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CheyeneKL

CheyeneKL

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CheyeneKL
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  • Nice of you to gets games where you don't find it an issue. But you're honestly just getting lucky and there is definitely an issue. Kind of weird for you to make this post and not specify that you're saying it isn't hitbox related and rather server/desync related.

    Literally nothing is more annoying right now that having absolutely BS hits go through and then have the killer act all high and mighty in the post game chat as if you could even play normally LMFAO, and/or act like this CONFIRMED issue doesn't exist. In fact, this patch has seemed to bring even more a-hole people out to play as killer so they can take advantage of the fact that most survivors are struggling in chases right now due to hits from the inability to judge where the killer ACTUALLY is according to the server.

    Laggy killer hits used to be only once every few games, now the NOT laggy killer games are complete rarities. It feels like I'm playing on the Nintendo Switch all over again.


    Anyways, your games are probably fine if you live in an area where you can get matched up with lots of players also based near you, and they have good internet. But I'm based in the southern US, and often get matched with killers based in Canada so my matches are absolutely rife with killers landing hits that absolutely should not hit. I have no idea what they did in this last mid chapter patch to cause all these server issues, but it's extremely irritating. Killers teleporting through pallets after you've thrown and stunned them with it is NOT normal LMFAO

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1946248#Comment_1946248

    Those potato survivors you get must be something else. Even not that good survivors know how to abuse the heck out of that map.

    The funny thing about Haddonfield is that new survivors actually tend to hate that map. I play with a LOT of people who are new to DBD (as I often convince friends to try it) and they always get mad when they get Haddonfield LMAO

    I always tell them they'll love Haddonfield someday LOL

  • @MostWantedByMods said:

    Not gonna lie, I sure do like the new animations. Mainly because as a console killer main, it made it a tiny bit easier to deal with 360s.

    I played survivor a little bit and saw the hitbox issue.. this issue does not give the killer any advantage whatsoever. Because really thereโ€™s nothing actually wrong with the hitboxes. Because when I play as killer, on my screen, hitboxes are the same exact as they used to be. I believe the issue is in the survivorsโ€™ perspective of how the hits look like now. And I hope it will get fixed soon.

    The issue DEFINITELY gives killer an advantage. If you can't accurately judge where a killer actually is, you can't judge whether you need to throw a pallet, make a vault, dead hard, start running sooner, etc.

    It's not hitboxes, it is desync or whatever- just classic server stuff but for some reason it's not showing survivors where killers actually are. This matters because, like I said, survivors cannot accurately plan for a chase. If they've got a safe/god pallet they can pre drop, they might be fine, but a large number of chases involve relatively unsafe loops that require accuracy on timing and mindgames. It's GREAT for killer because it means survivors can't really milk a chase anymore- I myself pre drop most pallets after a single run through them because I've already got pallet vacuum PTSD LMAOOOOO

  • @_HN_ said:

    https://forum.deadbydaylight.com/en/discussion/227335/killer-mains-must-be-loving-the-new-update

    What would make you think Killer mains would enjoy the update more than survivors?

    If anything the update has been worst for the killers than survivors, the UI changes makes having a clear view of the game while chasing someone way harder, and the showcaed OoO and DS nerf still aren't a thing, and let's not even talk about keys.

    There is literally no way you actually think that killers have a worse update than survivors this patch LOL

    Most of the survivors I know are either completely quitting until this patch gets fixed or switching over to playing mostly killer (I have picked the latter) over how bad it is

    Have you even played survivor this patch? You cannot accurately judge where the killer actually is in relation to you because of desync. When I play killer it looks completely normal to me, but as survivor? I'm getting hit from much further away than I should be, around corners, through pallets, etc. Chases are AWFUL because of this. To most killers it probably feels like you just caught the survivor lacking, because what is shown on your screen is what you get, but on the survivor side, they saw that they had more distance, made that vault, pallet drop, etc., and should have been safe to not get hit. It isn't that killers are getting "unfair" hits, more that survivors are basically giving them hits they might otherwise not get due to the fact that, again, they cannot accurately judge where the killer's true position is according to the server, because it's not lined up the same on their screen.

    Anyways, I have a clip of a TTV streamer who downed my boyfriend sabotaging a hook. On TTV's screen, it shows my BF still right in front of him when he swings a second time at him. On my boyfriend's clip that he took from his own gameplay POV, he was already running away BEHIND the killer when he got downed. I should post it some time so that people who really don't get what's going on can see an example for themselves.

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1942812#Comment_1942812

    I do think there should be more pallets but almost 30 and atleast 4 are god pallets and 12 are safe now idk that seems pretty bad if you ask me

    Like I mentioned, I haven't gotten to play on the map more than once or twice since the update. How many pallets did the Game used to have? I remember that nearly all of the pallets on the old Game seemed to be completely safe pallets unless you were a killer who didn't really care about pallets

  • @ClownIsUnderrated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1942812#Comment_1942812

    They should have at least disabled the Game map after hearing all of the negativity surrounding this map now

    I disagree. I don't think they disable maps unless there is a serious issue. And there isn't a serious issue with that map currently, even if it is getting some backlash. People playing the game complain all the time over changes and it's fair to take the backlash lightly when it's only been a couple of days since the changes. Devs are probably listening but I wouldn't blame them if they chose to do nothing until more people have had the chance to play multiple matches on the map AND they've gotten time to gather statistics. If they changed things based on negative reception, then DBD would be an out of control mess hahaa

  • 25 pallets and, what, 6-7 vaults total on the map? The Game will always be a boring "break safe pallet" map because that's how it was designed. It's not the most invigorating game play, but it's also one of the only maps in the game that is designed that way, off the top of my head.


    This map was always killer sided and devs obviously saw a reason to make it a little more survivor sided, after changing a lot of other maps to be more balanced from being more survivor sided. I'm not saying they didn't possibly go overboard but like... how many matches have even been played on the new version of the map since the update?

    I think people should give it more time before they immediately start calling it out as the new most survivor sided map (you didn't call it that, but other people have). I'm sure it will eventually get tweaked slightly but I myself haven't even played on it more than once since the update LOL

  • I've been hearing a lot of people complain about it, but I'm only staying stuck around Rank 2 instead of being able to get back to Rank 1 (but I wouldn't expect Rank 1 right now... I fr can't deal with chases rn LOL, it feels like I'm back playing survivor on Nintendo Switch DBD again lmaooo)

  • @Hero_awesome said:

    https://forum.deadbydaylight.com/en/discussion/227161/i-quit

    If only you have so many second chance perks to use to not get tunneled. Oh man the sadness. You have the power role anyway if your getting tunneled every game then are u teabagging? Going for unsafe unhooks? I mean I think it's something your doing without hard evidence.

    Do you even play survivor...? It sounds like you don't have much experience against many killers or else you might not be so bold assuming that OP HAS to be doing something, because killers honestly camp and tunnel people ALL THE TIME for literally NO reason at all LMFAO

    If my boyfriend gets camped or tunneled, he knows why. He is really good at chases and he loves to tbag because he thinks it is funny. He's the main reason I always bring Borrowed Time. He EXPECTS to get tunneled and he loves it.

    But he's honestly the exception to most survivors I play with that end up getting tunneled. The majority of people I see get tunneled did literally nothing to offend the killer, and often were trying their best to disappear after being unhooked so that they could heal and reset.


    Also, go ahead and name every single second chance perk that will realistically help you get out of a hardcore tunnel situation. Borrowed Time doesn't count because you can't use it on yourself and you're just lucky if someone else in solo queue was nice enough to bring a perk that doesn't directly help themselves.

  • @[Deleted User] said:

    @RayrafLPP

    "You cant nerf DH without giving it a buff to compesate"

    LOL yes you can! this kind of mentality is why the game is in the mess that it's in. Case in point Old moris, 1st gen NOED, old MoM, 1st gen BNPs.....all of them got nerfed without compensation because guess what? they were too damn powerful.

    Dead Hard is nowhere near the level of power those perks/add ons LMFAO

  • I honestly don't really care that much about the UI. I heavily dislike the character portraits and the status bar changes but the rest of it is whatever to me, even if I do 100% prefer the old UI.

    For the status bars, it's quite a bit more difficult to tell when someone is close to second hook, dying on hook, or bleeding out. I also dislike that they took away the ability to know when someone was picked up (bar used to flash a red line around it) but I get that it is possibly intended as a killer buff (I used to run around on Hag traps as soon as I knew she was picking someone up, even with Knockout LMAO)


    The animations, I'd also be fine with. But as someone who doesn't even 360, I dislike how difficult it feels to even attempt a juke. With how desynced every killer hit is at the moment, though, I don't think the community has even gotten a chance to accurately judge whether the new animations affect gameplay that much. I 100% guarantee that everyone in the community will get used to and be fine with all of the new animations if they figure out that they can still do some of the old movement options. But making the killer miss out of tricky movement used to be a HUGE part of the game and the fact that it seems to be completely gone is not being taken well.

  • @Sabraiz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1942586#Comment_1942586

    I wish more people would learn that the problem is and always will be latency when you play online games. What you see is not what the server sees and definitely not what other players sees.

    While many people do realize this, I think a lot of people are conflating it with the idea of it being hitbox related due to the animation changes for survivor. People who don't have a huge amount of knowledge on such things are very reasonably going to believe it is for that. And to be fair- even if the desync issue was nonexistent, people WOULD be taking a lot more hits than they used to, as animations HAVE affected gameplay as far as being able to dodge hits goes. I myself have never been able to 360 (๐Ÿ˜”) but it's almost funny watching some of my poor friends attempt some sort of movement juke not only get completely shut down by the different animation movement, but also the messed up hits from the desync LMAOO


    Anyways, I really hope it gets fixed ASAP. Really frustrating to play survivor right now LOL

  • @Yamaoka said:

    Best thing about it is it brought back all the mediocre killers that nod and shake their heads after downing you like they accomplished something when the hit literally went through the wall a full second after vaulting a near-by window.

    Holy cow, right??? I've gotten nothing but complete a-hole killers since the update. There have been a FEW nice ones, but everyone else has been playing dirtier than a dishrag even though they're also having the shortest chases of their life due to the fact that survivors cannot accurately judge anything, and even if they do, it's a lose/lose for them at pallets unless they have a boatload of distance at a safe pallet LMAOOO (otherwise, it's drop pallet-get hit anyways/run through pallet, also get hit anyways because everyone is swinging through pallets now because they know there is a good chance they'll hit anyways and maybe even pallet vacuum to your side)


    I don't blame killers for taking advantage of what's going on, but it's incredibly irksome to see how a large amount of them are behaving, as if they wouldn't be having a more difficult time catching someone if they could actually run a chase properly

    /endrant

  • @KawaiiArii said:

    https://forum.deadbydaylight.com/en/discussion/comment/1940293#Comment_1940293

    I've asked "WHAT WAS THAT HIT?" 1,000 + times BEFORE the update, but now it's like EVERY. SINGLE. HIT.

    Oh yeah, of course. We are all very familiar with the old mode of laggy killer hits. That was that- annoying, but still playable because it didn't happen every game or even every hit. This new stuff is even more confusing lmaooo

  • You know, I don't really go against any good Spirits, so I'm not sure how valid my opinion is. Most rank 1 Spirits I go against seem to be rank 1 from another killer and new to Spirit. So take my opinion with a grain of salt- I'd probably feel differently if I actually went against good rank 1 Spirit players with good headphones and Stridor ahaha

    Anyways, I don't really mind her stand still mindgames at most loops- UNLESS she has Stridor. Stridor, in my opinion, is what makes Spirit the monster she can be.

    Spirit's main counter perks are Iron Will, Spinechill, and to some degree- Fixated. Spinechill helps shut down her stand still mindgames (since you will most likely see it flicker if she isn't actually standing there as she appears to be). And Iron Will gives you a little more power to mind game her back if you are able to break line of sight once you KNOW or even just guess that she is phasing. So those two perks together are really good at countering her to some degree, and just happen to be what your local Walmart Blendette may be running regardless.

    But unfortunately, Stridor completely shuts down Iron Will. In most other killers, that's whatever, I don't think it's entirely unfair to have a counter to a survivor perk. But on Spirit? It just feels like it shuts down your ability to counterplay something that can already be difficult to counterplay. Even if you come into the trial technically prepared to face Spirit, you aren't really prepared, because your perk is now completely useless against the killer who already is making the most use out of sounds out of any killer in the game.


    If I were to change anything, it wouldn't really be to give the survivor more information on when she is phasing, but to perhaps lower Spirit's audio levels when she is phasing and only when she is phasing. Maybe just around 50%- that way, if the survivor didn't get lucky by bringing Iron Will, you're still hearing them. And if they did? If you have Stridor, you're also still hearing them, but at slightly lowered volume than now. Spirit would still be good, just wouldn't have completely and utterly free information on what they were doing without putting more work into listening.


    Her mind games are a big part of what makes her good. The ability to hear perfectly well while phasing is what makes her TOO good, imo. Idk tho, like I said, I haven't gone against any crazy good Spirits. The most unenjoyable Spirit games have been against the ones who had Stridor, though, LMAO

  • You don't want two pairs of the same pants? Sometimes Hillbilly isn't able to wash his favorite pair before he goes into a trial, so he went and bought another pair just in case. He really likes those pants, you know.


    EDIT: Also, the ice is on the inside. You just can't see it. But trust me. Hillbilly can feel it and it's very cold.

  • @Hyp3R said:

    The worst thing about hitboxes is that it's probably not hitboxes per se, but a massive animation/movement desync between killers and survivors. So from a killer's perspective everything looks pretty normal and killer mains are confused why people are complaining so much. But from a survivor perspective... oh boy. Multiplayer server/client development was never easy, but BHVR is just on a next level of cluelessness.

    How does this play in as far as pallet "vacuums" seem to go? ๐Ÿค” I've been noticing a lot of killers teleporting to the opposite side of the pallet when getting stunned- the other night I perfectly pallet stunned a Wraith (or would have, pre-patch) who was swinging at me from inside shack. Instead of avoiding the hit and trapping him in shack, I got hit, he got stunned, and he wasn't in shack, he was suddenly on the same side of the pallet that I was! It happened to my boyfriend when he was playing as killer, too, and FTR, we both have good internet.

    I've seen it happen to other survivors, too.

  • @GoodBoyKaru said:

    Anyone with Franklin's is the easiest way to see the issues, actually; the item drops where the server registers you've been hit (and the item dropped for me at the harvester on Thompson house whilst I was looping shack, so...)

    WHAT AKSJEORJFJRKEKEKjsjsjdn

    I've had some sus Franklin's drops, but the worst I've had (haven't gone against Franklin's since the patch) was in the middle of shack when I got hit through the window... and even that one ALMOST makes sense...

  • You know, I haven't seen anyone else complain about it, and none of my friends have had an issue, and I didn't think much of it when it happened, but for the first time ever since I started playing DBD on PC rather than Switch, I randomly disconnected from a match as survivor last night. My internet was completely fine and I was on a wired connection on my PC. I never have internet drops like that and have never disconnected from Steam DBD before. I was able to get right back on immediately, since it didn't seem to actually be an issue with my internet. Of course, I did have the DC timer, which was unfortunate, but expected.


    Would be interesting to see if that was an issue more people experienced- I certainly was surprised when it happened to me.

  • Hmm, don't take offense to this, but it almost sounds like that was an issue with the internet on your end/a glitch, rather than the actual current issue going on? I have been experiencing the same problems everyone else has, but I've never noticed any teleporting backwards.

    I myself haven't gone against Bubba, so maybe I'll be surprised, but like I said, I have not noticed any teleporting back, just getting hit very far away from killers/getting hit when it should be a pallet stun (sometimes with the KILLER teleporting to my side through the pallet for literally no reason) and no change in position visible on my side.


    Regardless, there are issues and I DREAD going against Bubba at this point lmaoo, I didn't even THINK about how impossible it will be to outrun his chainsaw or even successfully get a close pallet throw while he is after you ๐Ÿ˜ต๐Ÿ˜ต

  • The only good thing about these horrible survivor side glitches is that the queue times have consistently been MUCH better LMAO; if this is the devs trying to get more people into playing killer, I gotta hand it to them for coming up with an effective way to get that happening LMAOOO


    But yeah, survivor is extremely frustrating right now. It's not completely and utterly horrible if you're used to playing in a super safe way, but if you liked to play close to the edge/take some risks, there are only downsides to it. If you want to try a mindgame or two against the killer... that doesn't exist now and you almost ALWAYS lose. You literally can't win pallet mindgames because pretty much every single killer is swinging through pallets at this point, for good reason!

    A couple of my friends are taking a break out of frustration. I still enjoy the game and have faith that the devs will fix the issues, so I'm still playing, but definitely not quite as much.

    I'm also not feeling at all guilty over bringing strong builds or even keys- nearly every single killer has been taking advantage of the current killer favored issues, so I'm gonna look out for myself in the ways I can control LMAO

    You know they know what they're doing when EVERYONE is swinging wildly around corners, every single pallet, etc., all while a much larger percentage than usual of killers are equipping Enduring and Mad Grit (not many people are bringing it up, but if you try to make a killer miss a hit while carrying a survivor, they are hitting you from very far away and as if they can still lunge even while carrying a survivor).

    I've had so many "WHAT WAS THAT HIT!?!?" moments in just the past two days lmfaooo

  • BRUHHHH this keeps happening to my friends and I as survivor. I haven't played killer yet since the update, but my boyfriend has and it has definitely happened to him as killer. He usually runs Enduring and he says he's hoping he gets a double hit from the glitch with it LMAO

    Not only will they teleport to the other side, but even if that doesn't exactly happen, they'll hit you through the pallet as you drop it anyways. It's weird enough that it was obvious to me from the beginning that it wasn't even lag related, and instead some other issue.

  • Cool! I'm actually planning on buying Oni later this week!

  • The breathing sounds missing while injured with IW is probably a glitch that has never been bothered to be patched out. Iron Will is one of the strongest survivor perks, in my opinion, but it's not like it is some uncounterable god perk.

    As for No Mither, as far as I can tell it was basically meant as either a meme perk or a challenge perk. It's very obviously not meant to be an actual perk you equip every/most match.


    Also, why does everyone in this forum think that every survivor perk has to either be weak, or have a downside..? Most survivor perks have a counter. Literally just equip Stridor if you have a problem with Iron Will LOL

  • I like to let the last survivor go unless he was a complete an utter a-hole. Then, he dies if I catch him. I'm not too easily offended as a killer, though, so most of the time I just think behavior that other killers might find upsetting is really funny rather than jerk-ish.


    As a survivor, though, I rarely get given the hatch/escape no matter what happened in the match. If I disrespect (which is rare unless it is warranted) I know I'm not getting anything, but it's kind of surprising to me how few killers seem to want to give it for anyone LOL

  • @GoobyNugget said:

    i swear to god dwight standing up straight like that is so cursed, especially the elf skin, god.

    I remember loading into a match as killer, and after like, a minute? everyone started having idle crows, so i went over there and they were all just standing in like, a line. just.. staring.

    101/10 would play again

    OMGGGG you should have clipped it LOOOOOL I'd love to see that

  • Glad (or not glad, I guess) to see that I'm not the only one noticing a LOT more BS hits. I literally could NOT STOP getting hit through pallet drops yesterday, or getting hit when I was sure I had more distance in a random spot. It's not like I don't get how to throw a pallet without getting hit, even in a close situation. I really, really don't understand what is going on because it doesn't even seem like the typical laggy killer sort of thing (and it has happened WAY more often than it did prior to the update) and my ping has been good in these games, too.


    Hope whatever it is gets fixed, I don't even think it is related to laggy killers at this point.

  • Ok this is honestly one of my BIGGEST complaints about the new patch and I hope that BHVR receives enough complaints to consider changing it. I can barely tell where the hook timer is at and it's definitely been a problem even in the very few matches I've played since yesterday.

    The theme of the new UI seems to be "make everything more difficult to get information from" which honestly sucks. It's a lot harder to gather information on who is injured at a quick glance, too, but the hook timer line is definitely the biggest problem that should seriously be considered up for a little tweak

  • @chadbeastofprey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1933684#Comment_1933684

    Exactly. I never see killer mains complaining about the gross amounts of deadzones they keep adding to the reworked maps so I really donโ€™t sympathize for them to have to deal with one map with good pallets.

    Oh cold wind is gonna get hit the hardest, no doubt. I hope haddondield stays mostly the same though. I think that map is really fun, even when I get it on killer.

    They literally had to change some settings for the Autohaven maps to not have huge deadzones LOOOOL, and the majority of gens STILL spawn next to absolutely nothing. When I play with my friends and we get an Autohaven map, I'll tell them "I'll do this gen since I have Sprint Burst and can deal with the fact that THERE IS NOTHING BUT NAKED SPACE FOR A MILE!".


    Haddonfield is, by far, my favorite map. I don't enjoy the gameplay as killer, but I LOVE the aesthetic and of course it's fun to play on as survivor. I'm sad that it will probably get turned into something ugly rather than keeping the cute blue hue and almost unsettling air it has about it. Really, really love that map and hope they don't change its appearance too much, even if they nerf some loops to hell.


    And yeah, Coldwind is probably gonna get bodied LOL, hope the new corn at least will look really cool

  • @Critical_Fish said:

    https://forum.deadbydaylight.com/en/discussion/comment/1933640#Comment_1933640

    I wasn't saying it needed the same structures, but do you really think having ONLY pallets is good? Only SAFE pallets?

    I'm talking about them because they need changes MUCH more than Killer sided maps do. Unless you're Nurse or Spirit, and you're against good Survivors, have fun. On the Disturbed Ward, it has much less space between all the loops now which makes it feel the same size in my opinion, and the generators are still very far away from each other despite the slightly smaller size. Breakable walls are not good design either, and shouldn't exist, but I won't get into that here. I don't know if Disturbed Ward is smaller or not, but I'm almost certain that Campbell's Chapel is. Either way, though Disturbed Ward most certainly doesn't feel smaller.

    Also, you need to think about how the percentages are gained. ALL games across ALL skill levels for ALL people. The game is incredibly Killer sided below rank 10 or so, and I've even seen Purple Rank Survivors playing like dumbasses and losing games constantly. But at red ranks, the game is slightly Survivor leaning. Not overly, but on most maps the game is fair, or slightly one way or the other. This applies to all but the following Realms: Coldwind Farms, Haddonfield, Badham Preschool.

    Don't. Only. Use. Percentages.

    the last paragraph is poorly worded but I'm tired of ranting and can't be bothered to fix it.

    There is an upside and a downside to a map's looping potential being pallet based- the first few chases will be annoying, but the last few chases will be more of a breeze. Survivors can't force themselves to only be chased in one area, so eventually they're gonna be pushed into a complete dead zone with very little potential to avoid hits. It's a fair trade off, even if it can be annoying to both sides. God pallets that you can destroy are better than god windows, no? Sure, it's not the most interesting gameplay. But it's different than the other maps and it isn't a reoccurring theme to have "only safe pallets" maps. And I'll bring it up again- it's not a big deal for killers who don't care about even safe pallets, and the Game can be very fun for stealth killers and Distressing Doctor.


    Like I already said, devs don't have to prioritize map changes based on their stats. Why do they HAVE to prioritize killers? Do you realize that's what you're saying? It's pretty much just total bias because factoring everything in, red rank killers still have kill rates higher than 50%, which would imply that the killer sided maps make up for the survivor sided maps on when it comes to evening up those kill rate averages.

    Don't forget that Ormond (honestly the most killer complained about map that I've ever seen BESIDES Haddonfield from- definitely the map that I saw the most DCs over from the killer, even more than Haddonfield) has already been worked on, so it's not like they sat down and said, hey, let's leave the survivor sided maps for the end. Haddonfield and Coldwind WILL be changed within the next few months and that honestly should be good enough for people who hate those maps, even if having to wait kind of sucks.

    As for the Crotus changes- I REALLY can't comment on what changes were made for Disturbed Ward, though, simply because I have neither played on it since the patch nor have I watched content making comparisons between pre and post patch Crotus- so I'll leave that one be.


    I'm well aware of how percentages are taken. But what does that mean for kill rates on Hawkins, Lery's, and the Game? Higher skilled survivors are still going there and escaping at lower rates. Based on statistics, the notion that survivor sided maps are somehow more survivor sided than killer sided maps are more killer sided literally just does not hold up. If the best killer map is 70% favorable to them, and the worst killer map is 54% favorable to them, that means the best survivor map is only 46% favorable while their worst map is 30% favorable, across all ranks. And I personally don't think that low rank survivors are the ones solely driving the kill rates up. I've watched my brand new, baby rank brother play and escape way too often against TERRIBLE low rank killers to think that hahaha

    In any case, I do understand what point you're trying to get at- correct me if I'm wrong, but you're basically saying that a map like Haddonfield could have a 40% escape rate for every rank other than red, and then at red ranks have an 70% escape rate, and still average out to around 55%, yeah? That's unfortunately something we have no specific numbers for, though, and can only base what we believe about those maps on anecdotal evidence.

    In any case, though, it still comes down to that there are just as many killer sided maps as there are survivor sided, or else kill rates for red rank killers would be below 50%.


    I hope I didn't come off too confusingly??? When I start mixing all these darn numbers together I feel like that spinning Mr. Krabs picture LOL

    So my math MIGHT be off but hopefully it holds up lmaoo

    As for your other reply to me, sorry! I got caught up in something else and didn't get to reply for a bit.

  • @chadbeastofprey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1933361#Comment_1933361

    Survivors arenโ€™t allowed to have maps that favor them duh.

    Killers are so used to getting maps โ€œbalancedโ€ with deadzones and laughably unsafe pallets.

    Right? I'm all for maps getting deserved buffs for the killer side of the game- there obviously have been some heavily survivor sided map aspects in the past, and perhaps even now. But I'm not gonna lie and say that I'm too offended that they gave survivors more to work with on one of the maps that has been considered killer sided for a very long time.


    Haddonfield and Coldwind are probably right up next in line for map changes, and I am sure they are gonna get some HEAVY nerfs LMAO

  • @Critical_Fish said:

    https://forum.deadbydaylight.com/en/discussion/comment/1933361#Comment_1933361

    It would've been a buff AND made it more fun if they added more windows and reduced the number of pallets that are entirely unmindgamable.

    Also, don't get me started on how marginal the difference between a balanced map and a Killer sided one is, compared to balanced and Survivor sided. If they cared about balance they would have changed Disturbed Ward in a meaningful way and would've changed Haddonfield. Also, add the Coldwind Farm maps too.

    Plus the main problem with the developers other than not listening to feedback is that they ignore everything in favor of wide statistics. Additionally, player satisfaction is more important than kill rate. I have heard of no one who likes the Game.

    Idk, I personally am fine with having a little bit of variety as far as map spawn type goes. A lot of the outdoor maps are fairly similar as far as tile type- you're gonna get your pallet gyms, T&Ls, jungle gyms, etc. I do personally prefer to play on maps like that, where you can spot a familiar set up and run it the way you run it on every map. But it's ok to me that not every map is like that, because I'm sure it would get old. If you want your typical maps with vaults and mind-gameable pallets, there is basically every single other map in the game to get that sort of gameplay. It's not like the Game doesn't have killer sided perks on its own- like I already said, the map is great for stalker killers and it's easy to down someone if you catch them in a spot that already became a dead zone from an earlier chase. There also are multiple killers in the game now who domt really care all too much about pallets.


    Why are you talking about Haddonfield and Coldwind when they haven't even gotten to those maps yet...? They are getting changed, too, and they don't have to prioritize maps that are survivor sided over maps that are killer sided. No comment on Disturbed Ward yet- I haven't played it on the live version, only back on the PTB, so my memory is foggy. But aren't all of the Crotus maps quite a bit smaller, and didn't the problematic main building loop on Disturbed Ward at least get a breakable wall to make it more bearable? Correct me if I'm wrong on either if those- like I said, I haven't gotten to play on Disturbed since the patch went live, only Father Campbell's Chapel.

    I'm also not sure what you mean by "how marginal the difference between a balanced map and a Killer sided one is, compared to balanced and Survivor sided one is". Are you saying somehow that a survivor sided map is less balanced than a killer sided map...? Or something else? Genuinely asking, because if the middle is exactly 50%, NONE of the survivor sided maps dipped below 50%, while the most killer sided maps approached 70%. Most survivor sided map was 15.49% safer than the most killer sided map, but again, it still didn't dip below 50% kill rate. Are you talking about tile differences on survivor sided vs killer sided maps? ๐Ÿค”


    As far as the Game goes for player satisfaction, I more often see survivors hating on it. I've not met a single survivor who likes the Game, although I'm positive they are out there. However on the flip side, most killers I know are perfectly fine with, and enjoy playing on, the Game and will even through the Jigsaw Piece offering on if they see a lobby they think is sweaty.

  • You are NOT alone in feeling like killers are getting some WEIRD hits. I got hit SO many times yesterday in ways that I just shouted "WHAT!?!?!?!" over. A good portion of them were at pallets, too, where you usually know when you're safe to get a stun even if they swing at you (as long as you time it right)


    I'm really, really hoping it's just getting used to the new movement stuff. Because I'm really unhappy about it and so are several other people I know who have mentioned it. If it's just having to recalculate how much time and space you have in a chase to make a vault or throw a pallet, that's one thing, I can eventually get used to it. But it's really, really weird to me to be getting hit the way I have been getting hit.

  • Probably placebo. Go into a KYF lobby if you can and record a clip while leaving a flashlight on, and then you can compare the drain time to an older version of the flashlight (look up flashlight add on comparison videos to get a comparable example- I think Usslysisisyssyusssus or however tf you spell his name has an old video where he figured out the best flashlight add ons for battery life/longevity)

  • @IWasLeft2Die said:

    https://forum.deadbydaylight.com/en/discussion/comment/1933404#Comment_1933404

    Yeah I think a survivor buff was definetly needed for that map in particular but they went way overboard to the other side

    I'm reserving complete judgement until I play on it more. I haven't gotten the map yet since it went live, I did however play on it in the PTB.

    Perhaps devs will release new map stats shortly after they finish the map reworks, and we'll get to see how much their changes effected kill rates.


    In any case, seems like killer mains got traded a worse Game for a better Crotus- that map seems so insanely tiny now compared to how it used to be LOL

  • I'm not really worried about it TBH

    Sure a good team will give you hell on that map, but they'd do it anywhere else, too.


    The Game was one of the most killer sided maps by stats, only behind Hawkins. And Hawkins at least had the excuse of being relatively new to survivors and therefore unfamiliar to them as far as chase paths could be played out- the Saw chapter has been in the game for a LONG time.

    I'd guess that devs saw something in the stats that warranted making some survivor sided changes to the map. Most of the map changes, without a doubt, have been killer sided. So I'm personally not that disturbed to see a map buffed for survivors. And this is coming from someone who doesn't really enjoy the type of chases you tend to end up having on the Game. If you have a mid or late game chase, you might just be completely screwed wherever you start the chase if someone else already blew through the pallets in the area. Once those resources are gone, they're gone, and there are very fee vaults left on the map to utilize at that point.

  • Was the Game not already considered one of the most killer sided maps? Last time they released map stats this map had a kill rate of... 66.57%, I believe. Which was only behind Hawkins with its kill rate of 69.48%. (Rotten Fields was the safest with 53.99% for kill rate, btw)


    Chase is sort of boring, for sure, but it's pretty much one of the only maps like it, so it can be dealt with. And that's coming from a survivor main who also doesn't really enjoy chase gameplay that is just throwing down pallets, but it is what it is. Not every map is super great for every killer- the Game is pretty nice for stalker killers and Doctor with Distressing


    Anyways, devs must have seen something in the stats to find it worth buffing on the survivor side. Most maps have received relatively killer sided buffs so like... I don't think anyone should be too upset if ONE map gets very clearly survivor sided changes.

  • 195% WHAT!?!?!?!? Bruh the Antidote won't always be accessible to survivors. I am NOT trying to get pulled up on by a Clown at 195% speed while rocking NOED. Invigorated NOED Clown is a scary enough thought

  • SNSJRNDKFNKRKD I-

  • What kind of Hillbilly can't chainsaw through a few weasly little tree branches? Smhh

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/1926627#Comment_1926627

    It does, but survivors are usually asleep. WIth my changes, it would make it to where survivors would have an easier time staying awake so they could use BT.

    BT does NOT work against Freddy because the way he works is antithetical to how BT works. BT does not work if you are oblivious (which you are while you are in the dream world).

    Against a NORMAL camping killer, you go in for the BT save while healthy, tank a hit, and then either go down with the second smack (unless you have dead hard) or get lucky with a timely body block from the unhooked person. But since a hit from Freddy makes you oblivious, you do not give the unhooked survivor the endurance effect from BT so THAT'S why BT doesn't really work against Freddy.

  • @SocialDistomancy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1921894#Comment_1921894

    end game camping is a tactic, they're trying to secure a kill, if you can't safely free them then save yourself. you know, like those life and deathd ecisions people make in movies. where not everybody makes it tot he end of the movie alive, especially the incredibly heroic ones that get themselves killed.

    Oh it's a tactic for sure, just a crappy low effort one that will be annoying to be seen rewarded much more heavily now.

    A team of smart players will counteract it. A mildly skilled SWF will also probably be fine. But solo queue games made up of average level players will definitely suffer from more selfish players, since even someone with DS will now be unwilling to attempt a save unless he is very altruistic and doesnt mind possibly sacrificing himself in the end, like you mentioned. I myself don't run DS so it isn't personal- I'm just thinking ahead to how the survivor meta will be quite shaken up when it comes to the DS change.

  • @SocialDistomancy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1921432#Comment_1921432

    na unhooking somebody shouldn't be free, it should be a risky move for both you and them, and if the killer camps punish them slamming generators together

    There is no punishment for end game camping at all. Can't slam gens if there are none left. It's an extremely unenjoyable experience to get caught for the first time at end game (perhaps due to NOED) and then get camped and left for dead by your teammates who don't want to risk anything.

    Like I said, this doesn't really affect SWF. They can coordinate a save just fine most of the time, if there is at least 2 unhooked people left. But it's a big let down for solo. End game face camping is completely low effort and skill-less from the killer so it's sort of sad that they're taking away an option to combat it. I probably won't be personally affected by it since I usually play SWF anyways, I just feel bad for the solo queue players who are most likely gonna have similar situations pop up fairly often after the DS change.

  • All I want is for them to change the unhook deactivation, tbh. I don't care about it deactivating upon productivity, just dislike how new DS heavily discourages altruism and promotes inefficiency overall now. That's fine and dandy for SWF because you can just find another teammate to do something for you, but it definitely cucks solo queue players. Keep the healing deactivation, sure (even though that also leads to anti-altruism), but I do hope to see it altered to allow for unhooking again, perhaps.


    Either way, devs will get to see data and find out how much DS changes effect kill rates/survival rates, and I'm sure they'll adjust parts of the game accordingly.

  • I'm ok with the changes EXCEPT for the unhook deactivation. New DS will now heavily promote completely selfish play, and discourage altruism. If you don't believe me, you probably don't play much solo queue, if you play it even at all. I'm betting that it will swing from "wish my random solo queue teammates would bring DS" to "good grief... they have DS ๐Ÿ˜". Everyone jokes that Self Care is a killer perk for survivors, and now we are gonna have DS along side it as one of the new "selfish player" perks LMAO

    It's gonna be thaaat much harder to get healed or unhooked by teammates who have DS up, simply because they will not want to lose it. Definitely going to cause even more inefficiency in solo queue, as information is already low enough in solo and most survivors will want to keep DS up for as long as possible, or at least until they know what's up with the killer.


    The DS nerf is honestly yet another nerf to solo queue while SWF does not get hit as hard. At least in SWF you can coordinate and pass along information, but in solo? You're out of luck LOL

  • @Karao_Ke said:

    https://forum.deadbydaylight.com/en/discussion/comment/1919600#Comment_1919600

    Hey, thanks for explaining it. I didn't feel like reasoning with him because I didn't want to get into a huge debate, but I appreciate you sharing what console players sometimes have to deal with. It's really frustrating especially with that example you gave about the shack gen, my god has that gotten me downed more times than I can count.

    I just don't see how adding a 1 - 3 second total of doing an action would be manipulated..

    You're welcome, friend!

    I spent my time on Switch. I still often play with a friend who is on Switch, and I still hear her yell "NOOOO I ACCIDENTALLY STARTED WORKING ON THE GEN WHILE TRYING TO VAULT!". I do NOT miss that at all LOL


    IMO, I think it should be an accumulative timer. If gen tapping wasn't enough to deactivate it, that COULD be abused to get... 60ish seconds of very inefficient gen work (like I saw one freak Claudette repair an entire gen... I think she was afraid of skill checks LMAO). But if you only had up to 1-3 seconds TOTAL that you could touch a gen before it deactivates, you couldn't get anything more than 3 seconds total of gen work done before it deactivates.

    I also think that this should apply to healing, as the game will prioritize healing a teammate rather than allowing you to vault or throw down a pallet on occasion. Just require more than 1-3 seconds of healing for it to deactivate and I think most players will find it fair for the limitations of controller set ups.

    Killers hate it when survivors tap a gen they just spent time kicking. It's really annoying, makes the gen kick feel pointless unless you have a perk related to it (like Overcharge or Opression). But I do not think avoiding that is worth more than making sure controller players don't get punished for DBD running poorly through no fault of their own.

  • I honestly think that solo is going to become even more of a trash experience now. Not that DS even seemed THAT common in solo, but it's going to be the new Self Care. And by that, I mean that it will heavily encourage total and complete selfishness. You just got hooked shortly after the other guy got unhooked? Well, good luck convincing him to unhook you. He doesn't know where the killer is and he is NOT risking the loss of DS just to unhook you. Maybe after DS runs out... oh you're in second phase now? That's too bad... I was busy making sure I didn't lose out on my precious 60s of DS... thanks for healing me after getting me off hook btw... I'm not gonna return the favor to you because I still have like, 40 seconds left of DS and what if the killer finds me and downs me within those 40s? Yeah sorry pal... you can check basement for a med kit though, if you'd like???


    Honestly, though, I've mentioned what I dislike about the DS changes in plenty of other comments. I'm fine with the deactivation requirements except for the unhooking one. The healing one (healing others) is sort of a massive L but it is what it is. The unhooking one is honestly just too much, in my opinion. And I hope that the gen touch deactivation only happens upon holding on to the gen for at least a second, as this potentially screws over controller players MASSIVELY, especially if they're on low performance consoles with poor frame rate and unpredictable frame drops. If there is a vault next to a gen, you can very easily touch the gen when you definitely meant to take the vault. It happens a LOT on Switch, actually. And that sucks for them if that's gonna be what screws them over with DS LOL

  • I totally and completely disagree that killers need a hook state counter. For every killer that would use it for nice and kind reasons, there are probably 5 or even 10 who would exclusively use it to tunnel easier or prioritize chasing a particular survivor more readily.

    I have had multiple matches where the killer expressed surprise that when they hooked me at the end, I wasn't dead- in fact, it was only my first hook in many of the situations. They all said the same thing- they wouldn't have focused on chasing me over anyone else if they hadn't mistakenly believed that *I* was dead on hook.

    I think juggling hook states is part of playing killer. Keep track of it and remember it yourself. As a survivor main, I care much, much more about killers not having an individual hook counter to help prevent tunneling rather than help the very few and far between killers who are attempting to be nice and farm. I promise you, the amount of killers who would use an individual survivor hook state counter in annoying ways is much, much larger than the amount of killers who would use it kindly.

    It is better this way.

  • I'm honestly in agreement with you. New DS changes will 100% lead to an even more miserable solo queue experience, as DS now HEAVILY discourages altruism. I foresee a lot of players with DS active leaving people on hook and refusing to heal others just so they can make sure they have their DS as long as possible. Solo queue is so low information that I can't even say that I blame them for it- how do they know that the killer isn't lurking around undetected and that they're gonna get clapped when they otherwise would have had DS active for 20-30 more seconds?


    I also foresee a LOT more face camping complaints LMAOOO (Bubba, anyone?)... if someone gets face camped, the survivor with DS active is NOT saving your booty anymore, cause DS is no longer his second chance.



    Anyways, yeah. DS may be completely and utterly ONLY anti-tunnel, now, but I hope the devs have something up their sleeve for other negative aspects of the game because DS is no longer the bandaid fix for a multitude of issues it USED to work for.

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