Coffeecrashing
Coffeecrashing
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@Deadeye said:
@Coffeecrashing How come you talk about the 5th box basekit change as a nerf and now refer to the old +box addons as a benefit? As stated in OP, there was a maximum of 16 searches, so even with 6 boxes you don't need to search six times on a single trap, 4 is maximum.
Also: "It’s increased search time, but decreased travel time." is just half of the cake. If survivors are forced to search an additional box, they are forced to travel to that box as well. You can't say "survivors now just travel 80% of the map max" and ignore the fact that before they sometimes, or too often, only had to travel 25% of the map.
If you don't want to play her anymore without even testing her just because of your assumptions, which have been argued against, then you give up pretty fast. Not sure why you don't take the other examples into account and rethinking if this is really a nerf and just throw away your main. But hey, your choice. We tried, I guess
Why am I getting pulled back into this thread?
The OP said before the change there was a maximum of 16 searches, because +box addons didn't exist right before the change, so the maximum number of boxes was 4 right before the change. However, before Pig's massive addon pass, the maximum number of boxes was 6, and since there was no RNG protection back then, one survivor absolutely could have gotten stuck with 6 searches for the same trap.
Have fun in the fog! Seriously, I'm done responding this time. If you're still having fun with Pig, then thumbs up to you! It really shouldn't affect your life at all if I think she's gutter trash now.
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We absolutely cannot have the perk redesigns based off of the most popular feedback. Have you seen these forums? We're constantly having threads shut down because people are being super mean and awful to each other. Can you even imagine how much worse that would be if people thought the perk redesigns we based off of which people could scream the loudest and most often?
Also, I hope BHVR realizes the problem is that BOTH roles need to be encouraged to interact with each other. Killers should be encouraged to find other survivors instead of camping and tunneling, and survivors should be encouraged to get in chases with the killer instead of hiding. Survivors hiding and being immersed is just as bad as killers camping and tunneling, because it's avoiding interacting with the other side. It would be super unfair if killers got punished for camping and tunneling, but survivors were still allowed to hide as much as possible.
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It's because a lot of people don't want to play killer at night because there are more SWFs at night. We all know many killers would dodge SWFs if possible, and playing during the day is the easiest way to dodge most of the SWFs.
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The actual problem is there is a major double standard here. Blight has major collision issues with objects shorter than his waist, which has been a bug for over a year, and if BHVR really was interested in making Blight work as intended, they would be announcing to fix this issue as well. Blight sliding uncontrollably off of short objects is a bug that has affected Blight's performance at all levels of play.
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The map has some generators that don't have any lockers anywhere near them, even though it's supposed to be the map for a killer that teleports to lockers.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2971292#Comment_2971292
"And the nerfed slowdown addons in addition to the FREE base kit change, are still worse than what her slowdown could do before the addon pass."
No, not really. Before, she had two box add-ons and one extra trap add-on. Now, she has two extra trap add-ons and an extra box base kit (with the caveat that a Survivor will never take it off in five searches).
"The free base kit change isn’t even arguably that much more slowdown. It’s increased search time, but decreased travel time."
With an average of three searches per trap, it actually is a meaningful boost to the slowdown, even with the shorter travel distance.
Also, if the Survivor is running away to the far boxes to avoid the Pig, then they are wasting the free travel distance since they're no longer taking the shortest distance between boxes and further extending the stalling (plus further risking the chance of dying to the trap if the timer is already ticking).
You know, I just really don’t care anymore. I played her because she had a unique mechanic where she sometimes got head pops, and that got nerfed into the ground.
I’ve wrote enough reasons to why I don’t want to play her anymore, and if you don’t like any of my reasons, then feel free to keep playing her.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2971246#Comment_2971246
The only difference between the OG Sketch/Annotated Plan and the current addition of box #5 is that the Survivor won't have to ever hit a fifth box. While that does suck to lose, the trade-off is that you are getting the benefits of the increased slowdown as BASE KIT rather than through a purple add-on. So we get to add whatever two add-ons we want on top of this FREE additional slowdown.
And the nerfed slowdown addons in addition to the FREE base kit change, are still worse than what her slowdown could do before the addon pass.
The free base kit change isn’t even arguably that much more slowdown. It’s increased search time, but decreased travel time. It’s also decreased danger time, because sometimes a survivor knows Pig is in the area (even if Pig isn’t facecamping a box), and has to sneak to the box without being seen, and risks getting stuck in a chase if found, and if they are chased away from the box, that’s even more slowdown in the form of more travel time. Now the survivor knows that if Pig is in the area, they can often just run to a different box, which isn’t even guaranteed to be more travel time since they might be able to risk-free run to it instead of sneaking around Pig to the box that’s near her.
It’s also decreased danger time because having a 5th box without a 5th key means it’s less likely for Pig to randomly find someone near a box, and as mentioned above, danger time can lead to additional slowdown time if Pig finds a survivor when the survivors are patrolling the map for boxes, so decreased danger time is also a decreased potential slowdown time .
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2971167#Comment_2971167
Dunno their names offhand, but the crouch aura (guaranteed searches), the trap removal aura, and extended search time perks are all better now, imo.
Her slowdown before the addon pass was two +1 box addons, one +1 trap addon, and two +search time addons. The addon pass completely removed the two +1 box addons, and downgraded them to two +1 trap addons, which is a nerf because the +box addons could give additional pressure starting on the first trap, but the +trap addons don’t give additional pressure until the 5th trap is set. They also completely removed the yellow rarity +trap addon, which is a nerf to her slowdown. They also nerfed the slowdown time on one of the +search time addons.
And to be honest, even if this new change is making her slowdown more consistent, it’s still not enough to make up for the amount of slowdown nerfs they gave her during the addon pass. I’d rather the trap timer got an addition 2 minutes slapped onto it, and all the slowdown nerfs reverted, so that she could have consistent slowdown without people worrying about “unfair head pops”. Her slowdown is still much worse than it was before the addon pass, even with the new change.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2971094#Comment_2971094
"It’s a buff for you, but a nerf for me."
That's not how buffs and nerfs work. It's not a stand-in for whether you like it or not. You can say you don't like it (even if your logic doesn't actually work out in your context), but that doesn't change whether that makes the character stronger or weaker.
There’s no way of telling if it’s an actual buff to her kill rate without being given kill rate stats. Survivors might average more time on boxes, but with less head pops, and less interactivity with Pig, it’s not possible to know how that would ultimately affect her kill rates.
I’m personally arguing that it feels like a nerf to her kill rate as well, because of the less head pops, and less interactivity with Pig, and because it’s easier for voice comm SWFs to counter her. But I don’t know if it’s an actual nerf since I don’t have kill rate stats.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2971070#Comment_2971070
I'm not saying Pig doesn't need more buffs. I'm saying that THIS change here is a buff for Pig.
It’s a buff for you, but a nerf for me. I played Pig for the thematic traps that were supposed to have the threat of lethality, but the traps no longer feel threatening.
She’s now like Ringu, where there’s technically a small chance an instant kill might happen, but it’s so rare and avoidable that we shouldn’t bother pretending it will happen often enough to be meaningful.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2970997#Comment_2970997
That still wastes Survivors' time because they are spending extra time running to another box, which is a good thing. And if the Pig catches them in the act, then it doesn't matter because that Survivor is likely done anyways.
It might be fine for you, but I’m done with Pig, even those she was my main for a while. I’m not suffering through SBMM with one of the worst chase powers ever, just so I can slow people down, especially when it doesn’t feel like the slowdown makes up for the longer chases she has to endure because her chase power is such garbage.
Pig’s box mechanic right now is just a worse Cenobite box mechanic. They both involve people running around because of boxes, and even if Cenobite might have a bit less average slowdown time, his chase power is way better than Pig’s.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2970456#Comment_2970456
https://forum.deadbydaylight.com/en/discussion/comment/2970590#Comment_2970590
What TAG said, but also, this change actually does buff headpopping - it's just specifically the kind of headpopping that you work to make happen. Headpopping that happens at random was nerfed, yeah. There's no more tossing up a Midwich offering, Tampered Timer, and Crate of Gears, and getting a kill or two just from passive RBTs; her addon change lowered her lethality somewhat and the 4/5 box change means that survivors will never have to run a full circuit around the map unless they mess up.
But those addons are still good for cranking up the pressure, and this change increased the odds of any given trapped survivor being worth bullying. Harassing a survivor who hasn't searched any boxes yet is a waste of time (unless it's just a 'you're free real estate' easy hit) because there's every chance they'll get it off immediately; when chasing headpops, the Pig wants to go after survivors who've already searched 2-3 boxes, and their trap's timer has already progressed a lot. That's when she wants to chase them away from the remaining boxes and leave them on the wrong side of the map. With this change, the average number of boxes a survivor will have to search has gone up, and the weighted chance flat-out ensures that there will be survivors who end up vulnerable to the Pig harassing them. There's only one possible configuration where nobody has to search 4 boxes, and in that scenario, everyone has 3 - and you can totally make 3 work.
In addition... I doubt that in a normal game, you'll be able to accurately track how many searches survivors make, but you might be able to tell the strength of your subsequent traps with some guesswork. Like if you put a party hat on survivor #1 and they get it off very fast after the unhook, you know that your remaining RBTs are going to be some mix of 4, 4, and 3. It won't always be this clear-cut, but you can do some mental math with whether they healed on the HUD, whether there was a box anywhere near that hook, what addons you're running... Point is, this can help you make informed decisions on when to go after players who, under the previous system, would have been risky to devote much attention to.
No; the change made it so that if there are two boxes left, and the survivor hears a terror radius (or if their SWF announces the killer’s location via voice comms), then the survivor can just go for the other box, which means the Pig is less likely to catch people near boxes. Some of my chases are just finding people on boxes, or running near boxes, even when I’m not “facecamping” the boxes. Or if there is a box near a 3-gen, then I’ll be aware of it even if I’m patrolling all 3 generators, and similarly the survivor is more likely to just avoid that box even if I’m not facecamping it.
And I think it would be great if the devs would release the head pop stats from before the addon pass to after the addon pass, because with exception to people face camping with old Amanda’s letter and new video tape, I’d argue the head pop rate went noticeably down because of the addon pass.
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@ThiccBudhha said:
Um... It is still a nerf? Like, all I care about is the headpop. It is not that difficult to understand why people are calling it a nerf.
Exactly. The whole point of playing Pig is that she might get head pops, and this is a nerf to head pops, because the worst case scenario is still 4 boxes, but due to the fact there are now 5 boxes, it's easier for the survivors to do the worst case scenario.
I don't play Pig for the slowdown. If I wanted that, I could just play someone else, who probably has a much better chase power.
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It’s a nerf to her head pop potential, which is based off the worst case scenario for the traps. The worst case is still 4 boxes, but having a 5th box means it’s easier to reach 4 boxes.
This is consistent with her addon pass, which was purposely done to nerf her head pop potential. Losing the +box addons, and having the yellow rarity +trap addon turned into an ambush addon, was a major blow to her head pop potential.
Meanwhile, Myers gets to keep his insta-kill addons, and I’m not sure why. Are instal-kills considered unfair, and if so, why is Myers still able to do this without any nerfs? Pig’s chase potential is so garbage, that arguably a big selling point was that you might have a chance to get head pops. If Pig’s theme is shifting from head pops to slowdown, then why isn’t she getting a buff to her chase potential as compensation?
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@GoshJosh said:
It does nothing to help the grind for those that need it the most: new players. And for that they should be ashamed.
All it does is lower the grind time and cost for someone already committed to grinding just because anyway.
This also does nothing for many players that have been here a while too. I've played this game for a while, and I only have 2 prestige characters. I have many characters between level 30-40, because I only leveled them for their teachable perks. Am I supposed to grind an over 60 million extra bloodpoints, so I can enjoy this new system? How does this help, for killers like Myers, where I only want one perk unlocked? If I bring him up to prestige 1, it actually makes my grind WORSE, because that would add 6 perk tiers into my bloodwebs instead of 3 perk tiers. The only way I could benefit from Myers is if I brought him up to prestige 3, just so the one perk I want can be at level 3 for everyone.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2962177#Comment_2962177
Saying you are working on a face-camping solution and having a face-camping solution ready for when you disable/nerf Dead Hard (the current face-camping solution) is two different things.
This scenario could happen with proxy camping too, so it shouldn't be nerfed just because it overlaps with face-camping. Sometimes a killer isn't next to a survivor, but sees someone in the distance running towards the hooked survivor, so the killer runs back to the hook too. That is perfectly valid, and isn't face-camping, and shouldn't be punished. Survivors aren't entitled to free saves just because some killers plant themselves next to a hooked survivor.
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@Munqaxus said:
I want to preface this by saving I don't use Dead Hard. I'm a pretty consistent Sprint Burst user when I play survivor. When I play Killer, Dead Hard doesn't really bother me.
However, I do have 1 concern with the Dead Hard nerf for developers...
What will the developers be changing about Face-Camping so that survivors have a chance to successfully make saves without Dead Hard?
Currently, the standard way to make a save as a survivor on a Face-Camping killer is to....
- Fake a grab, then take a hit
- Unhook the survivor and allow that survivor to take a BT hit, so they have a Sprint Burst away from the hook
- Finally, the unhooking survivor will Dead Hard away and hope there's a jungle gym nearby.
I could care less about Dead Hard, except for this very specific strategy that survivors have to follow to make a successful hook save from a face-camping survivor.
Will there be significant enough nerfs in face-camping to allow for survivors to make saves against face-campers after the Dead Hard is removed/nerfed?
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(I guess I have one more concern. How about Nurse and Dead Hard. Dead Hard is currently the only real counter survivors have against Nurse. But still, more important is Dead Hard saves against Face Campers.)
If someone with BT is trying to body block me, then I'm going to tunnel them back onto the hook. Why on earth would I give someone a BT hit, then let them just run away and heal?
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I think most of the cosmetic dodges are when survivors purposely wear the exact same outfit, or outfits that are similar enough that the killer can't easily tell the survivors apart. Making everyone show as default in the lobby would just make those killers more likely to dodge teams where more than 1 player is using the same survivor, because the killer would have no way of knowing if those survivors were purposely using the same outfits to be confusing.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2960438#Comment_2960438
I know it's harder giving survivor meta perks. What I'm saying is that survivors haven't had a meta perk in 4 years. That's an issue. You have to at least attempt to give survivor meta perks so that the game doesn't stagnant.
There's a massive amount of effort to give content to killers but no effort to give content to survivors.
This is why BHVR is reworking the best survivor and killer meta perks, and promising to address why those perks are meta.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2957427#Comment_2957427
I'm confused
How does it possibly not reduce your grind?
The problem is this change does absolutely nothing to address the infinite addon grind, and there’s a very real chance that BHVR might nerf BBQ’s bloodpoint bonus, because “they fixed” the grind. This means there is a chance this might make my bloodpoint grind even worse, because most of the time I’m only grinding addons.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2957996#Comment_2957996
Gen speeds are another thing though - killers don't run double regression because it's especially fun, killers run double regression because it sucks to have a rough first chase on Badham and suddenly lose 4 gens.
Yes; the generator speeds need to be fixed too. Maybe there could be a mechanic where the repair speed starts out slower, but a survivor gets an increasing permanent bonus repair speed for being in chases or for getting hook states. If that happened, and camping/tunneling was nerfed, then it might encourage both sides to interact with each other more often.
It just feels so awful seeing so many posts saying that camping and tunneling should be nerfed so that the killer is forced to interact with more survivors, but at the same time saying that it’s completely fine for survivors to hide from the killer. Both sides should be encouraged to interact with the other role more often.
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@[Deleted User] said:
On the one hand, this will cut off some of the endgame fat and prevent both scenarios where the last survivor is slugged for 4 minutes (whether it be due to survivor's actions or the killer's). On the other hand...honestly there aren't many downsides? I'm assuming they'd account for the lost point gains in this system (hooks + wiggle), no?
This might be hinting that BBQ will lose its stacks, and the emblem system might be changed? Because if the last person can get auto-mori, then the killer might lose +25% BBQ bloodpoints, or they might lose 1 or 2 sacrifice emblem points.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2957931#Comment_2957931
I'm glad you're less worried!
I think a lot of people missed the part re the base changes to address why these perks are being reworked, but it's definitely going to be a major shake-up and I'm excited to share more information!
I hope BHVR recognizes that camping and tunneling isn’t just because of generator speeds, and it’s also because of how powerful hiding is in the game.
One of the biggest advantages of SWFs with voice comms is people telling each other where the killer is, to make it easier to hide from the killer. And one of the most powerful things a survivor can do is hide near a generator where a killer is patrolling by, then trying to repair and finish the generator before the killer makes another complete patrol of the map.
One of the biggest reasons I often proxy camp is because it’s too risky to go too far from a hooked survivor. There’s no guarantee I’d find anyone if they were hiding, so it’s often a better play to be somewhat near a hooked survivor, because at least I know where that survivor is.
If changes are going to be made to encourage killers to interact with multiple survivors instead of just camping one survivor at a time, then there needs to be an equal amount of encouragement for all the survivors to interact with the killer, instead of trying to hide or avoid the killer for extended periods of time.
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Blight still needs a compete code rework (like what they did with Nurse), because it’s been over a year, and they still haven’t been able to fix his major collision issues.
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@catkillsmouse said:
If you're touching the box then this is one of pinheads better add-ons.This isn't a bug.
Which addon makes it so the puzzle box takes longer than 30 seconds to solve? I was pressing a button to remove the chains, I wasn't using the environment.
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My problem with the whip’s hitbox is that is not how whips work. Why make something look like a whip, and give it a whip noise, and have it whip downwards so much that it leaves a burn mark on the ground, but then reveal that it’s really a bunch of short-ranged projectiles that travel horizontally?
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@frit said:
https://forum.deadbydaylight.com/en/discussion/comment/2949747#Comment_2949747
the best way to do it would be add a secondary collision system that is very sensitive but inactive for the first second or 2, that way it would allow for the same bump logic but if a hug exploit is performed it would activate mid rush and force a bump.
people would still be able to play blight with good bump logic
Those are two separate issues. Hug tech would most easily be fixed by having the secondary collision detection made inactive for a few frames each time M2 is pressed.
As a completely separate issue, Blight was intended to be able to bump off of short objects, which he can’t do. Playing Blight as intended would require BHVR to fix this major collision issue.
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@frit said:
https://forum.deadbydaylight.com/en/discussion/comment/2949552#Comment_2949552
having an open mind would be accepting the fact hug techs won’t be around much longer and your gonna have to play blight how he’s intended :)
We still wouldn’t be able to play Blight as intended, because he would still have major collision issues with objects shorter than his waist.
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Survivors hiding and being immersed needs to be nerfed. It’s often a waste of time for a killer to go too far away from a hooked survivor, because the other survivors might be hiding.
People might say that “it’s boring” to camp survivors, but it’s even more boring to patrol the entire map, and not find anyone because they’re hiding.
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@hatchetChugger said:
https://forum.deadbydaylight.com/en/discussion/comment/2948099#Comment_2948099
What is it about hug tech that makes it bad compared to surfing?
Hug tech only works because the secondary collision detection never worked as intended. It’s primary original purpose was to allow Blight to bump off of short objects.
Honestly, if the devs want to fix hug tech, they should also want to fix Blight’s short object collision issues. It sends a bad message when people are only interested in fixing collision bugs, when the fix would result in Blight becoming weaker.
If people really cared about Blight working as intended, then where are all the angry survivor posts that Blight can’t bump off of short objects? You won’t see these posts because survivors don’t actually want Blight to be working as intended. They just want Blight to get nerfed.
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@KerJuice said:
Honestly, with all the poor physics & crazy hitboxes this game has, hugging the walls fits right at home with the rest of the jank.
How would they fix it? Make it so once you touch the wall you stop running? I thought the devs were slowly circumventing it by putting little obstacles and dents around structures to create make shift “road bumps, potholes, & barricades.” Whenever I watch your favorite YouTuber hug tech, all sides to every structure is as smooth as a baby’s bottom, allowing them to get extra loops for days. When I try it, I bump into the weirdest & smallest ######### that doesn’t even makes sense being there.
The devs could fix hug tech by having the secondary collision detection inactive for a few frames, each time Blight presses the M2 button. This would prevent hug tech, but keep the regular sliding mechanic in the game.
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In case anyone wants pictures to show how many broken collision objects there are in a game, here is an Ormond map. Everything the arrows touch have broken collision. Since we're showing interest in fixing Blight's bugs, can this please be fixed too? As a bonus, the 2nd picture shows the swamp map, to show that other maps have collision problems too.
And if anyone says "wow that looks like a lot of pictures", imagine how Blight players feel, when they know that a map can have over 40 broken collision objects in them?
(The above picture shows 5 arrows to show that the entire side is broken)
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@hatchetChugger said:
https://forum.deadbydaylight.com/en/discussion/comment/2946864#Comment_2946864
he can bounce off stuff below his waist? With the exception of low snow piles on Ormound.
No! About 95% of Blight’s sliding bugs are due to objects that stick out below his waist! Ormond has snow piles that are too short, its tractor has a few places that are too short, the ski racks have places that are too short, and the shack has a rock wall along it that’s too short. There are also V shaped trees where the bottom of the V is too short, there are a lot of small objects like trash bags and boxes that are too short. Some basement walls (near the stairs) and some of the farm map walls have a really small horizontal board near the ground that’s too short. Some trees have roots that are too short. Some big rocks have parts that are too short, and I really could go on and on with examples that have broken collision because they are too short. In addition to that, there are objects Blight should be able to bounce off of, but if a short object is it front of it, then Blight slides off the short object. It doesn’t help that a lot of the reworked maps (like the farm maps) added a whole bunch of short objects, and Blight slides off of all of them.
(The other 5% of Blight’s sliding bugs are objects that stick out above his shoulders. Ormond has a few rocks that stick out too high, and some maps have trees where some of the tree branches stick out too high.)
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2946792#Comment_2946792
It's been stated as being a bug not a tech for a period of time.
Can someone confirm that Blight not being able to bounce off of anything shorter than his waist is still considered a bug? McLean spent a very long time trying to fix it, but I haven’t heard anything about it since he left.
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@KateDunson said:
https://forum.deadbydaylight.com/en/discussion/comment/2946549#Comment_2946549
We have this bug since his release, when will be fixed? Next year? This is why they should do less chapter releases and focus on game health, is just ridiculous the actual state of the game but let's release more content that will broke the game even more.
It wasn’t on release. Blight was built with the intention that his camera view was supposed to be obnoxiously low to the ground. When Blight’s camera view was raised, he became unable to bounce off of objects shorter than his waist.
The devs created a secondary collision system to fix this, but this caused a “hug bug” where he would get stuck on an object if he started a rush while directly touching it while also facing it. The “hug bug” also glitched Blight so he couldn’t use his M2 power until he pressed M1.
Instead of removing the secondary collision system (which never did what it was supposed to do), they sort of broke Blight’s collision (even more than usual) for a few months instead, and that is what caused the hug tech to be what it is today. Eventually, the devs figured out how to fix the extra broken collision, but kept the hug tech in the game.
Blight still can’t bounce off of objects that are shorter than Blight’s waist, and it has been well over a year since this bug started happening. The devs tried for months to fix it, then it seemed like they all gave up.
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@Mandy said:
To stop the argument that is brewing here, "hug tech" is not intended and is classed as a bug and will be fixed.
Blight not being able to bounce off of objects shorter than his waist is a bug too. Is that getting fixed too?
Hug tech exists because one of the devs created a secondary collision system to try to fix this collision problem. But all it did was allow Blight to slide on things he wasn’t able to slide on beforehand (which I don’t think was intended), but it never allowed him to bounce on the short objects (which I thought was the entire point of the secondary collision system).
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Why is a lot of the new music super repetitive? Didn't we have enough repetition when Pinhead's music was WHOMP WHOMP WHOMP WHOMP WHOMP WHOMP WHOMP WHOMP WHOMP WHOMP WHOMP WHOMP WHOMP WHOMP WHOMP WHOMP WHOMP WHOMP WHOMP WHOMP?
Legion's new music is also super repetitive. It's cool for the first few games when you're trying out new mixes, but now it's just obnoxiously loud and repetitive.
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The biggest problem of the streams is the amount of time wasted going into lengthy details for “not soon” topics. They are spending half the stream reading these questions one by one, then giving a long winded conversation, just to say “not soon” at the end? They could save so much time by having a “not soon” section of the stream, where they say “the following topics will not be implemented soon”, then list all those topics at the same time.
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@steezo_de said:
https://forum.deadbydaylight.com/en/discussion/comment/2933403#Comment_2933403
McLean said it was a bug to be able to do do those techs, several times on his stream.. and he was one of the designers. So yes, exploits.
He said it fairly recently too? Can't really remember because the months are flying by. But, you can always ask him again. He still streams on Twitch every once in a while.
Exploits are bannable offenses. Hug tech is not bannable.
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@hatchetChugger said:
https://forum.deadbydaylight.com/en/discussion/comment/2933394#Comment_2933394
https://us.v-cdn.net/6030815/uploads/6O2F4J36FHU1/1923ef60-6171-4872-be11-91bad4641382.jpeg
Sorta confused. Some people state that devs have said that his tech is intended, and other people claim devs have said its a bug. So it turns into a he-said-she-said situation, y'know?
Everyone should remember that when “hug tech” was first added to the game, it caused Blight to get stuck on an object, and it also caused an M2 bug where he couldn’t use his power until he made an M1 swing. And BHVR actively fixed “hug tech” and made it a useable feature. They fixed this by breaking the secondary collision rules for a while.
It was unintended for Blight to be able to do “Hug tech” while looking forward (which he could because the secondary collision rules were broken), and they fixed that. He now has to look away from the object (e.g. looking down), which uses the secondary collision rules. And “hug tech” is working correctly considering how the secondary collision rules work.
There might be an argument that the secondary collision rules still aren’t working as intended, as BHVR still hasn’t figured out how to make them work properly, and that if the secondary collision rules actually worked as intended, then hug tech wouldn’t be a thing anymore. Bit I think they gave up on fixing it, and he would need a total code rework (like they did with Nurse) to fix this.
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@hatchetChugger said:
https://forum.deadbydaylight.com/en/discussion/321604/blights-inconsistencies-in-collision
General rule of thumb : if an object touches your legs first, like bases of trees or small rocks, youre more than likely to slide off of it
if an object touches your chest /head first or if its a flat surface, you will usually slam into it
That is not true. There are some large rocks that stick out too high, and some tree branches that stick out too high, and Blight will slide on those objects because they collide with Blight’s head, which isn’t part of his bump hitbox.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2932110#Comment_2932110
If it was truly consistent then the whole "look down if you wanna bump on short objects" would work better. It's sad mclean left before he could really finish that mechanic. Also you can bump into those stumps even when it seems like the part you're running into seems more caved in.
I still don’t understand that whole thing. The dev announced the new look down mechanic, and said Blight players should be really happy because it allows them to choose what to bounce off of, but it was broken day 1, and wasn’t even remotely working correctly. Was it working when they were testing it? If it was broken during testing, he could have just mentioned the parts that were working correctly.
And I think we were also told the coldwind reworks were supposed to fix his collision issues on those specific maps, even though it only took me about 10 minutes to create a list of broken collision objects on those reworked maps. And if I remember correctly, that was the patch that introduced butter shacks, and how did that get through testing, if they were really trying to make the reworked maps better for collision?
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2931983#Comment_2931983
Ehh..... swamp and shelter wood stumps would like to disagree. Even some huge rocks would make you slide. Even his most consistent collision which would have been the collision used before midget blight got patched wasn't the best gameplay wise. And that's the collision that would allow you just flick your camera into a wall to force yourself to bump.
The wood stumps are consistent too. If a certain wood stump sticks out too low, then Blight will consistently slide off it, assuming Blight rushes into it at the same place and same angle. Some objects only have broken collision at certain angles, at the places where a part sticks out too low or too high, without some other object sticking out at mid level. This is why some shacks have butter collision where the short rock wall is, but certain parts of those rock walls might have real collision, if something like a wooden board sticks out above it at mid level. Some of the broken collision objects are difficult to notice if people aren't paying attention. For example, some basement stairs walls had a very small horizontal board near the floor, which broke the collisions for those walls. And there were V-shaped trees, where the trees themselves had collision, but if you rushed directly where the two trees meet at the V-shape, then you could slide off because where the two trees meet was too low for Blight to bump off of it.
Blight's bump hitbox should just be extended to his entire character, so that it easily fixes all these problems.
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@MikaelaWantsYourBoon said:
Break LoS and make her guess, so she can not take hit with second blink.
Make mind-games for confuse her.
Only way counter Nurse is this but those add-ons removing her all counterplay. Because even second blink gives her enough distance to catch you if they have range add-ons. Those add-ons needs to go. Her base-kit already strong, she does not need any strong add-on. All her add-ons should be between mid - low
Do you think Nurse's range addons make her 2nd blink travel a longer distance?
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Collision is very consistent. Blight's bump hitbox is from around his waist to his shoulders, so if objects stick out too low or too high, then Blight slides on it.
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After typing in a code, you have to click a button instead of hitting the enter key. The enter key broke this patch
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I don’t know why we still need the giant wait time in the lobby. Of all the times I’ve been in solo q, I can’t even remember the last time someone tried to coordinate perks or addons in the lobby. And if people are in a SWF, then they can do the coordination before getting into a lobby.
Most of my lobbies have at least one person that never presses the ready button.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2922374#Comment_2922374
And I did say, that BHVR hasn't released any stats recently, which would be the preferred stats to use. But if the aggregate site is any indication (it processed about a few thousand games a month, so it's has a gigantic sample size), the Nurse has jumped up in kills and usage. The developer stats have probably seen the same thing.
Either way, if that is the case, then the Nurse and probably Blight are going to get the big ole nerf bat soon.
The aggregate website is useless. Do you understand that the data is so unreliable that it literally has a giant warning label on it, telling you the data is unreliable? You can’t use that data for anything.
Did you even look to see what that website listed for Nurse a few months ago? It said her pick rate was 1.54%, which is way off from the official stats from a few months ago.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2922327#Comment_2922327
We haven't heard anything about the Nurse, from BHVR, for a long while. But if you check out the aggregate stat sites, her kill rate has actually begun to skyrocket. She's the second most used killer, under huntress and she has the 2nd highest kill rate, below Blight.
My guess is that everyone has started switching over to Nurse and Blight because they are the easiest killers to get kills with. And think about it, once you learn Nurse, you never unlearn her. So as more people learn her, they keep playing her. So there's more and more people who know how to play Nurse and less people that don't know how to play her. It's really the people who don't know how to play her and that's what keeping her kill rate so low for so long.
That website has a giant warning label telling everyone the data is biased.
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The mouse sensitivity option has never done anything for me. I’m not sure if it’s because my mouse is permanently on a higher DPI, or if it’s because the mouse sensitivity option doesn’t work with mice that have DPI settings, or if it’s because the option itself is garbage.
I do know the controller sensitivity option is absolute garbage.





















