Coffeecrashing
Coffeecrashing
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2919414#Comment_2919414
That's my point though. Map design IS the biggest factor in balance. You can take away all bullshit perks on either side. Most maps are heavily favored to one side. And there will never be balance.
Nurse is so strong because she can ignore the over abundance of resources. Because she can somewhat traverse stupidly huge maps(with distance) reasonably. Because she can get downs at a reasonable pace.
As long as whoever is designing maps is in charge. There will never be balance I'm afraid.
Nurse can only somewhat traverse stupidly huge maps if she’s using a range addon. Nurse’s sustained map traversal speed is garbage if she doesn’t have a range addon.
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These changes still didn’t address Legion’s biggest theme problem…. that you can’t have a killer whose theme is “running around slashing multiple people” when it’s difficult to hit two survivors in a feral frenzy, if you find them both in the same generator and they run in opposite directions.
At some point, we need to evaluate whether or not this killer is really supposed to be racking up lots of hits in a feral frenzy (which requires it to be much faster than it currently is on the PTB), or if we really want survivors to have major counterplay to feral frenzy so that it feels “more fair “ for the survivors.
We can’t have both. I would still be likely to often hit only one person in feral frenzy, then run ahead of them to cancel the power. I’ve seen too many streamers try to hit a 2nd survivor when the survivors hard split directions, and it’s often a waste of time. The minor speed increase per survivor hit doesn’t help when the survivors hard split directions.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2911797#Comment_2911797
The escape rates are the opposite of kill rates. For example, if the average kill rate is 70% in the absolute highest end, the escape rate is 30%.
Sorry about that; I didn’t realize this was talking about average rates across an MMR range. I thought it was more like “the killers with the highest kill rates averaged to 70%”.
The reason I asked was because that day I saw some killer streamers that had a super inflated kill rate, but it also seemed like some of the SWF streamers had a super inflated escape rate.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2911645#Comment_2911645
This post was already running long as is, so we couldn't add full details on everything (a lot of the stats aren't super noteworthy). But that said, I don't believe we talked about kill rates at all in test 2, unless I'm mistaken. Do you mean test 1? If so, the top end climb to about 70% to give you an idea. We saw a difference of as much as 10% depending on the skill range.
Are there statistics for the high end survivors? You told us the top end of killers climb to about 70%, but what about the top end of survivors? Were they at a 70% escape rate?
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My problem is that I really liked the concept of ranking based on emblems instead of kills/escapes, even if the emblem based rankings didn’t work out well for matchmaking.
Emblems encouraged killers to hook every survivor, to get in lots of chases, and go for lots of hooks. Emblems also encouraged survivors to get in chases with killers instead of trying as hard as possible to avoid the killer. These are all things I think are healthy for the game. Now we have a system that only cares about kills and escapes, which encourages killers to hardcore proxy camp and tunnel, and encourages survivors to interact with killers as little as possible.
As an example, in the emblem based system, I had a lot of matches that said “you only got a 1k, but you got a lot of hooks, and you went on a lot of good chases, so we’ll count this game as a draw (safety pip). In the SBMM system, the same match would say “you only got a 1k, so you lose. Kills = skills, so you should have tunneled instead of wasting your time trying to interact with all the survivors”
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2910486#Comment_2910486
Thats not the patch I'm talking about. Hug tech came before the patch I'm talking about which was pinheads release. Pinheads release made blight feel very wide and everyone I knew felt the same thing as going through a doorway without rushing directly at it was basically impossible.
That’s the same patch that I’m talking about. He felt wider because his collision was bugged for a few patches where he was able to ignore certain collision scenarios. Most people didn’t notice his collision was bugged, because they still looked down while sliding on objects, even though looking down literally did nothing during those patches.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2910326#Comment_2910326
Even then for said things I never saw any patch notes for a fix. I usually read through them thoroughly especially the blight and nemesis ones where I know a lot of people who play those killers and would be able to pick up on changes instantly. And I even forgot about the second iron bar added to Autohaven short and long walls gaps. Never saw anything in the patch notes about that.
I also forgot to mention blights collision got changed again recently and wasn't in any patch notes.
The Blight change was to fixed the bugged collision from a few patches earlier. The patch that introduced the “hug tech” unintentionally changed Blight’s collision so he didn’t need need to look away from an object in order to bypass certain collision scenarios. The later patch fixed his collision so that he had to look away from an object, just like he used to.
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@toastcrusher said:
https://forum.deadbydaylight.com/en/discussion/comment/2910183#Comment_2910183
the only time i would understand a killler proxy camping is at end game collapse or when they face a well cordinated swf, for the rest, it destroys the entire game from the beginning, its sickening to see it happen and it completly sets the mood in a game.
killers are all to focussed on getting there 4k and at this point in time they almost all use the same trashy game style....and dont get me wrong, nothing wrong with wanting a 4k game....but the how is what srews this game up
If a killer patrols the generators at the beginning of the game, and doesn’t find any survivors, then the killer should absolutely proxy camp for the entire rest of the game. It means the survivors are trying to avoid interacting with the killer, which tells the killer to focus on the hooked survivor.
If the other survivors don’t want to be found, then the killer should avoid them if possible. And whenever people discuss ways to punish camping, they should also discuss ways to punish hiding.
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We have a problem where we tell survivors that it’s ok if they want to avoid interacting with the killing (hiding), but we’re also telling killers it’s not ok if they don’t want to interact with all the survivors (tunneling and camping). Tunneling, camping, and hiding all need to be fixed. Generator speeds aren’t our main problem, it’s the fact that when a killer is patrolling generators, it’s so easy for survivors to hide until the killer patrols past them, then jump on the generator.
One of the biggest advantages of voice comms is they often allow survivors to warn each other of the killer’s location, which makes it more efficient for them to hide from the killer. If BHVR is going to give solo q a way to warn each other where the killer is, then killers absolutely need more game information of where the survivors are.
And one of the biggest motivators for tunneling and camping is the fact that going too far away from a hooked survivor is a big risk, because hiding is such an effective strategy. What if a killer patrols the map, doesn’t find anyone because they were hiding, and the hooked survivor gets saved while the killer is far away? The killer could have just thrown away the entire game by deciding not to proxy camp.
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@SOULWARRIOR71K said:
I may be alone with this, but I am 100% against buffing solo queue unless killers are also compensated at the same time. Survivors being able to communicate (in-game or via 3rd party apps) is one of the largest contributors to why the killer experience can be so terrible at times. I have no interest in making solo queue closer to swfs unless swfs get toned down (they won't be). You think gens fly now? Just imagine giving every survivor the ability to coordinate/communicate with their team. No thank you.
I agree. If solo q is given more game information to make it easier to know where the killer is, then the killer needs to be given more game information to make it easier to know where the survivors are.
Also, has anyone else noticed that when people say they want to bridge the gap between solo q and SWF, what they really mean is they want to bridge the gap between solo q and voice comms? The suggestions people have given (like map pings, or canned messages like "being chased by killer", or survivor status icons) have absolutely nothing to do with the information people get just for being in a SWF group. These solo q buff suggestions are really trying to mimic the benefits of voice comms.
Bridging the gap between solo q and SWF would be doing things like adding in-game communities like guilds, or having some other game system that makes it much easier for people to find consistent group members that want to be in the same group for multiple games. This game does have a friend list, but we have no idea which people are looking for friends, so even when we're in a game with a group that really did well together, we usually end up just clicking through to the next game instead of sending out friend requests.
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@SOULWARRIOR71K said:
I may be alone with this, but I am 100% against buffing solo queue unless killers are also compensated at the same time. Survivors being able to communicate (in-game or via 3rd party apps) is one of the largest contributors to why the killer experience can be so terrible at times. I have no interest in making solo queue closer to swfs unless swfs get toned down (they won't be). You think gens fly now? Just imagine giving every survivor the ability to coordinate/communicate with their team. No thank you.
I agree. If solo q is given more game information to make it easier to know where the killer is, then the killer needs to be given more game information to make it easier to know where the survivors are.
Also, has anyone else noticed that when people say they want to bridge the gap between solo q and SWF, what they really mean is they want to bridge the gap between solo q and voice comms? The suggestions people have given (like map pings, or canned messages like "being chased by killer", or survivor status icons) have absolutely nothing to do with the information people get just for being in a SWF group. These solo q buff suggestions are really trying to mimic the benefits of voice comms.
Bridging the gap between solo q and SWF would be doing things like adding in-game communities like guilds, or having some other game system that makes it much easier for people to find consistent group members that want to be in the same group for multiple games. This game does have a friend list, but we have no idea which people are looking for friends, so even when we're in a game with a group that really did well together, we usually end up just clicking through to the next game instead of sending out friend requests.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2900373#Comment_2900373
Large maps should be reduced also. Multiple things can be addressed simultaneously.
Nurse's range addons need to exist as long as the large maps exist.
And let's be honest here. The vast majority of the people in this thread aren't trying to promote for large maps and range addons to be changed at the same time. They want the range addons to be changed way before the large maps are fixed.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2900067#Comment_2900067
You're the one who can't understand a basic concept like average speed within a time frame, but ok
Nurse's range addons are healthy for the game, because we have large maps, and her sustained map traversal speed is terrible without any range addons.
If Nurse is on a large map, range addons encourage her to actually traverse the map, instead of just staying near a hooked survivor. If Nurse is on a large map without range addons, she is heavily encouraged to proxy camp every hooked survivor, because she's way too slow to leave a hooked survivor to patrol generators on a large map without range addons.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2899853#Comment_2899853
I didn't say I want nurse nerfed. Her basekit is fine imho, and the numbers showed that the recharge add-ons are fine too.
I argued why I think the range add-ons are unhealthy to the gameplay. Some agreed, others disagreed, but implying that two add-ons should be reworked, doesn't mean I want her basekit nerfed
Your math is really bad though. Nurse's sustained map traversal speed is actually terrible without any range addons, and your math was so terribly bad that the entire post should be thrown out.
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@PlaysByShady said:
https://forum.deadbydaylight.com/en/discussion/318710/nurses-range-addons-are-unhealthy-and-broken
Err... no
I didn't read the whole thing because I lost interest at the part where you essentially argued against a hypothetical scenario of perfect movement and play (e.g. optimal movement blink, not breaking LOS, etc).
This is called a straw-man, when you over-simply a situation to the point that it's easy to dismiss. You can look at the numbers and addons for strength, etc, but not at the expense of ignoring all other factors of being able to actually put them into practice.
I lost interest when you tried to argue that Nurse can sustain 4.46 m/s without addons.
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Do you honestly think Nurse travels at 4.46 m/s without addons?
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I just want an MMR system that doesn’t match all my killers with esports bully squads, just because I’m really good at Blight and Nurse. When I’m playing Blight and Nurse, then give me whatever survivors you want, but I shouldn’t be stuck playing those same teams when I’m playing a lower tier killer like Clown, because all that does is tell me I should only play the same two killers over and over.
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What makes killer unfun is when survivors are using voice comms and calling out the killer’s location, so the survivors can hide early. So the killer sometimes patrols all the generators, and doesn’t find anyone, specifically because of voice comms. It also means that if the survivors are using voice comms, the killer is stuck camping on open maps, because if the killer leaves the hook, the hooked survivor will call out the killer’s location to everyone so they can hide early. The game isn’t balanced around voice comms, and when people use voice comms to gain an advantage, it’s not fun for the other side.
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Can a mod please close this thread? Accusing people of exploiting, when they aren't, should be against the rules.
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I think everyone should see the survivor icons, because killers should be given more information about the survivors to encourage them to move around the map. Currently we have so many killers that just end up staying in one spot, because they don’t know where the other survivors are, and they think it’s a waste of time to leave a hook to find someone else, because they have no idea where anyone is. If there is a hooked survivor, why bother patrolling the generators if you don’t even know if anyone is doing generators? Reducing camping shouldn’t involve punishments for the killer, and should instead give a real motivation to leave the hook, like knowing survivors are actually doing generators.
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@Megmain80 said:
This might be the worst idea ever for balancing the solo queue. It makes no sense to give the killer more information about the survivors.
What do you think the killer should get as compensation if solo q is buffed to be closer to SWF? What do you think would actually be a fair compensation for solo q getting more information about their teammates?
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1) We’re already in unranked mode, because we no longer have visible meaningful ranks anymore.
2) In many other games, unranked is based off of a hidden MMR, because it would be a mess if players from all skill levels were randomly matched together.
3) In many other games, unranked is still sweaty. It’s just where people go when they want to try new things, or to complete challenges, and don’t want to hurt their ranking. And there will always be people hanging out in unranked because they want to stomp on the “more casual” players.
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If Pig finds someone with an active trap, sometimes they found that survivor specifically because the survivor was roaming the map looking for a key. In this scenario, I would consider the hat to have done its job, because it allowed Pig to find that survivor. And it's important to sometime chase people with an active trap, just to show they should have been careful instead of just running in front of the killer, because some survivors think they should be invincible when they are wearing an active trap, because the killer is "expected" to let them run around because they aren't progressing the game.
Also, I've sometimes placed a trap on someone, then dropped the survivor to chase someone else. Sometimes it's because I didn't notice the other survivor until after I was carrying someone else. Sometimes it's because I was worried I wouldn't be able to make it to the hook in time (especially if I've dropped the survivor once already). Sometimes it's just because I originally was planning on hooking a survivor, then I changed my mind while I was carrying that survivor, and I decided to go for the sure kill instead of the maybe kill. And sometimes if there aren't many generators left, I try to quickly use up all my remaining traps, because I really don't know how long it would be until the last generator pops, even if it looks like I'm "wasting traps".
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I only play Blight and Nurse now. Before SBMM I played a wide variety of killers, but this game decided to throw ALL my killers into super sweaty MMR, and Spirit got nerfed into the ground, so I'm stuck only playing two killers now.
I really do wish I could still play killers like Clown, but there's just no point in picking characters that will often get bullied by high MMR survivors.
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Knocking someone out of the game is usually the highest priority, and it's what I would have done too. It doesn't matter if a survivor has an active trap, because the killer can't guarantee they will find that survivor again anytime soon. If the killer let that survivor go, there is a risk that survivor eventually gets their hat off, then spends the rest of the game cautiously doing generators, while trying to avoid the killer as much as possible.
I don't care if it "wastes a trap", and I don't care if the survivor "wasn't progressing the game". It's the best game choice if the killer wants to win the game.
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I use the current hemorrhage because I honestly think it helps with tracking survivors. Scratch marks aren’t always reliable (especially on RPD), especially when some survivors know how to leave a false scratch mark trail. But the blood pools only spawn directly under a survivor, so they are much more reliable for tracking.
It feels like BHVR wants to change hemorrhage just to make it more difficult to track survivors, because if the current effect really is truly as weak as they say it is, then we surely should be able to keep the old effect on the new hemorrhage. Otherwise, we’re admitting that we know the current effect is useful, and we’re just giving a false narrative as an excuse to bury the current effect.
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If a survivor really tries to avoid interacting with the killer, it encourages the killer to camp and tunnel the other survivors. It’s a waste of time for a killer to go far away from a hooked survivor, if the killer isn’t going to find anyone because the survivors are actively hiding. Yes, it’s a valid strategy to hide from the killer, but don’t expect the other survivors to like it if they are getting hook states, and you aren’t.
This game has a major camping and tunneling problem, and BHVR should be discouraging killers from doing it, and at the same time discouraging survivors from trying to avoid the killer for the entire game. If people really want the killer to apply pressure on all 4 survivors, then it needs to also encourage all 4 survivors to interact with the killer.
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Survivors think Ghostface’s power is super confusing and frustrating, and can’t figure out how his reveal mechanic works, so it’s more likely that BHVR wants to rework him so that it’s much easier for survivors to reveal him, so that he feels “more fair”.
My guess would be his power would be reworked so that the survivor character models wouldn’t be able to block revealing, because that seems to be the #1 confusion with his power.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2842893#Comment_2842893
You do realize with adren vial (which the blight had in the clip) he basically can 90 + 90 instantly again right?
Literally right here https://youtu.be/VihA9b8-UBs?t=454
It doesn't change the fact that the Blight guide is outdated. Linking people to a guide that advertises S-flicks and Z-flicks as current base kit features is not helpful, and would just confuse the newer players. Besides, that guide also botched other topics, like the shoulder bumping section, which was never correct information under any version of Blight that ever existed.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2842637#Comment_2842637
It still somewhat relevant because the blight was using adrenaline vial. Also last I checked you can still make flicks like those even post heli blight patch. Now going from like a full blown 120+ flick to 90 is impossible but going from a 90 to a 90 is still very much possible.
Blight can desync his move vector from his look vector by turning his camera horizontally faster than his turning speed (vial addon makes this easier), then he can hold the attack button to set his move vector to equal his look vector, to somewhat bypass the large angle turn nerf.
Pre-turning object sliding works, because when Blight quickly turns his camera horizontally, Blight’s move vector is still parallel enough to the wall that he’s still sliding forward, even though his camera might be facing in the opposite direction (from Blight’s screen, it looks like he’s moving backwards). This is what allows Blight to do things like sliding along multiple shack walls without using the attack button.
But he can’t just instant 90+90 like he could before the large angle turn nerf. 180 flicks now involve quickly flicking the mouse a short distance to turn 90 degrees, then slowing the mouse movement down to match the reduced large angle turn limit. If this is done correctly, Blight can do a real 180 without lifting the mouse off the table, especially if he moves the mouse in a rainbow shape instead of a straight line, because a rainbow shape covers more desk space without moving the mouse super far away from its original position. But that second 90 degree turn will be slowed down like Blight is moving through molasses.
Sometimes you still see people throw their mouse across the table multiple times when they try to do a real 180, because they don’t understand the second half of the 180 degree flick has a much lower turn speed limit. Or maybe they think it’s too much effort to learn the muscle memory for the reduced large angle turning speed, and it’s easier for them to just repeatedly throw their mouse across the table, to brute force the 180.
Alternately, Blight can instant 90 degree flick, short pause, then instant 90 degree flick, where the short pause is long enough to reset the large angle turning speed.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2841185#Comment_2841185
Once again in a post earlier. There has been games and this game is no exception where the model doesnt accurately represent where the killers screen actually is. If I have to redownload dbd just to make you understand how its possible I might just have to.
Edit: https://youtu.be/9sp_0PCdSOo?t=396 Literally in liliths blight guide he shows that you can turn basically nearly 90 aftering doing a 90 flick. This is then further enhanced by the adren vial making the turn cap initiate later.
That guide mentions Z-flicks, which means the footage is outdated, and shouldn't be quoted for flicks anymore. The large angle turn nerf lowers Blight's turning speed for a short while after a 90 degree flick, so he can't 90 + 90 anymore.
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It feels like they fixed all the new bugs they created during the recent rework, which is good enough for me.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2841757#Comment_2841757
Ohhhh, the helicopter Blight removal.
Yes
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2841737#Comment_2841737
Oh, you mean J-flick removal?
No. The timeline is Blight originally could turn 180 degrees in 1 frame. Then a nerf happened to limit his turning to 90 degrees in 1 frame, and people figured out Blight could just turn 180 degrees in 2 frames. So a nerf happened to limit high DPI, but then people figured out you could bypass that by going to something like 22,000 dpi. Then that got nerfed, and this nerf unintentionally allowed Blight to spin around like a top. That got nerfed with the large angle turn nerf, and this nerf unintentionally broke console Blight. Much later, Blight would eventually get another nerf for lag related exploits.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2841719#Comment_2841719
Was not aware of it. Do you mean the lag flick fix patch?
It was the patch that introduced the large angle turn nerf, because Blight had an exploit involving really large angle turns. Sadly, most people still don’t understand what the large angle turn nerf actually does, and they will still throw their mouse across the table if they want to quickly turn more than 90 degrees.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2841095#Comment_2841095
The only thing DPI affects is how far you have to flick. It’s not a barrier in of itself like it was with the old J-flick exploit. (Low DPI couldn’t do JF at all) You can flick on any DPI you want. Higher DPI is just more convenient because you don’t have to flick as far each time. Something you’d do on eg, 600 is 10x that of what you’d do on 6000. But both are still completely possible. It’s just if you’re flicking repeatedly throughout a game, there’s no reason to do 10x the effort multiple times when you can do 1x the effort multiple times.
Console struggled with flicking in the past, and BHVR explicitly made a patch to boost the capabilities of console SO that they could do the same things. If you want, I can link you console Blight gameplay so you can see they ARE capable of it.
BHVR did make a patch that greatly improved console Blight, but some of the improvements broke when they later released a patch to prevent a certain PC exploit.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/2839694#Comment_2839694
Just watch the video in slow motion and tell me where the killer apparently looks at. There are images about view angle, hitboxes etc that show how what the Blight should see here
No. I showed you that Blight’s weapon went through Meg, and that is part of his hitbox. I don’t care if you think it’s unfair. It’s his hitbox, and it’s working as intended.
This has got to be one of the most ridiculous complaints too. Your argument is “Blight’s weapon clearly went through someone’s head, but it shouldn’t count as a hit, because the weapon is just an animation”
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/2837432#Comment_2837432
I can just repeat. I think TECHNICALLY this should not be possible to hit. The Blight can curve, so it would be a hit if he flicks behind the tree. The scene shows how he aims away from the survivor. The way this scene looks is in my opinion not a hit because the killer does not even have the survivor on his screen. I also dislike for example that you can be blinded as killer while not seeing the survivor on your screen, this just feels like BS.
Meg's head is clearly between Blight's weapon and Blight in this screenshot. You can clearly see that the weapon went right through Meg's head, and that Blight's weapon is closer to us than Meg's head.
And when Blight taps or holds the attack button during a Lethal Rush, he's allowed to instantly turn up to 90 degrees, and that is what he did in the video. It didn't require any special addons, and it didn't require any special techniques. It's literally part of his base kit, and it's how his flicks work.
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Hiding is absolutely fine, but it means that you should never complain about camping. You’re basically telling killers that if someone is on a hook, the killer should never leave the area to patrol generators.
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@fulltonon said:
Sliding doesn't really work in all tiles, they are consistent enough to NOT guarantee a hit.
https://forum.deadbydaylight.com/en/discussion/comment/2820111#Comment_2820111
Doesn't that makes him to allow slide/bump on whatever location?
Like, he doesn't even have to "hug" anymore, slide after running straight into wall or bump into object that isn't bumpable.
The secondary collision detector never fully worked. Blight will still slide off of any object that sticks out below his waist, or sticks out above his shoulders.
Using the "hug tech" on a wall involves Blight looking down, which means he's technically not next to a wall, because the secondary collision detector is overriding the primary collision detector, and the secondary collision detector can't see the wall.
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The devs spent months trying to fix his collision problems, and they failed miserably. Blight still has so many collision problems that if you want any of them fixed, then it’s more helpful to be asking for Blight to have a code rework (like they just did with Nurse).
TDLR the devs tried looking into Blight’s collision problems, but they couldn’t figure out how to fix them.
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Even Better Kinship: If another Survivor is hooked within 24/28/32 metres of this totem while Even Better Kinship is active, the Struggle Phase timer is paused until this totem is snuffed.
It punishes facecamping without hurting proxy camping, which is what the devs said they wanted to do.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2794307#Comment_2794307
I saw the links you posted about him, either on this post or another one, but it didn't sound like he explicitly said that looking down to slide off of objects was an intended feature, but I am guessing there was another video where he did say exactly that?
If so, that's fair I guess, but I personally still believe Blight would be fairer without it. Though I don't have a particularly strong opinion on that.
@jakubr21 said:
https://www.twitch.tv/mclean_yep/clip/InnocentSlipperyPlumageBuddhaBar-Ta89Ag9JLRGNVoRQ
MCLEAN SAID THAT HUG TECH IS A BUG WHAT NOW BLIGHT MAINS?!!!!
Blight’s collision code was based on his camera angle being low to the ground, and when they raised his camera angle, the collision code broke for many of the objects in the game. Blight would now slide uncontrollably on any object that sticks out below his waist level (like some of the tree roots and snow piles). And he also had minor issues where he would bounce off invisible objects because the collision hit boxes weren’t properly created.
Blight was given a secondary collision detection based on his camera angle, as a band aid fix to these collision problems, and we were told we could use camera angles to help decide whether we wanted to bump or slide off of an object. This never fully worked as intended, as it still can't ever force a bump, so we will still slide uncontrollably on some objects no matter what our camera angle is. This also caused the "hug tech', which was bug reported the week it went live, so the devs have known about it for a very long time.
It’s been over a full year, and they still haven’t fixed his collision problems. Instead they made things worse by adding new things to the reworked maps, which causes Blight to have collision issues in places that weren’t problems before, like shacks with the new small rock wall along the ground.
TDLR "hug tech" is a bug. The devs spent months trying to fix his collision issues and failed, and Blight might need a total code rework (like they just did with Nurse) if you want his collision problems to be fixed.
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If the issue can't be quickly fixed, can the change be rolled back until it can be fixed? Is it better for the game for survivors to feel like they got an unfair hit, or is it better for the game for a killer to be frozen for the entire rest of a game?
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Object collision and forced overblinking got fixed. I also tested the survivor's collision hitbox, and that is working correctly.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2799736#Comment_2799736
I was actually thinking about you when I was reading these, I figured they'd be something that you'd be happy about as both you and @edgarpoop brought up a lot of them
Nurse’s object collision bug got fixed too.
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It would be fantastic if the bug reporting had actual feedback. Seeing the word “acknowledged” next to Nurse’s list of bugs isn’t very helpful. Does it mean the issues will be fixed soon? Does it mean the devs want to “monitor the changes” to see how impactful they are, before deciding if they want to fix them? Does it mean at least one of the issues is a bug, but the others are fine and don’t need to be fixed? Some of the feedback in this thread is “she’s weaker, but that doesn’t matter if you’re good”, but do the devs agree with that statement?
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@GaslightGabby said:
https://forum.deadbydaylight.com/en/discussion/comment/2781852#Comment_2781852
That additional time to react doesn't actually do anything because you can still lunge and hit them. Don't get me wrong, I also want those bugs fixed, but don't say that they actually affect your gameplay in a meaningful way, because they don't.
I am certainly saying it affects my gameplay. Forcing Nurse to spend more time for some of her blinks means she's punished more if she guesses incorrectly. And we have no idea if these issues are even going to be fixed in 2022, considering how long her previous bugs were in the game.
I'd rather the changes be reverted, and deal with the rare instances of blink bugs, than deal with every chain blink being worse than before, and every blinking through an object being worse than before.
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@GaslightGabby said:
Wut. They fixed all of her bugs and added in like two that don't really do much other than ######### with your muscle memory. As a Nurse main, I have been LOVING the change.
Requiring Nurse to take longer to do actions is much worse than "just messes up muscle memory". If it takes Nurse longer to do actions, then the survivors have more time to react and evade her.
If I see a survivor on the other side of shack wall, I want to be able to very quickly blink through the wall, like I used to be able to before this patch. Greatly increasing the time it takes to blink through thin objects gives the survivors more time to react. Creating a delay with the second blink gives the survivors more time to react. Shortening the max length of the second blink hurts Nurse too.
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@ThiccBudhha said:
It might help if you said what the problem was.
Here are three bug posts for her. The first is the main post. TDLR is she has to spend longer doing actions than before, like having to overblink through objects, or wait longer for blinks to start activating, or wait longer before attacking after a blink, or some places being bugged for her to blink.
https://forum.deadbydaylight.com/en/discussion/306932/nurse-issues-post-mid-chapter-patch#latest
https://forum.deadbydaylight.com/en/discussion/307741/nurse-strange-whirring-sound#latest
https://forum.deadbydaylight.com/en/discussion/308044/more-nurse-bugs-after-the-mid-chapter#latest
