Hoodied
Hoodied
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1808865#Comment_1808865
I'm always willing to learn. How do you fix latency? And do other games have it?
@Orion mentioned one way of fixing this, the other way is something to do with the server depicting where the survivors and killers are at, CoD servers use it to prevent whoever you are shooting at to randomly walk directly in a straight line, teleport backwards, and etc.
However take it with a grain of salt, I know more about balancing than servers here
@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1808865#Comment_1808865
That is literally the point of hit validation.
And you can clearly see that wasn't just a bit of high latency if you just watch the clip.
Hit Validation is where the server depicts if a hit actually connected, instead of the killers hit depicting if it landed, however just like I told @dspaceman20 I am better with game balancing than server stuff so I recommend taking it with a grain of salt, thats why I just copy and pasted what other people said on other threads
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@Orion said:
I thought hit validation had been disabled.
https://forum.deadbydaylight.com/en/discussion/comment/1808865#Comment_1808865
Latency is changed primarily through one simple method: move the people closer to the server they're connected to. Because, past a certain bandwidth, that's where it (mostly) comes from, the physical distance between computers.
They re-enabled it with the recent hotpatch, however devs did mention in a twitter thread something about "Server Sided positioning" or something like that. Its been a couple of months so I can't remember exactly what they said but it is used to fix issues where the killer swings from an extremely far distance where the survivor is not at and downs the targeted survivor
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Ugh, I'll repeat what I keep seeing
Hit Validation doesn't fix latency, Latency is changed through a difficult method that I honestly cannot explain without having it make more questions
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Mori's were an issue, however keys are too
Both put the two sides onto a painful playing field and keys are VERY unhealthy, and in a different way than you think
Keys can result in 1 survivor escaping and EGC killing the rest, while along with this keys can cause survivors to escape and the killer can do nothing but watch. While keys are extremely powerful they are a rather annoying item
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@Rebel_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/1808832#Comment_1808832
https://forum.deadbydaylight.com/en/discussion/comment/1808835#Comment_1808835
So if a killer waits out the DS timer, or the survivor doesn't try to DS the survivor keeps the use so they can use it off the next hook?
Yes they can
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/1808795#Comment_1808795
I don't think so, they've stated in the past that they're still aiming for iconic characters like Jason and Pennwise who have standing invitations.
Jason is a super low chance, and Pennywise is a rather...hard killer to make
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Actually this is incorrect
A survivor being put onto death hook is a good thing as hatch won't open immediately, however as soon as a Mori ends it will
While the survivor is being sacrificed you have full control of your killer, while when mori'ing you are in an animation lock, meaning as soon as the mori ends and you get control of your killer again the hatch will open. Most killer's mori's are 13 seconds long and the timer before the mori starts (To prevent mori spamming) is about 2 seconds
Hooking is still safer than mori's, its just mori's you get a cool animation
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@Rebel_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/1808808#Comment_1808808
ok, please help me out here.
I know I glossed over the mechanics of DS.
how does this work because the wiki still reads that DS automatically triggers when picked up after being hooked the first time, you hit a skill check, or not, and that's it. Ds doesn't trigger again.
I'm aware that it activates on other sorts of pickup, like locker grabs, too.
So if Mori only works off struggle phase unhooking, and a survivor is rescued before struggle phase you can't use mori to bypass DS. Right?
Mori's only work on the struggle phase, this means as long as your next hook does not result in you being sacrificed an Ebony and Ivory will not work
So that means DS will still work, however its harder to activate when your next hook is death hook
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I mean, you don't have to use meta perks
DBD has a thing I like where you can use whatever builds you want, no matter how strong or weak the perk is
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Devs are currently recoding the perk, this should fix the issues that Dead Hard has
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How to play blight? I got the basics!
So Blight's rush is very useful for Map Pressure and chase pressure, however you don't wanna use your rush in every loop. Try to rush whenever you break a pallet so you can catch back up to a survivor
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This was how DS used to work and it was....far from balanced
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People actually complained about qaq, I have seen it all
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@[Deleted User] said:
Nowadays I only play Call of Duty for the zombies, but yeah, I enjoyed MW2. I was really stoked when I got all 69 stars in Special Ops.
Yeah same here with the zombies part, multiplayer makes me wanna scream now on cold war and stuff
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@greekfire774 said:
As the title says, just disable the entire chapter until you can fix it. Y'all admitted in your "patch update" that you don't want the game broken for the holidays. Y'all know this update brought more bugs than it fixed and the update next week will more than likely do the same. Just disable this garbage heap until you can fix it and revert back to the patch pre chapter release. Its ridiculous you would willingly force your live players to be your testers of bugs and glitches. You're forcing thousands of people to deal with bs bugs and glitches instead of a controlled group of people who are willing to test your content. The solution is taking ten steps back to take 20 steps forward. Not forcing us to deal with this for the sake of a chapter release. Have some dignity.
Locking someone out of an entire DLC is not a good idea, and before you say it R6's clash does not count
The Twins had around 40 bugs, they were almost all fixed, no point in doing that
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@Boss said:
Wraith: Avoided getting Lightburned.
Hit a Survivor with a lunge during the post-uncloak.
Devour Hope also deserves some BP for actually getting DH kills.
Call the BP category "Hex Kill", just like how Ruin used to have "Hex Skillcheck" bp
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No builds cannot get you banned, however if the build is bugged (Who all here remembers infinite mending legion?) and does something gamebreaking, then yes it is bannable
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@zackdaylight said:
No I don’t like that. As the last survivor you still have a chance to wiggle off and escape. I’ve done it multiple times and I’ve seen other people do that. What they could do for the yellow one, is make it so that you’re able to Mori 1 person even if they aren’t the last survivor. Regardless of whether or not they’ve been hooked. Of course that is, after the doors have been powered.
Wiggling off is extremely rare and if you are downed as final survivor in the trial, and due to how situational a cypress mori is making the offering basekit would do literally nothing but make the matches quicker
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@Ghost_Face_Main said:
https://forum.deadbydaylight.com/en/discussion/comment/1807690#Comment_1807690
As soon as the hotfix went live, my friends and I immediately went to customs to test Legion after their FOV fix.
All I can say is:
- The Legion's lunge is working properly again
- The speed during Feral Frenzy is still bugged, BUT not as slow as before.
In regards to another killer bug:
-The Demogorgon's Shred attack is bugged, resulting in the lunge going half of the normal distance. Yikes
I heard something about Cannibal not having increased movement speed during saw sweeps, and haven't recently played him to clarify if that's true.
I knew something felt weird when I wanted to check if Shred was still affected by Coup De Grace
Its not affected but my shred didn't feel like a shred
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Talk about well made, this is crazy good!
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YOU BEAT ME TO IT DAMMIT
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@Greatamygdala said:
https://forum.deadbydaylight.com/en/discussion/comment/1805109#Comment_1805109
Damn not even 1000
Yeah for some confusing reason it was nerfed
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Take this with a grain of salt, this is what I assume cause Identity V does the same thing
I think it is verifying the files to make sure you actually have the update fully installed and to make sure its on par with everyone else's files but I am still not completely familiar with how it works
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Thanks!
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@JColli92 said:
https://forum.deadbydaylight.com/en/discussion/comment/1804998#Comment_1804998
Actual cringe with this response....
Oookay?
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Oh man, I can't wait to see your reaction to gift box dwight
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Devs just buffed Plunder's + Ace In The Hole + Appraisal by nerfing a weak perk pog
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PH's secondary kill is faster than his mori (2 seconds long I believe)
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1803815#Comment_1803815
Keys while annoying are not nearly as game changing as moris were.
Yeah but now Mori's are so SO much weaker than keys, hence why people tended to use Mori's more in lobbies with 2 keys or more
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I would grab the popcorn but I already did it lol
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Why was this released before a key change?
Also, great, now the offering is weak
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@Astrian said:
The devs have 100+ known bugs and counting, there's no way they can fix all of them until the mid chapter update, hell probably into next chapter and beyond. Yui's default cosmetics have been bugged for several chapters now with no hope of being fixed
How is Yui's defaults bugged?
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1803470#Comment_1803470
Like any other Killer?
Really? I swear it was 21 not 20
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Fun Fact: Demogorgon actually does not have 21 add-ons, it has 20
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They made Victor's scream the same way Elena Siegman roared in 115, the va for Victor simply destroyed their throat and lungs my screeching and the sound team did the rest
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@Healthore77992 said:
No one cares about that.
People do care, some of us like to main people we can relate towards
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@MadMatt said:
I've always thought about that!
I feel like Chris Walker is too basic. He's just big, looks like he'd be a beefier Trapper.
I'd say either Walrider from the first game, or the Demon from the second game.
Loutermiltch doesn’t have much going for him, however Walrider has alot going for him
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Recommendation: 125% bonus in all BloodPoint categories, high rarity (Either VR or UR)
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Best: Silent Hill DLC- Probably the only reason why I have fun as killer still
Worst: Darkness Among Us- I think of this as a chapter releasing Jesus and thats it, Legion and Ormond was bonus content (tbh I can't hate Legion too much, I like their cosmetics)
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/1792039#Comment_1792039
Yeah Silent Hill has a lot more potential although we are still waiting for that new Silent hill game
Dude every time I see someone supposedly leak a new silent hill game I cry inside, just because they are trying to give me hope
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"I casually drank 2 beers in the time it took for me to get a survivor game"
The title implies that you have competitively drank beer before
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So this isn't a interactable thing like breakable walls and more of a reverse bloodlust
This is a big fat WIP btw cause when I made this, I never wanted it to see the light of day
This new mechanic is called "Brink Chase", which occurs when you enter a chase while injured, escaping a brink chase rewards 2x as much points as a normal chase, and adds 500 to the survival category.
A Brink chase will not activate if the following occurs
-Exiting a chase and re-entering it within the grace period (Brink Chases start after the injured survivor was outside a 16 meter radius of the killer for more than 5 seconds)
-If you are healthy (If injured during a chase that was started while you were healthy, it will not become a brink chase)
During a Brink Chase, if you are sprinting for 45 seconds your movement speed will be reduced by 2%, and this number will keep increasing by .2% until you recover from this new status effect. It takes 15 seconds of walking to recover from it, 10 seconds of standing still to recover from it, and 5 seconds of crouching to recover from it. (Every 5 seconds the movement speed reduction increases by .2%, to a maximum of a 4% increase to movement speed reduction)
This makes survivors want to heal or they will risk a more difficult chase if caught again.
To everyone reading this
IT IS A WORK IN PROGRESS, NOT MEANT TO SEE THE LIGHT OF DAY. Also this concept was made from a scrapped m/s system that never appeared
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I use Identity V's win conditions
atleast 3 people survive as survivor will equal a win
3 kills as killer equals a win
a 2k on both sides equals a tie
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@DaKnight said:
Me, noticing an injured survivor is staring behind them: *This guy is gonna have dead hard*
Also me: *Gets juked by dead hard anyways*
Didn't have to call me out like that
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Came for "Working tier" "Not Working Tier", atleast I got a Legion tier
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Charlotte and Victor as a whole have a total of 40+ bugs, so that might be why
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Here is a bug found on Twitter, at a pallet, if a dying state survivor and the killer are on the same side of the pallet and the killer breaks the pallet the same time you vault it, the pallet will break and the killer will pick up the survivor at the same time. During this grace period the survivor cannot move until the killer moves
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I know this sounds weird, but I don’t want dbd to have a Meta Knight
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Reee they are buffing clown
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Quick tip, I recommend linking the original thread to prevent people repeating things that were mentioned in that one