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Nicholas

Nicholas

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Nicholas
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  • @sizzlingmario4 said:

    Madness skill checks are bugged currently

    Oh okay, thank you.

  • @Satelit said:

    https://forum.deadbydaylight.com/en/discussion/comment/2938369#Comment_2938369

    And I wasn't expecting them to make the consumer friendly choice

    It's not really a customer friendly choice, but it can appear that way to people who feel entitled to access content they weren't there for. It comes across more as prudent, it allows them to make limited new content throughout the year because it's only temporarily gated in the battle pass and then becomes new for everyone else a few months later.

  • Of course this would be a non-issue if the rift were like other battle passes where everything is permanently a forever exclusive.

  • I am thrilled they are getting rid of grades in the match summary, it needs to be permanent. I play with two good friends and all they ever do is complain how unfair the match was when they see a red killer or something. During that day or two where we couldn't see grades, I absolutely loved it!

  • The skill check should be made easier, the perk is already limited, easily circumvented and not that effective at dealing with tunneling in the first place.

  • @Lynxx said:

    I don't know what they did these days, but I cannot even successfully fake a save anymore. I'll let go and still get grabbed right after. Helps those face campers at end game I guess.

    Is saving now a thing of the past while a killer is face camping?

    It's not just you, I have specifically let go many times because I'm pretty good at the timing and still sometimes get lag grabbed. You see your character let go and then a second later you're getting grabbed.

  • @GoshJosh I could be wrong, I know initially it didn't work that way and then it did at some point. I haven't tried in months so perhaps it has been changed again.

  • @Ghoste said:

    Despite its low pick-rate, it's pretty good. Generally only sweaty players tend to run it, usually in swf. Part of the reason its so good is the surprise factor. Killers pretty much never expect it and will hit you for a speed boost. It can easily turn the tide of a match, especially late-game.

    All that being said, I hardly ever run it myself since I play solo. You have to pray you get slugged and pray a teammate actually picks you up to use it. Unless you wanna run Unbreakable too, but then you're burning 2 perk slots for a situation that might not happen. I'd rather run something more consistent. But it is fun!

    What sucks is that even while affected by the Cursed Status Effect, Unbreakable's one-time-use recovery is consumed.

  • The Hatch changes were overkill. The current hatch experience sometimes creates too much hopelessness and inevitability very early on, which isn't good for the game. Other pain points are gates that spawn too close or are easily visible from a vantage point that often feels despairing.

  • I had a match with a Feng Min that ran into the basement during a chase and then randomly dropped the shack pallet as soon as she heard the TR. Twice she ran into him, but good heavens, she was a total pallet waster. The game needs a mandatory tutorial that explains pallets are finite, not meant to run around and burn randomly.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2900532#Comment_2900532

    It's literally not meant to prevent tunneling. It's only meant to be a discouragement.

    I never said it was, not sure why you're reaching that conclusion. Based on all of the prerequisites and limitations, the perk doesn't do enough. There's room for improvement on the survivor side. The nerfs have thus far been exclusively about improving The Killer's experience with it. There have not been changes to improve it for the survivor.

    @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/2900562#Comment_2900562

    Yeah people who want a preventative for tunneling will be left wanting until DBD dies. Can't be done, and least without completely breaking the game. Determined tunnelers are gonna tunnel no matter what you put in their way.

    And the perk is fine.

    I agree they will never be a definitive perk for any slot, but that doesn't preclude feedback or improvements to DS. It's not fine where it is.

  • Yes, same notification, cannot connect to store. Then it says cannot retrieve the list of available content. Please try again later.

  • DS is too easily circumvented, and really fails at providing the relief that so many people want to say that it does. The timer needs some changes.

  • @Mandy said:

    We are very much aware that cross progression is desired by the community and it's still something we're working towards, however, the decision is not solely down to ourselves as there's other parties involved. So we cannot say if/when it will be implemented.

    It's probably PlayStation yet again being difficult. Many games, including Overwatch, Fortnite, and Destiny, have made concessions to PSN to implement cross-play. Look at the Epic Games lawsuit drama to see what Sony was demanding. PlayStation has almost always been the hold-out, dragging out CP implementation and finally relented. Still, according to industry insiders, they continue to be pressing and hostile towards it.

  • #1 Move the game to full server authority and work on the pillars of being fair and balanced regarding networking and latency. Unfair hits and misses are unfair; I'm not convinced that the Survivor should have to suffer unfair hits because The Killer has a bad connection, and hits are handled on their end.

    #2 Implement lobby and in-game ping for The Killer visible to everyone.

    #3-5 whatever else it takes to make matches as network and latency fair as possible for all five participants.

  • @Peanits said:

    I can confirm that it's part of the matchmaking tests, not a bug. As for what else changed today, that will remain a mystery until later on.

    Please never bring back displaying the grades.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892598#Comment_2892598

    Given how strong they are (taking into account killers are already pressed by time) destroying them is exactly how to empower the killer to deal with them.

    Nope, totally unnecessary. If they were one time, they would need a massive power change.

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892524#Comment_2892524

    honestly, all of pyramidhead's status effect addons should last as long as a survivor is tormented.

    It would be too strong, especially since there is no way for a Survivor to remove Torment without The Executioner putting you in a Cage of Atonement or rescuing someone in one.

  • @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892230#Comment_2892230

    I'd love to see your data for those figures on the hex destroyed time, can you please link the source?

    What difference does it make anyway? That's the risk of running Hex: Totems; they may get cleansed quickly. It's no mistake that you're not raising the point of Hex: Totems that last the duration of a trial and devastate Survivors. Hex: Totems fundamentally change the game in compelling ways that a Boon cannot. What would game-altering Boons look like in the game?

    Boon: Everyone Escapes Death. 4% movement speed, and Survivors gain the new Impervious Status Effect. Impervious allows Survivors to withstand any hit. The Killer must find the Boon and snuff it, which now takes 14s.

    Another approach is Hex: Totems or Scourge Hooks that target Boons. The discussions are always about nerfing or deleting Boons, never creative ideas on how to empower The Killer to deal with them. That's a lot of opportunity for new killer perks that could fill this space and make Boons less appealing.

  • I agree, permanently shield them. It just results in people getting confused and complaining about the quality of matches.

  • Yeah those are fair points. Right now the perk is fairly useless since even when you have it equipped you don't always get value as other people may not necessarily know you have it. What about if the perk worked like BT? Only when you went to the hook to rescue someone within a certain radius would it pause their timer. Then it could be a pretty cool altruistic perk for people to run.

  • The only issue is that killers will circumvent the 10 seconds, and just leave at 8 to 9 seconds and then come back. It definitely needs to eliminate the other survivor requirement but not sure how to trigger the pause. But then again, does the pause really need a trigger? What if it just worked?

  • I love the time of day and wish we had more maps like this. Coldwind would look nicer under the moonlight.

  • UPS ringing my doorbell with my new monitor, unfortunately for that game I had to AFK. To my surprise, The Doctor was pretty nice, he didn't kill me and because of my AFK started farming with everyone.

  • It does seem like pallet stun and Dead Hard validation have been severely watered down. Probably in a bit to placate killers who are so accustomed to everything absolutely everything being handled on their end. That the idea of a authority other than their own system existing is unimaginable.

  • We need the option to bleed out when left on the floor, they could add some prerequisites so people don't instantly bleed out as soon as they are slugged. However, being held hostage in the game isn't fun. Especially when you're already on death hook and ready to move on to the next match, but the killer wants to hold you hostage and let you bleed out to go look for someone else or the hatch.

  • @SOULWARRIOR71K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2882124#Comment_2882124

    Maybe you don't care about either being forced to watch someone gloat or having to wait unnecessarily if they refuse to leave, but I'm willing to guess the majority of us find it annoying. I don't buy into the "it doesn't bother me so it shouldn't bother you" type thinking. If survivors just leave when the game is over, this wouldn't be an issue for anyone. Instead people just keep excusing it away while ignoring the fact that survivors do not have to do this. They choose to because they are in no danger since the killer can't do anything about it at that point.

    I never said you shouldn't be bothered, I asked why are you bothered. An important distinction.

    However, the game isn't over yet. Is it? The game is over when it's over, not one minute sooner. Teabagging in the exit gate is silly, which is why I don't do it and why I'm not bothered by it. However, you're free to be. Perhaps a perk that summons The Entity when someone teabags in the exit gate would be a good way to deal with it.

  • @GillyBeannn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2880477#Comment_2880477

    why is sprint burst a laugh? you can do gens in deadzones and sprint away to a safety tile.

    That's how I use it, and often The Killer doesn't pursue me, especially when they lose line of sight.

  • Blocking would be moot if Behaviour suppressed the names of everyone until after the Trial concluded. There is no need for The Killer to see the usernames in the lobby. If no names were visible, no one could dodge or harass players across several trials.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2882299#Comment_2882299

    You can DC, you'll just get a 5 minute penalty.

    Unless it's just you don't play against certain Killers and want to screw over your team by leaving early.

    An unwilling participant is precisely that. The outcome doesn't change; rescuing them delays the inevitable. I agree it does screw over the team, but delaying their exit doesn't achieve much. There is no difference between someone insta-suiciding versus someone that wants to exit but is held hostage in the Trial (for one reason or another) and does nothing. Some cause trouble by making noise near other players or wasting pallets.

  • @adam1233467 said:

    Try to use ds at leats, I played today with ds, botany, self care and dead hard, if the killer decides to tunnel me, I have ds and self care if he leaves me

    One-time use DS is too limited and easy to circumvent. It still needs a rework from the Survivor's perspective since the last few passes have provided comfort and accommodation to The Killer's perspective.

  • @Piruluk said:

    Short story: Solving requires the game to be rewritten, dbd 2. Thats why wont happen. No anticheat can defend the game since its written such a faulty way, not suitable for multiplayer. Also for players this isnt big deal, for start most of still playing dbd, also the other half enjoying the cheats. Streamers said that on high mmr, up to 50% cheats in some way

    Another issue that likely contributes is hits being handled on The Killer's end. This allows people to abuse game logic and circumvent anti-cheat mechanics; at least this is what the dev of an FPS title said regarding why hits were handled on the server.

  • @Satelit said:

    https://forum.deadbydaylight.com/en/discussion/comment/2880559#Comment_2880559

    It's not consistent but it is the most satisfying when it works,even if not often.

    Blood Warden works every single time; it's not an RNG perk. Make it work, and create the necessary conditions to trigger BW if you want more value out of it. Of course, it's not always easy, but when you do, the perk does its job of blocking both Exit Gates for the stated duration.

    @SOULWARRIOR71K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2880739#Comment_2880739

    This thinking is so flawed. So either give them the satisfaction of making you see them teabag, click and leave or give them the satisfaction of making you wait for no reason. How about survivors just you know.... leave? Crazy thought right? There's nothing strategic or sportsmen like about forcing your opponent to watch you gloat. But then again we live in the world where survivors pretend they aren't doing this to be toxic (but would complain if their ability to do this is taken away).

    Why be bothered by it in the first place? I've been teabagged and don't care about it. Look away or moonwalk in the gate area

  • @DangerScouse said:

    Tunneling is a term adopted by salty survivors who want to be able to do everything possible to win, but don't think killers should be able to do the same.

    That's taken right out of The Killer's guidebook.

  • @Peanits said:

    Hey there, thank you for the very detailed write up. You hit the nail on the head with just about all of this, but there is one thing we want to clear up. These days, it's very uncommon for games to calculate hits entirely on the server. Most games will use a system similar to ours that "favours the shooter" (or in our case, the big dude with a machete/club/etc.) This is largely due to the fact that handling everything on the server feels really bad. To use an FPS as an example, you could aim perfectly and shoot directly at an enemy, but your hits may not connect because that's not where they appear on the server. As a result, you have to predict and aim for where they're going to be rather than where they are. This isn't exactly intuitive for the shooter, making it feel like you were robbed when your hits don't connect.

    Now, back to Dead by Daylight: DBD is a unique beast since we're typically dealing with melee attacks, and most importantly, your target is running away from you. This is very easy to overlook, but it makes a very crucial difference in practice. In DBD, predicting where your opponent is translates to "get even closer to them before you try swinging"- something that you usually don't have the luxury of doing without having a pallet dropped on your face.

    Let's say the survivor you're chasing is running towards a window and about to vault it, but you, the Killer, can juuuust barely lunge and hit them before they make it through. With the system in place now, the server will validate that you were close enough (within a reasonable margin) and give you the hit. But on a purely server based system, the server sees the survivor as further ahead, so the hit never happens.

    Is this more fair? Not quite, since the Survivor is always in reality going to be ahead of where you see them. This would mean that any time you can just barely lunge and hit your target, you'll miss. It's not your fault either, it looks like you're close enough, but since the Survivor is (in theory, at least) running away from you, the gap will always be smaller on your end than the server/Survivor's end. This is the main reason why we only validate the hits on the server, not check for them.

    For what it's worth, this was actually tested! A system where everything is handled on the server is actually easier to implement than the system we have now. The trouble is, it leads to a whole bunch of rejected hits even with a fairly good connection. This is why we went through the extra work to make it work the way it does now. As long as your connection is decent, your hits shouldn't be rejected, with some additional checks around things like pallets & Dead Hard to ensure that it's operating as fairly as possible in those key moments where every split second counts.

    In this upcoming Mid-Chapter, we're also doing some more work to clean up rejected hits. If you've got a good connection but a hit is rejected (whether that's because they used Dead Hard or dropped a pallet on you first), then the game will avoid giving you any feedback that might suggest you hit them. This has zero impact on actual gameplay, but cleans up those weird moments where you see yourself hitting the Survivor and they even fall to the ground only to get right back up and sprint off into the sunset.

    Hopefully that sheds some light on why we chose to handle hits the way we do. It's worth noting that we're always looking for more ways to improve hit detection as we go forward, so what you see now likely isn't going to be the exact way it works forever.

    The problem is the "reasonable margin" is too generous and excessive.

    On the point of fairness, yes, it's not fair to get denied hits, but it's equally unfair to get struck when you are far! It seems the devs are exclusively concerned with fairness from the perspective of The Killer. What about fairness for Survivors? It's devastating and frustrating to get hit despite clearing a vault or being too far. Killers often get unfair hits, but that doesn't seem to matter to the devs; they are only concerned with making sure every hit lands for The Killer. Even Pallet and DH Validation seems watered down since the original implementation.

  • @Pirscher said:

    I hope we have multiple versions like with Badham Preschool <3

    I hope so too! It looks like that YT video someone made of Haddonfield.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2855333#Comment_2855333

    In what cave have you spent the last few years? We aren't in 2018 anymore. The lag gives an unfair advantage to lagging survivors.

    You are sadly mistaken, although I wish you were correct. Hits are handled on the killers end, that tells you everything you need to know. This didn't change with the implementation of dedicated servers, or even hit validation.

  • Are you joking? The lag advantage is real and is no joking matter.

  • @ChurchofPig said:

    The wiggle one is a known bug

    I got the opposite of that bug; I couldn't wiggle even at 125% progress. The bar was complete, and nothing happened.

  • Is this a topic of things we're tired of in the game? If so, I'm beyond exhausted of the KILLER LAG ADVANTAGE!! It will never be fair or balanced when The Killer has a tremendous and often unknown lag advantage over Survivors. It's painful and unfun, match after match getting fake hits because Bvhr continues to tolerate and permits "hits being handled on the Killer's end."

  • @Pepsidot said:

    I don't understand why if DS is helpful outside of being tunneld it must be nerfed? Players seem to suggest that DS should be solely anti-tunnel... but why? I think it's in a good spot with only a few QOL tweaks that could be made to it.

    The real issue with a lot of the so-called feedback and suggestions is that they don't want the perk to work outside of being tunneled, but at the same time don't want the perk to actually be effective when you are tunneled. Tunneling can happen more than once, tunneling can exceed 60 seconds, and circumventing the perk by not picking someone up that you tunneled within 60 seconds is still tunneling! Yet in these aforementioned circumstances, DS provides no relief.

  • @ukenicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/2839267#Comment_2839267

    Same, this was an idea I had for a Kinship rework. Currently Kinship is way too niche in solo queue sadly.

    Exactly, the real issue with the perk is the requirement that another survivor be within a certain radius of your hook and then it only works on second stage. The killer standing within a certain radius should be enough of a requirement. The reverse version I could see happening as a perk in the future for another survivor. It could be a great perk to punish a camper, but the current requirements are excessive and the limit to second hook makes it less appealing.

  • @ukenicky said:

    Sadly there are no perks that help with face camping which is why killers are doing that much more lately. They know it guarantees them a kill, then they just go and do it to the next person and pair this with NOED, No Way Out, Deadlock etc.

    And before anyone says Kinship (Camaraderie) please, that's only usable on comms in a coordinated team. Honestly wish they'd buff Kinship so that it punishes dedicated face campers more and incentivizes them to leave the hook because this current meta of face camping has made me quit the game.

    Kinship might be better if it worked on others instead of yourself, I would probably run it a lot more since I often see campers and it would be cool to be in the area and halt progress.

  • I would have been more excited if we got an amazing map. I'm also eagerly anticipating the conclusion of Realm Beyond, I wish that was happening tomorrow.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2821815#Comment_2821815

    But in reality we don't need to justification of a tactics, it's weird how many people thinks they need something to do specific things.

    Have you ever seen a survivor who try to say "killer tunneled friends so we will repair generator"? strange things.

    You're right, which is why I find the explanations and justifications offered to be entertaining. That was my point!

  • Just loading into a lobby will get you tunneled and camped. Players are so fickle. Bring X perk or item, wear a certain outfit, play a certain character, successfully stun, cleanse a hex, and many more are all reasons people use to justify their tactics.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2821218#Comment_2821218

    Not defending anything. But in my eyes, gens are to the killer what hook stages are for survivors. Once a certain amount has been reached, the game is over.

    Not you, in general. I agree that hook states are generators, but some think a single hit should result in death.

    I can't entirely agree that it is over; I've seen as much as eight hooks with four gens left and Survivors escape. Likewise, both doors opened, and a 2-4k lol It's not over 'til it's over!

  • @Tiufal said:

    Survivors are forced to sit on a gen, while a teammate is camped or tunneled. A camp doesnt force survivors to do something else if they want to escape. Every smar survivor pushes the gens as hard as possible in such situation, to finish them all before the mate is sacrificed in order to get him out too. And thats not genrush. Genrush only relates to groups stacking speed items/perks. Killers just realised how flawed the game is, and how easy it is to get a 2k for doing nearly nothing by undermining fundamental game mechanics.

    It's especially lovely when The Killer and Hook are near a generator, and the Survivor has Kinship. I remember getting basement camped by The Cannibal, and with Kinship, they did the generator in the shack, and everyone escaped.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2820591#Comment_2820591

    It doesn't make any sense?

    Killers try to secure progression by killing a survivor before gates opened and they escape, survivors try to secure progression by rushing a generator before it regress to zero, I don't think it's different at all.

    Yes, it doesn't make sense. I narrowly tailored my reply to a specific post; your response is broad and doesn't address the point.

    @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2820601#Comment_2820601

    The better example for "regression" might be a health state. If I leave that injured survivor off hook, it will heal up again and undo my work. Just as leaving a regressing generator alone would reverse their efforts. Therefore, tunneling is the only rational course of action that a gen rushing survivor would take and yet they are oh so confused by their own logic.

    No, it's not. If I injure a Survivor, it makes sense to continue pursuing them until they get downed and hooked. Otherwise, The Killer can lose that investment. After that, you don't have to continue following the Survivor. They've fulfilled their investment in that Survivor via the hook state. If a Survivor heals after a hook, I do not consider that a loss. Sure it's easier to pursue an injured Survivor, but it's unnecessary. If you think one hit should equal death, then yes, tunneling makes sense. That comes down to opinion and entitlement, much like Survivors that think five generators mean escape. As the killer, I don't tunnel nor need to, but it's clear you do, so you're trying to explain yourself. It changes nothing for me.

    @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2820578#Comment_2820578

    Boiled down to the basics, both can be considered tunneling.

    You can use any term you want; I focused on necessity. People try to equate completing one generator with death; I don't see it this way. It comes down to opinion and approach. I don't tunnel, camp, or slug, so I also don't need to justify those things the same way others do. Many play this way and get offended when others call it out, so they try to defend their actions.

    @hailxsatanxeveryxday said:

    https://forum.deadbydaylight.com/en/discussion/comment/2820459#Comment_2820459

    Yes. And it's no fun when you come up against a bodyblocking CoH clicky-clicky flashlight squad and don't even get a single kill because you decided to abandon a strategy that might actually help you win.

    Killers tunnel because it works. If you're encountering a lot of tunnelers, it might mean you're moving up in MMR.

    I had a game today against an SWF team running all meta perks, purposely didn't tunnel, and lost despite playing relatively well (got a pip and one kill - which I wouldn't have gotten if it weren't for Lightborn). I realized I should have just tunneled, so I started doing that, and I've been winning again.

    If you don't take someone out of the game early, you don't stand a chance against good survivors. It's that simple.

    https://forum.deadbydaylight.com/en/discussion/comment/2820578#Comment_2820578

    Well, the point of tunneling, IMO, is to take a survivor out of the game as early as possible. That's the whole idea, so of course you do it early game if you're going to do it at all.

    By the time genrushing has started happening, it's already too late, and you can't tell at the beginning of the game whether you're up against a bunch of Brown-tier solo n00bs or a SWF bully sweat squad. You either take the lead as early as possible, or you gamble on playing an unwinnable game.

    I understand WHY people tunnel. That was never in dispute. In some cases, it makes sense, but I often see tunneling when it is unnecessary, so not everyone "only tunnels" during those moments. Some players have a propensity to tunnel independent of what's happening. Tunneling is here to stay, but that doesn't mean people can't express discontent over it. It also doesn't mean that it is good for the game or the experience.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2820578#Comment_2820578

    Killer's investment in survivor regress once gates are opened, there is no difference in 2 hooks escape and 0 hook escape, it's either one of dead or escaped.

    So, you are somewhat wrong.

    That doesn't make any sense and has nothing to do with the narrow quote I was responding to. Read a little more closely before responding.

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