SWF group of 10, 12, 13, 10 that escape 25% (1 out of 4 escape) of the time. Combine them and you got a 50% escape rate.

    Another example which leads to main issue of this stat is you can have a 4 man SWF group of ranks 1, 2, 10, 20. Now out of 100 games the rank 1, 2 escape 75% of the time and the rank 10, 20 escape 25% of the time. Their group total at the end of the match normally would be is 2 alive (the Red Ranks) and 2 dead (the Higher Ranks), so 50%.

    Also, if you want to blindy throw out stats maybe you should include at Rank 1 on PC there is a 80% survival rate. So, i am going to bet Red Rank survivors in 4 man SWF groups are escaping way more than 50%.

    That's 80% of rank 1 escape rate given some time back was bad data. It didn't account for deranking. So going into a at rank 1 and getting killed could not count if you also deranked back to rank 2. This HIGHLY inflated the rank 1 escape rates as it never counted the majority of the times a rank 1 Survivor died as they wasn't rank 1 anymore after death.

    The devs aren't exactly great about giving data. It is often too little to be of use or simply wrong far too often to be of any real worth.

  • There is only 1 way to get reliable and workable data from any game that does not freely provide it.

    Collect your own data.


    Over 10 games gather up kill counts, hook totals, perks used for both K/S, Killer played, map RNGed, items brought/found by Survivors, add-ons used by Killer, game length, and offerings burnt (outside of BP boosts) all need to be accounted for. Your personal data by itself is FAR too limited though so you also need to gather the same data from at least 10 players in total.

    Once you have those 100 games spread across multiple players, it still isn't enough thanks to how many total Killers there are in the game diluting the data between them all and how rank effects player skill during those games with low ranks being tilted one way and high ranks another. But it is a start.


    Anyone willing to help record their data and post it? Screen cap the end game scoreboard for 10 or so games and that should be a start. The more details you can give with your data the better, but scoreboards should be effective in gathering the basics. If we get enough people in total to give enough data then the community could, maybe, form an opinion that isn't tainted by purely off of personal gameplay or rehashed opinions from someone popular.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/908605#Comment_908605

    You even said the problem with surge in your playstyle explanation. If your finishing the chase with a quick shred after an M1, that means the shred got the down and surge aint gonna work with that down. Being stuck with scenarios where you gotta purposefully handicap yourself in order to make a perk work sucks.

    A quick Shred only works in a few cases like they are in the open or not bothering to watch their back.

    If a Survivor is watching for a Shred then odds are you aren't going to land it. They will attempt to dodge and/or get behind cover ASAP and that is what combos with STBFL and Surge. When they are doing 90 degree turns to dodge Shred, they aren't running away while you are still gaining ground. This puts themselves into M1 range rather easy and with a few STBFL stacks you land both hits within seconds of each other if you commit or fake the Shred.

    Either way you will be gaining STBFL stacks in near every chase and keep them even against the obsession, you will be more likely to use Surge than most Killers from Shred being a good bait into M1, Surveillance will come into effect as you use Surge to make better use of your tunnels to get close while also cutting Survivors off from certain directions, and you still have a 4th perk to choose from for any other need.

    Meta builds are one thing. But it's my thinking that a build should support the Killer and his power instead of just slapping on the current meta. That's why I run this on Demo, it's why I got Hangman's Trick with Agitation on Trapper, and why Monitor and Abuse and Distressing are often swapped for each other on my Shape.


    If you aren't making your build to support your Killer and are just sticking to meta, then you aren't thinking about how to get better.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/908269#Comment_908269

    Pretty much this... Its ironic that it came out on Demogorgon, since Demo cant get use out of it if he actually uses his Shred ability to down ppl. Having it work with Huntress's hatchets and such would let it be an option on many more killers.

    https://forum.deadbydaylight.com/en/discussion/comment/908397#Comment_908397

    Do you think it may be possible to remove the "basic attack" requirement so characters like Huntress or Hillbilly could use their power and benifit from it?

    Surge is in my main build for Demo along with Surveillance and Save the Best for Last.


    Surge saves an insane amount of time from the Killer not needing to kick gens. When combined with STBFL it is a win/win in gaining power over the game while not wasting time. Added with Surveillance and the Demo knows exactly where to apply pressure in general plus it helps with smarter use of his tunnels.

    Shred is nice and all in ending some loops or landing otherwise impossible hits. But a BIG part of what makes Shred strong is how often you can fake it in order to simply make the Survivors turn putting them in range of a M1 feeding STBFL. You can't just using nothing but Shred, M1s are needed as well. Hit with M1 to get a stack, then Shred near instantly afterwards for very fast downs that only get faster as you build up STBFL stacks. Those 2 perks combo VERY well together with Demo and Surveillance buffs the combo even more when you can't depend on Shred for downs with constant information of what gens are NOT being worked on! Letting you know where you need to put pressure most with your tunnels.


    It's a rather decent build that supports how the Demo plays by making him more aggressive as the game goes on and leaves the 4th perk slot open for what ever else is needed. Surge by itself isn't all that good, but it combos very well with other perks and some Killer powers.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/905361#Comment_905361

    2.92 means in 100 games 92 are 3ks and 8 are 2ks. That is simple math. not 2=2. If you are talking wholes then yes it would average two and 92/100 which is indeed 2 wholes. But that .92 can not be just forgotten. It is still 3ks 92/100 games.

    Now we have no idea how it correlates to strategy, hook ratios, moris or any other thing because we don't have the data on that.

    But we do know that on average in 100 games, Freddy at red ranks is getting 3ks 92 times.

    You aren't accounting anything but 2 or 3. You have 0, 1, and 4 kill games as well happening in that total 100 all equaling to averaging 2 kills per game. And like I said, HOW/WHEN/WHERE you get those Killers is what matters. Not the kills themselves.

    For all we know Survivors are doing what they tend to do in high ranks. Play like they don't give a damn and get themselves killed more often than they should. They already earned high rank and likely got their pip plus BP, why bother escaping over having some risky fun? Some high rank Survivors I know stop caring about if they live or not and will 100% sacrifice themselves in order to do gimmicks or goof off.

    In the raw kill data it just reads that they died. Nothing more, nothing less. But in truth if you don't know how, when, and where they died you wont know jack about balancing the game. Being killed by the Killer using his power means more than by a M1. Getting killed with 5 gens to go means more than death in the EGC. Running to to tiles with pallets/loops means more than getting downed in the middle of nothing.


    Pull your head out of the kill average's backside and look at the big picture. The reason most game devs don't bother giving players stats is that they very few understand anything about them and just jump on a single detail out of thousands.


  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/904592#Comment_904592

    Details do add up... it adds up to 3 kills 92/100 games. It's not close enough, it issimple math. How they got those kills is another argument.

    No, the simple math is that 2 = 2. The .92 means nothing as you can't kill .92 of a person making it 2 kills average per game till you break into it being a full 3. If you are charged $3 for something at a store, you aren't going to get away with paying only $2.92. 2.92 is close to 3, but it isn't 3. "Close enough" doesn't belong in math at all be it simple or not as math is math.


    This goes far beyond the kill counts in any case. Raw kill counts only show the bulk averages. Often enough snowballing goes one way or the other in DbD. If the Killer snowballs, it is very much going to be a 3-4 kill game based on the hatch. If Survivors snowball, then it is likely a 0-1 kill game. All of those 0 kill, 1 kill, 2 kill, 3 kill, and 4 kill games make up the raw averages and Id like to see their % numbers instead of just the average. It tells a much clearer story in my opinion as a Killer can have a higher kill average, but is extremely bipolar in having nothing but 0 kill and 4 kill games with nothing in between thanks to how DbD snowballing works.

    Id also like to know average game length. Average chase length. Average gen time/s for each of the 5 gens of a game. % of skill checks of failed/good/great. How often does using a Killer power end with ending a chase. The survival/kill rates per map and/or for each Killer. And oh so much more.


    Taking about raw kill averages is like arguing over kill/death ratios on COD. Pointless without the details of how you got those kills in the first place.


  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/904070#Comment_904070

    You don't need too but mathematically it's closer to 3. No big deal...just math teacher in me. See it how you want. Out of 100 games..92 will be 3ks.

    It is a big deal though as a "close enough" mentality leads to massive flaws. Those details add up over time and you are only looking at the raw kill numbers while ignoring hook counts, gen progress, game length, and more.


    That 2.92 equals to roughly 8 hooks out of 12 total. Landing 8 hooks in a game is asking a lot in higher ranks as that can be up to 8 full length chases in matches that can end in as little as 5-6 minutes. And if you happen to spread those hooks too much? You're boned and can have 0-1 kills while still having those 8 hooks out of 12.

    Details add up. "Close enough" doesn't work and is called half assed for a reason of it not being worth #########.

  • @anarchy753 said:

    I'm still not fond of it at all. His power is pulled in too many directions and he doesn't do any one of them better than other killers.

    His shred is useAful in a chase, but it's telegraphed and survivors can dodge it pretty easily. A lot of the time it's just not worth losing the ground a missed shred loses when you could wait 3 seconds and lunge instead.

    His portals are really bad for mobility. Unlike other mobile killers, he has to walk to where he wants to go the first time. To use one he has to take the time to place another, and doesn't have enough to place them willy nilly.

    He has tracking, but only when survivors can see the portal and KNOW they can be tracked, so the value of that is pretty minimal. He can also be stealthy to approach, but can't use his tracking is he's going to do so. If you could read that a survivor was near a portal then come out of it stealthily to attack, that'd be great, but as it is, they're aware that there's a portal there and you loudly announce "SURVIVORS, I AM NOW TELEPORTING, LISTEN FOR MY SQUELCHY PORTAL NOICE AND THUMPING FOOTSTEPS BECAUSE I AND NOW STEALTHY FOR 3 SECONDS!" which tends to get people to pay enough attention to ruin the benefits.

    As someone above said, too, everything he does has a global noise. Survivors get so much information that he's busy with someone else, or giving up on a chase and burrowing so they always know they're safe on a gen.

    Survivors dodging Shred isnt exactly doing them any favors. Yeah it make it harder to land Shred, but they DRASTICALLY slow down or come to a full stop needing to make those 90 degree turns. Allowing real mindgames with the Demo that he often controls.

    Charge Shred. If they are looking backwards, you might want to bait and fake. Bait them to dodge by jerking your mouse and cancel Shred for a M1. Often works in clear areas before reaching loops. In cluttered areas and on loops a baited Shred can force them to poorly run a loop, giving way to a M1. Or them simply running into object not looking where they're going.

    If they arent looking back. Just land the Shred. Prediction is needed but often enough not paying attention to a Demo is a bad idea that leads to getting hit.


    And Iv never been able to have a tunnel on gens work out. The detection range is ######### and there is zero reason to channel Of the Abyss outside of using Shred. You often also cant travel on demand without wasting half of your tunnels in random places plus when you do travel those Survivors are long gone already. And if they dont see you when hearing the global tell, they know it's safe to stay put. No gain in stalling gens nor starting chases.

    But if you plop a tunnel nearby a gen out of view and hearing. All they got is the global tell and every time you use a tunnel all Survivors should be on their toes. You can also block Survivors off of loops or lead them into dead zones multiple times by being able to choose where your tunnels are.

    That makes your map travel a threat. Until someone sees you, you can be ANYWHERE! If they ignore your tunnels, you keep forcing Survivors into areas already cleared of pallets. If they remove your tunnels you gained time, information, AND you get that tunnel back for future use!


    Nothing is perfect. But to me it looks like Demogorgon has more control of the game than most other Killers.

  • Iron Will. 100% - 100% = 0%

    Stridor. 100% + 50% = 150%

    Iron Will + Stridor. 100% - 100% + 50% = 50%


    That's how it is suppose to work. Both soft counter each other but neither should hard counter the other.

  • @Ramxenoc445 said:

    https://forum.deadbydaylight.com/en/discussion/comment/833734#Comment_833734

    Thats why i dont play darksouls or bloodborne pvp and i believe they're also p2p but i know they can fix it. They just have to tweak with how hits get detected. You're right on the delays but when its happening over these large gaps it doesnt feel like its delay it just feels and seems like they have a slightly longer reach than they should have. Even when i play killer people will vault windows and i swing and they get hit from almost center of killer shack and there is no way that is delay because if im seeing that they got some distance away then something about the hitboxes isnt right or server isnt properly syncing where the hitbox actually is sometimes feels like htiboxes are extended when survivors vault but other times its perfectly fine so..

    When a Survivor is vaulting their hitbox stays at the vault for the entire animation from what Iv read. So if manage to hit the vault point at the end of a lunge and at the end of their animation it can look rather jank as if you had more than normal.

    It's done like this because if the Survivor hitbox wasn't kept there the Killer would likely never hit at vault points. It's treated as a solid wall for the most part. So without that hitbox the Killer's hurtbox would touch the wall fist ending in a rebound instead of a hit. Making most loops insanely overpowered as the Killer couldn't punish bad/slow vaults anymore.


    As to why hitboxes look so freaking large. You are moving at 4 meters a second. And by the time you are told you got hit after the Killer told the server then the server told you, you was still moving at around that 4m/s. Say if both have a ping of 60, that's 120ms of a delay between the players at the best, or .12 of a second.

    At 4m/s. That's roughly .5 of a meter of travel distance over .12 of a second. And this it the BEST case scenario of no added delays in processing the data for the Killer, server, or Survivor. Making the real deal maybe .2 or .25 of a second. Approximately a full meter of travel moving at 4m/s.

    That's just if both players have a ping if 60. Pings arent normally that low. 80ms each is geting to .3 of a second after everything. It only gets worse after that. Much worse when you notice I'm only talking of hard math.

    Haven't even touch reaction times, player locations relative to each other, or anything else that muds up the timings even more.


    That's why it cant be fixed.

  • "Hitboxes" isn't something that can EVER be fixed. It is normal online gameplay you see in every single online game. Everything you do takes time to be told to someone else. Everything someone else does takes time to be told to you.

    Watch Dark Souls PvP, you'll see the same delays and gap between when you hit someone and they take damage or when they attack and you take damage as well as the timings for dodges or parries looking jank as hell. Play a shooter and you'll notice that you can get shot by someone AFTER you ran into cover or you can trade kills even if you started shooting first. Every single online game has these delays. It is impossible to not have them due to the laws of physics. It takes time for data to be sent, everything takes time.

    You can't make data move faster. You can move MORE of it at a time or have the connection be more stable, but you can never make that data move FASTER.

    Dedicated servers could have NEVER fixed this. Adding a server adds another chain in the data loop and thus can do nothing but add to the delay. Nothing can fix this, P2P reduced it as much as possible but the community didn't want that anymore.


    The people got what they asked for. They wanted dedicated servers and got them, along with everything else that comes with it.


  • @Mr_K said:

    Holding at 99% is intended because exhaustion doesn't recover while running. What you may be referring to was the bug where sprint burst not activating if you were crouching before sprinting.

    Going by the the rest of your post, it couldn't be lag because the server is what feeds you the survivor's position. Pauses in their connection to the server would translate to them standing still or running in place to you.

    If they SB multiple times in one chase I would call suspect.

    I never chased him that long to see if it would have triggered more than once in a chase. The first time it happened I downed him as he stood at a pallet. This was legit lag or a bug, he ran up to the pallet and just stood there as if unable to interact with it. He finally dropped it as I landed the 2nd hit.

    That pallet felt like a real bug but his movement didn't look out of the normal. No hitches, no jitters, no running into walls. Lag would have been seen by him showing all of those. I thought it odd but moved on.

    The 2nd time he got a mid chase Sprint Burst I simply walked off. Again his movement looked normal. But as he made it to another loop after getting a 2nd very late Sprint Burst I was highly suspect and just didn't want to bother running that loop with him when there was other people to chase right there.

    Didn't see him again after that so I couldn't test further. I just kinda buggered off wondering about the map waiting for them all to walk out a gate. Didn't feel like playing that round anymore after seeing something the felt so fishy.

  • @PigNRun said:

    You have to be channeling Of The Abyss, aka holding M2 (like when you ready the pounce/Shred). Only then you can see people with Killer Instinct near portals.

    Not near a tunnel. Without an add-on they have to be standing on top of the damned things for you to see them. With add-ons they still have to be rather close.


    OP, don't bother using tunnels to reveal Survivor locations. Focus on using them for travel and stealth. The odds of channeling Of the Abyss while someone is touching a tunnel that they can clearly see is very low. And the odds of being able to use or react to that information is even lower.


  • @Aven_Fallen said:

    The Exploit was that you can Sprint without using Sprint Burst, even when not exhausted. This was fixed.

    That you keep your Recovery from Exhaustion at 99% is normal and can be used, you just need to run to keep it there and stop for a brief moment ot get rid of the Exhaustion. This is not an exploit at all.

    But that isn't want happened.

    Both times I found him working a gen and/or healing and both times he started running then got Sprint Burst several seconds later when I got close enough to attack. He didn't slow down, didn't change animation, he simply kept running and got a speed boost out of nowhere. Survivor animations and momentum should have shown something, anything.

    The odds of that happening once is understandable. I could have just found him at the right moment and he made good with it even without showing a slowdown nor animation change. To have that happen twice. The odds say not likely and smells very wrong. It feels even worse when Im told through someone else that he blamed it on lag. He didn't claim to 99% anything or said that he played well, he just had someone else say it was lag.

    @humanbeing1704 said:

    vaulting at 99% removes exhaustion and you don't use it if you continue running after the fast vault

    He was no where near a vault point. Open ground simply running in a straight line for 3-5 seconds then got a Sprint Burst as I got close.



    Im trying to talk myself out of believing the guy was hacking/exploiting/cheating. But nothing I can think of nor any opinions here or on the Steam forums has explained it to be anything else but a manual use of Sprint Burst. Something that shouldn't be possible.

  • Can't speak for Wraith or Doctor as I don't have at lot of time with those, but with Demogorgon you already have half of my current build.

    Drop Overcharge and Bitter Murmur then replace them with Save the Best for Last and Surge.


    STBFL is THE best perk for Demogorgon due to his Shred being a damaging power that is somewhat easy to use. You can build up STBFL stacks and keep them thanks to if you can Shred your obsession. And any Killer that can keep STBFL stacks WILL do much better in the long run as by mid/late game you can attack almost non stop to reduce chases as much as possilbe while mixing in Shreds for even faster downs. At 8 stacks, you can M1 then near instantly Shred someone while they are still in their damage speed boost.

    Surge is there to combo with STBFL and to save time from kicking gens. Down someone with M1 and you build STBFL stacks while regressing nearby gens you would have spent an extra 3-10 or so seconds walking to and kicking. It is also a small information gain as well. If a gen pops someone WAS there, if it isn't regressing when you check on it at a distance (look for sparks or the glow at center mass) someone is STILL there.

    BBQ is to combo with your tunnels. Run an add-on that gives longer Undetectable after coming out of a tunnel (at least a green sadly) and you have real odds of starting chases in your favor around gens or sneaking up to someone in general.

    Ruin, it's just Ruin. Wish I could replace it with Surveillance to combo further with Surge and tunnels. But without Ruin most skilled Survivors will murder all the gens in no time at all.

  • @CrowFoxy said:

    Lawsuit. He literally can't be used for any media right now.

    Edit: because Victor Miller would like to own something that isn't his.

    Not only that. But as Jason had his own game rather recently there is likely an agreement to not have Jason in any game that could compete with it. Even if F13 failed and is no longer being worked on thanks to that lawsuit, an agreement still needs to be enforced and if broken will cause more problems for everyone.


  • @ACEvHEARTS said:

    Is the teaser really called Second Cut? One of the teasers for Shattered Bloodlines was called First Cut. https://youtu.be/lv35nylikfU

    That gif is literally cut from that video. Frame for frame from the 10 second mark to the 14 second mark.

    If I had to guess, this links to a new map to flush out the estate theme. Like how Clown added a new asylum and Plague added another red forest. The next chapter will likely have an estate themed map.


  • @FriendlyGuy said:

    But only if you play both sides you understand the problems both sides got. Playing one side and developing balance thoughts out of it is unhealthy for your understanding of the game.

    Take everything someone says with a grain of salt. Killer/Survivor main, 50/50 player, anyone.


    Good ideas are exactly like bad ideas. They can come from anywhere or anyone. So we shouldn't deny anyone from giving their opinion, but we should question those opinions and talk things out to sort out the good from the bad.

  • From my point of view. It looks like stalking isn't updating properly.

    If you start stalking before getting line of sight, you can't stalk them after they get into line of sight if you kept holding M2. Needing you to let go and reclick M2. And if line of sight is broken after stalking started, the Survivor getting back into line of sight isn't updated. Add that to dedicated servers adding a delay to Killers using their powers and it can explain why all those updates aren't working. The net code doesn't seem to handle minor updates too well and ignores some of them.

    Leading to failed stalking and having no micro control over the Killer power. Shape unable to 99% and reverting from EW3 to EW2. Ghost having hard times doing fast little stalks. Billy having problems fluttering his chainsaw. This is just dedicated servers being forced onto a game built around Killer being host. Things break and often when you force square pegs in round holes.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/814057#Comment_814057

    If people would lose Stamina while running and have the fear of running into the Killer without Stamina, they would play immersed. While immersed Playstyle needs to be encouraged, there is nothing more boring than 4 Survivors hiding while they do Gens. When a Survivor is running, a Killer at least has a Telltale that someone is there. I mean, imagine Sprint Burst Users, who are already only walking across the Map to not waste their Sprint Burst. Everyone would play like that, this would make the game way more boring, I would say, because Survivors have a much slower game experience by not running, while Killers have a harder time finding people, because they dont leave any Scratchmarks (Whispers would basically become mandatory).

    Furthermore, it is way worse than Bloodlust. While Bloodlust can be removed by kicking the Pallets, Survivors getting fatique does not simply stop like that. The current Balance is that Pallets need to be broken in order for the Survivor to gain Distance. This would not be possible anymore, because the Survivor will become slower and might not reach the next Loop, when the Killer does not decide to break the Pallet. You would need to balance around a new Mechanic, and I doubt that this is gonna happen in a way that is good for both sides.

    They could make pallet interactions give back stamina.

    Stun the Killer? Full stamina reset. Killer kicks a pallet? Stamina restore. It could even be a global thing that when the Killer gets stunned or kicks a pallet ALL Survivors get stamina back to keep pallets a viable resource. Add that with a 3to1 ratio of regaining stamina with not using it and you have something to work with.


    Running gen to gen haphazardly would still be possible. Say you run for 10 seconds to reach somewhere. It would only take 3 seconds to regain all that stamina. As long as you don't have shift glued down, odds are you'll never run out of stamina just moving about the map. Stop to work a gen, stamina regained. Stop to heal someone, stamina regained. Stop to flashlight the Killer and save someone off his shoulder, stamina regained. Stop to T-bag on the other side of a pallet, stamina regained. Attempt to mindgame and wait for the Killer to commit, stamina regained. You should never have a reason to be in a full sprint for THAT long as to run out of stamina.

    Unless the Killer is running your ass down, odds are you'll never come close to running out of stamina through smart gameplay. And that's the point. If you are careless, you get punished.

    @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/814107#Comment_814107

    Wouldn't this just end up similar to have increasing amounts of bloodlust that never goes down, even when the killer is hitting the survivor? It would be SUPER easy hitting a survivor moving at 85% speed twice.

    Why would it use the same numbers? Why wouldn't a Survivor regain stamina after getting hit?

    Think about it. The overall lost speed wouldn't need to be as much as blood lust gains. The main reason BL is so much of a boost is because of how rare it happens with how little of a help it offers. A Survivor slowing down could be in smaller chunks.

    And getting hit could be a mini adrenalin boost, fully resetting your stamina and putting you back to full speed till it ran out again. No reason at all to keep a Survivor moving slow after they already got punished for dragging out a chase too long or wasting their resources too soon.


  • @HatCreature said:

    The idea is cool and I like it but the stamina feature is pretty punishing in games similar to this.

    In Last Year: The Nightmare the Killers had stamina and damn if you ran out the moment you reached that kid you wouldn't hit them because your speed went DOWN.

    In Friday The 13th the Counselors have stamina but that's because Jason is incredibly slow

    Basically you'll regret having stamina introduced into the game because it severely made things harder. Also how are you going to differentiate your Exhaustion from Stamina? That's two different things you have to worry about that almost do the same exact thing.

    Exhaustion perks wouldn't need to effect stamina at all and be kept as they are.


    My thinking on this is how worthless blood lust is. As it is now you can't build blood lust at all without it costing you too much time. BL needs you to be IN a chase for it to work. This means some loops wont trigger BL like Haddonfield. The Survivor breaks line of sight too much for you to keep in a chase so you never build BL. And without a chase the Entity blocker for windows wont trigger either. This is why the Harvesters on Coldwind are so strong. Someone jumping that vault wont start a chase and can sit there till forced out but can still reach the next loop by the time the Killer commits to the vault himself. And in the cases where you could make use of BL, a Survivor can force you to lose the game doing so from how long it takes. Or simply force you out of BL by pallet camping a safe loop.

    Blood lust doesn't work. The Entity blocker isn't good enough. Survivors have too much control over a chase in general. So what is needed is to either take away some of the Survivor's control or limit it.


    A main reason why most all mid and low tier Killers are so weak and non-viable is from Survivors running them through loops. If Survivors couldn't loop as well in general. Then map design could be way more open to more ideas, Killers wouldn't need to be so powerful, and we wouldn't have to wait for months or years on constant reworks.


  • @Alice_pbg said:

    I don't really see the difference.

    They are both just a way to get around issues with the maps

    There would be a clear difference though as a Survivor getting worn out through running would happen throughout the game.

    If someone sprints from gen to gen, they would using up their stamina. If the Killer found them while that stamina is used then they wouldn't be able to prolong a chase as well. This would force Survivors to slow down a little in moving around the map. Thus giving Killers that much more time to hunt.

    A 3to1 ratio could work Id think while using the same blood lust rules. If a Survivor holds Shift for 15 seconds they drop a tier in move speed up and again at 30 seconds ending at 45 seconds. But for each second a Survivor isn't holding Shift they recover 3 seconds of stamina.


    Outside of a chase a Survivor could use their stamina if they want and run everywhere but had to be mindful of it. And in a chase Survivors could use those little moments in mindgames, stuns, pallets to "take a breather" and recover a bit of stamina. You couldn't simply run from loop to loop without it costing you dearly. You'd have to make the best out of each loop and even if it was a true infinite like days of old it wouldn't mean much as the Survivor couldn't run it forever.

    Blood lust is no more than a band-aid for bad map making. But a stamina system could be the proper fix, one that doesn't require the devs to remake every single map every few months.

  • @mistar_z said:

    https://forum.deadbydaylight.com/en/discussion/comment/812553#Comment_812553

    I wouldn't farm exclusively on her if I get her. But bp gains has always kept me from playing certain killers, because collecting bp is fun for me. XD I didn't play pig much before her BP buff, despite how well I got at playing her because I always felt like my time was better spent playing something I also enjoyed and being able to see my bp gains go up. hhe.

    Seems like people's feedback on demo is good. How is her addon tho? Does she have a more good ones than bad ones? Last thing I want is a killer who has only maybe 4 good addons and the rest are bad or even more actually hurt them.

    Most of the add-ons deal with Survivors destroying or interacting with your tunnels. Something they almost never do. Making roughly half of the add-ons worthless due to things out of your control. Some others are also not really worth using either. Stuff that makes you travel the upsidedown faster can be of use, but isn't going to do much. And recharging your power is also not all that useful due to how little you do travel through tunnels, but these do have worth in keeping map pressure.

    This leaves Demogorgon in a bad spot in how only a few add-on types are worth paying for and using. Luckily there are plenty of them in those types so you aren't going to run out. Longer Undetectable length, faster missed Shred recovery, and extra tunnels are all great buffs even if you just use commons.

  • You get a fair amount of BP with Demogorgon, but he isn't really something you can farm with while playing legit.

    That's one question who needs to be asked. Do you want to just farm BP or do you want a Killer that has good BP gains while doing well? Id rather just play a Killer I like to play and to hell with the BP gains. Playing a game is more fun than farming in my opinion.


    On topic though, Im loving the Demogorgon and earned a perfect 32k game with him in fact just yesterday. But he doesn't feel like a BP Killer. It's is more to deal with how Im using him and abusing STBFL with his Red Moss add-on to be everywhere possible and attacking like mad. Landing a lot of hits and getting into a lot of chases gives a lot of points. But it can easily backfire into lost games with nothing to show if I happen to find a good looper or 2. I was also lucky to get my build and by default Demogorgon can be found wanting.

    Surge, Ruin, BBQ, and STBFL. Ruin because it's Ruin. Surge for gen control that combos with STBFL. STBFL because it's nearly broken on Demogorgon with an easy(ish) to use damaging M2 power for the obsession. And BBQ for the BP plus the aura reading to make better use of tunnels. Does me well at least and I can easily keep my 20k+ BP average per game. But I almost always have a 20K average anyway with near any Killer, so take that with some salt.

    Demogorgon is just fun to play in honest. A Killer I highly recommend owning as a Legacy Killer main.

  • @Desolate_Sands said:

    https://forum.deadbydaylight.com/en/discussion/comment/811113#Comment_811113

    Yup, you should have to run your entire perk build in order to counter 1 killer. Got it.

    Those 3 builds are an effective counter to most any Killer in the game. Not just Spirit, any Killer can be dealt with rather well when you can simply vanish after a window/pallet vault.

    But as that build isn't in the "loop as much as possible" or "annoying the Killer" metas, no one wants to bother with it.

  • @CrowFoxy said:

    https://forum.deadbydaylight.com/en/discussion/comment/807106#Comment_807106

    Well, survivors have received way too many base kit nerfs lol.

    Just need gen times and some perks/items fixed. Like key and Object/DS/Adrenaline

    If you give people a reason to use something else, the current meta should change without needing to effect the current meta at all.

    The things you listed aren't that bad in truth. But they can become annoying or too good because there isn't anything else worth using. Survivors don't really need to use anything else. But if the have that need, then they will be worth using

  • @PolarBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/806802#Comment_806802

    By "if the Spirit allows it" I mean, if the Spirit is not a good killer. You will never escape against a great Spirit player. The Spirit does pretty much auto kill survivors if you're good enough at the game, just like Nurse did.

    There will always be a meta, you can't get around that. Every game has a meta and so does DbD. Of course, the meta could freshen up if the devs actually did something to the top meta perks but doubt that will ever happen.

    Survivors having to switch up playstyle against every killer would offer different kind of gameplay if it were to happen but it just isn't possible. The majority of killers will always be loopable. There is no way the devs could keep coming up with such unique abilities that looping would become non-existant.

    It still stands though. If you go against a SWF or even a solo Survivor team that wants to win, no Killer can stop them. But a common reply to someone saying that is "those teams are so rare they almost don't exist" or "you can't balance around the top 1%".

    It's the same thing. You are saying every single Spirit that even bothers to try is unstoppable. It's a double standard. If Killers can't complaint about SWF or gen rushing, then Survivors shouldn't be able to complain about high tier/skill Killers.


    And guess what. The basics for there being a meta for each Killer is already in the game. It just isn't good enough due to Killers being unable to fully use their powers.

    Trapper for example. Against a good Trapper you MUST watch your step or else! But that isn't the case because Trapper can't trap worth a damn. He takes too long to use his power for multiple reasons. Takes forever to gather traps, takes too long to set them up, it takes no time to disarm traps, and getting out of traps is too easy. Trapper is a Killer that should have a unique meta, but doesn't.

    Compare that to Hag. Hag blows Trapper out of the water in his own game. Hag can spam traps as needed, can setup minefields for later with minor time investments, can make use of near any triggered trap, and more. Hag has her own meta and is one of the better Killers because of it.

    Shape does as well. If you loop a Shape, you feed him. So you want to avoid line of sight as much as possible. Keep an eye out and do NOT LET HIM SEE YOU! Ghost does this as well to a point. Both change the meta ever so slightly

    Plague should even have her own meta. Cleanse or stay broken.


    Pig, Wraith, Doctor, most Killers already have their own forms of meta Survivors need to deal with them. But the vast majority of Killers have powers that just don't do enough and can be dealt with by just more looping.


  • @CrowFoxy said:

    Most killers are very add on dependent, but no survs don't need items. They don't even need perks if they're good enough. Their base kit is stronger than most killers.


    But should that change though? Making Survivors weaker by default some way and need to use more items to overcome that weakness.

    This could (likely not) lead to slight meta changes as well. If more people need to run items, they might want to run more perks to boost those items or help their default status.


  • @PolarBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/806602#Comment_806602

    Escapes vs Spirit are possible if the Spirit player allows it. If they are bad you can escape ofc.

    There is no way to tell if a Spirit is phasing without the use of perks. If there are, I would gladly like to see a comparison between a Spirit that is phasing and one that isn't.

    It isn't about the perks helping against facing Spirit, but having those as the only real counters and that those "counters" can be countered by the Spirit is not ok. There is no reason a survivor should take a perk just in case they vs one specific killer out of the entire roster.


    If the Spirit allows it? You make it sound like the Spirit auto kills people just by looking at them without any work at all. The same can be said about Survivors.

    Killers can only kill someone if the Survivors allow it. If they are bad of course you can wipe the floor with them, but if a team is worth a damn they wont give you the time to get more than maybe 2-3 hooks before gens are done and gates open.

    Sounds like a load of crap doesn't it? That's more or less what you just said yourself.


    And as for perks. My opinion is that there shouldn't be a meta. All builds should have pros and cons to them and not have one be overly dominate over the rest. You should have weaknesses as well as strengths. But that isn't how the game works either. Survivor has had more or less the same meta build since the game launched. Stacking second chances or chase extending perks as much as possible without any need or care for anything else.

    If you want my opinion. The meta needs a kick in the ass. That's one big problem right there and the top tier Killers point this out. Nurse and Spirit are the only Killers able to bypass or not fall into the meta like everyone else and by getting around the meta they are seen as overpowered. But I think MORE Killers should be like that!

    Each Killer should have their own meta!


    I think Survivors should be forced to work around what Killer is in play that game. You shouldn't be able to just use the exact same strat for each and every Killer in the game without needing to adjust at all. There would be some overlapping for Trapper/Hag, Shape/Ghost, Wraith/Pig, or Billy/Cannibal. But you should have to change your playstyle to match the Killer instead of just run loops every game till you happen to find a Killer that can't be looped like Nurse/Spirit.


  • @Marcus said:

    People really think that Spine Chill counters every killer ? People need to stop overrating and praising that perk so much.

    36m detection range is nothing to sniff at. A standard terror radius is 32m, but you can not really hear it till closer to 20-25m. That right there is one hell of an amount of information. Not only do you know roughly how close the Killer is by the terror radius, you know if he is coming directly towards you or not by SC. And it works against both large and small terror radius builds!

    Against standard Killers you know if you are a target or not. Against stealth Killers you know when to GTFO or be on guard or not when there isn't a terror radius to warn you. Against loud Killers you know if you are a target or not even there is too much of a terror radius attempting to confuse you.

    Spine Chill simply works very well against all Killers. Nurse, you know she is gonna blink on you. Billy, you know he is coming directly at you. Shape, you know you are feeding him. Ghost, you know you are being marked. Pig, you know she is setting up an ambush. Wraith, Trapper, Hag, Huntress, Spine Chill works against EVERY SINGLE KILLER in the game!

    @S_Panda said:

    Quite educational still to be honest - I always thought spine chill was basically the entire camera rofl.

    Na. I don't know what the exact rules are for Spine Chill, but it's safe to say that it follows other line of sight rules. The very edges of the Killers screen do not count for line of sight. Top, bottom, left, or right.

    Next time you play Shape or Ghost pay attention to when you can or can't stalk someone based on where they are on your screen. If you don't own those Killers, take notice where the Survivor is on screen when a chase starts. You can't stalk or get into a chase with someone if they are on the edges of your screen. Think about a moon walking Legion. Some just walked backwards, but others walked sideways or looked very high/low. It's the same effect.

    By keeping the Survivor in the very edges of their screen, the Legion prevented from getting into a chase with them. Those same rules should apply to Spine Chill. It's a rather small area, but you gotta do what you gotta do.

  • @Bravo0413 said:

    Some chill does not tell you which way the killer is coming from, it only tells them the killer is coming.. the survivor has to be quite observant still...

    Some people don't bother to be observant if they learn to depend on a perk like Spine Chill or wait till it triggers before looking around.

    I fought against a lot of Spine Chill users back in those days. And those Survivors are lot of like the ones today. They overly depend on their perks and anything you can do to counter those perks tends to do rather well.

  • @SlothGirly said:

    but in that case you have to go under the assumption they have spine chill, and also in going diagonally you risk not seeing survivors leaving the gen. so yes there is a counter, but it does have a bit of a cost.


    They shouldn't be leaving a gen if they don't know you're coming. A Pig, Ghost, Wraith, and Shape shouldn't have to worry about not seeing where some people are running as odds are you will get close enough for a hit before they get that chance to run.

    Plus it's a 50/50 anyway for your concern. 50% odds of seeing where they run and 50% odds of not see them run. But if you don't see them run odds are you should know a good rough guess of where they ran.

  • The Survivor challenges look to be rather fair with a few being bulls***. Killer challenges though suck ass.


    4 basement kills in a single game. Not likely at all, not really possible with the DC meta and how rare basement plays can be.

    Damage the same gen 4 times in a single game. Likely to happen, but odds are you are going to end up losing that game going for this.

    Trapping all 4 Survivors in bear traps as Trapper in a single game. Yeah, good luck on that one. Doable but HIGHLY unlikely.

    3 sacrifices during the EGC while using NOED. The ######### is wrong with the devs making these Killer challenges?

    Landing 5 bear traps in a single game as Trapper. Again, possible but highly unlikely.


    Let me ask again. What the ######### is wrong with the devs thinking those are fair challenges? Some of those simply do not have odds of earning they are that low.


  • @joker7997 said:

    https://forum.deadbydaylight.com/en/discussion/comment/796574#Comment_796574

    The dcer is gone. You're punishing innocent survivors for the sins of a douche. They got more screwed over than you did and you're gonna go try hard on them?


    Playing normally is being a try-hard? Im just playing the game like most others are, if someone is punishing "innocent" people it's the DCers. DCers are screwing over the Killer by preventing pips/points/achievements, DCers are screwing over Survivors by putting them in 3v1s, DCers are screwing over everyone and ruining the gameplay of 4 other people.


    This is exact thing I was talking about. You expect the Killer to farm and call them "try hard" for just playing the damned game. You blame the Killer for someone else being a douche and DCing. That line of thinking is telling everyone it is OK to DC because it isn't their fault if they DC, they aren't screwing over anyone else. No, the Killer is to blame by not rewarding others for your DC. So DC if you want for any reason you want. It isn't your fault if you DC, it's the Killers fault for not farming after you DC!

    Yeah, ######### that. Im going to end that game to move on to the next. Farming is a waste of time anyway. It's much more fun to, you know, play the game.

  • If you reward DCs by farming with the others, you only enforce the problem and it wil get worse.

    It sucks that someone chickened out, rage quit, or legit had to go. But by farming with the other Survivors you are rewarding a bad act. You are supporting the DC meta and making it worse by enforcing the idea of "meh, so what if I leave. The Killer will just farm with the other guys. No harm done" or worse.

    By rewarding a DC you will only make it a bigger problem. You don't reward a kid for acting out. You don't reward a pet for pissing/crapping on the floor. You don't reward bad behaviors, you punish them. And sometimes that means punishing the entire team for the actions of one person. Drive people away from DCing from letting them know how much that will hurt everyone else. This works because they suffered from someone DCing, so they will be less likely to DC to keep others from suffering bad games.


    Wont work all the time. But should be better than just rewarding DCing and letting people assume DCing isn't hurting anyone because the Killer will just farm with them anyway.

  • You don't want servers on console. If you think the FPS can cause problems, try bad FPS and having delays in using Killer powers or any Killer interactions.

  • My opinions.

    1- Able to replace tunnels. In my gameplay it isn't often that Survivors will take the time to remove tunnels. They never need to for a couple of reasons unless its for fighting a basement build. This often ends with you running out of tunnels to place and unable to use them at all.

    2- Remove the global sound he is using a tunnel. This is put in place mainly for balancing reasons, but it really kills the point and is not needed at all. The global warning simply tells every Survivor to look for a glowing tunnel or the Demo itself so they can run ASAP. The tunnels already make sounds when the Demo is using them, they glow bright red at all times, and they stick out like nothing else. Why give them a global warning on top of all that? It also self counters the Demo's limited stealth when coming out of a tunnel as any/all Survivor will already be looking for you long before you get close. You can't even place a tunnel close to anything to start with due to how easy they are to see/hear.

    3- Rework his add-ons so 70% of them are NOT crap. The vast majority of the Demo's add-ons deal with Survivors interacting with the tunnels. Those are all worthless. Either Survivors never touch the tunnels in the first place or they do almost nothing at all even if they do. It's like Trapper and anti-sabotage add-ons. Those got reworked because they was worthless, and yet here is Demogorgon with the exact same deal. But Demo has MORE of them!


  • @CaptainCastle said:

    You can for sure stalk in ew3 except where explicitly stated otherwise, you just don't gain meter.

    That can be the problem though as to why the Shape can have his power fail more often than other Killers.

    You can't drain a Survivor while in EW3, so you aren't building your EW meter when the second check happens even if you are holding M2. Leading the game to reverting you back to EW2 as it can't confirm the entire double check exactly like starting a grab animation without getting the grab or worse in getting stuck in that animation and just standing there with your arm out.

    Demogorgon, Trapper, Hag, Cannibal, Huntress, Doctor, almost all other Killers have powers that allow you to over charge them. Most Killers don't have powers that "turn themselves off" or slowly regress. Only Billy, Shape, and Nurse has such a power and all 3 have problems when on servers.


    Billy can't flutter his chainsaw as easy or risk getting a cooldown stun. This happens from the double check messing with charge times.

    Shape can revert from EW3 back to EW2. This happens from failing the second check by not stalking long enough, but EW3 stops you from draining a Survivor.

    Nurse can rubber band backwards after a blink. This happens due to you charging an exact amount to blink an exact distance, but as you failed the second check by not overcharging a blink you rubber band back to where you would have landed based on the last known charge level.

    Id bet Ghostface has the same deal the Shape does. But I haven't played him in a good while and can't say. Got sick of servers ######### with me and just quit DbD till they are gone.


    All of those share the same problem. The double check system failing the second check and reverting you backwards or canceling the power thanks to servers acting as a P2P host when the game was built for the Killer to be host.

    Can't fix this without remaking the entire game most likely. It isn't a netcode problem, it is just how the game is hard coded to work.

  • The game for some hellish reason has a needless double check system. But only for some things and not others. Killer powers are one of those things.

    To use gen grabs and why they often fail as an example. The Killer needs to click M1 to trigger the grab and checks if the Survivor is currently working on a gen. If true the Killer starts the grab animation and then sends ANOTHER check to see if the Survivor is STILL holding M1.

    That is why gen grabs can fail even after you started the animation. The game has a double check system in place for Killer actions. First check is to see if the Killer is able to do that action and the second check is to confirm it. In P2P that double check system was rather good. Prevents host advantage on gen/totem/hook grabs and didn't interfere with anything else with the Killer being host. The worst it got was Billy failing to land his chainsaw. The first check was to stop his sprint and the second check to deal damage. His chainsaw failed due to the Survivor running out of range in that short window of time. This is even what gives Sprint Burst or any other speed boost their supposed I-frames. Those perks do NOT give I-frames at all in truth! You are just running out of range of an attack due to the double check system. Killer starts a lunge and checks for a Survivor, if so the lunge stops. Then an attack is done and checks again for if a Survivor is within range. If so deal damage, if not do nothing. Speed boosts allowed you to run out of range in the short window of time.

    That system worked in P2P. It fought against host advantage rather well in my opinion. But we aren't using P2P anymore, we are on dedicated servers.


    The double check system is ######### over Killer powers thanks to it working on them for some ungodly reason.

    Shape is the clear case you can see in near any game. Your client hits EW3 and either the game forcibly stops your from stalking, as you can't stalk in EW3, or you end it right there yourself. But that makes the double check FAIL from you no longer holding M2! Reverting your EW3 back to EW2 exactly like you can start a grab animation and still have it fail. This happens for every, single, Killer in the game as well. Setting a trap, charging a chainsaw, blinking, going for a shred lunge, ANY Killer power that needs M2 to be held takes longer to do as you must pass the entire double check before the game allows it to happen. This also effects other charged actions like kicking gens. Even single click actions like breaking pallets or vaulting windows takes longer due to the double check slowing things down.

    It isn't even a bug at all! This system is working perfectly as intended and it is BUILT INTO the game due to DbD being made for P2P. Likely can't be removed either. The devs knew that host advantage would be a problem with P2P. So they made DbD like this to prevent the Killer from abusing it too much and it works, in P2P. On a server it just breaks Killer actions or delays them past reason.


    There is a sloppy fix for this though. You need to hold your power for longer than normal based on your ping to the server. ######### with muscle memory to high hell, but it lets you use your powers. Most of the time. It also means you will never be able to learn a muscle memory for Killer powers either as it is based on your ping. The timings for one server will not be the timings for another server, or the timings can change it your ping changes for some reason. So the timings can change without any warning at any time meaning you likely can never learn them at all.


    TL/DR

    This isn't a bug and is just a double check system for Killer actions built for P2P that's been in the game since it launched working as intended. One who breaks when forced to run on a server adding a delay to any/all Killer actions.

    DbD wasn't built for servers, it was built for P2P. You all got what you asked for when demanding servers without knowing what the hell you was asking for in the first place.

  • Freddy, Clown, Hag, Plague, Billy, Doctor, and Spirit all do not have masks nor hoods covering their faces. Makeup and added cosmetics I don't count so the game already has what you're asking for OP.

    Clown and Billy are also rather human. Little on the tall side but they don't have supernatural powers like most other Killers. Clown is just some fat man that tosses bottles and Billy is no more than an idiot running with a chainsaw. Hell, DbD goes out of its way to make Killers as human as possible. The Shape is literally a normal person that likes to stab people. No special powers given by the Entity, no nothing but him and his knife. The Shape even DEFIES the Entity at will in multiple ways!

    Immune to certain Survivor perks made to detect Killers powered by the Entity. Having a reduced or no terror radius by default reinforcing that the Shape has little to no connection with the Entity. Being able to resist the Entity at will with add-ons to keep in lower Evil Within stages. And being the only Killer able to kill anyone he wants when he wants with a tombstone.

    Hell, the Entity fights AGAINST the Shape in giving Survivors help without directly interfering with the trial! The Entity itself likely ######### fears the Shape!


  • @SteelDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/776003#Comment_776003

    im saying being PERMANENTLY LIVE ATM, from what they said this is JUST A TEST, which is should be but it is being a very long test. they never said THIS WAS THE RELEASE, after testing this current of the servers a lot of people are taking a break from the game while they wait for the test to end. SINCE THEY KNOW IT IS A TEST not the release. If it was the release things would be different. there would be ALOT of backlash about how the servers where NOT READY for release, which they are not

    How many days or weeks must dedicated servers be forced on the player base before they are more than "just a test"?

    A few days or so is a test. A week or more is not.

    Using the PTB is a test. Putting something on live without giving an announcement is not.


    This is a rather common tactic. Put something out and ignore the complaints. Sooner or later the user base will just accept the changes and forget about it. They don't have a choice but to do so as it is already done. Then everyone moves on like nothing happened most likely around the same time something else pops up after a week or so later.

    The devs pushed servers to live. That is said, done, and not going to change. They knew it was going to be a difficult change over and instead of dragging it out they just ripped off that bandage. Letting the player base complain a bit and so what humans normally do. Accept the changes and move on like we have done with so much in the past. And oh look at that! The Archives just so happened to be coming out a week or so after dedicated servers. After most complaints died off, after the player base just started to accept servers as the new normal.


    Yeah. It is a lot more easy to control, predict, and manipulate people than most think it is.

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