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FellowKillerMain

FellowKillerMain

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  • @shyguyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619034#Comment_2619034

    I did engage: don't care about what other people think. You might actually enjoy the game then. You paid money for this game, do whatever you want. If you wanna tunnel go for it, if you wanna camp, bring marshmallows. It literally doesn't matter as long as you enjoy yourself.

    So, what does one do when they've spent money on something when it was enjoyable, and the game takes a turn to an unenjoyable state, regardless of how you play? Do you just stop playing and say "Oh well, they suckered me, that's my fault." then quit the game? Or complain to let the developers know what's going on?


  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2617232#Comment_2617232

    Yes, but "The Realm Beyond" was announced afterwards as an purely graphical Update. In the 4th Anniversary Stream. And there were not many Maps after the initial rework of Springwood, only Hawkins (which has bad Pallets), Dead Dawg (which also has quite bad Pallets), Sanctum of Wrath (half of them are safe, other half unsafe) and Midwich (mostly unsafe Pallets). So if we dont look at the maps which should have been reworked just for graphical purpose, until RPD (which is a special case), they released Maps with mainly unsafe Pallets.

    Yeah, but I still don't understand how my original post is not "fair" - I mean, what does the realm beyond have to do with this? It was a graphical update announced two one years+(?) after the pallet budget changes were announced. The realm beyond changes likely had no bearing on level design beyond the aesthetics, like rendering of assets. Meaning that the level redesigns were likely already complete by the time the realm beyond was announced. Meaning they migrated away from they said before they announced realm beyond.

  • @danielmaster87 said:

    I also have never liked that he can instadown multiple people at once. It makes this kind of camping playstyle inevitable, because it's easy. I think the add-ons that played into him downing on person, then the next and the next through the charge mechanic is stupid. Not many people even play him like that, and if they did we'd be even more enraged. Hillbilly cannot instadown multiple people at once because his chainsaw stops after downing someone. So where's the consistency in that?

    It's easy? There are more than enough pallets and windows in the game to drag bubba around the map for five gens. No movement speed buffs, so he's base movement speed which is a death sentence in the current meta. Base movement speed killers are ridiculously hard now; I don't think base movement speed killers are balanced for the current meta - they're at a disadvantage.

  • Face camping isn't fun. But, you know what feels a lot like face camping? Playing killer in the game's current state. Imagine being face camped every match... that's what killer feels like in almost every trial.

    Honestly, I think the problem is that there are survivors that don't actually like PvP games, because they don't like to lose. So, they complain until they get what they want, and the devs listen, because survivors spend more money on the game.

    This is what a community looks like when the developers are gaming their own system to make a buck.

    I mean, if you go back to just a year ago, facecamping happened, but it wasn't common. Now it's common. Before Ruin was nerfed, killers often played by the survivor rule book. I used to avoid tunneling and slugging entirely, never used NOED and never face camped. Now, the imbalances can't be overcome without playing dirty. Whether people want to admit it or not, survivors are playing dirty because they have the devs structuring the game in their favor, and killers are just doing what's in their power to make their voices heard.

  • In the interview with matt cote, king and paulie esther, matt said that they gave up on balancing everything a few years ago. If you have been playing a while, you kinda watched things decline in balancing with the start of hex: ruin.

    Since then, both killers and survivors have received buffs and nerfs, but I would say the biggest difference in their treatment is that the average changes over time have resulted in more buffs for survivors than killers. When killer things are buffed, they nerf something along with the buff. When survivor things are buffed, they're usually not nerfed anywhere. Over time this has lead to disparities in balance.

  • @gatsby said:

    In the past, good Killers expected 4/3ks with little resistance. They could run meta builds and on their mains and have a really dominant performance.

    Now since MMR, Killers generally get 1-3ks when playing well. Playing extra sweaty doesn't result in an absolute steamroll most of the time. Personally, I think its healthier and Killers have been slowly changing their mindsets from expecting a 4k to expecting a 2k and being pleasantly surprised if they get more.

    It's a painful process to change expectations, but the Devs always said the goal was 2ks. At least getting all four BBQ stacks for max points is still pretty realistic every game.

    Except the Lead Game Designer patrick said in the most recent Q&A stream that a win is killing a survivor, and a loss is dying as a survivor. I know that 2k used to be the metric for win/loss, but I don't know the last time they referred to that as a win/loss, but it wasn't an incredibly long time ago.

  • @Aven_Fallen said:

    To be fair "The Realm Beyond" is graphical Reworks. It was already a surprise that Ormond received Balance Changes (which is basically, more Pallets, but more unsafe Loops).

    In general, as long as Bloodlust exists, shorter Loops but more of them will not work out, to achieve this, Bloodlust needs to go away.

    Personally, I would prefer Maps with a small amount of safe Pallets and a huge amount of unsafe Pallets with Bloodlust gone. However, I doubt that this will happen anytime soon. If it will ever happen, because we know from the last experiment that Killers want to keep their Bloodlust and most Survivors are not able to play unsafe Pallets. And as long as those things dont change, I doubt that anything will happen, since they balance for the majority of players, and those are not great at the game.

    In the anniversary event stream I posted, they were announcing that all map reworks moving forward would have a pallet budget, with reworked loop strength. So, I'm not sure why you're saying "to be fair." This was stated well before "the realm beyond" reworks were announced. From what was said during that the anniversary event, all of the maps were implied to be slated for this "pallet budgeting", because it was around the time freddy and springwood were reworked. Springwood was basically the concept for future map design.

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/291826/what-happened-to-the-pallet-budget-on-reworked-maps-reworking-loops-with-pallets

    The same thing that happened to fixing Hexes, fixing nurses bugs, fixing pallet vacuums, or not engaging in NFT scams. Theres no legally binding contract to bind them to the truth or any promises, they can lie, fib, raise false hope as much as they want. With the only consequence being lowered player faith.

    Yeah, and I hate to say it, but they got me on the sunk cost fallacy. Maybe that's why the grind exists?

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2616537#Comment_2616537

    I still find it odd they had to change the names of the perks.

    My guess is that when they created their contract the names of the perks to be the associated characters had to be signed-off on. Now that the contract is coming to a close they have to change the names to be in line with that termination.

  • @ElusivePukka said:

    Cote's not someone you want to listen to if you want honesty or integrity, save moments of lucidity where he says stuff like "play a different game"

    Unfortunattely, I think you're right. A little bit later, or possibly earlier, in that same interview Cote criticizes "The King", "Paulie" and other players when he says "you guys invest too much time into the game". He trying to explain why he thinks some things become problematic, and he suggests (my interpretation) that playing the game too much leads to learning too much about the game, and allows you to take advantage of the developers' design flaws. This stuff makes me so frustrated to hear, because it's just pointing the finger.

  • The past three characters I leveled to P3-50 did not get BBQ until after hitting P3-50. Around the time Nemesis was released I could guarantee that BBQ would pop in my bloodweb by purchasing 150 bloodwebs, whether they were survivor or killer bloodwebs. Every. Single. Time. 150 bloodwebs? Next level on any killer without BBQ would pop BBQ in the bloodweb.

    With the pinhead patch, or maybe midchapter before that, it was changed. Now, from what I can tell, there is no pattern to BBQ, just that it only shows up after hitting P3-50.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2615846#Comment_2615846

    No, but waiting a long time for a match isn't fun either so its probably in the interest of killer mains to show a little respect and have some honor when they play. Pissing off survivors so much that they don't feel like playing anymore is just going to hurt the game. Its one thing if its end game and you haven't got a kill yet but early in the match with 4-5 gens up? Its totally unacceptable. And many killers do it for such petty reasons too. As I said, I've had them do it simply because they didn't like the map offering. I mean come on... you're going to tunnel down survivors because you had to play on a map you didn't like? You have map offerings too you know.

    My survivor matches are made instantly. My killer matches take 3-5min to form, so I don't know what ya mean.

  • The game isn't fun for killers anymore, because the game has been made as easy as possible for new survivors. SWF can exploit those built-in advantages for an easy win. Solo queue suffers as a result of this because they're not nearly as strong as SWF.

    Over the course of the map reworks the the loop strength has been increased, pallet quantity has increased, and tile distribution has been optimized in favor of survivors, creating a lot of strong loops. Because of this, survivors don't need to do much themselves, and when they screw up, they just use a second chance perk to reset the chase. Against good survivors it feels like you're playing against the game's design and not other players because there are times where you simply cannot catch people.

    What's a solution to that? Weaken the team. Find the weakest looper, tunnel them til dead. Even then, a 3v1 against good players with a base movement speed killer can still be challenging.

    Overall though, it's just boring. So much of playing killer now is running around obstacles until a pallet is dropped, then rinse and repeat. Granted, with Blight/Nurse/Billy that's not entirely true. I would include Plague in that, but she really isn't that good without Prayer Tablet Fragment.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2607704#Comment_2607704

    wdym by more punishing? Overall the cost of level 1-50 has gone down, levels 2-4 have perks, and level 40+ allows two perks per web. While this is not enough to erase the massive grind, its still better than it was.

    Actually, I'd argue it's gone up. The entity makes sure that you can't reduce levels too much by tricking it into cutting off parts of the bloodweb.

    Often times when I level a character, I earn 600k BP to get them to 25, then earn 1m BP to get them to 50. Before it was always 1.6m to get to 50, but this last time I did it this way, it took roughly 1.7m. I also did this by choosing the cheapest paths to perks, and buying perks immediately to activate the entity.

    I don't know why they would change the way the entity functions; when I leveled ghostface from level 1 to P3-50 I made sure to trick the entity into cutting off as much of the bloodweb as possible, and I only saved 30k BP per prestige, or ~100k overall. Now, you have no choice but to spend more BP overall to hit 50, making the grind worse.

  • @BeanLag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2607701#Comment_2607701

    idk like 80% of things i read here are people asking for totally crazy things, which defiently means they only play one side or they have few hours. Im not talking about bait posts, im talking about totally serious posts demanding totally crazy things

    Yeah... I agree that stuff has been much more common, and it is baffling to say the least. "Ban the three gen strat!" etc.. lol


  • @Laluzi said:

    Oof. That second interview... that's not what I wanted to hear regarding the state of balance. Doesn't exactly fill me with confidence. To some extent, yes, it's inevitable, and universal balance becomes a harder thing to achieve with every new kind of power, perk and interaction they add - but I would hate to see future map design dictated by a sort of shrug and a 'well, ranged killers, Nemesis, and Pyramid Head can handle this, and anti-loop perks exist for everyone else, so this is okay' regarding extremely powerful loops. Especially not when the last map we got was RCPD, and that... yeah. Uh. It's a lot.

    Yeah, it makes the future of this game seemingly bleak. I hope they choose to go a difference direction.

  • I love DBD, too. But... because of the balancing, I only play to do dailies and a single match with either role. I'm finding it hard to even do that now, though, to be honest.

  • Said they acknowledged the grind, except after releasing ghostface they reworked bloodwebs to make the entity more punishing, which hasn't been reverted.

    They've also made it more difficult to get BBQ & Chili.

  • You might want to post this in general discussion, because the people that would benefit from this don't post or read much on the feedback forum.

  • @Knotty1985 said:

    The amount of people saying nerf this.. nerf that..

    The kilers hit box is a joke right now, I've been hit well after going through windows, hit by hatchets that I turned away to dodge (and saw fly the other way) and hit after leaping from heights, its like having a constant 1 second lag without actually having lag.. yet survivors need nerfed... oh please!

    Survivors need to be nerfed because the game is doing more them than they do for themselves, most of the time. Unlimited vaulting with no cooldown; fast vaulting while standing still at pallets; 50 billion pallets in every level; most loops have increased in size when they said they would be decreased in size when they reworked the springwood maps.

    The killers are playing against the developers, now. Not survivors.

  • @SilentShepherd said:

    I am a new DBD player, have about 30 hours in so far. I bought Halloween DLC at same time I bought DBD, and have been maining Michael Myers.

    It almost turned me off to DBD entirely, and I was about to quit. Being a Myers Killer is horrendous, it's underpowered, it sucks really bad. The devs are turning new players AWAY from this game while Myers is in this state.

    The Halloween franchise has a NEW movie out, "Halloween Kills" released October 15, 2021. The 2018 sequel of Halloween made a lot of money. Michael Myers is (almost) as iconic as Jason Vorhees. You are going to have players (like me), who will come to DBD to play as Michael Myers.

    And then you will turn them off to the game because he is so underpowered and weak and horrendeous.

    Personally, I was about to quit DBD. Read my profile for my post on it a few days ago. But, today, I was reading the forums, and people were complaining about Hillbilly. So I decided, for my first ever time, to play a Killer game as someone other than Michael Myers. I played Hillbilly, as a level 1, with only 1 perk, and 0 add-ons. For the perk, I chose Tinkerer, which ######### ITS SO STRONG. You mean to tell me, you notify me when a generator has been repaired to 70% !?!?!??? WHAT. That's amazing!!!! Compare that to Dying Light or Myers' other Obsession GARBAGE perks!!!! And Lightborn is another one of Hillbilly perks, immune to flashlight spam??! I even complained about being flashlight spammed in my thread a few days ago. How the hell are these Hillbilly's perks so good, but Michael Myers has straight up TRASH perks all themed around "Obsession" crap that doesn't even trigger until you do stuff, and it's not even that good anyway. One of them even gives the Obsession a 33% faster time to do healing and stuff. #########. Another one makes you waste time chasing your Obsession, and INTENTIONALLY letting them get away just for a Coin, wasting precious time and being counter-intuitive..... and then you lose the coin on your next basic attack LMFAO #########?

    The entire "EVIL WITHIN" mechanic is counter-intuitive, because you have to stare at survivors, which are sometimes not aware you are there, but most of the time, they know, and they are running away. So you have to charge up EW while watching people run away. Counter-intuitive. You would think EW3 would be permanent at least? Nope, it has a time and runs out, forcing you to start all over.

    Anyway, I selected Hillbilly, then I go into game, and I notice I have a secondary insta-down attack from the beginning?!? #########. So I have a basic attack AND a insta-down attack on demand. Meanwhile I was out here with Myers' stupid knife. Just me and my Knife, no abilities, no secondary attack, nothing. Oh, and to charge up Evil Within 3 to be insta-down, you have to stare at survivors as they run away from you, once again, shooting yourself in the foot allowing people to get away just to get a TEMPORARY insta-down. Then it runs out and you're back at square one. Meanwhile Hillbilly's chainsaw is ready to go for free from the start of game, on-demand. #########.

    Anyway, I killed all 4 Survivors as Hillbilly, rank 1, only 1 perk, 0 add-ons. ZERO GENS REPAIRED. ZERO. If ever I got notified one was at 70%, I ran over there and damaged it and chased the survivors away and didn't need to hit them twice, as I could just activate my chainsaw for an insta-down.

    Can you imagine what I could do, if I combine Tinkerer with the Clown's insta-damage progress on generator by 25%? Oh, you got this gen to 70% Here, let me fix that. Boom, down to 45% again, and degenerating by the second. And then other perks??!?

    What the F. Michael Myers is not "low tier". Michael Myers is TRASH TIER, HE IS "DO NOT PLAY STATUS"

    DEACTIVATE MICHAEL MYERS AND BEGIN AN EMERGENCY REWORK.

    The most famous Killer on your game is in an embarrassing situation right now and will turn off new players who come to play him.

    I like the idea of an emergency rework :D except they've stated in previous Q&A sessions that they think Myers is fine where he is. You'll come to find that they feel completely ok with killers being much weaker than survivors. They make money from survivors, and they want money. Welcome to capitalism! Which is kind of weird to say because they're canadian. I guess we can blame globalization...

  • @Inspire said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605422#Comment_2605422

    Racist keep racism alive. Not the people conversing about it.

    That's not entirely true. By talking about it, you reinforce the differences between race. If we spent a lot of time talking about other differences, like I don't know, hair color, eventually people would develop a prejudice toward certain hair colors. Because, inevitably when you talk about differences in this way, people choose sides. It's one of the reasons fixating on racism can be counter-productive.

    I mean, often times I have people tell me I'm racist when I say this, but I've always been a person to stand up for people when other's won't, and push people to give eachother equitable treatment. But, this is all becoming problematic because we allow just about anyone to say "I can perceive that as racist, therefore it is!". So, we should keep talking about it, but we need to temper our reactions to people claiming things are racist, because sometimes it has nothing to do with race.

  • @RemoveBubbaBlack said:

    And the typical BS counter argument holds ZERO weight. The problem is not Bubba wearing a black person’s skin, it’s the fact that this cosmetic is used 10x more than the Meg/Jake/Dwight ones purely for the fact that it’s black.

    This is racist, because players are specifically using it above the others and targeting people playing the black characters. As well as using it as a revenge for Claudette being ‘stealthy’, even though Nea is just as good, if not better now at being immersed with cosmetics. Yet you don’t see people saying Nea is blending. It’s all racial stereotypes.

    I use it because it's referred to as smartface. I never really considered it being a racial thing.

    If it's racist to wear claudettes face, then isn't it racist to wear any face? Isn't your argument racist, to begin with? I mean, you're putting in this racist context to which it's never belonged.

  • @SadLegion said:

    I don't see any other possibility to have a winning chance in this game anymore.

    3 gen strat gets broken by Prove Thyself / Built to Last Toolbox in less than 50 seconds.

    Hooking more than 2 different survivors will get me nothing when the gens pop up in 5 minutes. Split damage, hit n run is dumpstered by Circle of Healing. Mass slugging never works because someone always has Unbreakable, and survivors can reset under CoH in 10 seconds. Dead Hard robbing me of precious seconds, DS/BT respect.

    I started running Noed on every m1 killer, Pop/Corrupt always mandatory. Cant run BBQ simply because i have no time to traverse a map to find a survivor i havent hooked yet. It feels like killers have less and less options to be viable in this game.

    Im really glad that they nerfed keys, but god damn i feel like playing killer is getting worse over time. Seriously, CoH was a mistake. BHVR should tone it down a bit, but also do something with base gen regression. Things like 5% regression apply when the generator is kicked, and base regression is increased by 50%. Small careful changes that will make killers life a little easier. Mangled with its 20% slowdown is outdated, when all new survivor healing perks have 100% increasement.

    Im afraid that if BHVR keeps this trend of giving overbuffed perks for survivors, the only killers left in this game will be 3 blink Nurses with Noed and 3 slowdowns.

    Patrick said "We aren't going to increase movement speeds because the game is balanced around 4.6m/s" Except it's not. Base movement speed killers are completely gimped in this current meta. I'm getting to the point where I won't do a daily for a killer that is base movement speed, because it's too damn punishing.

    I don't feel like I'm playing against the survivors, but the developers instead, because I have survivors that can't loop for ######### getting away because of dead hard validation and Coh/Shadowstep.

  • @Labrac said:

    She was never a killer that I paid much attention, even though I knew she was underrated. I would play her usually once or twice a week at best, but man is she a blast to play since her buffs. I've been playing her non stop since yesterday and I don't remember the last time I've had so much fun in this game. I played 17 games of Plague since yesterday and only on 3 the survivors completed all generators.

    The best thing about her is how she counters a lot of things on the survivor meta. Iron Will, Boons, Medkits and BT (when she has Corrupt Purge) are borderline useless against her.

    Her addon variety is also great. She has almost no bad addons, and you can always go for something like Apple addons or Iri Seal + CP duration the counter the stronger teams.

    As Otzdarva once said, "Vommy Mommy is unstoppable". I know she's a very unpopular killer (her last pick rate was like the lowest in all killers), but I highly recommend to play her now.

    I like her a lot now, too, but only because of the Prayer Fragment Tablet addon. OUtside of that she's still mediocre.

  • @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2593417#Comment_2593417

    So when can I expect that Lithe buff since when I've used Lithe I end up exhausted on the ground if I was mid vault and downed?

    https://forum.deadbydaylight.com/en/discussion/comment/2593447#Comment_2593447

    I'm glad they made sure to time these changes with the Phasmophobia update so I had something else to play!

    lol, I'm glad I'm not alone :D

  • I actually liked this patch a lot. I think the spirit changes were needed and are healthy, as well as most others. I personally think they should have sped up wraith while uncloaking, because they nerfed his uncloak speed after buffing his uncloak lunge speed. Now, without addons, it's really hard to hit anyone while coming out of cloak.

    What's been stuck in my craw is the things matt cote has said. I cannot get it out of my head, that recent interview with paulie esther and "the king", which only makes me hearken back to when he said "if you're not having fun, go play something else". I think of these things whenever I get frustrated with this game and remind myself that it's not the game as much as it is the decisions made by the team that is balancing the game. So, I always need to remind myself that maybe I, or we all, should go play something else.

    Don't get me wrong, like others are saying, DBD is a fun game, and it's a good game in general. But more specifically, it's a pvp game, and by the standards of what make a pvp game good, it is not a very good game. They can fix that, I just don't know if they want to, which is what's so frustrating, because anyone who likes this game a lot has to slog through the reconciliation of quitting after having invested much time.

  • @Kira4Evr said:

    I love how almost everyone cried over Dead Hard and wanted it to get nerfed. Now it got buff lmao

    It's so funny I just resubbed to elder scrolls online and bought 4 expansions!

  • @zarr said:

    Latency cannot be a balancing tool even if one were to entertain the - frankly asinine - argument that it should favour killers. Latency varies wildly between different players and entire regions, and even in a single trial can be inconsistent. Some killer players benefit tremendously from this latency advantage due to having a bad connection or living in certain locations, while others only benefit slightly or not noticably at all, unless the survivor they are playing against happen to have a bad connection or live in certain locations. Furthermore, it is an exploitable advantage due to the possibility of connecting to remote servers via the use of VPNs, as well as that of artificially inducing latency with laghacks, bad WLAN configurations, putting strain on one's connection, and such.

    Latency has always and still does favour killers on hits, because hit detection is run on the killer client. That means their perspective is the sole authority, what they see counts. Only for stuns and now Dead Hard the server will decide whether a hit was valid or not. Having the server decide on these things is the most fair solution because it is neutral - the player with the worse connection will be at a disadvantage. Mind you, they will be at much less of a disadvantage than survivors always have been, since only their own latency will work against them, and only by as much as it is higher than that of their opponent, whereas for survivors the total sum of their own plus the the killer's latency works against them on general hits.

    Shifting hit authority to the server is not favouring survivors, the actual equivalent to the unfair latency advantage that killers have always enjoyed and still do enjoy for general hits would be shifting the authority to the survivor perspective, i. e. anything that shouldn't hit on the survivor's screen actually wouldn't, even if it only didn't connect on their screen because their own latency is putting the killer further away. Then killers would have to adjust for survivor latencies like survivors currently have to try to adjust for killer latency (and that without even being shown what the killer's latency is). Then people would actually be justified in complaining, it would be completely ridiculous. On the survivor side, players have had to deal with that completely ridiculous one-sided latency disadvantage for years, and still will have to.

    Having the server as the neutral authority is the most fair way to do it because it is equally unfair, both roles would have to adjust for their own latency and accept that sometimes their latency screws them over. Alas, again, the killer is still the authority and benefits from all latency on all hits, apart from stun and DH hits.

    Now as for actual balancing tools... I do think DH is too strong a perk if one is facing multiple copies of it. I think a good way to combat it and various other problems with the power levels of perks is to limit the amount of times they can be equipped in SWF groups to 1. If only 1 player in a given SWF group can use the perk, it would instantly stop being nearly as problematic because against solo/mixed groups of survivors killers are usually already in a good spot and don't suffer as much from facing things such as multiple DH, and those groups of course do not coordinate their builds to begin with.

    "Latency has always and still does favour killers on hits, because hit detection is run on the killer client."

    Didn't they change this to the server's discretion in December/January? The whole point of hit validation was to put that determination on the server.

  • @JayDoesGames said:

    This is how it SHOULD BE. why do those of us have to be punished for having low ping, yet the killer gets all the benefit of a high ping connection? It's BS. I am so sick of being hit from far away, or hits not connecting, when my ping never goes above 40 ms. Now if we can just add this in for regular hits, windows, and pallet vaults then we'll be good.

    Something else is the issue. When I enter matches my ping is 60 or so, but even with your 40 ms ping, it shouldn't mean that I'm missing my hits when I swing and contact the survivor before a pallet is dropped, or dead hard fires. I mean, 20ms difference is such an obscenely small amount of time that it should be negligible from what's viewed in the game, yet more often than not my hits are denied and favor the survivors. Assuming that the servers are doing what we're told they're supposed to.

  • @SavouryRain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2593321#Comment_2593321

    Ping is variable. Any time my ping gets bad, I start getting hit when I shouldn't have, according to my screen. Server validation made me get hit.

    Sounds like a you problem more than the game.

    Right. You can't see ping as killer, so I have to keep track of it through my router and correlate timestamps and port activity to my gameplay recordings. In one of my games, the survivors all had 200ms+ ping, whereas mine was only 60-70.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2593295#Comment_2593295

    Let me put it this way:

    Keys were in the game, and the developers intended for people to do what they were able to do with them, so when those things are changed - it's a nerf. Hell, they did more than nerf keys they also made it so only 1 survivor can ever escape through the hatch period.

    People being able to climb on geometry that they quite clearly aren't supposed to, is a bug because if they wanted people to be able to climb on that geometry or whatever then they would make it clear by putting a ramp or something like that.

    This is really arguing semantics and I'm not sure why. Keys were unbalanced and 'broken' but that was by design, not because of a bug.

    Yeah, I agree with you.

  • @SavouryRain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2593258#Comment_2593258

    Hit validation makes it fair, not "guarantee the killer doesn't get the hit."

    Tthey say that hit validation is based on ping, but I've logged games where survivors have 100-200ms higher ping than I do, and when I swung at them as they dropped pallets the game still denied my hit, prioritizing the stun instead. By their description of how it works, my hit should have taken priority, but it didn't. So, you'll have to excuse me if I don't trust it.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2593287#Comment_2593287

    But they were still nerfed, like it doesn't matter how you slice it. A nerf is a nerf in this context

    That's the point of contention.

    So, when someone can climb onto a surface they're not supposed to be on, say a rock, that would be considered 'nerfing' the rock? Not fixing something that is broken?

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2593171#Comment_2593171

    No, you fix something that isn't working correctly.

    Keys were 100% working correctly and as intended but they were nerfed

    Sometimes 'broken' in reference to a game mechanic is referencing that it functions so poorly that it breaks the rest of the game's intended functionality. In the case of the hatch, in certain circumstances, it rewarded survivors for failure, and punished the killer for succeeding. So, the hatch and keys are working as intended, but that functionality was breaking the rest of the game.

  • @SavouryRain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592961#Comment_2592961

    Imagine thinking fixing a bug fixes the survivor a 3rd health state.

    If anything, it just means you abused the fact that pallet/dead hard hit validation was notoriously killer-sided.

    Adding hit validation just allows them to guarantee the killer doesn't get the hit. Dead hard was working prior to this 'fix' and was still supplying a third health state even when used to gain distance. Really, they buffed dead hard with this 'fix'.


  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2593188#Comment_2593188

    "What stands out the most to me is that adding dedicated servers, hit validation, and pallet validation has all been done to help survivors."

    Eh. Survivors got screwed over by Dedicated Servers in the first place. Neither Hit Validation nor Pallet Validation would have been needed without Dedicated Servers.

    Yeah, dedicated servers didn't help anyone. I had just hoped that after the year they spent on hit-validation, they would focus on fixing grabs, but nope.

  • @Aven_Fallen said:

    I thought BHVR should fix Bugs? DH not working properly was a Bug, which got fixed.

    Doesn't it illustrate their priorities, though? Grabs have been broken since 3.5.0? Their recent band-aid fix hasn't helped, either. Now when grabs fail at vaults I just swing and hit the pallet or window. Before this bandaid fix, I could catch myself and avoid wasting the time swinging. Now I have to swing.

    What stands out the most to me is that adding dedicated servers, hit validation, and pallet validation has all been done to help survivors. Killer got more attention this last patch, but a lot of those changes included nerfs that supported survivors, too.

  • @Brokenbones said:

    But they just nerfed keys and hatch? Notoriously survivor sided mechanics

    There are a lot of reasons to be annoyed and upset at BHVR but siding with one aspect of the game isn't one of them imo

    I don't know if anyone else agrees, but changes to broken things are fixes, not nerfs. The hatch mechanic in it's old state was broken because it didn't have counterplay, even with Franklin's (which was also nerfed before the hatch changes). Keys and the hatch rewarded survivors for losing.

  • @ReverseVelocity said:

    Endurance gives you WAY more distance. You have the 50% speed boost for 3 seconds on top of the killer having to wipe their weapon. Dead Hard only gives you a little bit of distance alongside maybe the killer whiffing an attack. Endurance is way stronger, there's a reason it has restrictions on when it can activate (look at how stupid Mettle of Man was).

    Yeah, I was thinking Endurance was way better because of the distance it gives, especially in relation to killers like bubba who can easily chainsaw through dead hard's distance. The only weakness of endurance is that you generally don't get to choose when it's used. And yes! mettle of man + dead hard builds were silly af.

  • Hit/Pallet validation is punishing, but everything else is good. PC and next-gen console players have such good ping that I don't have a good sense of distance when playing as survivor. The console and how old it is is really to blame, though. My router shows 1ms ping, and 5-15 ms jitter. But, on PS4 my ping never goes below 60.

  • Yes, because the game does too much for survivors. The same way people used to complain about spirit being gross to play as because she makes things too easy, also applies to playing survivor. Playing killer is more engaging imo.

    Oh, like a single killer... actually no, I don't. I think I switch killers every match unless im trying new builds.

    • PLAGUE: Prayer Tablet Fragment makes the Plague competitive. Vile purge is used to 'set traps' while corrupt purge can be used for damage. Also, vile emetic. I've been having so much fun with her lately.
    • HUNTRESS: that putee thing - running 115% when empty
    • PERKS: Fire Up, Whispers, Spies, Overcharge, Thanatophobia

    Not that all those perks should be basekit, but some of them could be. Thanatophobia as basekit makes sense to me because when survivors stack, they repair faster. When they're injured why shouldn't they be punished? Too much? :P

    However, I don't see how making Spies or Whispers basekit would be unfair.

  • Microtransactions have made me lose a lot of interest in video games, overall.

    I don't know if there's anything that would make me quit DBD except to save my sanity - sunk cost and all that. However, clear imbalances that take forever to be addressed - and are explained away - do a good job of fostering a commitment to never buy a BHVR product again. I don't think it's acceptable to take people's money after promising one thing, then delivering another, and then think it's ok to say "It's just too hard to balance" OR "We gave up on perfect balancing years ago. Now, we just watch the beautiful chaos unfold, because we can only do so much" OR "If you're not having fun, go play something else." These kinds of responses to me are no different than saying "It's your fault you bought from us. We didn't tell you to buy our stuff."

    This last patch was uplifting, and I am having a lot of fun as both killer and survivor. But, old frustrations surface at higher MMR.

    Ultimately, I am still unhappy about how killers are continuously receiving overheat/token power mechanics, and highly restrictive perks that don't synergize. All while survivor is mostly left the same, or simply buffed. The synergies at survivors disposal makes survivor a lot of fun to play, but can quickly become boring due to how much the game does for you.

    Needless to say, I am looking forward to the survivor basekit changes becoming their focus after legion/ghostface changes. My fear is that they will be buffing more than nerfing survivors.

  • As a temporary fix, they could just put a hard cap of 3 uses on it, which is more than enough use in one match.

    But, I don't know which adjustment it needs, but it needs one. The perk itself isn't that strong. But, it overshadows almost every other exhaustion perk when combined with a window or a pallet, of which there are plenty. It's true that it's purpose is to deny a hit, but around other obstacles it does more than that, it extends a balanced loop into an imbalanced one.

    Almost all exhaustion perks are balanced around allowing you to exploit a specific part of a map, and is typically used in the middle of a chase or at the beginning. But dead hard allows you to exploit many different parts of the map at any time.

    Old balanced landing worked in a similarly broken way, except you don't need a vault with height to exploit it.

  • @6yXJI0 said:

    Just a little interesting downside for using one of the strongest game mechanics.

    Stridor can be reworked to amplify the effect.

    Killer exhausting addons will be usefull on survivors without Sprints, etc...

    Survivors that chose to not use exhaustions, will have an advantage of not making loud pant sounds.

    This would be awesome. Or heavier footsteps... considering they're injured.

  • Whatcha mean? This is balanced. Go bless it, and then when it's snuffed just do it again. Super fair and fun.

  • Good luck... I still have a ton of offerings to use certain killers that were discontinued. No one ever saw a refund for those.

  • It seems unfair to me that survivors have a smaller 'capsule' size than killers do. The difference seems negligible, but if both sides are able to hug what they're looping perfectly the killer's additional movement speed is negated by the survivors smaller collision area. Well, if I remember correctly - it came up in a conversation on here years ago. Which means that you can't catch a survivor around a loop unless you get bloodlust, or they make a mistake as you try to mindgame one another.

    What makes it unfair to me is that the survivor can run the killer around multiple times, and then drop the pallet at the very end, and there's nothing the killer can do other than chase people in these circumstances and force the pallet drop. There are survivors that are really good at doing this and it makes the game so god damned boring because you pretty much know exactly what is going to happen at each pallet. Then, when they run out of pallets or make a mistake? Dead hard, and it starts all over again.

    If we had the same capsule size, then it wouldn't be so easy to loop the killer for multiple gens by simply running around something until dropping a pallet.

    I don't think it's fair that survivors don't have any cooldowns on their fast vaults. Every killer has been put on a leash, or had one hand tied behind their back in the past few years, but not much has been done to survivors. Like, they changed hillbilly because people were revving too much.. so why don't they punish survivors who just run the same loops/vaults over and over again? It doesn't make sense to apply reasoning to one side but not the other. Well, unless the changes are motivated by something other than balance.

    I'm not sure how these changes would be addressed, but I do wish they would make survivors have to consider their own resources more. Currently, all they have to worry about is getting gens done, distributing hooks throughout their team, and not dropping pallets unless necessary. Everything else is just dicking around and having fun.

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