GoodBoyKaru
GoodBoyKaru
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- GoodBoyKaru
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So basically, turn the perk from a skillful blind to a free blind?
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I've been having fun at red ranks for a while so maybe it's a you problem
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As killer, bad ping or 4x toolboxes or 4x keys.
As survivor, bad ping or sniping a certain streamer and ending up in his lobby. I am never facing him ever again.
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Remember how it HAD to be Springtrap when the glitch teaser released? Remember how it's HAD to be Candyman for over a year now?
Don't say it has to be something because it doesn't have to be it. You're only setting yourself up for disappointment if you expect a certain licence.
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Idk they're too short to see
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@Mercês gives a good explanation on it and why it happens even if the survivor has higher ping.
@Mercês said:
"Stun validation has been added to the hit validator. If a Killer has a pending stun on the server, the server will reject the hit. This will be most noticeably in situations such as a Killer who is attacking at the same time a survivor is throwing a pallet, and it should reduce instances where survivors appear to take damage after stunning a Killer."
I work in the field, so let me explain on a technical level why it looks so weird but why this change is necessary.
The most awkward situations happen when:
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FIRST SCENARIO. KILLER HAS A LOW PING, BUT ATTACKS ALMOST AT THE SAME TIME.
(*) The server queue look like this.
[Survivor A] [13:32:12:14] [Pallet drop] [Location X] (*1) (Outcome) [Killer] [Status update] [Stun] [Killer] [13:32:12:18] [Hit register] [Survivor A] (*2)
I'm supposing that killer's ping is 20ms, while survivors' is 30ms.
(*) The survivor perspective look like this.
[Survivor] [13:32:11:44] [Pallet drop] [Location X]
Note that survivor (in real time) dropped the pallet at [13:32:11:44], with the 30ms delay, the server received that the Survivor dropped the pallet at [13:32:12:14] (*1).
(*) The killer queue look like this.
[Killer] [13:32:11:58] [Hit register] [Survivor A] [Survivor] [13:32:12:48] [Pallet drop] [Location X]
Note that the killer hit the survivor at [13:32:11:28], with the 20ms delay, the server received that the killer hit the survivor at [13:32:12:18] (*2).
In the other hand, notice that the killer received that the pallet was dropped at [13:32:12:48], 50ms after the actual drop, because the server has to receive this input from the survivor (+30ms), and send to the killer(+20ms).
Notice that more extreme scenarios can happen if the killer has a higher ping than survivor but hits before the stun.
As you can see, there's no doubt that the survivor dropped the pallet early. Mathematically, this awkward situation will always happen when action_registered(survivor's clock + survivor's latency) < action_registered(killer's clock + killer's latency). As there's no doubt that the survivor dropped the pallet early than it received the attack (in real life time), It's safe to say that (*2) can be safely removed from the server's queue, since it doesn't make sense in our real life time. Unfortunately, doesn't make sense on killer's perspective.
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SECOND SCENARIO. KILLER HAS A HIGH PING, BUT HITS BEFORE THE PALLET DROP.
(*) The server queue look like this.
[Survivor A] [13:32:12:14] [Pallet drop] [Location X] (*1) (Outcome) [Killer] [Status update] [Stun] [Killer] [13:32:12:18] [Hit register] [Survivor A] (*2)
I'm supposing that killer's ping is 60ms, while survivors' is 30ms.
(*) The survivor perspective look like this.
[Survivor] [13:32:11:44] [Pallet drop] [Location X]
Note that survivor (in real time) dropped the pallet at [13:32:11:44], with the 30ms delay, the server received that the Survivor dropped the pallet at [13:32:12:14] (*1).
(*) The killer queue look like this.
[Killer] [13:32:11:58] [Hit register] [Survivor A] [Survivor] [13:32:12:34] [Pallet drop] [Location X]
Note that the killer hit the survivor at [13:32:11:58], with the 60ms delay, the server received that the killer hit the survivor at [13:32:12:18] (*2).
In the other hand, notice that the killer received that the pallet was dropped at [13:32:12:34], 90ms after the actual drop, because the server has to receive this input from the survivor (+30ms), and send to the killer(+60ms).
This second scenario is the unfortunate one. But as you can see, if the killer has such a high latency, the survivor didn't had time to react the attack, or the animation, because it didn't even appeared on their screen because wasn't processed in the server yet. It's the kind of situation that the pallet is fully dropped and you suddenly get down. Makes no sense from the survivor's perspective.
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People comment and upvote so more people can understand a little more about this. If your hit gets negleted by the server (1) you got stunned before, in real life time (2) you need to call your provider to ask for a better connection, or blame DbD's team for a poor server location.
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Great question!
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2403665#Comment_2403665
Huh, that's strange. Fair enough. Thank you for the info!
https://forum.deadbydaylight.com/en/discussion/comment/2403669#Comment_2403669
Sorry, perhaps I wasn't clear. I meant that in the clip it didn't show a yellow bar when Rymo was healing me.
Ah- if they had Sloppy then that'd be why, but if not then that's odd.
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Thrilling and Tinkerer
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My bf has changed from Kate to Jill and now to Quentin over the character reworks, but nothing is removing me from Claudie.
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@RoboMojo said:
I've been using the leader + Resurgence combo a lot recently (basically the idea is that it works kind of like a reverse we'll make it). It's not top tier or anything but the combo is a cute little timesaver and Leader is surprisingly useful. However, I was playing in a custom game with a streamer that I enjoy watching and I noticed something somewhat odd. While the increased unhook speed from Leader was quite apparent, the bar didn't turn yellow as I was being healed. This confused me because I thought that an action being sped up should mean that the bar turns yellow. Yet, in this instance at least, it didn't. However, I've continued to use Leader and it SEEMS like the speed boost to healing might still be applying? I'm wondering if anyone else has experienced something like this. Currently I can't quite tell if it's only a visual bug or if the speed boost actually isn't applying to heals.
Clip for reference (fyi, I did get his permission to use this clip)
To answer this question you don't see any bar colour changes on your end, only the people performing the action see the bar change colour.
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2403521#Comment_2403521
Oh my apologies. Yeah I meant resurgence. If I remember correctly, the Spirit did have sloppy butcher. If I'm not mistaken though, shouldn't leader still give a slightly faster then normal heal? Leader gives a boost of 25% whereas Sloppy butcher makes it go slower by 20%
Technically not the way dbd maths is concerned.
Basically you input 1 charge each second (c/s) by default. Action time is calculated in charges per second, based on the number of charges needed divided by the charges put in per second.
Regular healing is 16 seconds as it needs 16 charges to complete, with 1 charge each second inputted. Sloppy butcher reduces this to 0.8 charges a second (reduced by 20%), making healing take 20 seconds to complete (16/0.8). Leader takes this 0.8 and multiplies it by 1.25, giving you (0.8*1.25) or 1. They balance each other out.
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Paladins (Fantasy Hero Shooter)
Vanguard Zero (Mobile Gatcha Game)
Minecraft (Sandbox Game- usually modded)
also insert a few nsfw dating sims for... scientific purposes.
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From like 2pm to 2am they're pretty bad, from 2am to 2pm they're really quick
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/2403156#Comment_2403156
Yeah she looks the other way as well
There's so much wrong here it's giving me a nervous breakdown
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4th paragraph:
When breakable walls are added to other maps, they will appear differently to suit the Realm’s theme. Although they may look different from one map to the next, we will make sure that they are easily recognizable so it is clear which walls can and can’t be broken at a glance.
Source:
@Peanits said:
https://us.v-cdn.net/6030815/uploads/640/OGK8BNRMLCNB.png
The first Developer Update of the new year is here! In this series of blogposts, we take a look at some upcoming changes and improvements making their way into Dead by Daylight, as well as our progress on any pressing issues. This time around, we’ll be revealing the changes coming to Toolboxes and Items, changes to a pair of Killers, and a new game changing feature.
Matchmaking
We are working on a brand-new matchmaking and ranking system. In case you missed it, you can read up on the full details here: https://forum.deadbydaylight.com/en/discussion/124795/
Toolbox Repair Changes
Toolboxes have been on our to-do list for a while now. While they aren’t always a game changer on their own, they can quickly become problematic when multiple Survivors choose to bring one into a trial. Since repairing Generators is the Survivors’ main objective, we want to make sure that they cannot speed up their repairs too much. This is something we’ve kept in mind with perks, which is why so few perks affect repair speed. Toolboxes were an outlier in that they could be used to considerably speed up your repairs across multiple generators, shaving off a lot of repair time.
To balance this, we are drastically lowering the number of charges Toolboxes have, but increasing their repair speed to compensate. This way you’ll be able to repair a small portion of a Generator very quickly, but your Toolbox will run out much sooner as well. This change has two large benefits:
- Toolboxes have a much lower impact on the match and can no longer be used the whole time you repair. The amount of time saved with a Toolbox is much lower overall.
- There is more strategy involved in when you should use your Toolbox. (e.g. Do you use it right away and risk being interrupted before you can finish the Generator, or do you save it for a moment where the Killer is heading your way and the Generator is almost done?)
Toolboxes have also had their add-ons reviewed to go in line with these changes.
Sabotage Changes
We have made changes to sabotage as well to go along with the updated Toolboxes. There’s a few things we’d like to address with the current sabotage mechanic:
- Sabotage saves take a lot of time and coordination to pull off, making them very difficult and unreliable.
- If a coordinated team pulls it off, the Killer is forced to slug the Survivor(s) since they cannot make it to a hook. If the Survivor(s) are using Unbreakable or No Mither, it can be pretty unfair to the Killer.
To make sabotaging more interesting and accessible, we have made the following changes:
- Sabotaging now takes only a few seconds, but progress resets if you cancel the interaction.
- The number of hooks that can be sabotaged with a single toolbox is very limited.
- Sabotaged hooks respawn much faster.
- Hooks can now be sabotaged from any angle.
- Bear Traps can no longer be sabotaged.
The result is a much more dynamic sabotage interaction: Rather than running around getting hooks ready at the start of a match, sabotaging is now something that can be done on the fly. Meanwhile, if the Killer reacts quickly, they may be able to take the Survivor to a different hook in time or drop the Survivor and try again when the hook respawns shortly after.
To match the changes to sabotaging, we have adjusted the following perks:
Saboteur:
- See the auras of hooks within the Killer’s carrying range when a Survivor is picked up.
- Sabotage a hook without the need for a Toolbox, with a cooldown.
Hangman’s Trick:
- Gain a notification when a hook sabotage starts.
- While carrying a Survivor, see the auras of any Survivors within a set range of a hook.
Breakdown:
- Hooks broken with this perk will remain broken for three minutes.
Item Retention Update
With the update to Toolboxes and the recent Medkit changes in mind, we have made changes to the way items are handled once they are used up. Currently, an efficient Survivor will keep an eye on their item and stop using it at the last second in order to escape with it and keep it. Since most items are used up very quickly now, we want to avoid awkward situations where you’re trying to stop at the last second and accidentally destroy your item.
Going forward, items will not be destroyed if all their charges are used up. Instead, the item will be disabled for the rest of the match. If you escape with an item with no charges left, it will be added back to your inventory as always.
At the same time, we’ll be making it so that any add-ons you equip are consumed after the match (whether you escape with the item or not). This is inline with Killer add-ons, which are single use. Ace in the Hole will allow you to keep any add-ons you escape the trial with.
New Feature: Breakable Walls
Debuting alongside the next chapter, we are pleased to announce a new feature that will allow Killers to shape the map as they hunt down Survivors: Breakable walls. This mechanic is available to all Killers.
Breakable walls appear in preset locations, much like pallets. Unlike pallets, a Survivor cannot interact with them in any way. The Killer, however, can walk up to one of these walls and break it down whenever they like.
For now, they will be exclusive to the upcoming map, where we’ll be experimenting with different uses. Breaking some may make a strong window loop weaker, allowing you to catch up much quicker. Others might open up new paths to get around the map faster. We’ll be keeping a close eye on how everyone uses them to see what works best before adding them to existing maps.
When breakable walls are added to other maps, they will appear differently to suit the Realm’s theme. Although they may look different from one map to the next, we will make sure that they are easily recognizable so it is clear which walls can and can’t be broken at a glance.
Additionally, any Perk or Add-on that affects pallet breaking speed will be extended to breakable walls. Killer Powers that can break pallets will also be able to break these walls.
Killer Changes
With the release of the next chapter, a few existing Killers will be receiving some slight changes.
The Doctor
With the update The Doctor received in the last mid-chapter, there are now two ways to inflict Madness: Shock Therapy, and Static Blast. To make it clearer what is required to increase a Survivor’s Madness level, we are making the following changes:
- Madness no longer decays passively over time.
- Shock Therapy will add half of a Madness level to any Survivors hit.
- Static Blast will add a full Madness level to any Survivors hit.
Overall, the amount of times you need to shock a Survivor to increase their Madness should feel roughly the same since their Madness will no longer passively decay. Our hope is that this will make it much clearer to both the person playing The Doctor and any Survivors playing against them exactly what it will take to make them reach the next level.
The Plague
Going forward, The Plague will always start with one corrupted fountain. The goals behind this change are very simple:
- This ensures that The Plague is able to use her Corrupt Purge in any match, even if the Survivors opt to not cleanse.
- Survivors are still able to decide not to cleanse and simply endure her Corrupt Purge, although they will be taking a huge risk in doing so since they will be injured.
And finally, this adds another layer of strategy to playing The Plague. You can decide if you want to use your guaranteed fountain right away to help get an early down, or save it for later in the match when a few Survivors are already broken from your Vile Purge.
The Trapper
As mentioned above, The Trapper’s traps will no longer give the Survivors an option to sabotage them. Additionally, his traps can now be reset without picking them up first. This option is available whether you’re currently holding another trap or not.
This concludes the February edition of our Developer Update. As always, all of these changes will be available for testing on the PTB before they go live. We look forward to hearing what you think about everything we’ve detailed today!
The Dead by Daylight team
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2403112#Comment_2403112
What if you are in the dying state or on a hook?
Dying state would be the same effect as Injured- healed one health state.
On a hook I guess would remain the same as it is now; though I wouldn't have any complaints to making the perk be wasted if you're hooked when it activated I also would really like to not make it a perk only good in SWF.
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@Elena said:
https://us.v-cdn.net/6030815/uploads/BG4WAJPKG16Q/image.png
Off topic but why is Kate's icon so huge?
Doesn't she normally look the other way too or is it just the size throwing me off?
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If you're injured when Adrenaline activates, you gain one health state.
If you're healthy when Adrenaline activates, you gain 150% Haste for 4 seconds.
Both cause Exhaustion for 60/50/40 seconds.
Adrenaline will not activate if you are exhausted.
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@GrimoireWeiss said:
https://forum.deadbydaylight.com/en/discussion/comment/2403053#Comment_2403053
Overall Inner will still take more time than Self Care, and you almost always have to bring something to find totems as well. Not even mentioning on solo queue people can cleanse the totems before you do.
On the majority of maps you definitely don't need to bring something to find totems- they're in the open the majority of the time lmao. The issue only comes with the solo teammates- but if they're actually doing totems then you should celebrate because it means they're bring productive.
Once more, the MedKit is still the best alternative.
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@GrimoireWeiss said:
It baffles me people say Self Care is a bad perk but Inner Strength is an excellent one. Time wise Inner Strength takes way more time to get a full heal (searching for a totem + 14 seconds cleansing it + searching for a locker + 8 seconds inside it).
Self Care is not S tier, but it does help because instead of compromising half of your team for a single health state, you're only occupying 1/4 of it. Sure it's better to just take something like Second Wind or a medkit, but the perk is not the garbage people say it is. The problem is when people spend 32 seconds healing but then go down in 15 in chase.
There's a reason people say Inner Strength is better, and it's because you can pocket the heal. Yes, it may take time to find the totem, but cleansing a totem is still doing something for the team (countering hex perks). Furthermore, you can cleanse the totem while healthy, leaving the effective time to heal yourself as 8 seconds instead of much more.
It isn't ideal, but it's much better than Self-Care. A MedKit is still better, though.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2402974#Comment_2402974
Not only is it that big but its like a ######### maze so your routes end up being even longer because you have to navigate the maze of corridors
I had to pull on my RE2 knowledge to stand a chance- I don't envy anyone who hasn't played the game trying to navigate it.
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@KajdanKi said:
https://forum.deadbydaylight.com/en/discussion/270567/soooo-more-gideon
RPD is as cool as Gideon prove me wrong :D
They both look beautiful however RPD is worse than Gideon. Gideon, while it may have many safe pallets, can at least be traversed. RPD is the size of Mother's Dwelling doubled, and effectively is a massive middle finger to all sides. Good luck doing anything.
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I will not stop hating on the perk that has gotten me killed on so, so many occasions because people cannot bear the thought of saving someone while injured despite the killer chasing someone else across literally the entirety of Midwich. While I have Kindred equipped.
If you want to heal yourself, there are better options. Use a MedKit (yellow with +8 charges is enough- you shouldn't have to heal yourself more than twice in a match since teammates can heal you after an unhook unless youre being tunneled, in which case self-care won't help anyway), or Inner Strength (which while it may take longer to find and cleanse a totem, the heal itself can be pocketed when needed and you're doing something to help the team, which is more than can be said with self-care).
If you want to use the perk, go for it- I cannot control your gameplay experience. But there are substantially better options and I will continue to scream that from the rooftops until my throat bleeds.
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@SilentPill said:
Fogless forever, the consoles from 8 years ago can’t handle it anymore.
If these consoles can handle RE Village at 30fps and still very good graphical quality something tells me the hardware isn't the limiting factor.
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my twitter web suggests this to be correct.
so glad i main ph
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//
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@jakesotto said:
https://forum.deadbydaylight.com/en/discussion/comment/2401259#Comment_2401259
Every sale is typically additive to the prior 10% discount given from auric cells. I find it weird that this time its an exception and listed as 1200
Every DBD sale has never taken the 1080 price (discounted one); they've always discounted directly from the 1200 price.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2399758#Comment_2399758
Once they figure out you have these perks they just go back to W and predrop.
So you get value out of these perks at least once instead of literally never
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@JHondo said:
I hate that we're back to looping and greeding the pallets. Good bye m1 killers and hello again chase/pallet denier killers. Looks like I'm done with Pig, Ghostie, and Trapper and will have to go back to being a full time Hag and Doc main and should start getting good with Pyramid Head and Nemesis.
I mean, Pig, Ghostface, and Trapper were all also pretty hardcore countered by the whole hold w and pre-drop strat, only anti-chase killers like Pyramid Head, Doctor, and Nemesis were also countered really badly. If we return to the looping + greeding meta then Spirit Fury/Enduring, Brutal, Bamboozle, etc all become much better perks, and killers without movement but strong chase powers also become so much better.
Looping is the best of 3 evils (the other 2 being massive stealth and hold w pre-drop) for the game imho. There's also a lot more counterplay to looping than the other 2
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No, I absolutely adore them. I've been validated from a hit once in over 80 killer games, and as survivor- oh my word as survivor they feel absolutely beautiful. I can actually play pallets now and not have to resort to the pre-drop-hold-w plan as soon as the killer's ping exceeds literally 2; I cannot express how much I love this change (still winning as killer so it's not like it's detrimental either).
If only hit validation worked as well as the pallet one did.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2399484#Comment_2399484
Both them in West Europe then. But all East Europe, South Europe, North Africa and Middle East are playing on this servers. 2 more servers can make pings more fair.
Oh I agree it's not great, but it's substantially better than a single one.
I wish we had more servers too, but we have to rely on Amazon having servers in those countries that BHVR have the patience and money to maintain
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2399231#Comment_2399231
Okey thank you but this is not answer of my question actually.
https://forum.deadbydaylight.com/en/discussion/comment/2399260#Comment_2399260
This is my question. I don't know other zones but in Europe we all playing on one server. And this makes some people have higher ping than others. This is our fault. This is problem and BHVR have to fix this.
We have 2 servers, actually, though its not like its much better. There's a server in London, England, and a server in Frankfurt, Germany.
(sorry for commenting twice I scrolled up and thought you were a different person. I am very tired rn)
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2399231#Comment_2399231
Okey thank you but this is not answer of my question actually.
https://forum.deadbydaylight.com/en/discussion/comment/2399260#Comment_2399260
This is my question. I don't know other zones but in Europe we all playing on one server. And this makes some people have higher ping than others. This is our fault. This is problem and BHVR have to fix this.
Sorry, I read the title and nothing more and just assumed it'd be someone wanting to know how it works and not a specific question
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@Mercês gave a really good explanation on it, and why a lot of these hits look iffy and how even having a really good connection doesn't guarantee no validation; I'd give it a read.
@Mercês said:
"Stun validation has been added to the hit validator. If a Killer has a pending stun on the server, the server will reject the hit. This will be most noticeably in situations such as a Killer who is attacking at the same time a survivor is throwing a pallet, and it should reduce instances where survivors appear to take damage after stunning a Killer."
I work in the field, so let me explain on a technical level why it looks so weird but why this change is necessary.
The most awkward situations happen when:
-----------------------
FIRST SCENARIO. KILLER HAS A LOW PING, BUT ATTACKS ALMOST AT THE SAME TIME.
(*) The server queue look like this.
[Survivor A] [13:32:12:14] [Pallet drop] [Location X] (*1) (Outcome) [Killer] [Status update] [Stun] [Killer] [13:32:12:18] [Hit register] [Survivor A] (*2)
I'm supposing that killer's ping is 20ms, while survivors' is 30ms.
(*) The survivor perspective look like this.
[Survivor] [13:32:11:44] [Pallet drop] [Location X]
Note that survivor (in real time) dropped the pallet at [13:32:11:44], with the 30ms delay, the server received that the Survivor dropped the pallet at [13:32:12:14] (*1).
(*) The killer queue look like this.
[Killer] [13:32:11:58] [Hit register] [Survivor A] [Survivor] [13:32:13:04] [Pallet drop] [Location X]
Note that the killer hit the survivor at [13:32:11:28], with the 20ms delay, the server received that the killer hit the survivor at [13:32:12:18] (*2).
In the other hand, notice that the killer received that the pallet was dropped at [13:32:13:04], 90ms after the actual drop, because the server has to receive this input from the survivor (+30ms), and send to the killer(+20ms).
Notice that more extreme scenarios can happen if the killer has a higher ping than survivor but hits before the stun.
As you can see, there's no doubt that the survivor dropped the pallet early. Mathematically, this awkward situation will always happen when action_registered(survivor's clock + survivor's latency) < action_registered(killer's clock + killer's latency). As there's no doubt that the survivor dropped the pallet early than it received the attack (in real life time), It's safe to say that (*2) can be safely removed from the server's queue, since it doesn't make sense in our real life time. Unfortunately, doesn't make sense on killer's perspective.
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SECOND SCENARIO. KILLER HAS A HIGH PING, BUT HITS BEFORE THE PALLET DROP.
(*) The server queue look like this.
[Survivor A] [13:32:12:14] [Pallet drop] [Location X] (*1) (Outcome) [Killer] [Status update] [Stun] [Killer] [13:32:12:18] [Hit register] [Survivor A] (*2)
I'm supposing that killer's ping is 60ms, while survivors' is 30ms.
(*) The survivor perspective look like this.
[Survivor] [13:32:11:44] [Pallet drop] [Location X]
Note that survivor (in real time) dropped the pallet at [13:32:11:44], with the 30ms delay, the server received that the Survivor dropped the pallet at [13:32:12:14] (*1).
(*) The killer queue look like this.
[Killer] [13:32:11:58] [Hit register] [Survivor A] [Survivor] [13:32:12:34] [Pallet drop] [Location X]
Note that the killer hit the survivor at [13:32:11:58], with the 60ms delay, the server received that the killer hit the survivor at [13:32:12:18] (*2).
In the other hand, notice that the killer received that the pallet was dropped at [13:32:12:34], 90ms after the actual drop, because the server has to receive this input from the survivor (+30ms), and send to the killer(+60ms).
This second scenario is the unfortunate one. But as you can see, if the killer has such a high latency, the survivor didn't had time to react the attack, or the animation, because it didn't even appeared on their screen because wasn't processed in the server yet. It's the kind of situation that the pallet is fully dropped and you suddenly get down. Makes no sense from the survivor's perspective.
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People comment and upvote so more people can understand a little more about this. If your hit gets negleted by the server (1) you got stunned before, in real life time (2) you need to call your provider to ask for a better connection, or blame DbD's team for a poor server location.
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@Razorbeam said:
Hey at least billy boi got that amazing beach skin though, when his buff comes I'm gonna look fabulous.
If his buff comes...
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ive gotten several hits through pallets and only been validated once it's not that big of a deal if your connection is semi-decent i really don't see the issue
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@Pulsar said:
They didn't fix them.
They just flipped it so that it's BS against Killer now.
That isn't a solution.
It's not been bad for me. I've been validated once and the other times I've been stunned I should have been stunned because I got too greedy with the swings. I really don't see the problems everyone else is having because for me the system is working wonderfully.
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@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/2396384#Comment_2396384
If we waited until the day the game was 100% ironed-out, that day would never come
The DCs are way, way, way down and that's making solo survivor playable
I wish that was my experience but last night before I joined 2 swf mates it was dc central.
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@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/2396372#Comment_2396372
You're right, let's remove it again so I can have teams of 2 DCs first minute every single game
That's not maddening at all, that's much better than people occasionally having a 5 minute ban when they crash
I'm fine with it on, don't get me wrong, just when the game works first.
It didn't hit more than 5 minutes because I stopped playing Nurse afterwards. If I'd kept going it would've gone higher because apparently they cannot fix 2 and a half year old bugs.
I want the dc penalties on but I want the game to work first.
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If you're moving chances are this won't happen- this only really happens when both players are stationary since the attack register cone is longer when lunging from my experience.
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Yeah I lost access to all my blinks as Nurse on RPD and the next game involved the game literally crashing and bringing up an Unreal Engine crash report, while solo survivor still involves half the team dcing within seconds.
I'm so glad it's back when the game is in such a functional state.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2395899#Comment_2395899
I'm going to start playing as Rin-chan just for you.
I'm going back to bed wake me up when the nightmare'a over
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i was gonna say "reading this made me sad" but honestly without stridor (so long as survivors have iron will) she actually doesn't feel like the worst thing in the world to face anymore so im glad youre getting better.
...now please never face me in a trial :(
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- Office window nerfed
- Holes broken through the walls like Mr. X does to Leon in the Press Room except more
- Better indicators of where gens are
- Split the map into 2 sections- RPD East and RPD West. Both maps feature the main hall, however RPD East features only the East Wing and RPD West features only the West Wing.
- God pallets deleted
- Very very unsafe pallets deleted
- KEEP THE ZERO BREAKABLE WALLS
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If survivors don't get cocky and this tbag and clicky clicky happy, don't camp this one really safe loop all game (*cough* saloon *cough*), and actually participate in the match (hey nea urban evasioning around the edge of the map for 65 minutes i am talking to you- this was pre-egc) then it's a pretty fun match imo
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this was a steam issue
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the devs dont want real life killers to be accurately represented in their game- the Doctor is based upon one but not like a one to one represnetation (obviously). having an actual literal serial killer in the game kinda violates this rule rather drastically.
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AFAIK yes
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@Kate_Main_01 said:
https://forum.deadbydaylight.com/en/discussion/comment/2395009#Comment_2395009
Thank you, GoodBoyKaru! You're always so helpful! 😊
I am so excited to see the character model updates live - now I really cannot wait to be home. Thank you and happy gaming!
I hope you're feeling much better, and good luck in the Fog :)

