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Hippie

Hippie

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Hippie
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  • I'm definitely a Quick and Quiet + Head On + Flashbang enthusiast. Helps me at least have some fun in solo queue while I grind out archive challenges... ๐Ÿ˜›

  • @KeiOrtem said:

    nah she has too many, there are other survivors like Jeff and Yui who have hardly gotten anything.

    Min has roughly 75 pieces... and is about to get another outfit. So at 78 pieces, she will have 9 more than David, 2 more than Nea, 8 more than Jake, 3 less than Claudette and 2 less than Dwight. Not to mention that once you get to the Survivors released after her, we're at 57 for Kate, 42 for Adam, 40 for Jeff and 52 for Jane... while Min is at 75. (These are all rough numbers--I'm aware that they all have various archive outfits that aren't purchasable yet)

    Min has plenty of cosmetics, and it would be nice to see other Survivors get the treatment that she's been getting recently. However, Min is also possibly the most popular DLC character to date, so it's no surprise that BHVR is just cashing in on her spend-happy audience...

  • @Shaped said:

    They want 50% kill rates on every killer nvm the fact that survivors throw or barely even try in most cases. Except for higher mmr.

    I can't believe they actually use kill rates as a way to "balance" the video game, when they vary so wildly just based on the map alone. When I get balanced maps like Rancid Abattoir (one of like four balanced maps in the game), I do pretty dang well as Killer but against good Survivors it's a very close game, with it varying between a 1k and 4k but with plenty of hooks and hits in between (massive points). Meanwhile, on Disturbed Ward, Mother's Dwelling and Haddonfield...

  • @CryptFriend said:

    https://forum.deadbydaylight.com/en/discussion/comment/2668081#Comment_2668081

    She literally said that's what they do to all the announcement threads.

    Selective hearing, much?

    Can't check right now if they actually do, but I full-on believe Mandee offhand--I sincerely doubt she'd lie about something that disprovable.

    I've been playing since 2019 and they've always locked announcement threads a little while after they're posted. Within a day, from my experience.

  • @jesterkind said:

    Were they all legitimate complaints pointing out extant bugs, or were they people making hostile, aggressive comments about how the game is trash and the devs are incompetent?

    The one to one you're trying to draw doesn't really exist, this community has a bad habit of behaving in a manner that would warrant barring them from commenting even when they're mad about something that is a problem.

    Exactly. Most of the people on the Steam discussions (and even on this forum) resort to hostility over a video game rather than constructive criticism and feedback. This community shoots itself in the foot by constantly whining and complaining rather than voicing their concerns in a reasonable, constructive manner and being open to feedback and suggestions. It makes their complaints hard to take seriously when they pitch a fit like a petulant child.

    There is plenty to be concerned about in current DbD, sure. But it doesn't warrant having mental breakdowns over the video game. Developers would be more inclined to listen to their players if they presented feedback (both negative and positive) in a mature manner.

  • I've been waiting for him for so long... in our special place...

    Just kidding, I've just been wanting him in the game for such a long time and I'm glad to finally play him!

  • Because he should have been made 4.6m/s alongside his nerfs... there is no reason for him not to be. His map pressure is abysmal, and every other ranged Killer is stronger than him. Not to mention, he's not even a true ranged Killer--every other ranged Killer can hit Survivors at range, but Slinger has to have them within M1 range. He can't down Survivors at range!

    Like I said in a previous post, Pyramid Head is a FAR better Killer than him, moves at 4.6m/s, can hit through pallets and walls, and has more going for him besides his M2. Slinger has nothing that warrants playing him over any other ranged Killer, except for pure personal preference.

  • @Ink_Eyes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2663681#Comment_2663681

    Yeah but it doesn't have to be like that, how come identity V already has a system that deals with this issue and was developed years after DBD and with half the resources and also be able to put out twice the content as an already established company...saying its a rare situation is not an excuse, it wasn't for identity V and it shouldnt be for DBD who has more years in development.

    I agree that they need a better system in place for handling D/Cs (something like CS:GO's would be better, for sure), but the best thing they could do for getting bodyblocked in corners would be to allow the Survivor to phase through the Killer after X number of seconds have passed.

    ...as well as not going into corners that you can be bodyblocked in.

  • @Ink_Eyes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2612884#Comment_2612884

    The problem is that you get penalized no matter what, I am being held hostage by a killer who trapped me in a corner, all other survivors are dead so disconnecting will not ''harm their experience'' I decide to disconnect, I get penalized...

    That is such a rare situation that the D/C penalty isn't even an issue in that instance. You'll only get a five minute penalty and can watch YouTube or grab a snack in the time it takes to be able to play again.

    Besides that, a better thing to do would be to just watch YouTube or grab a snack anyway while the Killer wastes their time being a jerk. They'll eventually get bored. And in the meantime, you can record their behavior and report it. They're essentially taking the game hostage, which is a reportable offense.

  • @Ssajbambusa said:

    "And, no, you don't do short bursts unless you want to be penalized by the power recuperation. And yes, good blights spam their power, and good billys too. A good killer always use their power a lot."

    Ok, you clearly are not playing against good survivors who will punish you for doing this. No point arguing further. I don't agree Spirit's base kit should counter IW. Not in a million years.

    IW should be looked at and tinkered with though.

    I think Iron Will should cap at 75%. I myself already only use Iron Will at rank 2 for my male Survivors (hehe), and it's really not that bad and still a big help.

    Or else, one of my previous ideas: Iron Will instead lowers the frequency of injured noises. But with that, they would need to lower most Survivors' injured noises across the board. Some characters are unplayable without Iron Will (looking at Jane, Jeff, Bill...) and I believe they just need their base volumes lowered. Case in point, I was playing a Killer game recently and heard an injured Meg from literally 20 meters away... at least. It was pretty bad, and it's no surprise why most Survivors use Iron Will, myself included.

  • Competitive will just end up being the gamemode you play if you want to actually play the video game. In other games, it's pretty much not worth it to play casual unless you want endless trolls, toxic whiners and people disconnecting at the drop of a hat (which is already happening to some degree in DbD, but I'm sure it would be worse).

    "Normals" on League, for example, are full of toxic crybabies, trolls and everything negative under the sun. Back when I played, I would ONLY play ranked because at least I could semi-count on my teammates to actually play the video game. Normals are a nightmare 99% of the time.

  • @Exxodus21 said:

    looks like another bully simulator for SWFs. Admittedly I've only watched a few matches but the monsters seem to get absolutely stomped due to the massive coordination the teens have plus weapons to fight with.

    DbD will probably be safe once again. Though they should take a look at some of the VHS mechanics and consider adding them to DbD.

    I saw that from watching a little bit of the gameplay from the developers. Looked like the "Teens" got to have complete control of the game, while the "Monsters" themselves not only seemed far less powerful than the Teens, but looked kind of lackluster to play.

  • @Rougual said:

    Anorexic Advantage, my dude over here really tried made a life threatening struggle a passive advantage.

    I actually laughed out loud when I saw that. Not at the mention of anorexia, of course--just that they think that of Nancy. Her look is based off the fact that she's a young teenager, so of course she's smaller than other female Survivors (who are mostly grown adults)... ๐Ÿ˜‚

  • Just looking at the Shrine Archive on the wiki... oh my gosh. OG perks have appeared SO much more often than perks from basically any other character.

    I guess it's not a surprise, however. You can't buy the original characters + David and Nea, so offering their perks on the shrine is no biggie. But offering perks from characters that you would otherwise have to pay for? Good one...

  • I had to get James as soon as he arrived in the Fog... I'd been waiting for so long! ๐Ÿ˜

    Also picked up Jonathan on sale. I like using Steve's polo and khakis on him.

  • I run into more VPNing Killers from South America than anything else. It is absolutely awful and makes me switch to Killer for the rest of my games when it happens.

  • I wouldn't mind a slower crouching animation, but we'd have to slow Danny's down too... but I love watching him crouch up and down, so I guess we have to keep the teleporting Survivors. ๐Ÿ˜‹

    I completely agree. A more natural, slower crouching animation would be fantastic, as long as the Survivor hitbox immediately shifted at the press of the button rather than the end of the animation... as well as Urban Evasion taking effect as soon as the button is pressed. Teleporting into a crouch position does look pretty dumb.

  • It's funny... when I get that map as Survivor, my teammates usually lose their minds and have no clue what they're doing, resulting in an easy win for the Killer. But when I get that map as Killer, I'm usually playing Slinger or Trickster and the Survivors are all running Balanced Landing with four Shadowstep totems and Prove Thyself. Or that's what it seems like, anyway. They could be perkless and it would be the same end result... three hooks maximum with 10k points. Definitely my most hated map in the video game.

    Fun fact: Haddonfield is 10,752 square meters, which is 800 square meters larger than Temple of Purgation. It's WAY too big, as with most maps in this game...

  • I actually played some Puppy games this evening, and am loving only using Shred (with the good addons) rather than worrying about his portals. Very fun! I plan to play him a lot more in the future!

  • @Pizzasauce said:

    https://forum.deadbydaylight.com/en/discussion/comment/2641442#Comment_2641442

    I can play a whole day without disconnecting at all. Then I can play a day where I disconnect 3 times. Because those three times happen, the next time it happens I get a 24 hour ban. Is 24 hours really necessary? Better equipment is not always available to people. I have the best internet in my area. I don't have access to my router, therefore my NAT is too strict. Like I said before, I'm not going to quit playing because of the possibility out of 100 games it MIGHT disconnect 3 times.

    Okay... then you accept the possibility that you might receive a 24-hr ban. You would agree that people who rage-disconnect three times in a row should receive a hefty penalty, right? And there is no perfect way to differentiate between someone who's internet gives out and someone who pulls the plug on their router. There are a lot more people who would abuse a more lenient system than would be benefitting in an innocent manner, e.g. poor internet connection. However, that still really isn't a justification for a more lenient system, since you're still negatively impacting peoples' games on a regular basis through willfully playing with a dodgy connection.

  • @Pizzasauce said:

    https://forum.deadbydaylight.com/en/discussion/comment/2640973#Comment_2640973

    Anybody technically could disconnect at any moment, on accident or on purpose because life happens. That's a possibility going into all games.

    I think there is a big difference between unforseeable disconnects and knowing that your internet is poor and that you can't manage a consistent, stable connection... besides that, I disconnect from badly-timed internet outages maybe once a month and, while it is annoying, I only ever receive a five minute matchmaking lock and I just pass the time by watching YouTube. It's really not that bad.

    However, if you're disconnecting enough to be slapped with thirty minute or longer matchmaking locks on the regular, then you probably shouldn't be playing and should start looking into better internet and/or equipment.

  • @Kiikii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2640170#Comment_2640170

    There is already enough hit validation and honestly at the edge of a wall your asking to be hit by a hatchet lol.

    If it were only at the edge of walls, I wouldn't mind, but...

    https://imgur.com/a/6hRvHsZ


    This is a regular occurrence. When server-side hit validation was present, things like this didn't happen.

  • Pleasant memories of when server-side hit validation was implemented temporarily... the Huntress main outcry was pretty funny. And it was SO nice to not be hit around corners and behind obstacles. You'd think that almost a year and a half would be enough time to perfect and implement it again, but no...

  • When you play with poor internet, you're willingly putting other people at the mercy of your risk of disconnection. It results in unfair games for everyone who is matched with you because you could just vanish at any moment, which in turn hurts the experience of everyone involved. Not to mention if you're playing Killer and you disconnect, you waste everyone's time by putting Survivors through another queue.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2636145#Comment_2636145

    Sadly looking at the Freddy rework and the Pinhead nerfs, it feels like PH's addons are about the level that BHVR wants for addons.

    Sigh.

    Don't say that... ๐Ÿ˜ถ We must have hope...

    At least he's still the best man, even without good addons โค๏ธ

  • Pyramid Man:

    Enjoyment: I love everything about him. His power, chase music, knife-dragging sound... all that!

    Slight disappointment: I wish his addons were better and more creative. I feel like he needs an addon pass for sure, and he hasn't even been out that long! I also wish the camera was a little less restricted when aiming his M2, since it's easier to dodge than most ranged attacks.

    Ji-Swoon:

    Enjoyment: Awesome chase music, fun-to-use power and I love him laughing all the time! I honestly feel strong whenever I play as him, and that's coming from a former Nurse main, haha.

    Slight disappointment: Being 4.4m/s is a little rough. Not complaining for it to be CHANGED of course, but it does make me appreciate 4.6m/s a lot more...

  • Her gameplay doesn't really interest me... played her a bit on the PTB and she's not my style. I'll keep maining Daddy Pyramid and my new second main, Ji-Swoon ๐Ÿ˜‹

  • I feel like Twins was not well-thought out at all... their visual design is appalling (Victor looks fine, but Charlotte... geez. They really could have done something better with her, something they could actually make skins for...), their power, while intriguing, is kind of clunky and weird to use (why can't you recall Victor??) and they actively encourage a boring playstyle of slugging and camping (and I say that from a Killer perspective). It feels like Twins just needs a complete do-over, especially visual-wise.

    And I hate BHVR's policy of not applying skins to Killers' powers. I would love to see Victor in a fez and monkey suit, with Charlotte in a tuxedo as well. That would pop!

  • I completely agree. I frequently get matched with Killers from South America (usually Huntresses...) whose internet connections are extremely questionable, not to mention the fact that they are thousands of miles from me... and it results in my character getting hit and going down 6+ meters from the Killer half the time.

    Great post by the way, I laughed quite a bit at the John at McDonald's part!

  • I actually just bought Twins and I was thinking this exact thing! Victor really should be able to snuff boons, I think it would be a good feature.

  • I mean, some people like indoor maps... I personally enjoy RPD and Midwich (occasionally... and mostly only as Pyramid Head, haha). I wouldn't mind if they deleted Haddonfield, however.

  • I was definitely pretty disappointed with The Artist's lore. I was hoping she would be a cult member or leader who was recruited by the Black Vale, embraced her position within the cult with enthusiasm, made cultish paintings (which would explain her ties to the crows and ink) and was ultimately being prepared to be a grand sacrifice ("transcendence") for the Entity. When it came time to be the ultimate sacrifice, she would willingly have her hands and tongue removed since they were her most prized possessions, signifying her devotion. And when the ritual was near completion, Jonah would show up and see what was happening--and at the conclusion of the ritual, they would both be suddenly taken by the Entity (since him being there seems like it was being orchestrated in his life up to that moment as well).

    Instead of having yet another tragic character, we could have had a dignified, ruthless cult member reminiscent of Pinhead. That's honestly what I was expecting, but instead we got sad story number 8...

  • She looks okay (I do like the ink arms though!) but I dislike how big her head is in relation to her body. It reminds me of Charlotte. Her clothing also looks kinda plasticy, like Myers' overall (who definitely needs a visual update to his clothing). It might just be the shading with the new lobby theme but I doubt it.

    And about her audio design... agh. I really don't like her chase music. The 24-32 meter music is great but the closer it gets, the worse it sounds in my opinion. Especially the chase itself... kind of obnoxious and annoying. And her constant Grudge-like sounds get old very fast. I'm a little underwhelmed with her release.

  • Does this bother you?

    Screenshot_10.png

    I hated Ji-Woon when he was added but now he's a favorite of mine. Let's delete Hag instead

  • I mean, if you properly report people, they get clapped. Can't expect support to ban players if you don't provide clear video or photo evidence... it's not like they save recordings of matches like CS:GO does, sadly.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2616197#Comment_2616197

    That's the best i've seen jill look in this game. Are you on Ultra?

    Ultra with sharpening filter to get rid of the horrendous anti-aliasing... ๐Ÿ˜

  • She looks fine to me... just took this picture!

    Screenshot_3.png
  • It's not hacks, so no worries about that. Can't say much about it here though!

  • It was filtering out "youtube" for me yesterday...

  • Disconnecting is only ever intended to allow you to leave if you have pressing matters to attend to, or if there's a hacker in your game and they're holding it hostage. The punishments are there to deter players from babyraging and quitting games because they can't accept that different players have different playstyles.

    And if someone has poor internet and keeps disconnecting, then they shouldn't be playing the game. They lessen the experience for every player in their game whenever they choose to play with bad connection by not being a reliable player, so why should they just be allowed to disconnect for free? Every single other online competitive game penalizes players for disconnecting, bad internet or not. DbD isn't (and shouldn't be) an exception.

  • @Kumakx said:

    https://forum.deadbydaylight.com/en/discussion/comment/2602112#Comment_2602112

    I seriously doubt any Nurse defenders have played against really good Nurse (so called tournament Nurse) even once.

    Exactly. As a former rank 1 Nurse main, I'd like to challenge anyone who thinks they can pop off against a high-tier Nurse. I think we'd see pretty quickly just how "easy" it is to outplay a good Nurse.

    If you're not catching Survivors with Nurse, then you're not good with her power. Simple as that!

  • I just wanted Steve with a mustache... and Demodoggo ๐Ÿฅบ

  • @Laluzi said:

    Wholly agree. I think the killer MMR is flawed too (mainly because I like to let survivors escape after a good match and the game equates that with me being a noob, so I tend to get matched with survivors below my skill level unless I spend the whole day playing mercilessly, which I don't enjoy doing), the problem is much more pronounced on survivor - as you say, it feeds into a cycle where getting killed gives you bad teammates that get you killed because they don't pull their weight and the killer has near-infinite time to accomplish their objective.

    Sadly, it also discourages you from playing genuinely altruistically - taking risks and making self-sacrificial plays, not just farming bloodpoints and racing people to unhooks. I never had an issue with dying at the end to try and save another survivor, or to lure the killer away so everyone else could crack the 3-gen, and I considered it a win just to make it that far in the game, but now I'm strongly encouraged to bail out the gate ASAP if I want to improve my chances of getting not terrible games.

    I had a match today where I found a Claudette almost immediately, had a decent chase, and hooked her. I started chasing an Ace nearby, but another player was AFK and got bonked down by a wandering zombie, so I left the Ace alone to pick her up - Ace was close to the Claudette and I figured I'd give him room to unhook her. Nope. I finish hooking the AFK (I took her across the map to get a tangled hook) and Ace just went back to his generator while Claudette's busy hitting second stage twenty meters away. I try chasing him into the hooked Claudette and he runs past her. At this point I'm genuinely mad at this guy for letting down his team, so I hook him too. The hooks are spread all over the place and there's nothing happening. Where's the last player? Crouching near a locker. I down the Feng while Claudette dies and bring her next to the Ace, then let her wiggle off so she can unhook him. She doesn't, just bolts away. Normally I give hatch, but there wasn't a chance in hell I was enabling this. Naturally, Feng DCs.

    In chase, Claudette wasn't amazing, but she showed a few tricks and knew how to bait a pallet against Nemesis. Ace ran in straight lines past structures and Feng tried to run around objects and crouch behind them (so, seemingly ignorant of scratch marks and injured noises.)

    Sure enough, in the end screen, the Claudette was silver rank and had a strong mix of meta or near-meta perks, all T3 and from various characters. Everyone else was ash and had yellow/green baby perks; Ace had no perks and the AFK had one. I wanted to reach out to the Claudette and apologize (or chastise Ace and Feng), but they were all on console. But that Claudette clearly had no business being with this team, and neither did I.

    I also had a survivor match today where I completed four of the five gens (as in, I had a gen challenge and it went from 5.4ish to 9.9 in one game - I didn't just pop them, I did a duo gen at the start and then the rest of them from the ground up), and only escaped because one of the other survivors was also competent and looped the Bubba for 80% of the game (and he wasted another minute or so facecamping someone else.) At one point, one of the baby Claudettes came over to my gen, blew it up, and ran away, and I had to bail and find another gen. I'm not an amazing survivor, I can't loop a skilled killer for very long, but I don't belong with newbies and I get a ton of them in solo queue now. It's at the point where I feel like it's necessary to play with a SWF just to avoid the bad teammates and stabilize your MMR, because old solo queue matched me with much harder killers, but I still had better games than this because the teammates knew how to play.

    Perhaps a mix of emblems and escapes would be the ideal scenario. I did think your survivor rank got pushed too high too fast with the old system, but an escape-only metric is a quicksand pit when your ability to escape is so strongly tied to what your teammates are doing.

    You know... honestly, I think that Killer MMR system would be corrected easily if they corrected the Survivor MMR system.

    I think what's happening is when you have games against three baby Survivors and one good Survivor, those three baby Survivors escape off the hard work of the one good Survivor, increase their MMR rating and move onto the next game with one good Survivor. And then the cycle continues. I can honestly say that I've seen this happening in my games for quite some time now... I get matched with complete newbie Survivors and I'm the only one able to loop or progress the objective. And on Killer side, I'll have the same situation as you sometimes where I'm against three baby Survivors and one good Survivor. It's very discouraging.

    And honestly, the only reason I still play altruistically and prioritize helping teammates over escaping for myself is because I enjoy it (and you get decent points sometimes). However, it's getting less and less appealling since my MMR is just hitting the bed due to my playstyle. I wouldn't mind it being emblems mixed with escapes at all, I think that would be a perfect balance (and far better than the mess that we have now...).

    Another thing I would like to mention is that I think it's wrong for people to say that grades are not indicitive of skill. I'm still finding that teammates who are in the lower grades are not even comparable to iridescent grade teammates. I think the bottom line is that iridescent grade Survivors have still put in some amount of time and effort (and gotten enough points to pip, which directly correlates to their actions) and probably know what they're doing to some degree. And as long as the grades reset to the bottom every month, you'll still always be able to tell who has more experience on your team. Maybe we should bring back seeing ranks/grades in pregame lobby.

    Some wonderful pictures of the amazing MMR system in action:

    Dead by Daylight Screenshot 2021.10.06 - 00.02.58.99.png Dead by Daylight Screenshot 2021.10.06 - 00.21.55.25.png Dead by Daylight Screenshot 2021.10.09 - 23.58.47.39.png Dead by Daylight Screenshot 2021.10.28 - 14.44.44.04.png
  • Players: Please BHVR, Dead Hard hasn't been working properly ever since dedicated servers, and we're unable to use it properly and keep ending up exhausted on the ground ๐Ÿ˜’

    BHVR: Update, Dead Hard hit validation ๐Ÿ˜Ž

    Players: Yay, I can actually use the perk as intended! To dodge a hit from the Killer!

    In the meantime...

    Forum and reddit users before the update: We wouldn't mind if Dead Hard was actually used for it's intended purpose (to dodge a hit), but instead it's always used for distance.

    Forum and reddit users after the update: No! Using Dead Hard to dodge a hit is unfair!

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2598490#Comment_2598490

    Interesting:

    So for killer we care about actual hit, but for survivors we care only about press the button?

    If the Survivor starts the animation of vaulting (from the time you press the vault key and your character slides into position to vault), then nothing can take them out of that except for grabbing them while they're vaulting. Same with pallets. The Survivor is in an animation the entire time, even when they're not obviously handling the window or pallet. Zapping won't stop that animation from playing out.

    But anyway, the Killer's swing animation only affects the Survivor when they are near-finished (or sometimes completely finished) with it. So if you start the swing animation and the Survivor uses Dead Hard, if you didn't finish the swing animation by the time they pressed their DH key, their Dead Hard will go through. And it's actually been fixed now to work as it should... to avoid a hit.

    No more of this garbage, that's for sure:

    https://imgur.com/a/9UtDIik
  • @Voodoo101 said:

    You mean I've been playing Doctor all this time and the survivors where never supposed to be doing vaults. Somebody told me about that and I thought they was joking, because survivors was still vaulting windows.

    Survivors will still complete the vault/pallet drop if they press the button before their character is actually zapped. So if you run under a pallet and are in the middle of it, if you press spacebar right before the zap occurs it will still complete the queued action.

  • I guess from this logic, Autodidact reduces the odds of skillchecks as well... I rarely get skillchecks when I'm using it!

    I think it's just a cruel coincidence.

  • @zombitehdeath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2597655#Comment_2597655

    To me. The hitbox is too inconsistent.

    You could get hit by a hatchet that is to far away or avoid one this is nearly close to touching you.

    it weird but not as weird as blight collision when rushing.

    Seems like another mechanic that benefits (or suffers) from the user's ping.

  • @zombitehdeath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2597616#Comment_2597616

    im pretty sure hit validation is active since i doubt dead hard validation and pallet validation would be on while hit validation is off. That would seem weird.

    Also the hatchet hitbox is weird and they did changed it for a while but it didn't do well (kept going through survivor) and i think they decide to keep it on how it is (even tho they could've tweaked it but idk how coding works or how well their code would back then)

    I hope they do something about the hatchet hitbox... seems like a lot of Huntresses "do well" because of bogus hits like these, in my experience.

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