ItzPixelYT
ItzPixelYT
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@CheyeneKL said:
https://forum.deadbydaylight.com/en/discussion/comment/2144147#Comment_2144147
Exactly bro, the majority of games players don't even get a single protection hit score. You have to actively be looking to get them, and even if you try hard to get them, you often still miss out on them because protection hits are finicky things.
The few times I've SUCCESSFULLY run MoM I've had to work my @$$!^;## off to get the 3 hits, and it basically ended up throwing the game. It's been a while since I've run the perk (since I only had it on Switch) but I honestly don't recall ever winning any of the games where I got MoM to activate.
People don't think about how MoM is:
- Time wasted off of objectives (a LOT of time wasted- you basically have to follow people getting chased around to farm hits)
- THREE different heals (a minimum of 48 seconds, not counting all the time it takes to run away and find a heal if you didn't bring a purple med kit with good add ons)
Old MoM was broken because you basically got it activated simply by existing in the gameplay and participating in normal game play. EVERYONE could take it and activate it for free. With current MoM, it would be virtually impossible for more than one or two survivors to activate it once per trial. I can't even imagine a game where you get it to work twice with one survivor.
I truly don't think that cutting it down to two protection hits would make it busted- I at least think it would be a fair thing to trial in a PTB sometime in the future. Your aura being shown is a downside, you wasting time to farm those protection hits is a downside, bla bla bla, it's definitely a piece of work to activate and even just having to get two protection hits instead of three of them PROBABLY wouldn't be a big deal.
Funny thing today I ran Breakout and MoM. I finally had full stacks of it and I got hit through a downed pallet with it. My soul died inside after all that work to get the stacks and healing up.
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@DerpyPlayz said:
https://forum.deadbydaylight.com/en/discussion/comment/2144147#Comment_2144147
People in this thread don't realize how much time survivors waste to go out of their way to take 2 protection hits, never mind 3...If you are playing the game correctly, taking protection hits does not take any time really unless you go out of your way for them OR you are recklessly doing it for no good reason.
In fact, in the case of someone being hooked and saving them from going down via a protection hit you gain alot more time as now they have to restart an entire hit to hit you or the player you protected, and that should be enough time to get to a pallet or window.
then heal up as well so playing in the sweat fest that is Rank 1 against Killers like Spirit, Nurse etc...who can gain a lot of map pressure,Nurse is the only killer in the game that has incredibly oppressive play, as Spirit for example is still a M1 killer and her ability is a gamble considering its just a big mind-game. And of which, you still have to be incredibly good with Nurse for her to even become viable as if you aren't you likely won't kill anyone due to her major skill gap.
it doesn't make sense for me to go and try to take protection hits while someone is being carried etc..just to get a stack on a perk that can stop me from going down once in a game. I'd have to waste quite a bit of time doing that which in the long run of the game will make us lose.As said before, if you are smart it might be. Lets set the stage.
If you took that protection hit to stop the killer from hooking the person and in turn it worked, then you didn't lose anything from that situation even without this perk. This perk is only a clutch as a backup incentive to play more smartly and in the case you were smart but stuff just didn't work out you are rewarded with a stack and potential a extra life. Which is a major issue buffing it because we already have plenty of clutch perks, and survivors have plenty of lives as it is during a match.
I
f it was dropped to 2 hits it would be more balanced and you know if the protection hit actually worked...which 50/50 chance without someone being carried you take a hit next to a survivor you generally don't get the protection hit in my experience.No it wouldn't, that would make it much closer to the old version in which it took a basic attack instead, with the difference being now people will spam protection hits at opportune moments just to farm extra lives. This perk was nerfed significantly for the fact that it rewards you for actions you should not be rewarded for, and compliments actions that already can be significantly rewarding.
Actually you know what, since Ash has the perks for the whole dying state like Flip-flop, Buckle Up. With a Mettle of Man rework, give me a stack for getting someone off the ground whos being slugged and that way you can have another way to earn a stack but keep it at 3.This is the dumbest idea possible, this would make it stronger then the original perk when it was not nerfed; as now you could never slug in any situation without not only allowing survivors to pick up they're teammate, but now also potentially gaining a free life in the process.
WE DO NOT NEED to give survivors extra lives, they already have control of the game, other ways of getting multiple lives via they're other perks and addons, the choice of what map the killer is playing, ect.
Imagine how long the que times would be if these insane ideas were added, there would be EVEN LESS killers then what there already is.
You didn't once bring up the fact that it requires to also take 3 health states to even get a use out of it, which then requires a lot of time to heal back up if you're not using a Purple Medkit which btw making a perk that's only really good with a purple medkit or communicating with players is bad to be in the game to begin with. The fact you're also saying "you could never slug in any situation" is entirely situational because you're making it out that EVERY survivor would run the perk. I'm tired of running the same 4/7 Perks in the game to really get any use out of it and most Killers lately don't slug because they don't really have a fear of DS or if they do slug then it's just a build /playstyle they set out to do, why not give survivors a counterplay to that build other than Unbreakable and actually swap up some different playstyles.
I've used MoM for about 20 games straight and had it activate once with actively taking protection hits about 60% of them weren't rewarded to me because of the score system not recognizing i took the hit for a survivor next to me who was being chased. In doing so I also had to pull myself away from the objective and putting myself in the injured state.
Also can't believe you don't find Spirit Oppressive, you must play against some pretty bad Spirits. I'm constantly against, Ruin, Undying, BBQ and Stridor Spirits who actually know what they're doing.
Suppose you're happy with the meta the way it is and will continue to just keep the game boring and stale.
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@Frontdoor6 said:
https://forum.deadbydaylight.com/en/discussion/comment/2144114#Comment_2144114
Lickers are iconic, yeah, but i don't think it will be a licker. They walk on all fours and climb walls, two things DBD doesn't want in killers. Plus with all the monster-like villains in the games like Mr X or Nemesis, why would they choose a licker?
But i'm not ruling it out completely
I just see it as a Killer power being able to latch onto survivors with the Tongue and stuff, would be interesting
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Yeah and then there's people called me Homophobic because I didn't like the Tricksters design...this community just gets worse every chapter.
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People in this thread don't realize how much time survivors waste to go out of their way to take 2 protection hits, never mind 3...then heal up as well so playing in the sweat fest that is Rank 1 against Killers like Spirit, Nurse etc...who can gain a lot of map pressure, it doesn't make sense for me to go and try to take protection hits while someone is being carried etc..just to get a stack on a perk that can stop me from going down once in a game. I'd have to waste quite a bit of time doing that which in the long run of the game will make us lose.
If it was dropped to 2 hits it would be more balanced and you know if the protection hit actually worked...which 50/50 chance without someone being carried you take a hit next to a survivor you generally don't get the protection hit in my experience.
Actually you know what, since Ash has the perks for the whole dying state like Flip-flop, Buckle Up. With a Mettle of Man rework, give me a stack for getting someone off the ground whos being slugged and that way you can have another way to earn a stack but keep it at 3.
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All the maps got brightened up. They look okay but you know as a "horror" concept you could make something look a lot better. Ormand is one of my most hated in the game for design, just looks terrible daytime snow map. I actually got a headache playing the PTB on the new coldwind because it was that bright. Saloon is okay but again, a nighttime western map would look 1000x better.
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I definitely think it's going to be a Licker just with the camera perspective and the noise in the teaser
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Probably because he's another Killer you can't really drop pallets on/vault windows without taking a health state. 60 knives on a basekit which is about 8/9 healthstates if he manages to land every hit which isn't too hard now since he can just keep up with you with his faster movement speed. Then he has main event on top of that which is more spam. Then if you do manage to avoid him the laceration decay timer got buffed so that takes even longer and he only has to land one hit to stop that.
On the other hand we have a Huntress who only gets 5 health states on a basekit and actually requires some skill to land a hit then has to reload.
Like I said when they buffed him. He needed a nerf in another area if you're going to make him that fast to keep up with survivors. All they had to do was lower his basekit and he would of been a more balanced killer. But yeah that's BHVR in a nutshell they can't balance anything. This is why Pyramid Head is another Killer with a spammy power that people don't want to play against.
Edit: Also I should state before people think that I think he's op. He isn't, he's just annoying to go against in a chase and he needs better map pressure for his design than another Killer with a spam power. But i've also gone against a lot of Rank 1 Tricksters and they're really good players.
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It's probably more or less something to do with licenses, prices of auric cells being different on each platform etc...wouldn't be surprised if Sony are stopping it because they've always had gripe with cross-play/cross-progression.
The tech is there, and being on the Unreal Engine it's something they could do. Not sure how complicated it would be using the Amazon Gaming Servers either.
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@Salvonyua said:
It's not funny anymore. I don't understand why they do it so much, especially in this game. And it's not just good players who do it. Even beginners do it. I don't think I played badly, by the way. Every time I see a player like that, he usually dies on the hook.
It sucks really because I get downed off a Huntress through a wall and comes back to the hook and BM's and shakes her head like she played well and outplayed me. Sad life of dead by daylight i'm afraid
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Gens are boring, if you played HSH: Survive. I like the idea of the Quick time events that you've got to hit instead of Skill checks. Just makes it feel more interactive.
I think Dead by Daylight could be re-imagined better. Having each Killer have their own ways of escaping the trial instead of every Killer having generators. For Example
To Escape Clown: Disarm 5 Gas Bombs by pouring in solutions you have to collect around the map etc...
I don't know but it could make the entire trials more interactive with the Killers & Survivors. A lot of games where I don't even get to interact with the Killer and depip is all too frequent
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The only time i'm toxic to a Killer is to get their attention sadly, when they're purposely going for 1 Survivor all game.
But yeah this is why i'm glad I don't have endgame chat on Console & hope it never comes because I cba to sit and argue with people over their playstyle or whatever, best to just move onto the next game. Everyone has their own playstyle, some more desperate than others but the game would be boring if everyone played the same way every game.
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Mettle of Man is one of the worst designed perks in this game. The fact you have to actually go out your way to take a hit just to get a stack (if you do get the stack) and then there's the thing where the Killer sees your aura when healed as well...what even is this perk...
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hope they fix this. Can't even use Flashlights on him either they've been broken for like 6+ months on Ashy Slashy
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https://www.youtube.com/watch?v=Gs9o2_y2DH0@Yords said:
Right at the absolute last millisecond of blood fury, attempt to charge up a demon strike. When you use blood fury again, it will take about 2.5 seconds before you for some reason immediately swing a fully charged demon strike (without lunging) right before the end of the activation of blood fury.
It happens consistently (or maybe I am just incredibly lucky) and I have managed to do it 3 times in a row. I did not use it to down a survivor, but it is not like I could anyways.
It is just a small lil bug.
Now that I think of it, it is probably a glitch, but eh.
Is this it? He got stuck like that coming out of breaking the pallet
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https://youtu.be/dDDEkWs9OVM
Here is the pallet hit that happened last night. I also have more clips where they don't stun the killer lunging at the pallet as well since Wednesday.
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This happened to me from a Pig using her Ambush and most of the time if a killer lunges it still doesn't stun them when it should be
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@DerpyPlayz said:
https://forum.deadbydaylight.com/en/discussion/comment/2110701#Comment_2110701
This is a argument a newer player would make. It is widely agreed upon that NOED, while annoying is not viable at all:
- Can't be used with other Hex's at all (Effectively) due to the then inspiration a survivor would have to do a Hex Totem
- Only activates during the end of the game, meaning for 5/6 of the match the killer has a max of 3 perks
- Can be entirely countered before it even activates if all totems are done
- If the killer only chased one player or two players to end game it is very likely that survivors will win, regardless of NOED
- Pips have nothing to do with NOED, it is the emblem system you are talking about as this can be replicated in many a different way not exclusively related to NOED at all
- Can be played through, if you are at a strong loop, killer still is forced to wait until you make a mistake, so you can potential just play safe so you don't make mistakes, dropping pallets left and right until teammates open exit gates and run away
- If on hook, assuming the killer doesn't have amazing NOED spawn near the hook, you can just search for it if he face/proxy camps, if he goes away (this would be the killers mistake really) then you can just unhook and escape really as it is only the first hit that throws Survivors off.
- This is even more true for basement, as the killer basically has to proxy/basement camp and they spawn away from totem spawn areas normally, and typically at the dead center or edges of the map
- If majority of survivors are alive, if the survivors are risky they can outright counter it with common perks such as Unbreakable, Borrowed Time (considering its recent buff ignoring terror radius), ect as all of these perks are second life perks and therefore do not allow NOED to instantly down you.
I could go on most likely, but I think this is good for now. Truefully, NOED is harmful to the killer more then the survivor, just new survivors don't realize it as they typically don't understand how the mechanics of the game work, and therefore don't have the proper mindset going into a game to be able to understand chase, yet alone this perk and strats around it.
Weird because I don't have a issue with keys at devotion lvl 9...crazy the amount of Rank 1 Killers running Noed. Good Killers run the game on 3 perks can get 1 or 2 kills, all gens get done and can finish the job with Noed. Especially a lot of the Nurse players I encounter. Stop assuming that the only issue with Noed is with the newer playerbase when really good Killers actually can abuse it's power.
I wasn't correlating pips with noed. It's a Killers playstyle sometime to go for one person all game, leaving the rest to get gens done and there isn't enough points for to even safety pip doing gens sometimes.
I like that you just say search for the totem when you play some maps like midwich where you can take 2 hook states to find the totem with the amount of possible spawns if people aren't on coms or actively looking for it.
Survivors may win if one killer is chasing 1 or 2 people but as i say the other 2 will find it difficult to get any points or good emblems.
The amount of times i've ran a bad killer 4/5 gens and i get hit with noed at the end of it is ridiculous and it's ignorant to think that it's not an issue in the game...
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@RenTheCat said:
And no I don't mean it as a "Wahh they are so mean! they tick the flashlight and teabag!".
I mean they have zero fear, zero worries, you're literally aproaching them wtih the intention of killing them and they won't care. You can approach them while they are doing a gen and they will just laugh it off and keep doing it, specially if they are about to finish it, after all, why would they even worry when they can just use one of the 9999 pallets near them if you hit them or if you hook them someone will just unhook them.
Killers are as scary and threatening in the game as a flower. Hell Survivors will even keep doing gens with no worries even while having deep wounds.
that's what happens when you add kpop to the game
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@DerpyPlayz said:
Why has it been so long, and they have not even touched keys but have completely took moris out of the game? Both are game changing, both are annoying and both are not healthy for the game. Yet keys are still enabled, and moris "rework" is out, but its been a long while and nothing has happened to keys.
Why have they not just disabled both the offerings, or just outright scrapped them, few would care if they totally removed them I would wager.
Really annoying being in a game, and having the survivors use a key to escape when you are starting to gain leverage in the match, only for you to realize that they still have not been touched and the reason you don't see moris anymore is because they basically have been nerfed so hard that you could say they are only good for challenges.
annoying being in a game and after the killer has chased the same 1 or 2 people all game and not worry about gen pressure they down someone with noed then end up with more kills because people try and save while they camp as there is about 80 different totem spots to check on a map, crazy. Or the other survivors can just choose to leave and get no points from letting the others die and they earn a depip :)
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@Northener1907 said:
Freddy was easy to learn, okey i agree but he was not op killer. I dont know why he deserved nerf like that. Maybe he needed little nerf but this is ridicilous.
Changes made him useless.
First clocks will not be useful. Because you still need to run end of map and that will not worth for 30 seconds. So when i play as survivor, i cant see reason to run and leave my gen.
Add-ons? Nerf useful add-ons and add useless one. Who thought Freddy need loud add-on? Seriously? Freddy's gameplay doesnt need that, so thank you give us useless add-on.
About snares. Snares are not storong like Hag & Trapper's traps. Hag can teleport traps. And bear traps make survivors stop. And they both using for area control. So Hag and Trapper using them before start chase. Because they will be useful after that. But Freddy cant do that. Snares can be useful only on chases. And in chases you will have 2 options now: Use snare and lose speed. Or dont use your power and be worst m1 killer. And ıf you use snare 99% survivor will leave this loop area and will go to next one. And when survivor will do that, survivor will get far than you because you will waste time with snare and will lose speed. So you will have clearly worst power ever.
Great Job seriously.
Generally the smart Freddy players will already have snares down at loops and not put them down mid-chase. So if you learn where you're going to be most vulnerable against Survivors i.e Shack etc...then you should be pre-placing snares anyways. Just like how hag and trapper plays. Let's not forget both of those killers actually have to come to a complete stop to put their traps down, they're just more rewarding to do it but they're always smart about how they pre-place the traps.
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@Friendly_Blendette said:
They added a pallet to what is more or less an infinite.
What are you talking about?
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@ad19970 said:
I mean maps that get reworks also get their totem spawns reworked. Has always been that way.
Nerfing loops isn't directly a bad thing. One problem with DBD is that there are still quite a few maps that have a lot of pallets that can't really be mindgamed without bloodlust, if the survivor is good enough. Of course they shouldn't become useless like many pallets on hawkins as well.
I am not even sure if that extra hay stack is even a nerf. The bigger a loop, the better for survivors in general.
I'm on about them changing more even after the rework. I just learned a lot of the new Gideon spawns if not all of them and then they've added even more now. The extra hay stack is just another annoying thing to have your capsule get pulled towards, like when they added a round wirespoole on the end of the rectangle box on the factory Macmillan map. It made the loop longer but actually when you got the end it was harder to run around when before you could run around it no problem.
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@sad_killer_main said:
seems like they really want to keep buffing Killer
Good, finally balancing the game right?
funny you think killer is still weak. Only some killers are
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@Kees_T said:
https://forum.deadbydaylight.com/en/discussion/comment/2078597#Comment_2078597
They change some totems spawn when reworking maps and it makes sense. Groaning Storehouse before the rework always had a totem spawn in the main building, so it makes sense the new one also has. The same goes for other maps like Dead Dwag Saloon, which always has 3 spawn points in the main building. I don't know where you are getting these ideias from removed spawnpoints because it's just RNG on what spawn they will be placed, it's not a surprise that you see one that you never did.
This new Hay Bail makes the loop better for Survivors. If a pallet spawn there, when a Killer tries to mindgame you, it gives enough time to correct your movement and reach the pallet, before without it it was just a big unsafe pallet that always give the Killer a free hit, so I don't know why you're complaining.
The railing on Gideon I don't see any problem, that tile 100% always contains 2 god pallets that always spawn (one upstairs and another one downstairs). Such good tile must have some weakness.
I never said it was really a problem. I'm just curious why they keep nerfing loops and not saying anything about it in patch notes like for the past 3 or 4 updates. I know they reworked the maps i was saying that never used to spawn on the Gideon Rework, never seen it since it's release till this update so they're definitely changing loops and totems. As for the coldwind one i've ended up getting stuck on that loop more when i could run it and mind game a lot easier, now i just get stuck on the bail on the floor and get downed
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@ImHexyAndINoed said:
https://forum.deadbydaylight.com/en/discussion/comment/2078597#Comment_2078597
Sweet, thanks for letting me know. As too why these changes took place(seemingly under the radar, seen no announcement) Maybe I'm just missing something? maybe it's terrible RNG? maybe these are just bugs tied to the new chapter like the irritating pallet glitch? Quite afew changes have occurred this chapter that weren't announced(ie Trickster has a cool down??)
I feel like the RNG is forever mutating. I think Scott Jund or someone made a video the other day spawning on Suffocation pit that only spawned 7 pallets and 1 was shack pallet. Pretty crazy what has been happening with RNG lately. Some maps been spawning double pallets again as well
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@ImHexyAndINoed said:
I run Detective's Hunch so I never learned the totem spawns on my own, where abouts are these new totem spawns?
This never spawned on Gideon. Also the main building on Groaning Storehouse never used to spawn totems near it, they also spawn inside of it now too. Dead Dwag Saloon has had some added to it and some taken away which i've never seen spawn there in about a month and I play that map a lot since it's my favourite map. I don't even want to learn Midwich totem spawns xD
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@Yords said:
It looks like you just tried to blind a little too early, blight's pickup animation is very weird and confusing sometimes.
Yeah was just wondering what other people's opinions were, I came at that save from a weird angle at the last second, lately i've been blinding killers and getting the save when they've managed to turn away from the Flashlight already
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@TheeclumsyNinja said:
The forums are laughable right now, 9/10 post are people talking about how frustrating and useless the new killer is. Its almost like i heard this already from anyone who had 2 brain cells to rub together BEFORE the PTB even.
He's slow, his knives are useless and his power makes him almost more useless.... he has recoil for some reason.
I fail to believe that all 300 people at BHVR.... even half were like "Ce tueur est vraiment fort"
Cause he is not strong unless he's against brand new players with less then 10 games played. Players with 5k hours struggle with him... how do you think players with 1000 hrs or less are gonna fair?
This killer sums up BHVR, completely disconnected from the community. Its well known that most of the devs at BHVR either dont play the game or dont play it at high ranks.
SO HERES AN IDEA
Use your "fog whispers"! Use the people you trust with 5k hours, if EVERYONE says a killer is weak... but BHVR says " we reject your reality and substitute my own" and clearly think a killer is strong then who are you trying to convince?
You have a TON of smart and talented people on youtube/twitch who give very valid opinions and ways to make an aspect of the game better.
Tru3, Otz, Monto, Scott Jund, etc...
You have an amazing reddit community with creative outfits, perk, and killer ideas....
You have a PTB.... USE IT. lol test perk changes, make a killer slightly op to assess better what could be changed vs putting them on there weak and broken and trying to see what could be down. Stop wasting time changing Useless perks to make them Very Weak instead... Ive never seen a big studio, do so little and be so disconnected from their game and community.
It took me 5 minutes in the PTB and live servers to realize how slow and weak this killer would be, his time to kill is just awful. His just overall design in the game is just plain BORING. "Oh but he's hot"...yeah cool, no one cares. People want fun gameplay not pretty boys and girls in florescent colours and if you don't like him you're "homophobic". I made videos and posts about why they should delay this chapter because it would probably just lose them money and no one would buy it and the amount of people who have claimed to uninstall the game since chapter 19's release is hilarious. Well they got another lackluster chapter than everyone got bored of after 1 game. That's what happens when you don't stick to the core games iconic vibe and making a whole chapter. Sad to think Silent Hill was the last good chapter we got.
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I hope The Evil Dead game becomes big and actually gives this game competition, so tired of the devs constant ignorance and incompetence to make simple changes that would improve the game for everyone.
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https://youtu.be/AwjbucW-yzU
Think it's just running as well not just lunging
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I thought it was to do with his uncloak movement speed being nerfed?
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@Mandy said:
I will agree with @Volfgang57 here, the timing was early on all but the one that did go through - you were on the side of the LF as well, so he wasn't facing in the complete opposite direction to you either. The only one that could possibly have been a bug was the PH one and slowing it down and checking again, yes it's still looked too early.
The oni one is fair enough but the rest dont make any sense when comparing them to the Flashlight save clips i do have
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2044895#Comment_2044895
I play on PC?
I feel like it's fairly well-known at this point that I'm the guy who is constantly bugging people about Console Optimization and console this and console that.
The problem may not be you, but it also may be you, and that is important to consider.
Well I play on a series X and it's still not optimized. I say PC because they get a lot of privilege on this game
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2044883#Comment_2044883
I don't get hit through pallets, nor do I get hits through pallets.
I merely suggested an alternative idea to your problem. No need to be upset.
Nah because it's like everyone elses response on the forums. "The Problem is You"...you probably play on PC
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2044875#Comment_2044875
So then, maybe its your internet if you are getting hits through pallets.
My internet? At 50-60ms ping every game? Ok bud. Stop being ignorant to the issue here and trying to turn it around on me.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2044856#Comment_2044856
Why does it make sense for the Killer to not get a hit from their POV when they are using their only means of catching Survivors?
Because Killers lunging at pallets shouldn't be favoured for a hit. That's just plain wrong. Even when i've played Killer and lunged at pallets and got the hit I feel bad for the survivor because it shouldn't count.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2044838#Comment_2044838
The thing is, the Killer is not doing anything wrong here. Pallets and Windows are designed in the way that Killers can get hits there, they are not some magical membrans which let the Survivors through but not the weapon of the Killer.
Furthermore, on the Killers Screen you are close to them, because of their higher Ping.
As said, its the Devs fault to implement Dedicated Servers without the possibility to grant low Ping to every player. They were a big mistake overall.
I'm not saying the Killer is doing anything wrong? It's when you're going down from pre-dropping or even stunning the Killer. I'll own up to late dropping a pallet and getting hit but it doesn't make sense for me to get hit when i'm dropping it earlier than I should be.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2044838#Comment_2044838
Why? On the Killer's screen, it looked like it hit fair and square. He should simply have what seemed to him to be a good and legitimate hit stripped from him?
Like I said, there is NO way to fix this in a way that doesn't screw over people unjustly other than making a server for these people to connect to.
Why does it make sense for a survivor to get hit from their pov when they're using the only tools of escaping a killer?
pixelzahoy playing Dead by Daylight: Special Edition at XboxClips.coPerfect example right here.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2044808#Comment_2044808
Then Killers in areas without a Dedicated Server might as well quit, because they will get ZERO hits.
There is no good way to fix this, besides building a server.
You can give them the hits out in the open but on a pallet dropped and window vaulting scenario survivors should be favoured more than the killer lunging towards it too late.
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@Freudentrauma said:
https://forum.deadbydaylight.com/en/discussion/comment/2044742#Comment_2044742
Yeah but the new hit detection service that went live was supposed to favor whoever had the lowest ping
Eh no that's not the best way to approach hit detection, if you want a fair game. Hit protection should only prevent truelly unfair circumstances with high pings. It shouldn't prefer the player with the lowest ping. I remember someone posting a good explaination video by Overwatch developers quite a while ago. That video explains hit detection quite well and they even tell you why it should still favor the attacker over the one who is beeing attacked. The only exception are active defensive moves like Dead Hard e.g. technically there it should prefer the survivor over the killer. It's just more intuitive and less frustrating, if the active player doesn't get denied their Input, just because of a couple ms of desync.
There should be a system in place to prevent Pallet and Window hits though or at least better detection of them, i'm not bothered about getting hit out in the open with a pre-lunge that should of missed. It's when you get to a pallet before the killer and actually pre-drop in some situations and still get hit is my concern.
I've played a lot of games and never experienced as bad of hits as Dbd. But as you say with the high ping, if people from Russia are connecting to EU servers then it should be working where the survivor is favoured. This is why the new Hit detection was supposed to work like that because of the Killers abusing VPN's.
To me it just doesn't make sense to be getting hit half way down a 2 story window but your hit capsule gets stuck there, the server should recognize you've vaulted.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2044742#Comment_2044742
It does not work the way that the Player with the lowest Ping is favored. All the persons who said that were giving out false information. I guess the Hit Validation is present, but really, really generous. Probably not active beloiw 250 Ping or something like that.
Remember, one Dev once said that 150 Ping is "pretty good Ping".
Shrinking the Survivor Hitbox would be wrong, because this would make them stronger at Loops, since they would be able to cut the corners better than currently, with Killers already having bigger Hitboxes.
It was in the dev QnA about the new hit detection favouring lower ping and yeah that guy who said 150 ping is "pretty good" is the lead game designer....guess we don't need to look further than him to realize why the game is in such a horrible mess.
I don't think it would be an issue, as a survivor I get caught on way too much stuff, sometimes it feels when you want to run by a tree or a barrel it pulls your capsule towards it instead of pushing you off it, it's pretty horrible.
I'm massively convinced that majority of these buggy hits are from Bloodlust not being factored into the hit detection. Even when I use resilience and i'm way over a vault I can get hit.
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@Aven_Fallen said:
Because you cannot make a good functional Hit Detection as long as not every player has access to a Dedicated Server nearby. The whole concept does not work.
As an example, there is no Server in Russia and most likely there will never be any Server (because BHVR is using Amazon Game Servers, which are not supported in Russia). So Russian players have to connect to EU, this results in them having high Ping. And if you would have a good functional Hit Detection, you will basically make it really, really hard for Russian players to get hits, withtout them doing anything about it. Because they can have the best Internet they can get at home, but will not be possible to do anything against the high Ping to the EU-Servers.
And this is just one example, pretty sure that there are many other regions where you dont have access to a Server nearby (Russia is just the one I know about for sure).
So yeah, as Survivor, you will have to deal with horrible looking Hits. There is not really anything which can solve it. The only thing they can do would be to show the Killers Ping in the Lobby, but for some reason, only the Killer can see the Survivors Ping during a Trial but not vice-versa. Because having good Ping does not matter at all, as long as the Killer does not have good Ping, I mostly have 40 Ping at max, but this means nothing.
Yeah but the new hit detection service that went live was supposed to favor whoever had the lowest ping. I do come across a lot of Russian PC players but even EU ones it's still pretty bad...maybe they need to shrink the survivor capsule a little bit to improve the detection to make them actually seem normal. But honestly it's every game now where this happens, like if bad rng wasn't bad enough you have to deal with these hits.
I don't even get mad at being tunneled or camped either, it's when i get tunneled or my chase doesn't last as long as it should because the Killer gets a freebie hit is what makes me annoyed.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2041065#Comment_2041065
If the killer is closer to the server than you, it'll be much worse due to latency.
Guess every Huntress player i come across lives next door to the server then lol it's killer hits from her that make me want to quit the game sometimes, i rarely get a genuine hit against her
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@AVoiceOfReason said:
Her hatchets are wider than itself and a survivors' hitbox is wider than themselves. All it has to do is overlay to hit. Latency makes it look even worse, though.
i seem to get hit from vaulting and running behind the wall a lot, it's crazy
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@swarmofdogs said:
What exactly is the plan with modifying the matchmaking at this point in the life of the game? The reason for the disparity of the matchmaking is the small playerbase. When competitive games get old and fail to innovate they lose fresh players. And what you have left are lifers and streamers that make make the environment pretty unwelcoming.
The new killer seems to be an effort to pander to a group of people to join the game. Unfortunately, they will inevitably get matched against the existing playerbase. They will get crushed, get made fun of, and leave. No amount of MMR or internet witchcraft is going to fix the situation.
Maybe the devs are planning some drastic changes to the game? If not, they are better off continuing selling cute cosmetics to streamers and the sweats.
Lol i'm a streamer but i actually got a lot of my viewers back playing the game because i don't go looking for the toxicity in the game or treat it like a esport/competitive game that most of the big streamers treat it. I.e Tru3 and Otz...while those guys are cool they really give a lot of info and take the game very seriously which is fine but treating a game like this as a competitive/esport really shouldn't be the direction the devs want to go ad they've been leaked to be adding leaderboards/tournament systems and the new hud was the beginning of that as well sadly.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/2031308#Comment_2031308
Eh I didn't read it I just spoke.
I missed the part where that's my problem
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/2030729#Comment_2030729
Well then guess you just need a sense of where totems can be
The post wasn't about countering Noed or complaining about. You need a sense of understanding words.
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@Fuzzels said:
https://forum.deadbydaylight.com/en/discussion/comment/2030884#Comment_2030884
Youre missing the part where smart survivors will simply leave, thus giving 0-1k. Smart survivors will rank up higher and not be placed with the low killers that are now stuck at that lower mmr. Therefor low mmr killer will get true low mmr survivors and higher mmr survivors will get higher mmr killers. in the beginning, sure its gonna be rough for that style of killer. But with time, it will sort itself out.
You can't get any points as a survivor to rank up if one person gets chased all game and is camped with noed or if only 2/3 people get hooked all game and then you leave them to die. Most times noed is involved it's a game where a Killer can't win chases and then survivors gets stuck on gens which don't give you enough points to rank up so in order to get points "smart survivors" have to go and run around looking for noed which is risky depending what the killer is doing just to be able to get some points
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@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/2030888#Comment_2030888
I worded it bad.
I KNOW that it oftens rewards bad/new killers but my point was that the matchmaking isnt based around NOED + not EVERY killer is carried by NOED.
I am just kinda sick to hear stuff that NOED is only used by bad killers and you ALWAYS wouldnt have gotten the kill without NOED. (which in my experience, is often not the case)
I also know you didnt claimed that stuff except that matchmaking is based off NOED.
Again i worded it wrong and i understand your points but claiming its based off NOED just because of a few matches is a bit harsh
The difference is a red rank killer with Noed is a lot harder to counter and play against compared to a lower rank killer
