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NewPlayer100102

NewPlayer100102

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  • Two days of this map in heavy rotation.

    Either as killer or survivor its not fun.

    Spawning in on this map and I suddenly want to be doing anything else.

  • @graveyard_7777 said:

    Honestly just having alot of fun with Chucky and I'm glad we have a killer in 3rd person view

    Yes.

    This could be fun.

    A few short killers in the game come to mind, who are overly oppressed by bushes and shrubs and other spiteful ground cover.

  • @EvilBarney666 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3580994#Comment_3580994

    So, let's say your playing pallet Freddy. A group of solos will not know that someone fell for a fake pallet. A swf says, hey guys it's fake pallet Freddy. Throw them early. Now the whole team knows and it stops the killers surprise factor.

    A killer runs knockout. Solos would have no idea where the downd person is. Swf, hey guys im down at the killer shack.

    See. That's the advantage I am talking about. Regardless of skill of either side. It's an advantage that the killer gets nothing in compensation for. They just have to deal with it.

    Ignore them.

    Its a huge advantage.

    I play with a person sitting next to me in a SWF. Its a whole different world from solo.

  • @Livaria said:

    One slug is acceptable.

    Two slugs, is fine.

    Three slugs is concerning.

    And four slugs is unacceptable.

    At some point, the killers should start hooking the survivors, don't you agree? Waiting until a doomed team bleeds out isn't a good way to keep players engaged with the game-play itself.

    Here is what I propose:

    IF the ENTIRE REMAINING TEAM is slugged for 30 seconds. AND the killer hasn't hooked ANYBODY within that time-frame, the game will allow, ONE player to get back up ONE time to try to salvage the situation.

    No, I don't agree.

    If you have boil over, I don't feel like carrying you to a hook.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579775#Comment_3579775

    It's like The Game and Lèry's had a child. Not much different to those or any other indoor map.

    The heavy and spread out mix of vertical loop elements make Hawkins very ######### up.

    The ground cover does remind a bit of lery.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579600#Comment_3579600

    But you didn't even show if you could not still hit over it by dragging the hit box and what not..

    Weather it can bend or not doesn't matter in this case.

    The tail hits the invisible object and the attack ends right after it starts.

    @Venusa said:

    Yeah, it seems inconsistent... Also wth is going on in that game?😭

    Its consistent. I can recreate the events across copy pasted objects across maps.

  • @NAVIks said:

    Why are we crying about content that got removed and has now come back to the game? Can't you appreciate that it's even here to begin with? Also, who cares? It's fun no matter what, you don't have to go on a rant because it's not how you like it. This post is pointless, I doubt the devs have zero plans for the tiles in the future.

    If they would just let us DC without penalty until this map is redone, or removed...

    Its so much frustration on certain killers.

  • I got to run it about 8 times today.

    Its so bad.

    And all these clowns seem to have it memorized.

    With Xeno the portals are placed. Badly.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/396262/xenomorph-tail

    But this does not seem xenomorph specific? So your title is a bit misleading, just seems like a general hitbox issue... Sure hit boxes should be fixed, but as basically every Blight, Huntress or Billy players knows the hitboxes in this game have been weird for ages and I don't see that changing very soon...

    So like...

    Huntress has this issue, but she has an actual ranged attack, so you don't need to play around this like that. Her attack is also traditional projectile simulated gravity arcs it, and her projectile hit box is, different.

    Blight. Doesn't have his ability turned off by objects, he has two separate approaches to choose from to compensate for hit boxes being special.

    Billy is so messed up, you can have that one. This clearly also cripples Billy.

    Anyways, the Xeno thing is to hit OVER things. The over parts of things are very mismatched from their in game appearances. As a paying guest, I'd LOVE for the developers to spare a few minutes to consider adjusting these settings for their last paid release killer's functionality.

  • @UnusedAccount said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579355#Comment_3579355

    Considering SWF have generally caused some lukewarm perks to be considered toxic (HeadOn/FTP/BuckleUp/BoilOver) and had Flashlight saves from lockers removed, it would be disingenuous to say they haven't had some negative impact on the game.

    Its a lot of negative impact, they cripple design.

    But, the game is old and the company needs to keep paying its people. Radical change at this stage would be a terrible idea.

  • You forgot Pig.

    There is no counter to being slowed down with a hat that is on the survivor head.

    I hope they can nerf this.

  • I always feel slighted, disadvantaged, stymied by birth when I play a killer that isn't ghost face.

    I physically can not play tea bag games with the survivors. It really makes me angry, so mad. I have to express myself in some way.

  • This sounds like fun.

    I skipped the Skull Merchant PTB, because it didn't sound fun.

    But, this one I'll try.

    He should have very strong 1v1 and struggle to keep pressure over the map. Sounds like a fun area of control killer to use and play against.

  • I just want to be able to see over the bushes, like a real normal killer.

    That floor view is so bad.

    And looking at the side of an object removes the aim part of aiming over an object.

    Otherwise, seems OK as is.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573891#Comment_3573891

    The cooldown stayed the same, only the movements peed during the cooldown got changed so I don't know what you are on about..

    He took 3 attempts because hitting over the thing is hard, that's the skillfully component and the killer is rather new you cannot expect people to instantly be good at such stuff... Also why should you not have like 10 seconds to get a hit like that? Because that's all it took them, also the survivor did not really have a place to from that position.

    The skill is being able to hit over the thing, also do you have ears? The guy was injured he could probably hear his cries and even if not so what he still got the hit, the point is not that you should force hits when you have no clue but that there is skillfully stuff like this to do with Xeno also this was just an example imagine other tiles that are a little bit lower where for example Nemesis cannot hit over but Xeno can.

    If you cannot see that the dragging of the hitbox to get such hits is skillfully I cannot help you but say skill issue on your side.

    My point is:

    He doesn't play like that anymore, using old setting to justify a current assertion about his ability is working in bad faith., intentionally deceptive in nature.

    With the new slowdown after tail use, she could have left the loop.

    Let's be clear, I've spent time fishing over objects with the tail to land these hits. And although fun, it doesn't mean the killer is competitive in tense matches. To be so the ability would have to be under the control of the user, its not so in the video. It could have taken a hundred tail tosses to hit, or just one. Raising the camera when in crawler mode might make things better.

    You can hear the injured survivor. You can't figure their hit box edges out from sound. So aside from them still being at the loop, there isn't information to work with from the sound. As in, if the survivor ducked and moved, or just squatted on the ground.

    The OP called for buffs. I feel something is needed. But, I'm not sure it should be a direct adjustment to the tail hitting things, I suspect some feedback buffs might be what's missing.

  • @Archol123 said:

    https://youtu.be/_YJ_wPBfByo?t=391

    At around 6.30min you can see the hit over the rock on Ormond, you cannot tell me the killer is bad when he is able to get hits like that.

    Is that the original release cool down? Cause that's not how it works now.

    The player went fishing. He took three hits to get his injury. There is no time for that with the cooldowns as they are now, when facing a competent team.

    And if you look at the screen, he can't see what he's aiming at. Without wallhacks(and I'm sure we don't want that to be a requirement to be a good Xeno) You're guessing. Thats not skill based game play, thats just... guessing three times and getting it right, finally.

    Moving his POV up in crawler mode could reduce some of these issues.

  • Its not OP. I just watched Otz get a 2k with his favorite killer against potato salad style players using it.

    Not that Otz doing anything means a lot to me, but it seems to mean something to the community.

    It does nothing against a focused SWF, you're better off with a regression load out.

    Which when I'm on the opposing side I don't want to see, I'll take ultimate weapon over full regression.

    I understand that people just don't like the perk interrupting their planned actions mid match, but ask yourself if you could change something you're doing to play around ultimate weapon.

    And I don't understand why things always degrade into a this for that fight. Ultimate weapon and made for this aren't related. They couldn't be more different in how the influence the games.

    Maybe the perk is an issue on killers with high open map mobility. Maybe those killers are always issues when new perks drop.

  • Its fun for me to miss bounds with Wesker, especially when its due to me failing to flick the mouse at the end, I want to keep trying.

    Blight is fun to bring to short wall objects where both sides can see each other and try to either hug them our bounce around them until someone messes up badly.

    I like Xeno and pallet approach angles+TIming.

    That sort of stuff.

  • I like when a survivor has a practiced way to evade a killer's ability.

    I always want the game to last forever, with just that repeated exchange, whatever it might be at whatever object the survivor is using.

    It becomes like an enjoyable obsession that lasts until the match ends. I don't care about the outcome of the match, just that one player and the geometry they are using.

    That's unique to this game and appreciated.

  • A killer has not placed his face an inch from mine on the hook for 2 minutes since the update.

    I sometimes run in circles around the hook so a survivor I hooked can pop off if his teammates are doing stupid things.

  • I notice a big difference in opponent quality at different times of the day.

    East coast evening is sweaty.

    Later night east coast is more relaxed...

    That sort of cycle.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570812#Comment_3570812

    You do realise though, that muscle memory is a form of skill... Because most abilities will at some point become muscle memory...

    As for the objects you either assume their hitbox or you learned the hitbox of those objects, same with the really good Billys or Blights that know the collision of tiles on the map.

    I like separating the use of skill from memorization work, because different approaches lend themselves to growing your abilities.

    I don't care what others call what, it just helps me to decide how best to go about correcting the issue.

    Blight is very different, he can decide to bump many places or decide that a hug works out best on this specific loop at the given time. There is a lot of memorization in there, but there is also adjustments to make with your mouse, and consideration over best practices that happen once you recognize that a specific tile is causing you issues. That sort of categorization of approach leads me to call it skills to build and judgement to refine.

    Xeno on the other hand has quite a few tiles and obstruction spawns that just don't give the character's M2 room to do things. So, I'm more prone to approach the situation with a "Yes" can hit or a "No" don't waste the time on it, chances of manipulating the elements to allow a hit are too low to justify the risk. In community terms, I don't see that they allow for "Skill expression".

    I framed my response the way I did because the original poster said "No skill" to Xeno. And if the OP is doing what I suspect he's doing, it really will look like there is no skill involved. Because if you always vault +W you're going to get hit. You can't argue with someone that is essentially correct, you can only hopefully point out why it isn't really that big of an issue.

    Sorry for length, but I hope that clarifies the thinking.

  • As of last night, most survivors have figured out that vault or pallet+ strafe with a duck moves their hitbox enough for Xeno to miss his tail if he is shooting through the center of the vault or pallet.

    So, it becomes a matter of prediction with each survivor, they aren't dodging in a traditional sense of the word, they are running an evasive script, and 2-3 exposures to it and the Xeno player will adjust the hit to catch them after their evasive pallet or vault move.

    I don't think of such things as skills, its more familiarity with the availability of such counter play and a willingness to adapt to the specific person you're playing against.

    The vault hits are worse because the vaults tend to reject most tail hits that aren't straight through their centers, it really depends on the surrounding geometry, which again, I can't define as a skill, I mostly think of it as map memorization and muscle memory.

    Shooting the tail over object does generally have some elements of deflection shooting in it, which is a skill, but the whole concept is overshadowed by Xeno's dropped camera(from his POV) which means you're making assumptions about the vertical axis of the hit, and the generally wonky hit rejection on tiny elements like desk lamps, or beaker holders, and other assorted scene dressing items.

    I find most of the skill in playing him involves knowing who to chase to where and when to exert area control. Not so much the twitch aspects of tail hits.

    I wish they would make some adjustments to his various numbers, most pressingly the PoV in crawler mode, but I wouldn't want the entire tail mechanic removed.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570243#Comment_3570243

    Its not about nerfing. I'd argue that blindness as a status effect is also unhealthy, so is something like knockout. Does that mean they are OP? No, it just means that blindness is extremely powerful against solo and useless against SWF, and knockout promotes a ######### unfun playstyle. 2 things can be true at the same time, something can be underpowered, and also unhealthy for the game because it promotes things that are unfun.

    What did knockout do to you!?

    I enjoy this with Skull Merchant.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569936#Comment_3569936

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569944#Comment_3569944

    I made 2 loops, number 2 where i was uncloaked. Wratih have 4.6 m/s run speed, survivors have 4.0 m/s run speed (4,12 with MFT). He was not using any exaustion perks.

    • I should have gained distance on that loop

    It just looks normal to me based on my experience with that structure.

    I'd have to go and try it out with someone to know better, and I hate that building.

  • I've been desperately trying to be able to play solo survivor for like the past two weeks without a 10+ minute wait and unless its 5 a.m. my time, I can't...

    So, you're not alone in your frustration with the killer role, apparently.

    There isn't a whole lot you can do about it, this is the game that evolved under the direction of the developer. It is as intended. All of it.

  • @[Deleted User] said:

    I did not report this because i had doubts, until i watched it again and i realized that i never gained any distance on such a long chase between the window. I dont play killer much, but do i often meet cheaters when i do.

    https://imgur.com/a/UywJEfi

    That loop is like that, its one of a couple around the maps that you really don't want to do that on.

    I can't say that the person didn't cheat in some fashion, but this run on this specific loop looks as normal, in my experience.

    I just don't run that loop. No reason to. Only one gen and its a very survivor sided structure.

  • @rvzrvzrvz said:

    does anyone get disconnected when they're winning ?

    2 times today both with legion, I start winning first match> dc, then in this one just after getting a 5th frenzy hit against biggest obnoxious tryhards dc again, apparently everyone else get points but not me .. ?? and all epic games accounts of course

    https://us.v-cdn.net/6030815/uploads/4LV6VQ6LVQDX/5644564-png.png

    Yah, that DC thing happens , generally when someone's butt hurts a lot, and their is almost never a constant connection issue present.

    But when the whole server gets taken down like that, no one gets points, even if it looks like they did, its just a rage issue on whoever's part.

  • https://youtu.be/g_QEeyu4gO4

    Whole match was normal until someone got a little bent and suddenly...

    30 seconds of Fat Vito that Wesker can't lift.

    No connection issues at any other time.

  • Yah...

    We have been saying that a lot in the past few hours, different shades of this exploit have been a thing.

  • I see about 1 suspect player per ten games now. Its very annoying.

    I wasn't playing the killer in the clip below, but I watched from next to the monitor.

    This started late into the match, when the killer was pressuring Mikela, she warped when down, caused a lag spike for a second or two, and then once picked up, literally locked the killer's "W" key.

    Sounds totally unbelievable, but the killer could not carry her forward to the hook, she was finally placed on the hook by strafing, a total of 7 minutes after the clip below started.

    https://youtu.be/HjMFH4Enuas


  • This way of handling communication discrepancy is bad. Its not just a downed survivor warping some meters and delaying the game via hunting for the down and hooking them.

    I had an event last night where I downed a survivor while recording. and the game decided she wasn't there or downed, I had to down her again. It looked like intentional lag manipulation. And I mentioned it as such, when asked in EGC about why I disengaged from the match after killing that player.

    While reviewing the video of it, it looked so dumb, I couldn't continue to think someone would do that on purpose.

    Completely out of sync events across clients need to trigger some other resolution mechanic, they are too loose right now.

  • https://www.youtube.com/watch?v=_p0RhMrZKS8

    This is one of the annoying ones, where the player is normal 90% of the game.

    But around this loop, twice she seems to move at an impossible rate for just the corner.

  • I saw buckle+FTP yesterday on my first deathslinger game.

    But he gets a candy coated rifle, so its okay.

    😀

  • I really don't want to increase face in generator time, its the least fun part of the survivor game.

    I'd rather we had a mechanic that forced survivor motion when hooks happen. I don't know what it should look like, but things like ultimate weapon have that effect, so that is a pleasant sign from the developers.

    You have rapid brutality in that build though...

    No bloodlust, which is the compensation mechanic for those medium sized loops that you might try to tail over, but have wonky hit boxes that block your hits anyway. And just those structures combined with small survivor hitboxes are a problem, adding MFT means I just leave and try to catch someone out of position. Which usually means tunneling.

    So, some buff that lets hook trades and proxy camping stay as they are, but ensure that the unhooked survivor gets to be well away, in exchange for longer total generator completion time could work. I guess, just no collision no track marks for like 20 seconds or until any action is taken would be good, and I'm sure that's been suggested a million times before. And just something creative to force survivors to move around after hooks.

  • Try the Lambert's Star Map as one of your add-ons.

    Look for the little light on top of the turret it blinks, and practice hitting the turret with the addon based on the location of the blink.

    The nice thing about the blinking light is you can see it in weeds.

    Remember that it takes a lot of time to deploy turrets well on most maps most of the time, so it's like the Xenomorph's version of slow down.

    You don't have or want to destroy every turret, sometimes its position is only relevant to the chase you're in right now, and if you destroy it, the survivor gets distance anyway so why bother, just leave it.

  • They're all fine. I checked.

    He works great.

    Something... something... ***, IDK what they were trying to say, way too nerdy to pay attention.

    But they're alive and playing.

  • Did you just say you want to buff an info perk so it stacks with Rapid Brutality, and Save the Best for Last?

    Why would you do that?

    Also, how is a survivor having a negative chest and totem interaction speed a bad thing? One of those no one use, the other causes your team mates to suicide on hook.

    In all seriousness, isn't it easier to just run for a comfortable loop when Ultimate Weapon procs on you? The other survivors can secure the unhook.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565390#Comment_3565390

    It is an issue they're addressing, over the years we've seen cheats change and evolve because of the changes made to the anti cheat.

    Also hate to break it to ya, but it happening often enough to be a nuisance is more than likely just copium. If it was the case it wouldn't be such a small portion of the community complaining about it, but what confirms it even more is streamers not dealing with it on even a daily basis, hell even a monthly basis. They're also without a doubt the main target for cheaters since they get their 10 minutes of fame.

    Its not copium.

    We're done talking here.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565363#Comment_3565363

    My argument here isn't that it never happens, my argument is it doesn't happen nearly as often as most claim. The only time I would get multiple cheaters a week was during the big cheater epidemic roughly a year and a half ago (or something like that)

    The example provided here is a cheater yes, but before that when was the last cheater you went against? Then the one before that? More than likely months apart

    No.

    It happens often enough to be a nuisance.

    But, before the one shown in the video about 2 days, completely different time of day, non filmed match.

    Its an issue they should address, not the players.

  • @GensByDaylight said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565363#Comment_3565363

    Nah, she wasn't hacking.

    Pure raw skill experssion.

    You had the skill issue there.

    IDK how the "W" key is supposed to work.

    Maybe there is a tutorial for that.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565161#Comment_3565161

    then you actually validate the issue, but I highly doubt you have 10 videos of cheaters all within 1 week of each other

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565176#Comment_3565176

    to validate your argument, you'd be the first person in almost 6 years on this forum whod do so

    https://youtu.be/EsBLzU-ArRM

    I'm not going to edit every one of these interactions. Its not fun.

    It happens, this is the most clear example I have, there are more, and they vary in their degree of obviousness.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565336#Comment_3565336

    When survivors are "crouching under objects", they are often very much visible and in line of sight of the tail, it's just that it might look like it's a trick shot because Xeno's field of view is very low in crawler mode.

    Yes.

    I said what you are actually seeing for many reasons doesn't sync up with the math equations that are the entirety of the game.

    Both building on the discussion you and I had about elevation and angle, and other conversations about lag and hit validity led to me saying the above.

  • @scrunkly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565241#Comment_3565241

    this would make sense if it were consistent. the problem is that you can still hit survivors that crouch under objects but its just very unlikely, its still possible which makes me think its a bug rather than intended

    Yes it appears like you are hitting a survivor that is already ducked in some situations.

    It also appears like the tail goes straight through survivors in other situations.

    I have no idea ######### the game is actually doing to make the decision over the hit being a hit or a miss. I suspect you could sum it up as the location of the tail at any given moment is not equal to what a player might be seeing, in so far as such things can be said to represent each other, the Xeno tail is poor at it.

  • @Melinko said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565273#Comment_3565273

    As I stated in a previous reply.

    No one calls out tunneling at late game. But the trend lately is run Lethal, find a survivor, down them, and tunnel them out at 4 or 5 gens.

    That's scummy and shouldn't be allowed.

    Whenever I see a tunnel at 4 or 5 gens it makes me instantly ask "how bad is this player?" It isn't hard to play the match normal, kick gens, run regression perks, get 10 to 12 hooks and win the match. But a large portion of the playerbase doesn't want to play a match, they want a shortcut to a 4k. It's damaging for the game and community as a whole.

    When the survivors focus and plan out their game, they can wrap up a match in under 3 minutes.

    A killer being focused at the open of the match, weather survivors are focused themselves or not is just a functional evolution of competitive play.

    I don't want it to be that way, but I can't get angry at or justify denigrating the skill of a killer player who is evolving to meet the challenges the game presents.

  • @UndeddJester said:

    https://imgflip.com/i/82mhv7

    Finally returned to Xeno, and the outskirts of Dead Dawg got me 🤣🤣🤣

    How are the hitboxes now? I THINK they're OK, but ofc I'm on console, so its hard to tell whats screwy hitboxes and just me and my fat thumbs... is anyone still having hitbox troubles?

    No developer has stated what was intended, or if the intentions changed as play data got analyzed...

    or anything really. So we just mess around with what shows up and try to make something of it.

    Every change brings new advantages and disadvantages. The only constant I've seen is if you as a survivor, run straight at a pallet or window and xeno is in tail range, you have a huge change to get hit by it.

    Xeno isn't Wesker in the pallet/loop sense, he doesn't make many of them unusable. Xeno does make it a very bad idea to use some loops that look pretty safe.

    All things considered, he's not as good as was hoped, or as dedicated survivors make him out to be, but he's not bad or frustrating to play most of the time.

  • This is not a way to approach this, as consumers it should not on us to do extra work to police illegal play.

    You'd have to record all the matches, store and curate all your footage, analyze that match across many interactions with the suspected cheater, edit the file for clarity, for confidently, and size, and then finally for presentation. That is way too much to demand for the community to take you seriously.

    The game has an issue with this stuff. Its pretty well know, aside from a few people who scream skill issue. If you are the victim and doubt yourself, just throw a few matches via map offerings and try to recreate the events that you think were suspect. Sometimes, you'll see you were wrong, but often enough you'll reduce possibilities until your left with the player did the impossible(they were cheating). I find this sort of reduction more enjoyable than roleplaying file librarian and pro video game highlight editor. And you also get to better understand various game mechanics.

  • @Arsyn said:

    Hello everyone.

    Since the last patch the Xenomorph tail hitbox has been pretty weird. Before, I used to hit survivors through some objects or over objects, but now I do the same and it doesn't happen anymore, the tail hits the object and does not reach the survivor. I don't know if it's just me or something is definitely off with the character's tail. I don't know, I feel like out of nowhere I'm having a much harder time controlling the tail and giving hits with it. Today, I saw someone uploaded a video about this, here's the link: https://www.youtube.com/watch?v=OkrarrDpMNc

    I guess what the video is illustrating is that if a survivor ducks around what looks like a short walled object they'll 100% dodge the hit by ducking, which previously didn't work all that well for them. I think it wasn't working because it was broken, and now things are as intended. I wonder if the last iteration of the tail had a sort of abusable feature that made it difficult to accurately use visuals to predict its hit location but had a delay in when its hit was recorded on the target resulting in unintended lagging looking hits around or in this case over edges.

    Two issue with the video example though, that car and all cars like it are terrible when their collision is considered against to what you're seeing. And maybe it is 100% intended that if the survivor hits duck over a short wall, you should 100% miss.

    I personally think that's not a fair or balanced state, but it feels intentional from recent games.

  • @caipt said:

    As an honest question, what redeems this perk for you?

    edit:rewording this post to sound less confrontational

    When survivors use it and I play killer, they seem to have fun with it. I like that.

    When I survivor, I don't use it so I don't much care about it from that side right now. But, I think in the future I might have time to make something out of it.

    No deeper than that.

  • I had to chase a Nancy dressed like Jackie O around all of Cowshed while she ran about 20m/s.

    She dragged a turret at about 10 m/s.

    Those are the blatant types.

    The other ones are so much worse, and I don't mean the running at MFT all game speed. I mean the ones that risk crashing their game via f11 just to W out of a chase they clearly lost.

    What is the point of submitting a video? There is no lingering malice against the specific cheater, I don't care if that actual player is banned, I want the behavior made impossible because, its the damage to the game that is hated.

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