LordRegal
LordRegal
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- LordRegal
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Anything that requires coordination between gaming platforms isn't going to be super quick. Nintendo, Sony, Microsoft, and BHVR all need to get on the same page with every combination between them, so I'm not expecting anything to move at speed. We know it's in the works, I'm content with that for the next few months at least, then an update would be nice.
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They're not announced but do get put into your inventory. They're brown items so if you have a lot of cosmetics for Claudette/looking at the rarer stuff for Deathslinger you won't see them right away.
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In more than half my cases: say nothing and move on. They know they've won and I don't feel like hanging around after the fact. That being said, if someone played extremely well and weren't/aren't being toxic about it, I'm more than happy to tell them they impressed me.
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Deathslinger is one of my preferred killers to go against when I'm surviving, and I say that as someone who's solo most of the time. Unless they're extremely good at him, it's not hard to fake out the shot and then run straight ahead and gain a ton of distance. 9/10 Slingers give up shooting me and just chase me normally with two M1s for the down (I suck at looping so this is indeed my weakness). I genuinely believe that his strength comes when you have people who don't know how to juke outside of straight looping, because they then become predictable and easy targets to shoot.
As for his TR, it's no different than Myers or Ghostface imo, because he cannot do anything to you without you being able to see him. After the first shot or first sighting of him, you know who you're against...if you can't keep your camera swiveling while you're on a gen, you're actively gimping yourself against him.
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I deranked from 2 to 8 and stopped cold there because I've been actively letting glowing original survivors without a crown escape. Rank doesn't matter, obviously, but it does also decrease my point gain and therefore hurts me to do it. But please, continue to push the narrative that all killers are being complete ######### during this event.
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I can't solve matchmaking because that happens regardless of when we're talking, but queue times for killers get a lot shorter at night...no idea why but more survivors play later in the day than earlier on.
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I tried him for a few games after the buff, and while I absolutely agree he's a lot more effective and a heck of a lot more lethal from the buff, I still don't find him fun. No offense to people who play him and enjoy him, but for me he's just not that engaging to play. That being said, as someone who doesn't play Clown often because of this I was certainly effective in the games I tried, more than I would've expected.
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I don’t generally buy cosmetics and had the cells I got back from the first rift, so when I hit 70 for this one I didn’t have much reason not to buy it because I immediately got my money back.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1393678#Comment_1393678
And killers. If i see a squad of megs knowing her ability makes them move faster (just giving example) Im out.
Its cool on paper but i dont think its good for tge game
Pretty much how I feel. I personally make my survivors unique by not using teachables - if I want BT I play Bill. If I want DS I play Laurie. Forces me to make interesting builds and makes my survivors a lot more than skins. But that’s my personal choice. If survivors had a true difference between them some would be meta and you’d never see the others again. It’d still hurt variety, just in a different way.
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Most recent major "nice killer" story I have.
Load into a game as Legion on Family Residence.
Find a Feng, stab her and see no one else on Killer Instinct, so keep chasing Feng after cancelling power. Feng finds the crown, stops running to grab it, I down her and hook her. She immediately suicides.
Keep patrolling, find a blatantly afk guy. Leave him until he gets crows, then hook him to stop the crows. He never returns, gets saved once, gets crows back, I hook him and he's dead.
At this point one gen is done and it's a 1v2. It was just when the event started so the Kate and Meg both clearly wanted their crowns, so I took pity on them and farmed with them. They let me have two hooks on them each, and ultimately the game was over. They thanked me for not just ending the game and letting them get the crowns, and we all went on our way having had a positive interaction on this game that is so often full of salt.
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I personally am of the opinion that shrinking maps will be more beneficial and interesting than increasing gen times. Look at a map like Coal Tower or Rancid Abattoir. Smaller maps with a strong core structure for survivors, but cramped as far as where gens spawn. Those maps tend to be among the tensest for both sides. On the other end, consider Red Forest, Ormond, Sanctum of Wrath, etc...where a killer spawning in the diagonal opposite corner of the survivors can literally not make it to the gen they spawn on in time to stop it if they work on it together. These maps are a lot more boring and generally are weighted too far against the killer to make it particularly interesting. If the map is too large, it makes it incredibly hard to pressure gens and slow things down to the point it's not really a match anymore. If the map is a more decent size, the game is more interesting and dynamic, letting the more skillful side come out on top.
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@Snowstruck said:
I LOVE Pyramid Head's concept, and how he is right now. I (personally) think he is in a good spot right now, and a lot of my friends and I like him. Playing as him, that is.
However, in his current state, I do not like playing against him. Here is why:
- It is NOT ridiculous saying he is a tunnel/camp killer, because he is. He can get you tormented, and if he's one of those pyramid heads, he'll tunnel you to second, only hooking you, and then immediately tunnel you off second and final you. Yes, you can still use DS, but why is a mini mori in a BASEKIT? It promotes horrible gameplay.
NO, not every pyramid head plays like this, but being in red ranks- most of them do.
- He can immediately cancel his power. Doesn't sound like a bad thing.. does it? Well, it is. It is not game breaking per say, but the fact that his RANGED ability can be immediately canceled means he can fake a window and immediately hit you. Why is this unhealthy for the game? Look at Huntress. Compare them. One has a counter. One doesn't. Look at Deathslinger. Again, at least his has less of a hitbox (if that makes sense).
Though he is fun to play.. love hitting people through walls when they're on a gen. Also double hits are fun as well. It's nice to have a killer that can do that. It's new and a cool concept.
- His ranged DOES counter looping, like intended. That ######### is f*cking awesome, getting a prediction right and the good feeling that comes out of it.
- Dude, let's be real, those cages are damn cool. Seeing someone getting sucked into the ground. It also counters pallet saves, flashlights, etc because you can completely deny it.
It's just sad how his cages encourage such foul gameplay, and have little to no counter perks.
- A tunneling/camping PH is a poor killer. It's no different than a facecamping Bubba, and in fact is less dangerous than a Bubba ready to chainsaw and instadown anyone coming after his hooked prize. The counterplay is to not reward the behavior and discourage the player from playing like that in the future.
- Huntress and Deathslinger can flick their ranged shots, PHead can not. If you trick him into committing on an attack he shouldn't have, you get a free multiple second window to run away from him and create a ton of distance, and he cannot last second make up for a poorly aimed shot like Huntress and Slinger. Slinger and Huntress are right back on you within a second of missing a shot as well. Plus, as someone else pointed out, Demo and Slinger can cancel their powers effectively immediately and they're not considered broken.
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On the fourth anniversary, they explicitly said they can't do it without permission from the holders of the various ways to store data, and work to unify them or translate them between platforms. That means Sony, Microsoft, Nintendo, and BHVR all have to come to an agreement to allow cross progression. They also have stated they want it. Therefore, while I'm not arguing LeaksByDaylight's findings, I wouldn't take them to mean that cross progression is 100% coming. It just means they're likely tinkering on their end while they talk it out with the holders of the other platforms.
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Yep, definitely had more problems since the patch, and while I’m colorblind, I’ve been blaming the audio bugs more. If the scratches are off too though...
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Because it's not fair to four people that you decided you didn't want to play anymore.
I had to DC last night mid-game due to an actual emergency that happened, and I felt terrible. It's one thing to give up and just kinda wander around aimlessly, at least then the other players can have some semblance of a game, but to just kill the entire game because you're struggling? Not fair to them.
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Yes they do. Killer powers are exempt from blindness (Jigsaw boxes are also visible when affected by blindness)
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Should be Claudette and Deathslinger, not Wraith.
They're being handed out piece by piece as you log in throughout the event.
And to answer a potential follow up question - if you don't own Deathslinger now but log in to get his pieces, will you get them if you buy him later? According to Peanits (community manager), yes, they are added to your account regardless of if you own him.
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Looking at the perks you have available it looks like you either have only Freddy's teachables, or perhaps literally just Blood Warden. Given that, your build options are going to be extremely limited. I would suggest Sloppy Butcher as you will be M1ing enough to make it worth it, and once you get Whispers to T3 I'd suggest that as well as PHead struggles most at locating new chases.
Otherwise...eventually getting Nurse's Calling and maybe Enduring from Hillbilly will be extremely beneficial to you. Unrelenting is a pretty weak perk as it only works on a basic M1, and even then only if you miss, which you shouldn't be doing. NOED works, but again only on M1 and in general I personally don't like running it.
Unfortunately PHead doesn't have any perks that I consider to be great on him himself, so you're fairly limited on that front.
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@Wubalubadubdub03 said:
https://forum.deadbydaylight.com/en/discussion/comment/1385168#Comment_1385168
I found surge to be underwhelming with him since it doesn't trigger if you use the ranged attack. How useful have you found it to be?
It’s not the most consistent perk on him, I won’t argue, but the fairly high probability I wind up faking the shockwave and M1 instead is high enough I’ve gotten enough value out of it to appreciate it. I’m generally a fan of Surge though on any killer that is just as likely to M1 for the down as use a power for it, as the time saved is just so worth it on maps with verticality. I feel like that idea of “time saved” fits his strengths well, and it’s something I’m happy enough to keep for now. Made the break 50 gens/pallets archive go a lot quicker too.
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Currently running I’m All Ears, Corrupt Intervention, Surge, and Infectious Fright. Feeling lukewarm about Infectious right now though, considering swapping it for something else, though I’m not sure what yet either.
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Faking Punishment is often stronger or just as strong as using it. The cooldown after using it is extremely punishing (ironically) so spamming it when you aren’t confident you can hit it is a good way to lengthen your chases to an unreasonable point. Using it when someone is vaulting or dropping a pallet is the safest time, though if it’s a vault specifically watch for them to fake it, as they get away for free if you commit too early (if they have an item, watch for the item to disappear, this means they’ve committed to the vault).
For his trails, I’ve found random spots work better than carving out areas where it’s visible. Randomly putting a small piece in tall grass can easily trick a survivor not watching super closely. Otherwise, stairs and other chokepoints work well. In a chase, use it to shutdown loops - people seem afraid of getting tormented to an almost pathological degree and I don’t get why because of my next point, but if you can force them into the open to avoid the trail it’s an easy down.
Don’t cage someone just because you can. Consider the situation. Do you know where anyone else is? Are all gens by you with none left across the map? If you answered no to both of these you should hook and save the torment for later. If there’s a gen far away but you know where someone is, cage and chase person 2. If the save happens super quickly you know there’s a third person on that gen they were sent near, and that’s good information. If you don’t know where people are but there’s no gens far from you, cage and use the pressure created in a gen dead zone to keep the gens that are left safe and get into more chases around what’s left...someone HAS to go save them and if you’re chasing someone else, that’s at most one person threatening the gens, and the two across the map won’t be helping anytime soon. If you have final judgement available though there’s no reason not to use it. It’s always faster to move on than pick up and hook for the kill.
Perk wise if you’re just starting out you won’t have access to most of what I personally have been running on him...using only perks from free characters and generally available perks, I’d suggest Whispers, Nurses Calling, Brutal Strength, and Enduring. Not an amazing build on him but serviceable. My current build for reference is I’m All Ears (Ghostface), Corrupt Intervention (Plague), Infectious Fright (Plague) and Surge (Demogorgon) though I’m considering swapping off Infectious as I’m not getting as much mileage out of it as I was hoping I’d get from it.
I hope that helps! He’s a very tough killer to learn even when you know the game well, so trying him as a newer player takes some guts...best of luck!
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@Zoophage said:
https://forum.deadbydaylight.com/en/discussion/comment/1384480#Comment_1384480
Oh, wow. Do you remember how long it took for the hook to respawn (if it even did)?
They were permanently gone. Then it changed so they came back in 3 minutes I believe, and now the system we have now.
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Success is a "good" skill check. Bonus zone is a "great" skill check.
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Absolutely nothing as far as anyone knows. I personally theorize that they use it to weigh against any reports that come that person's way, but I don't know for sure. I also vaguely remember back when the feature was implemented they had ideas for how you could earn things for being props-ed enough, but they never implemented anything like it.
I do wish they'd at least tell the person who got thumbs-up-ed that they did, it'd be a nice little boost to them.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1383642#Comment_1383642
It's not mandatory, but you can't ignore the fact that killers change their play-style once they see an Obsession.
I won't argue that some killers do, but I personally don't. I'm not out to ruin anyone's day or deprive them of a match. I'm out to have a good time and that's what I aim for, regardless of what side I'm playing.
When I've hooked you, hooked two other people, and then find you and get DSed, I am suddenly more inclined to put you back on the ground and up on a hook because it's just a little infuriating that, because I don't have four timers around me while I'm gaming and assign each one to a survivor so that I can ensure I slug for 60 seconds if I happen to encounter that person again, I get "outplayed".
I don't run DS because I hate going against it as a killer (and I don't use survivor teachables and I don't play Laurie). Just like I haven't brought a mori of any color other than Devour Hope into a game in years because I know survivors hate it. I still have fun and feel like I got to play the video game in 90% of my matches as survivor.
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The very next time I leveled my P3-50 Pyramid Head, he got an anniversary cake. So at the very, very least I can say that being on a P3-50 web does not exclude you from getting them. I'm inclined to say horrible luck on your part, unfortunately.
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Yes they did, around the time Oni came out. Also a Huntress skin as well...and then just a couple days ago the Summer BBQ event stuff became available for everyone.
Best New Trapper Mask was given wayyy back in 2017 for an award DbD won.
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90% (or more) of the time when I'm a survivor I'm Bill, so it's really not much of a question for me.
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@LetsPlayTogether said:
Complaining about survivor perks as killer is quite hilarious, cause killers force most of these perks onto survivors by playing like douchebags. As survivors if you dont play DS, BT, unbrekable its most of the time the worst games possible. Some chapters ago I tried playing fun builds as survivor and gave up after some days. If killer will just make this game miserable to everybody else, those perks are the only resort to this bs.
I run no exhaustion perks and no DS on my most common survivor build. I have yet to feel as though even the majority of games would have been significantly better had I ran those. In red ranks, btw, so not in baby killer zones. The few times you do get scumbags in those ranks stand out as being unusual, not the norm.
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I’ve deranked from 2 to 6 helping people get crowns because I swear the only way people actually understand you’re going easy on them is to never act anything like you’re going to play normally. It’s worth it but I feel bad for the less experienced survivors I’ll be against when I decide I’ve done my good deed for the anniversary...
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I only have the hat, so my guess is you get one piece of one of the cosmetics every day you log in. Log in 6 days you’ll have every piece of both.
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Which survivors have you been trying to get it on? Anyone who's licensed you can't (Laurie, Quentin, Tapp, Nancy, Steve, Ash, Cheryl, Bill). You can go get the glow but it won't get you a crown after the game.
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No, because they're licensed. The cosmetics allowed in the game are those that the license holder have explicitly given permission to have in the game. Anything else, especially something BHVR wanted to add TO their unique characters, would need a rework of the contract to use the license and likely more money from BHVR. For something that would bring them no money, it's objectively not worth it from a business decision, even if it would be awesome.
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The problem being if they didn't have that restriction, we'd see a repeat of past events where survivors would go grab their crown, then go find the killer and suicide so they could go get the next one quicker. I'm not saying this was the right way to fix the problem, but I guarantee you that's why.
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To be fair, what else would you expect from someone who's shitting in the tall grass?
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Known bug. Currently it only gives the user bonus BP, but it also grants 140% BP instead of 104%. They're working on fixing both of them.
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Yes. Broken just means they cannot become healthy, all ways to get people off the ground still work correctly.
That being said, if someone picks a fully infected person up, they will get the infection if they didn't have it already.
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I would absolutely love for that to be the new permanent screen. So much better and more interesting to look at while loading in.
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Bill is the only survivor I've prestiged at all, and the one I use unless I need to use a perk from another survivor for a challenge or something.
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The sheer feeling of triumph when I realized I'd gotten good enough to play Wraith in red ranks after having my very first game of DbD ever be an absolutely miserable experience with Wraith against extremely cocky survivors. This was wayyy back in 2017 so old Wraith, and I never was a fan of using add ons so those weren't a factor. But just knowing I was actually good with him now was the best feeling I've felt in this game.
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Sorry, I couldn't hear that due to sound occlusion, can you repeat that?
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From what I've seen/heard, the person USING them gets the BP, no one else does.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1378824#Comment_1378824
Same boat, I'm devotion 1 lvl 80 somethin.
I've been playing since 2017 though. If it had been in earlier I probably would be much higher with everyone else but after that change happened I just haven't been enjoying the game anywhere near enough to slog through it as much.
I'm in your boat. I literally just hit devotion 2 last night, but over 2/3 of my playtime came from the 3/4 year I played almost nonstop before the player level system existed.
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He's got potentially my favorite P1/P2 ever at this point, they both look stellar. P3 was a definite letdown after how amazing the first two pieces were.
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@SirCracken said:
There's nothing less consistent than not knowing if you're going to get hit because you cannot see the killer's actual range.
There's a very simple solution to being able to consistently land lunges across multiple killers if this change were to go through: Learn the lunge ranges for each killer. Hell, knowing when, and when not, you are able to land a hit is the easiest skill floor to reach when first learning how to play killer. It is literally the first thing you learn. Why not add that little bit of extra skill requirement for killers that are otherwise piss-easy and boring to play?
I don't care how consistent it is to play as an edgy teen with a knife bought at a Wall-Mart, or a dude with a triangle for a head and a regular Australian kitchen knife.
It's dumb, makes technically fair hits seem janky and unfair, and should be changed.
I’m afraid I don’t follow your logic. M1 lunges are the same for every killer in the game. Therefore, if ANY killer makes the noise that implies they are lunging, I as a survivor can look behind me and accurately judge if that attack is going to land. If suddenly every killer lunged differently, you are now demanding that survivors and killers learn 20 different lunges. Why is that preferable to learning exactly one lunge?
If Freddy is the same distance away from PHead is the same distance away from Deathslinger, they will all hit or not hit with a lunge. This is easily understood by both sides. I cannot see why suddenly making both sides learn 20 different lunges is a good change. Realism in games is not worth horrifically obfuscating the mechanics.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1377864#Comment_1377864
It has nothing to do with dedicated serves. I messed around with my friends in KYF games to prove it. Since that knife has the same hitbox as a hammer, cleaver, rifle bayonet and a huge knife, that means that it will still hit you even if it isn't physically touching you. The teleporting downed survivor thing is unrelated to the killer's attack range.
It would absolutely not be a nerf. It would be a much needed change. For example, Legion would be less likely to hit a survivor who had already started their vault, but would be better able to hit them around tight corners. PH would be the opposite, having a slightly harder time hitting around corners but an easier time against windows. Finally adding some much needed distinction between killers and making them more unique.
I'm confused as to why you think this change means giving killers with short weapons a pair of rocket boots. It's not like they don't already glide across the floor during a lunge.
You keep ignoring the problem with inconsistency. If that change goes through, if I’m playing Legion for a couple games, I will not be able to transition to someone like PHead and have it be flawless, PURELY because their weapons function differently. Ignoring power, M1 is consistent. It is, I would argue, the most consistent thing in the entire game. Skill checks are random, map generation is random, M1 is the reliable standard. Taking that away makes the killer role objectively harder, especially if people don’t want to just play a single killer for an evening.
”Ok, I had amazing corner sniping abilities the last five games, but if I try that now as I lunge with all the grace of a barge I’ll be an idiot for even trying!” It reminds me of Oni’s bug on launch from the PTB. His sudden inability to turn on the end of his lunges completely changed how the character was played, and for the worse. The bug being fixed made him viable again, even without the massive flick he had in the PTB. You’d be making a balancing nightmare trying to figure out how to rebalance maps because Freddy now is defeated by any window in the game but a map like The Game with a bunch of corners is now absolutely impossible to M1 with as Huntress because of the size of her weapon. It’s way too much work for pretty much no reward. M1s are consistent and should stay that way.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1377828#Comment_1377828
Inconsistent? Are you telling me getting whacked by Legion though a window with their tiny combat knife from a meter away is somehow better because it happens consistently?
What's inconsistent is having a person with a spiked glove and another person with an over-sized butchers knife share the same attack range.
That’s a thing from dedicated servers, not anything to do with ranges. If you’re getting hit from a meter away on your screen then the killer saw you just finishing your vault. It’s gotten worse lately, generally speaking when I’m killing it’s more uncommon to have the survivor I downed right at my feet, usually they teleport a foot ahead. Less noticeable when it’s in the open, but from a vault you notice it.
Also that generally sounds like a nerf then, if that’s your basis for it. Because no matter what Wings you give Legion, unless they can fly through the window during a lunge now a 100% accurate knife hitbox won’t hit nearly as far as PHead’s great knife.
One thing I’ve learned as a survivor is how much of the red light I’m able to see without getting hit from a fast vault. It’s actually pretty consistent in the end. If I see too much of it before I vault I’m going down, even if on my screen I cleared the window before the hit connected. Simple as that.
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I cannot stress how many chases I’ve just completely lost as a killer because the survivor stopped making noise. Hearing is 100% more important than sight since there’s all the line of sight blockers and good survivors know how to use them. It’s been extremely frustrating the last week.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1377797#Comment_1377797
Did you read the text beneath the title? All that would need to be done, (assuming dbd's code allowed it), would be to change the lunge speed of each killer. PH could have massive range but very little lunge speed, meaning survivors still have to be within striking distance to get hit. Same is true of DS. I'd argue that learning each killer's lunge distance would make learning a new killer more enjoyable and unique.
Overall, I really don't see the devs don't do this. Especially since it would make getting hit by the killer feel less janky at times.
*cough cough* Freddy *cough cough*
Because it creates inconsistency. I don’t care if Freddy suddenly has rocket boots and Pyramid Head suddenly can’t take a half step forward only when he’s lunging, that kind of discrepancy would actively turn me off of playing more than one killer in a night, because my muscle memory for killer 2 would be all sorts of screwy having played killer 1. And that ultimately means fewer games played for the day.
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I also blame the fact that we have our first full chapter from a video game license, and it’s given them a lot of fuel. Especially with the Legion skins that came with it.

