Coffeecrashing
Coffeecrashing
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Nurse most definitely had a change to whether or not blinking through an object works or not. Before this patch, I could walk forward until Nurse is touching a window vault, and make a very small blink, and I would consistently make it to the other side of the window vault. Now I can’t do this at all. In fact, in order to blink through a window vault, I have to overblink to the point where Nurse lands beyond the window vault, with a gap large enough that I could float back a few steps to get back to the window vault. This makes short blinking through walls feel awful.
This also makes Nurse feel awful when she’s chasing a survivor with blinks, because the survivor’s effective collision hitbox is noticeably larger than it should be, so if she’s directly facing them and overblinks a bit, she ends up getting pushed backwards for a distance that’s bigger than the survivor’s actual collision hitbox.
TDLR: before this patch, if Nurse tried to blink through an object, and had mostly cleared the object, it would work. Now she has to overblink through objects to a point that’s well beyond that object’s actual collision hitbox.
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When Blight was first released, he was garbage on console. There were eventually console Blight improvements added to the game, but it feels like these console improvements partially broke when one of the many PC Blight nerfs were implemented. Console Blight isn’t nearly as bad as he was when he was originally released, but there are still things that PC Blight can do much better.
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I’ve been playing this game a lot less since SBMM was released, because I realized that if I’m going to be constantly thrown in sweaty game after sweaty game, that I really need to be playing DOTA 2, or some other game that actually attempts to be competitive.
DBD really doesn’t try to be balanced enough to be competitive, and I really shouldn’t ever be playing DBD when I’m in a competitive mood.
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@Peanits said:
I'll start by saying that I'm not trying to throw any shade here. People come and go over the years, and I really don't expect anyone to catch every single thread we've responded to or remember every time we've answered something. I'm willing to bet there's a good chunk of people who weren't even around last time we talked about it, but we have indeed brushed upon this in the past.
First of all, I just want to clear up this idea that we are only thinking about this now that SBMM is a thing. I can safely say that it is not the case. Over the few years I've been here, there have been loads of conversations about not only this, but many other hot topics that for one reason or another have to get shelved for a while (whether that's time constraints, bottlenecks, bigger fish to fry, etc.).
We shared this statistic because it gives something concrete to aim for. Previously, we only had ranks 1-20 to work on, and due to the way ranks worked- and since there's not a whole lot of granularity when you only have 20 ranks to work with- players of wildly varying skill levels ended up lumped together. I think anyone who's reached rank 1 on the old system knows that it's not necessarily purely about skill. Just by virtue of playing a lot, many people would end up climbing to rank 1 even if that wasn't where they were most comfortable.
As a result, the data wasn't very reliable and the gap appeared far smaller than it really was. Does that mean the gap didn't exist? No, absolutely not. Sure, we could feel a difference playing matches, but I think we can all agree that blindly aiming for a target that you cannot see is not a good idea. Doing so makes any change we could do very risky, as it could be totally overkill and buff Survivors way too much, or not enough and still leave solo Survivors behind (as well as wasting development time that could be spent on other issues). Even after the fact, it'd be hard to say whether or not the change was effective because we don't have anything but our gut feeling to determine if it worked.
With SBMM, on the other hand, we're able to see much more accurate info on just how big the difference is at different skill levels, and more importantly, we have something we can monitor to see how effective any changes are. It gives us a tangible goal beyond "This feels a little better I guess." Now if we do a change, we can see exactly how much the gap has closed (whether it's gone, unchanged, or smaller than before).
But moreover, the main reason we shared this info- both the statistic and the mechanic- is to be more transparent. I think anyone who's been around for a while can vouch for the fact that we normally don't talk about mechanics like this so early on. It's something that people have been asking for and it's something we've been pushing for as well. We genuinely believe it's better to be open about it and frame the things we're suggesting with reasoning rather than dropping it as a surprise with no context.
On a personal level, I find it a pretty disheartening that when we do push to reveal things earlier like this, it's often met with conspiracies, fearmongering and passive aggressive jabs at the team. I always get excited when we're able to good news like this with the community, especially when it's a big topic like the SWF gap. But it's really disappointing to see something that people have been asking for somehow get twisted into something negative. Even still, I stand by the fact that it's better to be transparent and share these details than the keep them locked away until the last second.
I personally find the whole “let’s close the gap between solo queue and SWF, then buff killers” topic extremely frustrating, because it still feels like we don’t have any idea at all what specific things killers might in compensation if solo queue is buffed, or if killers will “just have to deal with it”. I understand that the ideas to close the solo queue / SWF gap are still in the very early stages of development, but we at least know what some of the ideas are. We still have absolutely zero idea what specific things killers might possibly get in compensation, beyond the extremely vague “then buff killers” comment.
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I only played her because of the jump scares, which I thought were thematic to the horror genre, but the jump scares don’t work well anymore because of the directional audio.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2727121#Comment_2727121
i remember making a list a while back, off the top of my head the things id change after ensuring solos + swf are as close as possible would be:
- blindness overhaul
- totem spawn improvement
- longer to cleanse totems
- more objectives outside of gens (ie. things to do before starting/after finishing gens to power the gates)
- killers all given some form of map traversal
- kicking a gen regresses 5% by default; PGTW changed to add another 20% onto the first kick after hooking a survivor for 45 seconds
- base gen regression increased to 0.5c/s over 0.25c/s; hex:ruin changed to 50%/75%/100% regression speed
- survivor spawn point improvements
To be honest, my biggest issue with SWFs is how difficult is sometimes is to start a close ranged chase, when people are using voice comms to make it easier to pre-leave generators and hide before the killer gets there. And sometimes when I throw someone on a hook, it sometimes feels pointless to leave the hook to start patrolling generators, if I think the person on the hook might be using voice comms to warn people if I’m patrolling in their direction.
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I’m wondering what specific buffs killers are going to get if solo queue is buffed. There are probably over 1,000 forum posts giving detailed information on how to bridge the gap between solo queue and SWF, but I honestly can’t remember ever seeing any forum posts where someone made a serious attempt to give detailed information for how killers would be buffed so they can handle this.
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This is still happening. The map should be disabled until it's fixed.
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I also found a pallet on The Game, that couldn't be destroyed on one side, and it was a different pallet than the above screenshot.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/2188968#Comment_2188968
All the macro does is emulate extremely fast mouse movements so that anyone on PC can do it and not just people with mice that can have 25K+ DPI
Using an external script/macro is completely different from using a DPI that is low enough that some people (like myself) permanently use for everything. This new thing is clearly an exploit, that is taking advantage of the new turn rate cap.
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@GoodBoyKaru said:
sure
https://twitter.com/spk1337/status/1392940186737250305?s=20
completely dead
(this is not my twitter account)
That is what an actual exploit looks like. It's using some sort of external script/macro, and should be removed.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2181701#Comment_2181701
So it's intentional?
The patch notes say Blight’s turn rate per frame was fixed, and that did get fixed. Jflicks are a very specific technique that requires Blight to turn 180 degrees in a single frame, and he can’t do that anymore, which means that jflicks were removed from the game. Whatever you think you are seeing in the current patch is not a jflick.
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@Brokenbones said:
I said a few times, if they took the time to adjust and make it something everyone can do without messing with macros/DPI + they took the time to balance it then I'd be fine with it
If that's what they've done then I'm good with it.
I can confirm the 90 + 90 is easily doable at 800 DPI, which is the lowest DPI my mouse can go.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2180159#Comment_2180159
this does essentially what j flick did, no?
so is this going to be called an exploit too?
sad little community and its armchair game designers
Both the non-attack and attack flicks are capped at 90 degrees, so no one is going over any turn caps. Also, console Blight was buffed to be able to flick around objects, and that was a deliberate programming code change, so being able to flick around objects should be intended.
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Also, I can confirm that console Blight can now flick around objects, so PC and console Blight are much much closer in performance than they used to be. Most importantly, console can easily do 90 degree flicks, which is an absolutely necessary skill due to how quickly survivors can sidestep out of the way, so console Blight is actually playable now!
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https://www.youtube.com/watch?v=1ZgQi9UF3fQ@[Deleted User] said:
j flick is "gone"
but you can recreate what j flick did with another technique. 90+90
i think this is what z flick is, can you show us a video?
Here is a video of a 90 + 90 flick, which I took last month, but still should work in this patch.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2180064#Comment_2180064
Can you let us know what is the intended maximum turn angle?
It's still possible to flick for a total of 180 degrees.
Maybe it's time to change the thread title to 'jflick isn't gone'.
non-attack flicks are capped at 90 degrees
attack flicks are capped at 90 degrees
There is no longer a way to exceed the turn angle, so that was fixed. 90 + 90 is within Blight's turn mechanics, and does not exceed any turn caps.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2179912#Comment_2179912
And people will still consider that a J flick, unfortunately. Smh my head. Most of the complaints about J flicks weren't even about J flicks.
Correct. People were so focused on shutting down any explanations or conversations about how jflicks worked, that they stopped people from explaining what the flicks actually are.
Also, as you pointed out, high DPI was never really required either. I can also easily 90 + 90 on 800 DPI.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2179901#Comment_2179901
No I don't remember that at all, ngl
It involved this video, which showed my mouse inputs, that 90 + 90 is a thing
https://www.youtube.com/watch?v=1ZgQi9UF3fQ -
https://www.youtube.com/watch?v=rInIlyDjKjM
Does everyone remember when I tried posting flick videos, and then got shamed into deleting them? And then when I tried discussing how flicks worked, I got shamed into deleting that discussion as well? Here's the video from last patch, where I showed that 90 degree pre attack flicks are a thing. We can't 180 now, be we can still 90 + 90.
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When is the patch going live?
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@Pig_Is_Pog said:
A “tech” can be done with the base game, window techs, dumb techs, moonwalks, inside tech ect
In order to j flick you have to deliberately change a bunch of settings in order to be able to do it, it cannot be normally done. you are giving yourself a competitive advantage that you should not normally have by base gameplay, It is an exploit in every way shape and form. It is exploiting the way blights code works allowing you to do moves you shouldn’t be able to do. that is an exploit, not a tech.
"In order to j flick you have to deliberately change a bunch of settings in order to be able to do it, it cannot be normally done."
The above statement is completely false. Some people always have their mouse set to a high DPI, and they literally don't need to do anything special to flick. It doesn't require macros, it doesn't require changing your mouse settings in game, and it doesn't require any other wacky special requirement. It's literally just moving your mouse at a high DPI, and for some people it's literally something that can normally be done.