Coffeecrashing
Coffeecrashing
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3243760#Comment_3243760
The reason I specify that at least one other survivor should have already escaped through the exit gate, is because the game isn't over once the gates are powered. The killer can still prevent the survivors from escaping the trial, especially if they're using powerful endgame perks. That's why I believe the survivors should have at least one person make it all the way out an exit gate, in order for a hatch escape to grant MMR.
Ok, that seems fair
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/3243707#Comment_3243707
Eeeeh i would be against that.
It's one of the only reliable ways for a solo survivor to raise their mmr when they are stuck with bad teammates
And it's in most maps stacked into the killers favor unless you bring perks for it
Escaping through the hatch after the gates are open is a whole lot easier the escaping through the gate after hatch has been closed.
They are not equal in the slightest
This can also create reverse hatch standoffs, when the exit gates are too far away to patrol, where neither side wants to interact with the hatch. The survivor wants the killer to close hatch because the gate escape is more valuable, and the killer wants the survivor to get hatch so the survivor doesn’t get MMR.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3243591#Comment_3243591
https://forum.deadbydaylight.com/en/discussion/comment/3243806#Comment_3243806
It's not that I am ignoring the accessibility its that the subtle sounds that people need to differentiate are intentionally masked by the other ambient noise in the game. Regardless of you ability to hear differentiating between footsteps over the killers own footsteps or the clacking of the watermill is not meant to be a given. If people are having difficulties hearing footsteps they are also having difficulties hearing the noises that have been designed to be confused for footsteps. That's why what is being asked for isn't accessibility but an additional way of tracking, but a spectrogram would be accessibility because its not giving only the pertinent information but the masking information that is also necessary as well.
This is different from the terror radius as the terror radius isn't meant to be confused with anything else. It is supposed to be a given. Its supposed to be where if present the survivor should 100% hear it and can hear it get louder or softer. That's why a volume sensor would be accessibility. It's not giving anything extra. If it gave an indication of sadako's demanifestation lullaby which is designed to be confusing with the tv static it would be giving something extra, like what it appears you're asking for with footsteps.
All important noises should be accessible. That’s what accessibility means.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3243534#Comment_3243534
The terror radius is something unique for survivors. Footsteps does not compare. They are the same as survivors needing to hear gens that are being worked on or other survivors grunts of pain. All of the ambient sounds that both the survivor and killer hear. I am not ignoring the accessibility issue because there isnt a favoritism on either side.
You are ignoring the accessibility issue. If certain sounds are important to the game, and some people have difficulty hearing them, then we should have accessibility options for them.
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I think that if a survivor escapes after all the generators have been completed, it should grant MMR. But if a survivor escapes before all the generators have been completed, it should grant zero MMR. With this suggestion, hatch escapes and gate escapes are treated equally.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3243393#Comment_3243393
Okay then Become a Freddy main and always bring the purple swinging chains.
That's not a perk either.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3243340#Comment_3243340
Dude are you okay? Like I am down for talking to you about this but it seems like you just want to be angry. Like I can do two more legit suggestions if youre having that much trouble losing people.
Spies from the shadows. If you are losing people close enough that people would hear their footsteps you will be close enough for the birdies to tell you something
Darkness Revealed- If you lose someone in a loop with a locker they might have quick and quieted or if not you will still see their aura if they are within 8 meters of a locker.
I want a perk to help with footstep noises. I don't care how many alternatives you want to give. Do you understand this? Your suggestions are a waste of time.
Maybe I want Stridor to also bump up footstep noises by 100% so I can reliably hear them. Maybe I want directional footstep cues in a perk. But I know I want something to help with tracking survivor footsteps.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3243314#Comment_3243314
Survivors dont get something for subtle noises. Like if you can't see how different footsteps sounds are to a terror radius IDK what to tell ya man. Its like comparing a brown toolbox to a commodious with a brand new part. Yeah they both are toolboxes but one means a hell of a lot more in game. Theres a reason why killers have 10-20 perks that obfuscate their terror radius and survivors have 0 that make them walk quieter.
I don't care about your analogy. I still want a perk that can help me with footstep directions.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3243297#Comment_3243297
Okay so what youre looking for is Predator with the first statement. It will increase the amount of scratch marks you see and they will be tighter together. Wouldnt really recommend it tho. You'd do much better with like floods of rage. :D
And unless the upgrades spine chill there is no directional cue.
Also I am wondering how often do you run into survivors running spine chill. I mean I literally see no mither or head on as the exhaustion more frequently.
No. I'm not looking for predator. I'm specifically looking for something to help me with footstep noises. Survivors get something to help them with terror radius noises, so killers should get something to help them with footstep noises.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3243217#Comment_3243217
Dude, the subtle sound queues work both ways. Hearing Ghostfaces cloak, Myers Breathing, Nemi's Clob stompers when hes undetectable all are also important. The reason these cues and the terror radius is important to survivors is to prevent the killer from catching you off guard. And there are perks that complement this, Spine chill is one of them but so does Alert, Dark Sense, Premonition etc.
The reason why the subtle sound queues are important for the killer is to track the survivors. There are several perks to help you track survivors. I'm all ears, Darkness Revealed, Infectious Fright, Iron Maiden, Whispers, Bloodhound, Predator, Retribution, Nurse's Calling, Awakened Awareness there are so many information perks.
You cannot claim any sound the killer hears has the same impact as a terror radius, which again can be removed. Just like there isnt a visual cue for survivors that is the same as scratch marks and they have the various color blind modes for accessibility there.
I want a killer perk that helps me with footstep directions, and I want it to help as much as spine chill helps people with terror radius distances.
Maybe the perk icon can point in the same relative directions as nearby survivors that are making footstep noises. For example, if the perk icon has an arrow pointing left, and an arrow pointing right, it means there are survivors directly left and right of me that are making footstep noises.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3243151#Comment_3243151
Killers do have a perk that will tell them when a survivor is working on a gen, its called surveillance, and you don't even need to be close to it. But I will give you that if there are gen repair sounds that a killer would hear I think surveillance should light up, since it lets you hear gen repair sounds 8 feet further. This would actually be a good accessibility change.
As for the grunts of pain and breathing, not the same as spine chill does not change based on footsteps lullabies or grunts from killers. Undetectable still has 0 change. But if you want a perk that lights up when you are near survivors try whispers.
https://forum.deadbydaylight.com/en/discussion/comment/3243154#Comment_3243154
It has 3 different layers sections but the volume is different depending on how close it is.
When there is chase music, and the killer is trying to mindgame something, can you tell if they stayed in place, or if they tried to loop around, by the loudness of their volume?
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3243118#Comment_3243118
Spine chill as a perk will light up if the killer is within 36 meters of you. If the killer has a terror radius it will fill up as the terror radius gets louder. If you are performing an action such as opening an exit gate and the killer is within 36 meters and looking directly at your entire body you get a 6% increase.
https://forum.deadbydaylight.com/en/discussion/comment/3243081#Comment_3243081
It ticks in the same increment as the terror radius volume. A doctor with a 10 meter terror radius (Double calm + Monitor) is just gonna start filling up at 10 meters because the terror radius would be light at that point, where a Wesker with a 40 meter terror radius its going to be completely full if they are 10 meters. Its the same as telling the difference in volume which is why thats there for accessibility.
It's not the same thing as sound, because the terror radius is only split into 3 parts, so you only have 3 different volumes. New spine chill tells you if a killer is moving towards or away from you, down to the smallest inch.
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@roundpitt said:
https://forum.deadbydaylight.com/en/discussion/comment/3243073#Comment_3243073
Behavior representative said it's not intended so it's not intended, doesn't matter what a dev said. The product owners tell the devs what to build, the devs just build it. If the devs added something that wasn't intended by the product owner, then it's a bug.
The Behavior representative said hug tech specifically was not intended. Do you understand what the hug tech is?
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You’re defining hug tech incorrectly. Hug tech is a bug, but it doesn’t involve every single instance of Blight’s sliding.
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@roundpitt said:
https://forum.deadbydaylight.com/en/discussion/comment/3241054#Comment_3241054
So you are still learning blight and not seeing the OPness? Why not try learning blight before commenting on how Blight is not OP.
He is very OP. His addons are busted and there is a bug that allows him to slide against objects/walls without triggering a bump, effectively allowing him to curve around walls and hit survivors he has no business being able to hit. You simply look at the ground while rushing. For some reason, looking at the ground disables the blight's bump collision. It's actually the stupidest bug ever.
Any who says Blight is not OP right now hasn't played against a high skill blight.
Blight’s sliding isn’t a bug. The Blight dev purposely added a secondary collision system, that allows Blight to slide.
The hug tech bug is a very specific scenario, where Blight is allowed to activate his M2 power, while facing an object that he is directly up against.
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@Carmina_is_cute said:
https://forum.deadbydaylight.com/en/discussion/comment/3241434#Comment_3241434
Oh so that's why objects that meet his feet first don't cause a bounce? That makes sense.
Yes. That is exactly what is happening.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3242696#Comment_3242696
That’s actually a great point, I play on PC but I’ve heard killer is a bit harder on console. (My nephew is on PS5.)
It can be impossibly harder to follow a 360 on console. I’ve tested this on controller, and the max camera turn rate is absolutely horrible. The survivor will move behind the killer, and no amount of walking backwards or camera turning can reach them. It basically means that lunging at certain ranges is just unreliable with a controller.
This is compared to a mouse, where my default DPI is good enough that I can easily turn my camera faster than a survivor can 360 around me.
I’m also interested on how much worse aim dressing is for console, because it would be harder for them to handle when their camera gets forcibly yanked from them.
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I’m curious what the stats are for console. Camera turn rate with a controller is so slow that killers sometimes literally can’t turn the camera fast enough to follow a survivor that tries to 360 around the killer.
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Basekit unbreakable is a major buff to survivors that want to purposely place themselves in situations where the killer is forced to slug. Killers should only be punished for slugging if they have an option to hook the survivor. The PTB showed survivors purposely running to hook deadzones, or using breakdown to create hook deadzones, or doing other things to force the killer to slug. Maybe it's time to add way more hooks to each map, so killers have a much higher chance of not needing to slug.
The PTB also showed killers going out of their way to try to slug everyone, in spite of basekit unbreakable, because if matchmaking fails and the killer is way better than the survivors, then the killer can just slug people over and over and over and over and over, until they finally get everyone slugged at the same time, or until the survivors actually just give up. And PTB killers were still trying to slug for the 4k, and basekit unbreakable made these games much longer because the survivors would just keep picking themselves up instead of bleeding out.
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@ShyPirate said:
A veto system would really be the only workable voting system for this game.
After the lobby players could be presented with 6 randomly chosen realms (or maps). Each player would choose one to veto. One of the realms (maps) that isn't vetoed would be chosen for the match.
That still wouldn’t work. Let’s say for example 3 “killer sided” maps and 3 “survivor sided” maps are randomly chosen. The survivors would just veto all the “killed sided” maps, and the killer would be stuck with a “survivor sided” map. There would be some maps the killers might not ever see again? Because the survivors would always veto it.
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@Carmina_is_cute said:
The design flaw isn't Blight, like most other issues that plague killers, it's the maps. A lot of maps need to be reworked, including the maps that have awful collision for Blight and any other collision-sensitive killer.
The design flaw is Blight. When BHVR raised his camera view, they accidentally raised the minimum height he can bounce off of.
The Blight dev repeatedly told people that the issue was with Blight’s collision detection, so this isn’t up for debate.
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@Lima24927 said:
https://forum.deadbydaylight.com/en/discussion/comment/3241412#Comment_3241412
clickbait ? haha this was funny man, they dont need any clickbait, you are clearly not a Dbd streamer viewer, people watch them for satisfaction and joy, nothing is better than watching d3ad playing a nemesis, its pleasent to see it being used to its full capabilities by a pro, makes nemesis look like a tier S, or trapper by Otz, or huntress by Coconut, or Blight by cafulio, ghostface by lz_ghostface, please man, bring some logic here.
Yes, some of their YouTube video thumbnail pictures are clickbait, with over exaggerated clickbait titles.
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@Lima24927 said:
https://forum.deadbydaylight.com/en/discussion/comment/3240678#Comment_3240678
(Latin: argumentum ad Ignorantiam) The attempt to argue for or against a proposition or position because there is a lack of evidence against or for it: I argue X because there is no evidence showing not-X.
basically you are asking for something impossible, i am not BHVR, im not a company , i cannot produce factual evidence, i can however play the game, test the killers and survivors, and listen to 10 + extremely professional and experienced game specialists that have a combined 20.000 hours of gameplay and that can describe how some killers are either too strong not strong.
there is no way to show your desired "evidence", BHVR kill rates shows that sadako is top on kill rates, is this true when you consider players with any 500 hours of experience ? nope !
Imagine trying to quote a logical fallacy in Latin, and then immediately doing a Ad Verecundiam fallacy.
You’re also totally ignoring the fact that some of the specialists make money off of viewers, and complaining about Nurse is a far better clickbait than defending Nurse.
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@Nihlus said:
https://forum.deadbydaylight.com/en/discussion/comment/3240537#Comment_3240537
Thank you for proving my point. No other game has this level of problem with its' design that people would rather quit than play in a meaningful percentage of games. Again, you are trying to beat a solution to the symptoms of the problem and not the problem itself. All you care about is your fun and screw everyone else.
It's not a problem of design. It's a problem that the ragequitting penalties aren't strong enough for the players in this game. There are other games with much harsher ragequitting penalties, and it helped a lot. I can go an entire evening of Overwatch without anybody ragequitting, and judging by what people scream through their microphones, I'd say there's a lot of toxicity going on in that game.
The other problem is the DBD mods don't remind people that it's unsportmanship conduct to ragequit, anywhere near often as much as they should. We have entire forum threads filled with people admitting to ragequitting, and defending ragequitting it, but I don't see any mods coming in to tell people to stop. We also have a lot of streamers that will publicly declare on recorded video that they ragequit, and they tell us exactly why they're ragequitting, and nothing happens to them.
And the people that ragequit are the problem. There are 5 people in each game, and when someone ragequits, they ruin the game for the other 4 people. We should not be catering to these people by giving them bots, so they can feel even less guilty about ragequitting, and they can be more encourage to ragequit more often.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3240515#Comment_3240515
CoD doesn't iirc.
Battlefield doesn't.
OW doesn't in the majority of modes.
For Honor doesn't in the majority of modes.
That's an even better idea. DbD should have a ranked mode with real ragequitting penalties, and all the ragequitters can hang out with each other in casual mode. I can easily go an entire evening of OW2 without seeing any ragequitters, and it's so much better that way.
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@Nihlus said:
https://forum.deadbydaylight.com/en/discussion/comment/3240515#Comment_3240515
I wasn't aware there were a lot of other games that allow you to literally torture your opponents. Could you name a few?
That's not relevant. Every PvP game has players that want to ragequit, but the ragequitting rate in other PvP games is much lower because they have meaningful consequences for ragequitting.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3240478#Comment_3240478
Except, you aren't getting rid of people who ragequit. You're getting rid of people who DC and splitting the queues.
The game already has issues finding matches as it is, how the hell do you think it's going to function if we cut a large portion of the playerbase out?
Forget what I said earlier, your suggestion will do vastly more harm than good.
It will function much better, because adding real consequences for ragequitting would lower the amount of ragequitting. Have you played other PvP games, and noticed the ragequitting rate is way lower in those games, because they have real consequences for ragequitting?
The reason we have so much ragequitting in this game is because so many people think the current ragequitting consequences are such a joke, that they have zero hesitation to ragequit in DBD.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3240417#Comment_3240417
What?
Separating them will make the queues longer which is bad for everyone. Casual players will care about long ass queue times.
You aren't fixing something, you're making it worse. At best, you're trading people who DC for long queues. Likewise, you aren't getting rid of people who hook suicide. So you really aren't doing anything
And we would be trading people who DC, for longer queue times for games where people aren't ragequitting. This would be a giant boost to matchmaking, for the people that want to play each game out.
Adding bots wouldn't be getting rid of people who ragequit either, so according to your logic, we shouldn't be adding bots.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3240239#Comment_3240239
No lol?
Now I have to wait longer for a ######### match.
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3240316#Comment_3240316
Just because one thing is bad doesn't mean we shouldn't try to fix other bad things.
Pick One:
Opinion 1: Separating frequent ragequitters into separate queues won't do anything, because there are still other issues with matchmaking.
Opinion 2: Just because one thing is bad doesn't mean we shouldn't try to fix other bad things.
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@Ghouled_Mojo said:
https://forum.deadbydaylight.com/en/discussion/comment/3240089#Comment_3240089
It would be a vote for all maps on where not to go. A vote on a map from any player would mean that map is not played on. Doesn’t matter if it’s one vote or five.
That means the survivors could remove 4 “killer sided” maps, and the killer would only be able to remove 1 “survivor sided” map.
Would the killer be able to vote on 4 maps to remove?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3240306#Comment_3240306
Yes.
Having someone DC is frustrating. Having someone new to the game is equally as frustrating.
Why would you care if bots were added to the game, if you honestly believe your matches are forever doomed to be terrible?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3240239#Comment_3240239
No lol?
Now I have to wait longer for a ######### match.
Do you honestly think your teammates would be equally bad if they ragequit or if they didn’t ragequit?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3240225#Comment_3240225
Nope, I'd just have even longer queues only to still have an unfun game.
For the people that don't frequently ragequit, the longer queue times would be worth it, because they would have much less games ruined by ragequitters.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3240086#Comment_3240086
I would take a bot over a teammate who doesn't want to be in the game every day of the week.
If frequent ragequitters were placed in their own queue, then you shouldn’t be placed in the same game as them, unless you are also a frequent ragequitter.
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@Ghouled_Mojo said:
I would rather get a map vote for where not to go on all maps.
All 5 people would need to agree on the vote. Otherwise we would just end up in a situation where a map gets banned in the survivor’s favor because it’s 4v1.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3239513#Comment_3239513
Which is why I continue to show my support for the system.
Everybody wins with it. Killers don't get screwed out of a game or BP, Survivors don't auto lose and the person who wants out can get out.
We need a separate queue for people that ragequit too often, so they can ruin each other’s games. Adding bots would encourage more ragequitting, because there would be less guilt over ragequitting if the survivor knew they would be replaced with a bot.
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@legacycolt said:
I’m on PlayStation and it keeps saying “play the event now” under the Dwight cosmetic.
Help please 🙏
Did you play the special DBD mode, or where you playing the regular bot matches?
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/3239232#Comment_3239232
You have to download the PubG game. It's free. Then you need to play the tutorial missions first to access the event. Then you just need to play the event to unlock the items like Dwight's cosmetic. It will give you a code to redeem.
Assuming it works for you. I couldn't even get to play the event as the website was bugged. Apparently happening to a few people from what I have seen on Twitter.
Before you can play the DBD game mode, you have to play the tutorial missions, then either play 10 bot games, or do a few challenges. If you've played any other PvP shooter games, then you can easily do the challenges in one game. Some other people have been quickly losing 10 bot games instead.
Mooks said you can play a game with other people to bypass the requirements.
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I did the event for the Dwight skin. The AI bots were beyond terrible in the 1 bot match I played, and the "DBD" killer was super clunky and not enjoyable to play.
Fortunately, just like in DBD's solo queue, there was one survivor that refused to do anything, and just waited for everyone else to die, so I was never in the situation where everyone was trying to do generators.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3238229#Comment_3238229
Except now, looking up doesn't stop the blind!
Does it always do this, or only when the killer is standing on the flashbang? I think looking up never worked if the killer was too close to the flashbang?
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@maximo99ac said:
Like nine months ago you said this was a bug and it would be fixed but since then i havent heard anything about it
Blight's primary collision detection and secondary collision detection have been broken for over a year, and BHVR still hasn't figured out how to fix them. Fixing hug tech isn't an easy thing, considering that BHVR can't figure out how to make reliable collision detection.
We're still waiting on news about when BHVR will fix these collision detection issues, because it hurts Blight's performance that they are still in the game. If you want hug tech fixed, you should also ask when these collision detection issues are going to be fixed, because it looks bad if you only want Blight's helpful bugs to be fixed.
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@ChrissKenobi57 said:
https://forum.deadbydaylight.com/en/discussion/comment/3237431#Comment_3237431
Yeah, but if people claim to still be mismatched even with it and we can't really gauge our own skill level compared to others unless they're way better or way worse than us, then what is the point? Mismatching sucks, but if the entire matchmaking is focused on that when many other factors may interfere with that, won't that affect how it works and how we give feedback on it? Why keep something that's supposed to gauge skill if it doesn't actually gauge skill? And once again, if they want to keep it and we all know anyone can lower their MMR artificially regardless of knowing how high or low it is, why keep it hidden?
My guess is that if 4 solo q survivors lose a game, that all 4 of them think they were the best player, and each person thinks the other 3 players were garbage at the game.
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3236700#Comment_3236700
Trapper is 3 percent below average.
You heard it here first. Trapper is not underperforming!
Dredge and Plague are both lower mid-tier. They are shown on the stats to be top tier. Yes, they are massively overperforming according to these stats that nurse mains are clinging to as 'proof' nurse is fine.
You’re conflating two different things. The stats show Dredge and Plague as performing extremely close to average. They are only overperforming in the sense that they show higher than your personal opinions of where they should be performing.
We have an MMR system that is specifically trying to push all the killers towards the same average kill rate. We also have an MMR soft cap that purposely tries to separate the top MMR killers from being in the same match as the top MMR survivors.
These player made tier lists, that theorize on what is supposed to happen when the top competitive killers fight the top competitive survivors, aren’t practical or useful, except for custom games where people are purposely making competitive matches.
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3236628#Comment_3236628
The same stats that say Dredge and Plague are massively overperforming? Lol. Come on, you don't actually believe what you said, do you? I thought you had more sense than the nurse mains in this thread.
https://forum.deadbydaylight.com/en/discussion/comment/3236633#Comment_3236633
You're really good at just deflecting, and never actually responding to holes in what you say. If you can't even speak on the subject, just don’t respond.
The stats show Dredge and Plague as 1% and 2% above the average kill rate. How on earth is that massively overperforming?
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When Huntress walks while holding a hatchet, her wrist now dislocates repeatedly, so her arm can jiggle.
And since they changed her arm animation, anyone that was looking at her arm to aim shots (even if they were doing this subconsciously) can have their aim thrown off.
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@LunaticLizzie said:
https://forum.deadbydaylight.com/en/discussion/comment/3234196#Comment_3234196
winning games =/= using perks to rig the game from the start, at least, it shouldn't
I even dislike that in some scenarios, as Trapper, at any MMR, you can abuse the basement spawns and bushes on Dead Dawg for an instant 4k at 3-4 gens, solely by bringing a Dusty Noose and Agitation+Iron Grasp. Killers or survivors being able to predetermine the outcome of a match entirely with just perks or offerings is a bit... Eh. Doesn't feel good, kinda makes me think there's a little bit of a crack in the hull.
Also,
Cram it with the "oh, so you think you're the best player in the world" argument I see you using all over the damn place lmao, I'm literally not speaking about my own ability, or any other specific person's ability, nor should you, because it's completely irrelevant, and derailing is a silly, silly thing for silly, silly people who don't have a real point.
When you say "dare I say, "good" way to balance things, dictates that if things function off-kilter or too strongly at the highest possible level," you're saying that Nurse should be nerfed because of her performance at the highest possible level. She should be over performing at the highest possible level because MMR ensures that most of her opponents will be a much lower skill level than she is.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3234731#Comment_3234731
You can't use dead hard from a mile away unless you're reacting to a ranged attack, so I don't understand your first point. If you are being chased and the killer catches up to you, they will hit you. You need to use dead hard if you have no other way to prevent them from hitting you, which is often used in conjunction with other defenses such as pallets to force the killer to make a decision at that moment. I'm not talking about drive by dead harding or randomly turning around and running toward the killer, im talking about how the perk is intended to be used: as a last ditch effort to avoid going down when you otherwise would.
You understand this in the second paragraph, which is why im kinda confused where the first statement came from. what do you mean by "cancel dead hard"? its a locked animation interaction wise, you can't drop pallets or anything like that while it is active, nor can you "undo" it. If they mistime it, they are exhausted and gave an animation tell to the killer that they are now defenseless. Thats the exact reason why people sometimes try to pair it with a 360, to hide as much of the animation from the killer as they can to obfuscate the attempt as well as their timing. It doesn't always work, but its an example of why they do it. The risk, again, is that if they don't press it, the killer will M1 them too fast for them to react to and they will be downed.
I don't understand why you think dead hard is a risk, when mistiming it, and not using it at all, pretty much places the survivor is the exact same situation.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3234645#Comment_3234645
The risk is that you are entirely vulnerable without having gained any distance, when the time you would be using it is to avoid a hit. Even with the best usage of the perk at pallets, there is still a window of time where you will trade at best. 0.5 seconds is 30 frames which yes, is certainly higher than something like 1f links in situations like many fighting games, but it is still in a pretty relative window to how it is in how many games of a similar perspective to DBD handle both parries and dodge rolls.
As the perspective requires you to be unable to see both behind you and in front simultaneously, it has a different playing field in terms of how to time it: Unfortunately without having the frame data for attacks/lunges in the game, we have to go solely off of human reaction time and consider everything "hard-to-react-to-able" in regards to normal attacks, which makes the realistic reaction window 0.25(15f) and the read window 0.5(30f). After establishing that, you have to go into the concepts of latency and hit validation to get an idea of the "forgiveness window" of said action and... it gets pretty small. Not exactly parrying in Third Strike small, but a considerably higher skill requirement than the vast majority of actions in the game. Remember this is a game where you can jump out the window of a second story building and get hit in midair because on the killer's screen you were still in the middle of your vault.
Aside from some things like flicks, reverse blinks, needle threading shots, etc this game has an extremely low skill requirement for the majority of its gameplay, and even a lot of those are only particularly skillful relative to the rest of the game. I understand what you're saying that its not exactly the same as getting tatsu loops with sakura in street fighter 4 or anything like that, but it is a completely different level from the expectations of normal or even advanced gameplay in this very game.
It's only a risk if a survivor is purposely placing themselves in a risky situation, that they could have avoided, and they are doing this specifically to attempt a dead hard play..... for example if they are purposely running up to a killer to attempt a bodyblock dead hard.
Most of the time people use the perk, they are pretty much doing exactly whatever they would have done without dead hard, and they are just pressing dead hard to try to avoid a hit. And they are still moving forward when the dead hard animation is happening, and they can cancel the dead hard whenever they want, which means that if they mistime dead hard they are pretty much in the exact same situation they would have been in if they hadn't pressed dead hard. That is not a risk. A risk means the survivor would be worse off if they mistimed dead hard, than if they didn't press dead hard.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3234639#Comment_3234639
Oh I never said it was, just that its what happened. I was only ever talking about it taking more skill than it used to, which is why im a bit confused. Might have accidentally conflated arguments as thats the only point I was addressing. I think its in a good spot now and I agree that it gives more of a reward than it used to, but only when used correctly and more skillfully than just tapping a button to fix a mistake risk free outside of the killer's reach.
I think the problem is I don't consider a 0.5 second active window to be a skillful parry, considering how many video games I've played where the parrying or dodging restrictions were far stricter than that. Dead hard is basically a mini game for some people, where they get to whack a button when they hear certain audio cues.
The other problem is the perk is now a neutral risk, because survivors can just cancel it whenever. It would have been better if the perk kept the 0.5 seconds of animation lock after the endurance frames end, so the perk would have an actual risk to it. Dead hard is a neutral risk high reward perk, when it really should be a high risk high reward perk.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3234579#Comment_3234579
And the skill level of the perk didn't rise, BHVR just removed some of the easier uses of itthats.... literally how skill floor adjustments work, though. so yes, the minimum skill was increased. You're also kinda looking for very specific case uses to compare it to instead of on its own merit.
Raising the skill floor of something isn't a justification for buffing its reward either. The new dead hard just encourages me to hit people immediately off the hook, to trigger deep wounds, so I don't have to deal with dead hard.