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Coffeecrashing

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  • @1ettuce said:

    1: "Wow tunneling is really unfun, I wish the devs did something to make it less viable"

    2: "Why should the killer play for your fun? The killer's objective is to kill and tunneling is the best strategy for killing. Stop being entitled and let ppl play how they want to."

    Notice how nothing 2 said is incorrect really. The problem is, to put it simply, nobody asked. 1 is simply saying they wished the game would be changed in a way that discourages tunneling, not that killer players themselves aren't allowed to tunnel. I see stuff like this get said a lot and it's like some ppl really don't understand the difference between player responsibility and dev responsibility :/ you should be able to make suggestions without ppl going "it's part of the game" as if that means it should be.

    Also don't get me wrong, tunneling isn't at all the only thing this applies to, that was just an example. Same thing could sometimes be said about comments like "do killers just want survivors to dance around gens?" when said in response to a suggestion to make sticking to gens less viable, or something like that

    Why should killers purposely make bad game decisions, so the games are more fun for survivors? What bad game decisions will survivors pledge on doing, so the games are more fun for killers?

  • @SuperMunchkin95 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425172#Comment_3425172

    Just curious... what does it mean with the pending, the closed discussions?

    Pending means that BHVR hasn't confirmed or denied that it's a bug. Even though this issue is easily created, and happens 100% of the time, no one from BHVR is bothering to even comment on it.

    Bugs that can steal hits from killers, should be a high priority.

  • What is the point of a Q&A? BHVR won't even tell us how their main rebalancing project is supposed to work. We've heard "bridge the gap between solo q and SWF, then balance survivors as a whole"..... but where are we on that timeline? Did we bridge the gap? If not, what additional steps must we take? And if we did bridge the gap, what are we doing to "balance survivors as a whole"?

    Also, are killers ever going to get player experience changes, or accessibility changes? Player experience changes would be things like removing the short M1 attack bug, or fixing aim dressing so it can't steal hits. Accessibility changes would be things like an FoV slider.

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426647#Comment_3426647

    I think that idea was intended for the last survivor and also I don't think anyone really liked that idea anyway.

    I look at the situation as the killer won if they decide to hook you, but if they simply refuse to do anything at that point the survivors should be able to get another chance. Killers shouldn't be rewarded when they refuse to play the game after everyone is down. There is no need to waste people's time because someone gets a kick out of doing nothing while the survivors are left on the ground until a progress bar depletes all the way.

    The problem with the PTB, was a bunch of survivors were running Unbreakable/Flip Flop/Tenacity/Breakdown, and purposely placing themselves in situations where the killer couldn't hook them. A regular toolbox sabotage was also long enough for a survivor to self recover, if they had unbreakable, so the killer was stuck waiting there for the hook to respawn.

    TD;LR, survivors abused the basekit unbreakable as much as they could, so the whole PTB needed to be thrown in the trash.

  • I want to be able to open DBD, and have it automatically go to the main screen. Currently I have to double click DBD, wait for the super loud chapter video to start playing, cancel out of the video, wait for the splash screen to tell me to press the space bar, press the space bar, and then wait for the main screen to load.

  • When the bug happens, do you know if the game forces you to short M1 tap, or are you able to do full swings? Because there's currently a short M1 tap bug, that can steal hits, if you try to lunge while near a survivor.....


    https://forums.bhvr.com/dead-by-daylight/discussion/375033/killers-are-forbidden-to-lunge-if-they-are-too-close-to-a-survivor-which-can-steal-hits#latest

  • This is still pending? Do I need to submit videos with keyboard and mouse inputs? Is BHVR unsure to whether or not this bug happens?

  • Have the frequent ragequitters match each other. That way, they can still play the game, and the ragequitters can ruin each other's games.

    It's the perfect solution. If a player believes it's fine to just quit games, they should be fine with getting matched with other people that also believe it's fine to just quit games.

  • The tempo of this game is awful. When a killer hooks a survivor, it can be so difficult to find a different survivor, and so time consuming to get into a close ranged chase with another survivor, that it’s often more efficient to proxy camp than it is to patrol the map.

    If people want killers to stop camping, there needs to be a more reliable way for killers to get into a closed ranged chase with a different survivor, so that leaving a hooked survivor can be more valuable than proxy camping.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423967#Comment_3423967

    They removed that some time ago for some weird reason.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423954#Comment_3423954

    It was like since Nurse came out and was changed maybe a year ago for a reason I do not know. This is not to make killers "bad" or survivors having it "easy". It's about fairness. Now I don't know why the killer keeps finding me because I have no feedback anymore. Other information perks like Nowhere To Hide, BBQ, Discordance etc can be found out because they have a trigger (kicking a Gen, being far from the hook, co-op on a Gen), whereas Stridor has not. You used to hear you being louder, but they removed that from the survivor's pov. Now you could basically guess if the killer has Stridor, has Crows or is cheating until the end. And even then you would need to wait until you can say for sure.

    That's why I want the feedback back. I want to know if I can go for flashy saves while being injured or not. I want to know if the killer would hear me and that I should probably heal etc...

    Not to make it harder for killer or easier for survivor.

    The survivor alert for Stridor was removed so that BHVR could call the Stridor rework a "buff", even though it was a super big nerf for Stridor to work multiplicative instead of additive, because Stridor used to be able to counter -100% survivor noise perks.

    .....so if you want the survivor Stridor alert back, then Stridor should get its additive feature back, so it can counter -100% survivor noise perks.

  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423494#Comment_3423494

    Just my personal experience but I’ve always found it easier to hit survivors when I’m closer to them and don’t have to lunge

    You must be lucky enough to get zero survivors that try to 360 out of the killer's garbage FoV, and force the killer to quickly spin their camera in a desperate attempt to find out where they went.

  • @CorvusCorax86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423532#Comment_3423532

    Expert Blight players need no curves as they can just "pinball" around you.

    Curves are more efficient. Bumps waste time due to bump animations, and the extra time it takes to get to the bump locations.

  • @ProudRinMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422536#Comment_3422536

    dear god no, it really is very nauseating and dizzying :( but may i know why you’re suggesting keeping it?

    P.S. : i agree that the directional audio change is stupid ( it’s even more stupid now ) and i really wish they’d remove that or at least bring back old Furin…god i miss that add-on :(

    I want it in the game because the default killer FoV causes more people headaches and nausea, as it's a known trigger that super low FoVs can cause issues. Spirit's current FoV is much closer to a standard FoV (and much closer to the survivor FoV).

    This Spirit bug is the best thing that has happened to her in a long time. It would be great if we could have an FoV slider, but sadly, BHVR refuses to even make a comment on whether or not they are even considering this. It doesn't even need to start out as a fully scaling FoV slider. Just having a "shadowborn FoV On/Off" toggle would be a good start.

  • Why are houses allowed to have two windows on the same wall? That is my main grief of the new map.

  • @Chadku said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423048#Comment_3423048

    You except the devs to intentionally make loops shittier because of curving?

    I wonder what your thoughts are on Haddonfield having more than just one house of pain.

    I think it was completely intentional that map updates are making it harder and harder for Blight to slide around loops and tiles, and that back when Blight was getting nerf after nerf, they were all related to him being able to curve around objects.

    And it seems similarly intentional that BHVR is intentionally limiting Billy's curving for a similar reason.

  • Forcing certain killers to be closer to a survivor is a nerf, because it’s much harder to hit a survivor the closer you are to them, especially if the survivor is turning faster than the intended turn rate.

  • I would also argue that Blight is now the #1 killer in the game. He has a much higher pick rate than Nurse, and a much larger percentage of DBD players can do well with him.

    I really don't care how Blight and Nurse perform at 6,000+ hour comp games, because that's such a small percentage of the DBD players, that it doesn't affect me at all, and it honestly doesn't affect 99.99% of the other players either.

  • I refuse to admit that anyone is exceptional at this game, as long as BHVR refuses to let us see MMR numbers. I've watched so many killer streamers, where the survivors walk into walls, and have terrible pathing, that I just assume many of these streamers are dropping their MMR off stream to get easy games while they're on stream. And I've watched so many survivor streamers, where the killers whiff M1 attacks 5 times in a row, and we're supposed to believe the killers are anywhere near the same MMR as the streamer??????

    We sometimes even have streamers publicly advertise that they are playing survivor games on a new account, and their viewers will cheer them on, as these streamers stomp all over the default MMR killers.

  • Has anyone considered that BHVR might be totally against the idea of curving becoming more powerful?

    The map changes were done on purpose. We used to have so many tiles that were just a bunch of 90 degree angles, and now we have lots of debris loops, and other tiles that were purposely designed so that killers can't easily slide or curve around them.

  • I hope they keep it in the game, as compensation for nerfing her twice with the directional audio.

  • @averagemikaelamain said:

    The devs have repeatedly stated that it's "only cosmetic" but like..it's clearly not. I genuinely don't care about visual alignment,if a hit is about to happen,have it happen even if it looks a bit weird. It's certainly less jarring than my cane suddenly aiming at something completely different from the survivor I'm CLEARLY going to hit.

    image.png

    Above is the quote where a dev said it can steal hits.....

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3421122#Comment_3421122

    as I said it is likely server hit validation. the server is counting your hits as invalid for some reason. regardless of how hard the survivor spins, you can always track the survivor from 360 in my opinion. I suspect OP might be complaining about lagswitching where server is validating his hits. Alternatively, It is possible that his internet connection is bad and server is validating his hits.

    This game is essentially double validating hits, which is unfair for killers. If a killer presses the attack button, while near a survivor, then the game does a first validation, to possibly force the killer to short M1 tap... and then, after it potentially forces an M1 tap, it does a second validation to see if the hit happens.

    This is the same problem with aim dressing. The game does a first validation, to see if it's going to force the killer's camera to be yanked, and then after it potentially yanks the killer's camera, it does a second validation to see if the hit happens.

    The game shouldn't be double validating killers. The game shouldn't be forcing killer to short M1 tap, unless it has already validated a hit. And the game shouldn't be yanking a killer's camera, unless it has already validated a hit.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420762#Comment_3420762

    i think OP is complaining about Server Hit validation. When your M1 stops preemptively and you are pulled back, this is server hit validation. It means server deemed the hit as unfair/invalid.

    OP is facing lag switchers who are using 360's then lag switching to avoid the hit by abusing server validation. This is my best guess. Lag switching is basically when survivor purposely lag their connection and it makes them impossible to hit because they end up teleporting on screen from the desync. I have faced some lag switchers in dbd but they are not common. Lag switching is as bad as hacking but its more subtle hacking then speed-hacking for example. Lag switchers are also impossible to hook because they lag so much that you cannot complete the hook-action. Its really unfair to face a lag switcher. I am not sure how BVHR could fix that. Maybe it make that if you lag switch your connection, you disconnect. in server terms, i think its something called a sync limit. it limits how much you can desync. if you desync too much then you d/c to prevent lag switching.

    360's are not an issue. lag switching can be an issue.

    The game refuses to let a killer lunge if they are too close to a survivor, even if they are holding down the M1 key, and even if they are holding down the W key. If a survivor is close to a killer, and the game forces a short M1 tap, and if the survivor uses an unintended mechanic to go over the intended spin rate, they can spin outside of the short M1 tap range.

    Why does this game forbid killers from lunging, if they are "too close" to a survivor? The game obviously has a problem where "being too close" doesn't necessarily mean the survivor will be in M1 tap range when the killer actually goes for an attack. The game should allow killers to lunge regardless of how close they are to a survivor.

  • @aarongai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420580#Comment_3420580

    Yes. This is all I'm asking for.

    Many killers' turn rates are capped to balance their powers (Hillbilly, Blight, Oni) and nobody says a word, but suggest survivors get their turn rate capped and suddenly everyone loses their minds.

    The most ridiculous part of all of this is I'm not even asking for the survivor turn rate to be capped, because it's already supposed to be capped. I'm just asking for the intended cap rate to be enforced, and for survivors to be unable to bypass this intended turn rate cap.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420431#Comment_3420431

    Devs specifically said 360 is not exploit. Direct message from devs in their Q&A. And ping will still create those scenarios - best way you can see it is when killer get teleported to other side of the pallet

    Survivors being able to go over the intended turn rate is an unintended mechanic. The game should be fixed so that survivors can only turn at intended speeds.

  • @DY86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420481#Comment_3420481

    Yes. But if you re read my quote, I was responding to the “normal” FOV claim. Not the Slider itself

    I was talking about normal FoV options, not the normal base FoV. No one cares what the base is, if the game has an FoV slider. You're just being pedantic at this point.

    @DY86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420468#Comment_3420468

    Not really tho. A lot of FPS has base fov 80. 87 is more than that. Amd FPSs take much more value from FOVs than a Asymmetrical game such as dbd. Besides the dynamics between FP and TP, is what the game is all about, thats why fov tech is a thing, is using the disadvantage of the enemy to your benefit. Same goes for moonwalking. What u don’t understand is that 360ing and hiding IS a mechanic inherent to the game. It shouldn’t be minimized. Thats the whole point of FP vs TP. Like ????

    I was the one who mentioned stretched res cause I know how broken it was on survivor. I played year one dbd. So trust me u dont want fov sliders.

    also shadowborn only increases fov by 15 BECAUSE it is a great advantage in dbd. And thats why its in shape of a perk. People on here love to claim “accessibility” to get unfair advantages.

    If it's such a "great advantage", then shadowborn would be a top tier perk. But it's generally rated very low on tier lists, and it has a low pick rate.

    @DY86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420460#Comment_3420460

    Rebalance accordingly how exactly? Its easy said than done. Overhauling a whole game to cater to different fovs is something that must take everything into account. How do u propose that?

    15 degrees is not the same as 35. Also FOV perks dont stack as well so. Just so you know, fov on survivors is not “requested” because of events in the beginning of DBD. As Survivors with stretched resolution (therefore wider fov) was broken. Just a FYI. High tier survivors back then did not lose mindgames because of this unfair advantage. And believe you me, if they were to implement FOV sliders for Killers, survs would def want as well.

    Literally just throw it in the game, observe if the escape rates go outside of the acceptable range, and make other balance changes if the escape rates go outside of the acceptable range.

    It's the exact same strategy as what BHVR is doing with the survivor HUD, and can work for an FoV slider too.

    @DY86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420537#Comment_3420537

    Because its not an accessibility feature ??? It is well known that motion sickness is caused by lower fov than 85-90 or higher than 100 (fishbowl effect). DBD has a steady 87. Like? it is within the recommended range. Adding a slider would create more problems and exploits in game for a unnecessary feature.

    It does matter if survs want like ######### ? I can claim accessibility for the same reasons on a survivor side.

    also who said it’s outdated? It still works sometimes with a decent margin of error, as it should.

    I can link the website with the accessibility guidelines if you want.

    It's well known that multiple people on these forums claim the default DBD FoV gives them motion sickness, and they use Shadowborn so they don't have motion sickness.

    And the default FoV is causing some people to have headaches or nausea, regardless of what your website link says.

  • @DY86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420469#Comment_3420469

    They do, but the standard FOV is set as mentioned. Thats why I said “base fov”

    This whole thread is about an FoV slider, and what FoV values should be available.

    If games have an FoV slider, then it’s ok if they have awful base FoV.

  • @DY86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420437#Comment_3420437

    Not really. A lot of fps games have a 80-90 FOV. The recent released Redfall has a 90 FOV, CoD has a 80 base FOV. Its dif for every game Im afraid

    I thought CoD and Redfall have FoV sliders?

  • @JawsIsTheNextKiller said:

    So is there a magic number for this FOV value or would it vary for each person? I wouldn't want killers setting it to Quake Pro.

    103 and 105 is normal. 110 and 120 are the highest that FoV normally goes, at least in the games I've seen with FoV sliders.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420184#Comment_3420184

    It's more then perfect example. Survivor dropped pallet in time, but because there's a ping, killer at the same time hit survivor - both actions coming true the server for loose-loose on survivor side and win-win on killer side just because of higher ping.

    While spinning is just survivor dodging killer's hit (and no, survivor can't run quicker then his 100% movement speed even when rotating)

    Devs have mentioned multiple times that pallet stuns are not instant, and they purposely created a delay between a survivor dropping a pallet and the stun frames being active.

    So this doesn't even need to be a ping issue. There's literally a timeframe where both players can press their action button, and the valid server response is both a stun and a hit.

    And a survivor isn't "just spinning". They are also exploiting an unintended mechanic that allows them to exceed their intended turn rate. BHVR should fix this, so that survivors can still spin in place, but only at the intended turn rate.

  • @ProudRinMain said:

    Has anyone played Spirit and seen how god awful her new FOV is since the recent hotfix came out? It’s kind of motion sickness-inducing and throws off your tracking.

    i just wanna know, why is it that whenever a character that supposedly suffers from something be it a bug or whatever and then that “ thing “ gets fixed, something else that’s completely irrelevant to what was fixed happens and not in a positive way????????

    I'd rather have decent FoV, than the "looking through a Pringles can" FoV we normally get. There should be an FoV slider in this game. If it ends up affecting the escape rate, then BHVR can balance the game accordingly to fix the escape rate.

  • @For_The_People said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419140#Comment_3419140

    No I think you’re misunderstanding my point entirely.

    There are a lot of killer types - speedy, rangy, stealth, hit and run, traps and anti-loop etc.

    I’ve always seen survivor perks and items to enable something similar - stealthy, looper, healer, saboteur, Gen rusher, exhaustion perks user etc

    it isn’t about winning but about playing. I feel at present it’s about how efficiently survivors can get objectives done and leave v how most efficiently killers can stop them. If that is and always has been the only way the game is meant to be played, I think there would be no need for many survivor perks and items.

    Again, to be clear, I’m talking about whether those diverse play styles are still viable or not to enable different kind of games to play out.

    not even commenting on dead hard. If your opinion is that the game is best with a super efficient Gen rushing and looping survivor versus a super efficient tunnelling/camping/ do what needs to be done killer then that’s fair enough

    Survivors that aren’t good at chases were always just getting carried by their teammates. Survivors can have healing perks, and still be good at chases. And we still have too many survivors that rely on stealth perks because they’re bad at chases, and they are getting carried by their teammates too.

  • Blight has the lowest skill floor, by far, because you can just use his power for map traversal, and M1 survivors. And if you mess up a mindgame, and the survivor gets a lot of distance, you can just Blight rush back to them.

    Nurse and Spirit are more dependent on using their power to actually hit survivors. And Nurse and Spirit got so many nerfs that I’m seeing way more Blights and Weskers now.

  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418299#Comment_3418299

    OP has clarified multiple times that he simply wants to see how the devs would react to playing solo-q. Asking for his personal gameplay videos has nothing to do with the conversation.

    Why does anyone think that the devs would have a different reaction in gameplay videos, than they would have right here on the forums?

    Are people imagining an emotional confrontation, where the devs are streaming gameplay videos, and Twitch chat is flooding them with angry questions, and eventually the devs have a big emotional reveal that they think solo q is miserable?

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417582#Comment_3417582

    I do see the point that you are making and can even agree with some of the points. But i still don't think it is fair for the aura reveal to not be the area of the gen so it is easier to tell what might be happening and not be so abusable on high mobility killers.

    Also some of the perks that you you brought don't feel as unfair.

    Awakened has a small range and the killer needs to be carrying a survivor, it is very clear when it is active.

    Discordance, is very easy to guess when cooping on gens.

    Gearhead you are working on gens, you are more aware of danger and the killer might need to either slug or drop a chase to do it, so you know something is wrong.

    I am all ears, most of the time you are in chase and the perk has a cooldown which NTH doesn't.

    I wasn't saying that the perk needs a warning, but feels unfair getting caught by it when you weren't close the gen being kicked to know that could be active.

    It feels unfair when people demand for killers to stop camping and tunneling, but also want to be able to hide from the killer as much as possible.

    Survivor hiding needs more nerfs and counters. It’s boring and unfun for their opponents, and it’s just as much of a problem as camping and tunneling.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3415881#Comment_3415881

    Peanits shared that stat. He said the escape rate difference between solo and SWF isn’t that large; it’s between 8-15%.

    Officially, Blight and Trapper’s win rates are only different by about 5%. so if 15% “isn’t that large”, then we never need to nerf Blight.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414059#Comment_3414059

    Yeah, because they are not losing players fast enough....

    This would piss off so many players, on both sides. For basically no reason.

    Just let people have some fun, as long it's not game breaking, who cares.

    The killer experience shouldn't have to feel clunky and terrible, just so the survivors can have fun. Why should the game have an aim dressing mechanic that can steal hits from the killer? Why should the game have purposely garbage FoV? Why can't killers ever get updates to make the killer experience feel better, by fixing these garbage mechanics?

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414007#Comment_3414007

    I want the game to have consistency

    ok, then we need to nerf all techs. They are something not intended.

    Doesn't matter if it is done by camera angle, DPI, or movement.

    I am sure it would end well and definetly not piss of most players. But for the sake of consistency.

    There will also be need to nerf lots of perks. Because when this any perk get nerfed, then all perks that does something similar needs to be also nerfed. For the sake of consistency.

    Who the hell do you care. Blight has still more than enough techs to have fun with.

    Wesker techs and Blight techs are way stronger (practical) than Oni's flick. It's also his only tech.

    So if you want to have "consistency". Do it properly. Let's remove everything that wasn't intended, what could happen? Right?

    Yes. Remove it all..

    1) Remove aim dressing stealing hits. Don't yank the camera unless the game will register a hit on a survivor.

    2) Remove survivors going past the intended turn rate.

    3) Fix grab validation, which BHVR admitted wasn't implemented properly, and would be addressed eventually.

    4) Give all players more keybind options, so they can choose which action to do.

    5) Fix sound occlusion, because it's overtuned and doesn't make sense half the time. Fix survivor footstep noises so they aren't deleted (earlier than intended) by sound occlusion or by certain floor materials.

    6) Fix Nurse's chase music volume, because it's way louder than the previous chase music, and definitely louder than the average chase music

    7) Fix survivor noises, so some survivors aren't near silent by default.

    8) Fix grab validation, because BHVR admitted the current implementation needed work, and would be addressed eventually.

    Fix all the unintended stuff, instead of just having laser focus on what killers are doing.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413977#Comment_3413977

    Damn, you are boring player...

    Basically because they did it with Blight, they have to do it with everyone? Lol

    I mean, hug tech, v-tech, rebound, urobend are clearly things that weren't intended.

    It doesn't work unless you do specific action. Why is that ok, but not turn rate?

    Survivor 360 is not even DPI thing, it's movement and camera work. Console can do it.

    Oni turn rate can be done with 2k up without problem. It gets easier with higher DPI, but it also make normal playing harder if you are not used to it, that's why I was changing it while doing it. But it's allowed because of camera movement too, if you don't look up before flick, you won't make it.

    J-flick was mainly about really high DPI.

    I want the game to have consistency, instead of just being "let's balance the game based on the number of complaints".

    As in "lots of people complained that Blight can bypass the intended turn rate, so nerf that".... but "not enough people complained that survivors can bypass the intended turn rate, so that can stay".

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413969#Comment_3413969

    Why tho?

    None of those are game breaking. They simply increase skill ceiling of this game, which is good thing imo.

    So you would want to fix all techs? Otherwise why only specific techs?

    FOV tech, 360, window tech

    All Wesker techs, all blights techs, Oni's flick

    They could give killers option to remap controls to fix CJ tech and locker tech.

    It's same approach as why we lost flying Billy.

    This game is not really hard and can get boring after some time. Those hidden techs are all basically an oversight from devs. They are interesting and fun to do on both sides.

    Also makes this game interesting to watch. Lot of players stopped playing, but still watch streamers.

    This game would be way more boring without those.

    1) Blight's original flick wasn't game breaking, but it still got removed. So any tech involving a player going over the intended turn rate cap, should be removed, which includes Oni's 180 and survivor's 360.

    And we should remember that a survivor moving in a 360 direction is fine. The problem is when they do something specific, that allows them to 360 faster than the intended turn rate.

    2) Survivors and killer should both get extra keybinds, so they can separate out actions.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413958#Comment_3413958

    That's just how you position your camera, how is that harder than max DPI flick?

    It's on level of Wesker urobend.

    Nothing still beats Wesker hug tech.

    And Oni is still worse killer than those two, he gets more punished for missing, so using this tech is more risky.

    Who cares if Oni gets punished for missing? His DPI flick is super easy for people that aren't using garbage DPI by default.

    BHVR should fix Oni's 180 flick, and fix the tech that allows survivors to go over the intended turn rate. We should be fixing all of these turn rate "techs", and not just Blight's because it had the most complaints.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413945#Comment_3413945

    Blight techs? Which one?

    Hug tech is really easy.

    V-tech is also not hard.

    Fact that you chose Blight kinda shows me you don't know what you talk about.

    It would be way better to choose Wesker.

    Rebound is not easy. But mainly his hug tech is frame perfect tech. Nothing is harder than that.

    J-flick was basically same thing, but Blight is punished less for missing.

    Go play Oni, use 180 flick and show me the clip, I would love to see you do it.

    Just to get correct situation is unlikely. And then you need mouse to change DPI on button.

    Realize you need it, switch DPI in time and actually use correct distance to hit survivor.

    How the hell is that easier than hug tech?

    The problem is you assume everyone uses their mouse on a garbage DPI. My default DPI is 4,500. It’s been like this for years, and you can probably find posts I’ve made years ago, where I told everyone this is my default DPI.

    I use 4,500 DPI for this game, I use it when I’m reading emails, and I’m using it when I’m on these forums. I’m super comfortable with how fast and how far to move my mouse at this DPI, as I’ve had thousands of hours over the years to figure this out.

    And I didn’t say hug tech. I meant object sliding around walls, which involves desyncing the move vector from the look vector.

  • The bonus should happen if you play every game you queued up for.

    The bonus shouldn’t care if someone closed the application, or waited too long, or anything else. The bonus really should be an anti-lobby dodging and anti ragequitting bonus.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413878#Comment_3413878

    Because he is not played much and it's mostly a gimmick.

    It's so difficult, I can do it in custom, but it's hard to actually pull off against players.

    I highly doubt any of you actually saw it used.

    Situation for it is really specific and most players can't do it reliably.

    You literally just flick your mouse, when you aren’t at a garbage DPI setting. That’s the whole thing. Just muscle memory of how fast and far to move the mouse.

    It might be difficult for you, but it’s not difficult compared to some of the techs Blight currently has.

  • @PochemuZakat said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413801#Comment_3413801

    I'm just expressing my personal observations that I saw myself personally, but what about Oni?

    Oni doesn’t have any turn rate restrictions, and can literally 180 degree flick if the player has a mouse with a DPI setting.

    I honestly don’t know why Oni is still allowed to 180 flick.

  • @PochemuZakat said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413762#Comment_3413762

    blight can still do 180 turns, I saw a demo in discord recently as one dude literally did 720 turns bragging

    Blight’s large angle turn rate is now heavily locked. Anything he does, that looks like a 180, is intended.

    There were multiple patches addressing Blight’s turn rate, because it took multiple patches to fix this.

  • @PochemuZakat said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413767#Comment_3413767

    This does not give any privileges to the survivors and you are wrong, the increase in DPI for the survivors does not give them the speed to turn the character, only the camera review

    Survivors purposely bypass the intended turn rate when they 360, which does give advantages to survivors, especially against console killers that are locked into a slow turn rate because they are using a controller.

  • Survivors can go over the intended turn rate too. BHVR should fix that too.

  • If we really cared about console, then we would be asking BHVR to prevent survivors from going over the intended turn rate, because console killers are affected by that way more often than with boil over.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413271#Comment_3413271

    it's fair the way it is lol you don't see head on in every game for a good reason, I'm sorry you struggle with it so much.

    The reason why it's so unpopular is because it's so difficult to coordinate it in solo q. So this is on topic. You can't buff the perk so that it becomes easily usable in every game, without giving it a huge nerf beforehand. There's too many lockers in the game, and it's unreasonable to expect killers to avoid going near any lockers when they chase someone.

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