Dsnooz
Dsnooz
About
- Username
- Dsnooz
- Joined
- Visits
- 689
- Last Active
Comments
-
If Dead Hard gets nerfed it will be an all Sprint Burst meta.
The only way to see less Dead Hard should be for Balanced Landing to be un-nerfed. But then we would be reminded of why Balanced Landing was nerfed in the first place.
-
Also all perks should populate at tier 3. Having to go through 3 perk tiers after each prestige gets annoying.
-
Exactly, what constitutes and auto-ban? And what is there to stop trolls from forming a SWF to get killers banned?
-
Elodie's scream sounds more like a global taunt than a scream. Other survivor screams only seem loud when you hook them from your POV, as a killer. Elodie's makes me think she is right next to me, even when I'm working on a gen on the other side of the map.
-
@Bwsted said:
Thank you for making this thread. I normally play killer, but I also had the opportunity to play a good deal of survivor due to the archives since Hit Validation has been (re-)activated.
TL;DR the mechanics is either not working as intended, or the parameters are so lenient that it might as well being disabled. And by lenient, I mean extremely so.
MY SETUP: I play on PC Steam using an Ethernet cable to my router and I connect to the Frankfurt server. My ping is 32 very stable as both killer and survivor, without packet loss. As a matter of fact, I can hop in a lobby at any time and that’d be my ping. Out of habit, I always check my ping before readying up.
AS KILLER, I really didn’t notice anything besides the usual
autoaimaim dressing. I can tell you that I have to play 200% around Dead Hard, because it works perfectly against me, even if I’m against the back of the survivor. I can hardly recall smacking someone and they transition to the floor without animation (i.e. hit through dead hard). However, that was a thing even before hit validation, fwiw.ABOUT SURVIVOR: you can watch the footage I collected below with some details explained. These are only a few of the most egregious instances I recorded. Considering that we weren’t told exactly how permissive the validation parameters are (i.e. “In situations where the Killer has a poor connection to the server, the server will step in and evaluate their hits to make sure that they are fair”) I didn’t include the usual ‘dedicated hits’ through pallets and windows that I guess everybody is used to. I wanted to show examples where it is absolutely impossible to misconstrue the hits as being ‘fair’, to use the devs’ wording, and yet those hits were being consistently validated. As a matter of fact, I’ve never seen a killer going through the weapon wiping animation without the survivor taking damage since re-activation. Also, Dead Hard exclusively makes me exhausted on the floor cancelling the falling animation, if not used for distance. But that’s hardly breaking news.
NOTES:
· In no example Coup de Grace was equipped.
· The killer in the TWINS grab was a streamer from a region away from the server. I’ll leave it at that. I’ve also seen an Australian streamer getting grabbed like that.
· The Freddy was a crossplay, so it was impossible to determine their area.
· The Nurse is from an area more than 4800 (yes, four thousand and eight hundred) km away in a straight line from Frankfurt and they should’ve been connected to Indian servers. Their profile is also full of comments referencing hits from afar, so not their first rodeo. During the trial, they also had all sorts of desync issues that go beyond the scope of this thread, such as chain blinking during fatigue.
For reference, this is an example of a killer with excellent ping. No hits after the locker animation is completed, even if in frenzy, that has notoriously wonky hits. They had normal reach on basic M1s and lunges and they didn’t get dedicated hits through pallets.
In the spoilers there are other examples I saw from content creators.
This is Zubat’s last vod. His ping: https://www.twitch.tv/videos/843946024?t=02h38m52s
The hits: https://www.twitch.tv/videos/843946024?t=02h40m17s and https://www.twitch.tv/videos/843946024?t=02h38m21s
And yes, apparently the killer was on the wrong server. But still validated.
This is Battleguy, one of the best Hillbillies NA, playing with his SWF. Notice that the VOD is already from when hit validation was re-enabled.
You can see the survivors' pings at https://www.twitch.tv/videos/834867870?t=01h07m49s (you need to pause the video).
Notice the hits (or whatever that was) at https://www.twitch.tv/videos/834867870?t=01h07m02s and https://www.twitch.tv/videos/834867870?t=01h11m41s.
You can hear the impromptu reactions of the other survivors on comms as they too saw the massive delay on the latter.
Notice the extremely delayed stun at https://www.twitch.tv/videos/834867870?t=01h09m56s .
All these examples in the quote are issues that I still experience. (My ping is a steady 50 through ethernet). Granted from the hit validation video only showed a horizontal distance check, any issues listed below may still be expected to occur.
https://twitter.com/DeadByBHVR/status/1334166291331080193?s=20Survivor
After hit validation has been enabled I haven't seen any long distance hits (the worst case hits). Vaulting windows at T/L structures and shack has become slightly safer. Current awkward hits (listed by frequency):
Vaulting from a higher floor to a lower floor.
Pallet stuns.
Juking the killer to swing the wrong way, I've still been hit when the killer is facing away from me.
Killer
This is where I see hit validation has an impact (Again, steady 50 ping before and after). It feels like I get fewer hits from lunges than I used to. (I used to get lunge hits from an additional meter away). It hasn't really changed the results of the match, I just use lunge attacks in fewer situations than I used to.
Net change for killer: I have to be slightly more precise with lunge attacks
-
I'd rather the killer gets 15 additional seconds to review the lobby if a survivor does a last second switch. (realistically within the last 5 seconds).
Picture a survivor switches over to a key, all survivors get locked in, and the killer gets a prompt with 15 seconds counting to stay or leave lobby.
-
@I_Be_Pro_Fun said:
https://forum.deadbydaylight.com/en/discussion/comment/1821800#Comment_1821800
I know randoms can be wonderful with flashlights. I am actually a killer main playing at rank 2, and have gotten more dumb flashlight saves or spams then I care to admit.
I love survivors who use BT to get saves (when I am playing survivor, obviously.) The problem is when I am playing survivor. A lot of killers have rapid movement and abilities that let them stay away, and then rush back towards you once they see the unhook. So even when borrowed time is being run, a lot of the time the killer can counter it. If the survivor isn't running borrowed time though, the unhooked person gets killed faster. While I do love survivors who run BT (I don't use it, but I also body block killer, take protection hits, and only do safe unhooks and will be willing to trade with the survivor if I mess up), but its not as effective against smart or experienced killers as people think.
I know it can be inconsistent, but I feel its much worse on console. Most of the time I use the perk as the killer swings, I'll get exhausted, start the animation, and then immediately go down. Or I'll press it, then the killer will gain a speedboost with their swing and catch up to hit me still.
I might have gotten the map name wrong, sorry. The map I'm thinking of is the rather small cornfield one with the shack in the middle, and the only loops are on the outside. The entire center of the map (other than shack) is a dead zone, and you either have to stealth, or confuse the killer. When I get that map, I have to "tunnel" gens, because that map just feels so... Against survivor. Same as how with old Ormond, killers would sit up and play their A game because survivors could casually loop them. But thank you for your feedback and input.
I hope I'm not coming off as rude or entitled. I sometimes have that tone when I type
I think you got the name right. TBH the Donut-Deadzone maps are worth their own discussion. Shelter Woods, Rotten Fields, Mother's Dwelling, and Temple of Purgation can all have problematic tile spawns. (Disturbed Ward consistently has enough ways to break line of sight and a powerful main building in the center). Also, these maps can have some very "survivor blessed" spawns. However I believe the Deadzones for these realms can be very problematic.
Shelter Woods, Mother's Dwelling, and Temple of Purgation are my least favorite maps to play on as survivor. Not because of getting tunneled but because if my teammates don't rush gens.... then the maps will hit a point of no return. These are maps that I know I can abuse while playing as killer too. I don't really see this as a tunneling issue, to me this is a more an issue of how palette-dependent these maps can be (palette-dependent referring to where generators and palettes spawn in relation to the other). The main building for Mother's Dwelling and Temple can have obvious loops to the killer. Quite frequently killers will ignore the main building and attempt to catch survivors in the Deadzone, and it's just not an interesting engagement. It's predictable and usually not an interesting match.
Rotten Fields, and Disturbed Ward, usually have good enough palettes and structures so a survivor can make good loops on the edge of the Donut-Deadzone or if you have a lead on the killer can get to safety. Stealth killers like Pig and Ghost-face can make some smart decisions to punish survivors on these maps, but usually the tiles are strong enough where you can have fun.
Updated Shelter Woods has gotten some really lackluster tiles for survivor lately. I will say it's really annoying to get tunneled on Shelter Woods and all you have is a bunch of T/L walls.
-
@I_Be_Pro_Fun said:
https://forum.deadbydaylight.com/en/discussion/comment/1820737#Comment_1820737
You can't trust randoms to bring BT. So my life rests in the chance that this random is using BT, the killer isn't a stealth, and the killer is far away?
I do run dead hard. But on console, it only works half the times. I have gotten exhausted and then downed in the same 5 frames more often than I have evaded an attack with it. I don't use sprint burst because I personally don't like it. The DS skill check on console can be completely destroyed by the frame rate drop of it appearing (I have had times where the fps drops, and by the time I can see the spinner its past the DS).
As for looping the killer, not every map is good for that. I was playing on rotten fields when it happened, a map filled with dead zones. How am I supposed to loop a killer (spirit in this case) for 4 generators while injured on a map with a dead zone every 5 feet?
Randoms aren't that consistently bad though. Sure not all bring BT, but some are also amazing with flashlights. You've got to give credit to the good Randoms just as much as the potatoes.
It's good that you're using Dead Hard. It will always be an imperfect perk that saves you or leaves you exhausted on the ground.
BHVR already said Dead Zones are an issue they are addressing. We have to brave the storm until BHVR is finished getting an algorithm put together for release. (It's more common on the updated maps than on Rotten Fields usually, I've had a few too many tepid matches on Shelter Woods myself). Also, "survivor blessed" maps happen too. If Dead Zones were a massive issue we'd have the algorithm out by now.
-
Does he really need buffs like this? His weakness is that he doesn't have the hyper-mobility (aka map pressure) of Spirit, Hag, Nightmare, Oni, or Nurse.
His strengths are fine as is and most of these changes would be improving his strengths for a more specific playstyle. Essentially he'd be better against solo survivors, but more predictable against SWFs.
"Survivors working on Gens,Cleansing,Opening Chest & Exit Gates cant take Ghostface out of Night Shroud."
It's more often that hooked survivors, with little else to do, will break Ghostface out of shroud though. If the survivors on gens etc, can't break shroud they'll just start playing against him more like Bubba.
-
This is why Borrowed Time is in the game. The problem is players not bringing Borrowed Time.
I hate to say it again, but you always have the option to outplay the killer.
You can Dead Hard after being unhooked, you can have sprint burst after being unhooked, you could run DS, you could have looped the killer for enough time for gens to finish just before you go down, etc.
-
Dead Hard already struggles with latency. Play enough games with Dead Hard and you'll understand how often you end up being exhausted on the ground. There's no "right way" to play a survivor, I'm sure that BHVR feels Dead Hard is working as intended.
-
I've always thought it would be nice to have four dailies, two survivor and two killer, with the option to reroll one per day. I keep getting the same 6 killer dailies again and again (I have all killers and survivors) and I've just stopped doing dailies.
-
Making Spirit weak to flashlights like Wraith would subject her to the same bullying Wraith can get from toxic SWFs. (In Spirit's current form she's a superior Wraith). The majority of Wraith matches flashlights never make such an impact, but there are always the few, the toxic.
The bug where survivors could hear Spirit's breathing while phasing made for a more interesting engagement. It made a nice cat and mouse game where you couldn't see each other and could only hear the other. Spirit was still a strong killer because she is super fast while using Yamaoka's Haunting and is one of the few killers with a longer than average lunge.
I'd be more open to a nerf where Spirit has better audio queues that she is about to come out of phase within 5 meters of you. Or it's more clear that she's still haunting you. Wraith literally has to ring a bell before he can attack survivors, even when the bell is silent. So, I'm also open to any middle ground between patch 4.4.1 Wraith and Spirit.
-
What if indoor maps had black cats that were napping on miscellaneous furniture?
They could freak out, jump up, and hiss. It would definitely add a lot more immersion to indoor maps.
-
I like new Autohaven, other players are starting to figure it out too.
BHVR already acknowledged that Dead Zones on the updated maps are an issue being addressed, So we really shouldn't keep complaining about an issue BHVR is working on.
TBH I can't wait for the algorithm (to mitigate too many Dead Zones, etc) to go live. Some map spawns have been too blessed to either Killer/Survivor and it'll be nice to get more even ground from Autohaven again.
-
Survivors have counter-play to slugging through.
If you're slugged on the ground:
You can heal yourself on the ground to 95% and an observant teammate can come heal you for the other 5%. You can also add in Unbreakable and heal yourself to 99%. Flip-Flop and Power Struggle can also be effective while you're on the ground.
If your teammate is slugged on the ground:
Stealth around and get to them when they are at 95% healed. Or you can bring For the People and pick them up right away.
If no one is slugged on the ground yet:
You can work on generators or loop the killer around structures.
-
@Saltjar34 said:
There's something I don't like about Spine Chill and it's not the main effect. The main effect is personally fine since it's only good on 1 type of killer and if you know which gens are being worked on, you can look at that gen to scare survivors off it.
What I don't like about Spine Chill is the many minor secondary effects it has. I understand that they need to be there so leveling up the perk has an effect but 2 effects that speed up things?
Personally I say merge Spine Chill with This is not Happening. The latter's effect is so useless that if it was a secondary effect, it wouldn't increase the uses of the perk it was added to.
Basically like this :
Spine Chill
Get notified when the Killer is looking directly in your direction and standing within a range of 36 metres.
While Spine Chill is active Great Skill Check success zones when repairing, healing and sabotaging are 10%/20%/30% bigger
Personally, I only run Spine Chill in the vault speed build (SC + Resilience). The secondary effects are the real reason to run Spine Chill.
I'd be all for BHVR giving Spine Chills passive to Resilience so I can have three other perk slots with the build xD
A small nerf to Spine Chill and a nice "small" buff to Resilience.
-
@PabloLovesMC said:
https://forum.deadbydaylight.com/en/discussion/comment/1776026#Comment_1776026
that screws over your teammates... at the very least there needs a way to vote to forfeit so it doesn't count as throwing the game
TBH enough players will already do it. Getting a surrender option won't be a change for the better.
League of Legends has a surrender option and it all it brings is toxicity and arguing to the game. I really would not want the same to happen to DbD. We have players who ragequit if they are the first down, we have game queues that are longer than some matches, and players should be playing for fun anyway. There is no need for a forfeit button in an asymmetrical game like DbD.
-
I don't really think that there needs to be any drastic changes to stop tunneling.
From the survivor side, you can get better at looping to punish the killer for tunneling you. It's just not always easy as some killers are knowledgeable in looping and mind-games (rank 1 killers are intense), but it keeps me coming back to the game.
Currently two design choices (in the game) incentivize tunneling:
Bloodlust sweetens the incentive to tunnel and if Bloodlust goes away permanently, killers will have to think a little bit more about how they spend their time in the match.
The quantity of survivor tracking perks and add-ons incentivizes tunneling and denies survivors the option of stealthing around the killer. Whether it's I'm All Ears, Hex: Undying, Discordance, Tinkerer, BBQ, Whispers, "All-Seeing" add-on for Wraith, etc... It'll make it easier for the killer to find you. It will feel like you're being tunneled when you were just a survivor given away by one of these abilities in the game.
This is the main reason a lot of red rank survivors just run around the whole map. It's better to accept that you will be chased at some point in the match and it's smart to be prepared.
(I truly believe that if killers didn't have these tools a lot of survivors would feel they were tunneled less often).
I don't see BHVR taking away all the tracking tools they have given to killers and it seems that they are looking to axe Bloodlust some time down the line. So not much needs to be changed, we just have to play through the awkward phase where Bloodlust is still active after killers got access to all these tools.
-
Matches are so short... You can just get hooked twice if you really want to forfeit.
-
I wait to take a hit as a high-5 with the killer. Some players tea-bag because they think they're giving the killer a booty dance at the exit gate.
-
It was really easy to get if you tuned in for the Dead by Daylight Twitch streams.
They put up several at a time so you could strategize which code to go for.
A lot of streamers are also waiting to reveal the last two digits to make it easier on console players.
-
It's very situational, so it should not be a bannable offense.
For Tunneling:
Some players want to be tunneled. As they like being the center of attention and bothering the killer.
Tunneling opens the opportunity for your teammates to get protection hits, flashlight stuns, etc.
Running DS can mitigate the effects of tunneling.
Personally, if I'm being tunneled I see it as an opportunity to get better at mind-games.
I've seen survivors claim they were tunneled when everyone was hooked at least once and the hook order was rotated by the killer.
For Face-Camping
If the killer has had a bad game, I don't blame them for face-camping when 1 to 0 generators are left.
If the killer face-camps at the start everyone loses opportunities to get BP and Emblems for pips. So, there is a natural incentive to not face-camp. It'll be a boring match for the most part and I don't understand why players would use this tactic. Staring at a hooked player is not really playing the game at all.
Sometimes the survivors aren't pressuring generators. From the killer's perspective, after circling the whole map to see no gen progress and find the poor survivor finally being unhooked before their eyes they have to hit someone. They have to play the game, it's sad to see someone called a "camper" in that situation.
From a design stand-point, it's really hard to stamp out these actions when the survivor(s) had the option to play the game better.
-
Platform: PC
In my killer games, none of the survivors are making grunts of pain after being hit.
In tandem with killer terror radius being super quiet the game is really weird right now.
-
I'm experiencing the same issue. I am playing on PC and all killers have no audible terror radius.
-
Here's an anti-camping perk. Essentially it will not punish players who are getting face-camped and reduce the incentive to disconnect by giving them bonus BP. Fellow survivors who ignore the player on the hook may get there auras revealed and you can use it to help out a player who is being camped.
"City Slicker"
While another survivor is on the hook, if you and the killer are within 30 meters of the hooked survivor the health bar will freeze and your aura will be revealed to the killer.
While you are on the hook, if you are within 30 meters of the killer the health bar will freeze. for each time the health bar has been frozen for 60/50/40 seconds and no survivor has moved within 30 meters of you all other survivors will have their aura revealed to the killer for 15/10/5 seconds.
For each survivor who had their aura revealed while you were on the hook, gain a stackable 11/22/33% bonus to all bloodpoints.