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Nicholas

Nicholas

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Nicholas
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  • It's so unfair for killers. I guess it's fair to deny survivor players movement because The Killer benefited from the lag advantage. However, now that DH is validated, the world is ending, and it's super unfair. Meanwhile, an unfairly downed survivor due to the competitive advantage given to killers is ok because The Killer saw the hit, and his client confirmed it; it doesn't matter what the survivor saw or the server. Sounds super entitled and biased.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2593544#Comment_2593544

    Correct.

    The perk was obviously good before, so it either needs to be nerfed accordingly or Killers need buffs.

    Sure, we can ######### over people in Russia and say they aren't allowed to play the game.

    Yeah, Killers need more compensation because validating on a dedicated server is so unfair. Let's revolve balance and fairness with people in regions without a server because that makes a lot of sense. Let's also screw over people with good connections because it's so unfair for people that lack them, and those people should suffer so others with latency can continue to have an advantage. Let's make it "fair" for one group at the expense of others is very reasonable.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2593523#Comment_2593523

    So, what's the compensation buff?

    Many Killers were already struggling and having a difficult time continuing to play, so, what changes can we expect for Killer?

    Maybe they'll validate flashlight saves so that we don't get stunned after we look away.

    I have no insight, so I'm not sure why you're asking me. So you're saying killers should be compensated because DH is now handled by the server instead of the killer client? I agree with you about flashlights, but why stop there? Why not have everything validated by the server? Then you'll really have a reason to cry.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2593405#Comment_2593405

    I'd like to point out... how is what one player sees on their screen any more valid a configuration than what the other player sees on their screen?

    All this does is push the problem around. Fairness would be working on the desync issue (that's quite present even when all parties have solid ping), not reallocating which side has to suffer the brunt of its fuckups.

    I never said one side should suffer, even though the fact is the survivor side suffers the greatest with respect to latency on hits. With that said, the server is making the determination. So it's the fairest of the three options. Unlike hits which are still handled on the killers end. Since the server is deciding, a survivor who successfully uses DH on their screen may still get struck if the server validates the hit.

  • The video was sadly funny to watch.

    @Junylar said:

    Yeah, now killers are getting robbed of their fair hits. Pretty good job so far

    You were robbed of hits they never earned in the first place. I hate to break it to you, but just because you see something on your screen doesn't mean the other person also saw it. You hit through DH on your screen, they successfully dodged the hit on theirs, but the server determining the outcome seems fair. Why exactly do you think your client should be the authority on that interaction?

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/2593361#Comment_2593361

    Is that so? Tell it to my predropping pallet stunning enemies.

    And pallet stuns are also managed by the servers, but I think to a lesser extent and not entirely. The server still seems to defer to the killer client unless the ping is exceptionally high. Moving to server-based validations is a good thing. I wish the validation threshold were stricter with enforcement.

  • @RenRen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2593350#Comment_2593350

    Wasn't the pallet one also temporary? Yet they are so different in terms of how well they work.

    The devs stated: The permanent solution: We will rework the way interactions and interrupts work from the ground up with dedicated servers in mind. I think it's only grabs getting reworked and pallets are the final solution.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592033#Comment_2592033

    Cool cool cool. Ya gonna give killers anything? Anything at all?

    Do you mean it's not enough that hits are still handled on the Killer’s end as they were before? What more do you want? That is the ultimate advantage in any game; your zero-latency client prevails except with DH.

  • @RenRen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592089#Comment_2592089

    I mean. Have you seen the pallet validation compared to the grab hit validation?

    What about it? IIRC the grab is a temporary fix until the devs implement a complete solution.

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2593118#Comment_2593118

    I’m merely talking about the definition of the term “buff”.

    The change is making Dead Hard more reliable, therefore more viable, which fits the definition.

    ^ This is an objectively unbiased statement.

    The fact is the devs have always stated DH needed to be reworked in light of the servers. This is bringing DH aligned with that vision. The term you use to explain it is ultimately inconsequential. If validation changed the perk to meet its intended target, I wouldn't call that a buff. However, if buff somehow makes people feel better about it, it was buffed to be fairer, which is a net gain for everyone. We should all want fairness for both roles. It's never going to be perfect due to latency, but we should applaud efforts to close that gap, not try to label it as an unfair buff to Survivors.

  • @Dwigtht said:

    https://forum.deadbydaylight.com/en/discussion/comment/2593100#Comment_2593100

    So it is fine that survivors scream on my screen when I hit through dead hard and continue running? Are you saying this perk now has to be fair for the killer only when I am inside the data center playing the game on the Dedicated Server? Otherwise, sorry?

    Is it clear this is an online game and latency has to be taken into account?

    You didn't even address my point, which manages your initial one. Now you're just repeating the same issue. Yes, it's fair that the server is rejecting your hit vs. DH. Just because YOU see something on your zero-latency client doesn't mean it is prevailing. Another player sees something different, so rather than let either side determine the outcome, the server will decide in this narrow circumstance. Otherwise, your hits are still handled on the Killer's end, aka what you see is what happens, and it doesn't matter what happens on the survivors' screen.

  • @Jarol said:

    I just watched clips of Dead Hard's Validation Hit and it's a shame on BHVR's part that it's laughing at mains killers.

    First BHVR destroyed Deathslinger and now this, yes, I can say that the Validation Hit has the priority depending on the dedicated servers, how is it possible that when BHVR makes changes, they prioritize the survivors more than the killers.

    Really my anger was reflected for the first time in the Validation Hit of the pallets and now with Dead Hard it is a total Crap, I just saw a Spanish streamer called ReudigRuediger where he played with Trapper and saw that when he hit the survivor, he shot Dead Hard and I did not leave him dying, in fact the killer slowed down, which gives me an absolute rage that every day this game is sinking into ######### and they have to get licenses to continue existing.

    I just hope that Propnight, VHS, Charlie The Legend and some future Leatherface or Michael Myers game by Gun Media will destroy this game alive so you know how a balanced game should be handled well. Not making it worse.

    Bvhr has been "siding" with killers since day one. What do you mean? Hits are still handled on The Killer's end even when you have a significant lag advantage. Survivors have to suffer fake hits in every game, but now that DH has some validation, I guess that's supposed to imply that killers are somehow disfavored? DH doesn't even favor anyone; it's server-sided as it should be.

  • Bring BloodHound, great help, and no one expects it.

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592997#Comment_2592997

    Survivor Mains don’t understand simple, terminology… or perhaps they don’t want their fragile egos hurt. They couldn’t possibly be getting carried by a perk, right?

    Buff (video gaming), a change to a weapon or ability that deems it more viable for game balance.

    By making Dead Hard “work as intended”, as they innocently put it, this perk now becomes insanely more viable. There are no ands, ifs or buts here - this is a straight up buff.

    The problem is when people play a game that has made them the server for so long, and things begin to shift to a more neutral, secure, and unbiased fairer authority (like a server), they cry about it. Killer players still get the edge on hits per the devs: "...hits are still handled on the Killer’s end as they were before..." so not everything has to be killer-sided. DH and pallets are server-based, not even Survivor-sided, and that is apparently too much. The tremendous competitive advantage involving everything being killer-sided is finally moving towards server-based checks so I understand the crying.

  • @Dwigtht said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592966#Comment_2592966

    You just kidding. My ping is 30-40 ms. Survivors should not scream and remain uninjured on my screen.

    30 to 40 is still 30-40x higher than zero, lol. Of course, the client will provide instant feedback; otherwise, hits would appear to have missed while it's being validated and then eventually strike, and you hear a cry. There is always going to be latency, especially when things are getting checked with the server. I don't know why you think a hit should prevail because you saw it happen with zero latency.

  • @Dwigtht said:

    I've just got dead hard validated as a killer the last match,

    you hit through dead hard,

    survivor scream on my screen,

    the survivor continues to run like nothing happened.

    Pretty good job with validation.

    What do you want to happen? Do you think because you hit a survivor on your zero-latency client that it should prevail at the expense of the Survivor? The sever decision is the fairest and balanced thing they could do. It shouldn't be killer or survivor-based. Alternatively, how many times have you hit a Survivor that on their screen they were too far or got away, and yet your hit was permitted?

  • I saw some other videos of his with red and yellow pings, so he's probably a super lagger that got hit validated. Hit Validation is so lenient; his ping must've skyrocketed, but why is this news? Survivors endure fake hits all of the time.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592582#Comment_2592582

    You almost seem like you're being intentionally difficult.

    Regardless, I'll get to my point.

    The perk is already the 3rd most popular perk at all Ranks for Survivors. It is extremely good, and there has been a lot of debate over it's power for a long time. I don't remember ever hearing anyone saying it needed a buff. Instead of receiving a buff (fixing the server issues) and a nerf (removing the distance gained for dodging a hit) it just received one. Like with Deathslinger, BHVR doesn't seem to understand that you can't just nerf (or buff) one part of something without addressing the entire situation. With Deathslinger, he was unfun and too good at chases. So they nerf that aspect of him, good! However, they forget about the rest of his kit. Likewise, with Dead Hard, they buff it to make it more consistent, but forget that it was already an extremely good perk.

    This allows those people who used Dead Hard well and extended chases by 25-30 more seconds to abuse it more heavily if it functions like pallet validation. There's a chance this will do nothing, but somehow I doubt it.

    You're making this difficult by necessarily trying to ascertain my opinion about unrelated things; clearly, you didn't need to know as you were able to outline your biased opinion anyway. I'm not convinced that survivors should suffer a disadvantage for the sake of laggy killers, whether that lag is due to distance, internet infrastructure, user inducement, or otherwise; it doesn't matter. The DH Validation is about making the perk fair. Besides, this only impacts high latency killers who already have a tremendous advantage with everything minus pallets and DH handled on their client.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592545#Comment_2592545

    Would I be incorrect in stating that Survivors at higher skill-levels will see much better use out of Dead Hard than Survivors at lower skill-levels?

    Idk; I've seen potatoes do amazing plays and so-called pros miss the mark. None of this has to do with the topic. I thought you were referring to the server concerns.

  • @Sweet_Tour said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592175#Comment_2592175

    It's amazing how everything you said was wrong. Survivor mains are the most entitled set of players I've ever had the displeasure of playing with.

    Some indeed are, but this applies to both players of both roles.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592535#Comment_2592535

    Answer the question and allow me to demonstrate my point.

    I think both roles need many changes, I can't answer such a broad question so narrowly. Feel free to advance your point.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592473#Comment_2592473

    That's not my point.

    Allow me to ask you a question to demonstrate it. Do you think the Survivor role, in general, needs buffs?

    The game has balance issues in general, so don't conflate with other points. What exactly is your point about this topic?

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592299#Comment_2592299

    The issue is that everyone already knows the perk is broken in higher MMR. The Devs aren't stupid, they obviously know that.

    I just don't know how changing this will help them decide that it is either fine or not fine.

    Also, moving to server-sided stuff screws over people who aren't near servers.

    You're so biased, yet you accuse others of it. Your underlying point is those killer players, and by definition, anyone who artificially induces the right conditions should continue to gain a competitive advantage at the expense of every survivor player. My goodness, talk about extreme bias.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592175#Comment_2592175

    Yeah, that's some bias you've got there.

    Also, try not to disparage people for where they live.

    Yes, my bias is towards fairness and balance. I don't need nor desire a killer client advantage to play. It's telling you can't even address the merits but instead take a cheap shot regarding bias and location, which is never on display. My reference to Timbuktu is commonplace when referring to a "far-off place."

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592118#Comment_2592118

    And yet, Survivors seem to be doing just fine, don't they?

    This was an objective buff that Survivors didn't really need. There was already heated debate over Dead Hard and it's power level compared to other Exhaustion perks.

    Unless this is a precursor to a nerf, it didn't need to haopen.

    Also, if you live in a place without a server and BHVR shifts everything to be server-sided, you're screwed.

    Survivor players are tolerant and resilient, for years they have endured EVERYTHING being managed exclusively and authoritatively on the killer client. However, does that mean we never needed servers? Does everything still have to be managed on the killer-side in this game? If you live in a place without a server, you have an incredible advantage as is. Your hits will almost always prevail, even at 500 ming. This is a massive and powerful advantage killer players have over survivors. So yes I do think they need to bring more server-sided authority to the game, even though some people live in Timbuktu.

  • @Elena said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592117#Comment_2592117

    Shards are not free

    Yes they are? You don't buy shards with real money.

    You buy them with your most valuable asset: your time.

  • @ShinobuSK said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592045#Comment_2592045

    Its already been added for pallet interactions, vaults and many special attack hits for months now. Today its gonna be on Dead Hard as well

    Afaik vaults and special attacks are still killer-client?

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592089#Comment_2592089

    Yes, it is.

    I call it how it is, it is an objective buff to an extremely popular Survivor perk.

    You can tell yourself night is day, but that still doesn't change anything. DH was always intended to be server-sided; they announced that before servers even went live. They have always indicated many interactions, including pallets, grabs, stuns, and others were designed with The Killer being the authority would eventually see changes based on servers. For too long, Survivors have endured everything being killer-sided. That was never fair and provided a tremendous advantage to The Killer.

  • @Guest1567432 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592080#Comment_2592080

    Nope...it favors who ever lives closer to BHVR servers.

    Why should it simply always favor the killer? Is that fair? And it actually doesn't, it favors ping. Ping isn't always about distance. I could simply have a better connection with a lower ping than you next door to the server.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592006#Comment_2592006

    That's like saying the pallet validation change wasn't a buff to Survivors.

    It's still a buff the perk really didn't need.

    It's about fairness. Everything has been handled on the killer side for years, now as they are moving things to the server which is a neutral authority and most games have it, it's a survivor buff? lmao

  • @Guest1567432 said:

    It's added to the hit validation mechanic that favors survivors...its a bullshit buff. We all know how bullshit the "pallet validation" is this is the same thing.

    It favors the better connection, which is what EVERY hit needs. Instead, hits are still handled on the killer side. Pallet stuns supposed to be server-based. NOTHING regarding hits is based on survivor-client.

    @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592015#Comment_2592015

    Kind of yes, pretty much so that the perk works as it should and should prevent the times when you're "exhausted on the ground" even though your perk worked, but the killers ping was higher.

    I wish this change would happen with hits in general. Hit Validation doesn't do anything concerning high-ping killers. They still get the hits.

  • Any killer on VPN or benefiting from the latency advantage this game provides. There's nothing balanced or fair about it. Seeing the killer swing where I was 2.5 seconds ago and the hit counts is the definition of unfun.

  • There's no need for the survivor names to be in the lobby. Even the hacker justification is insufficient. That's an issue they need to resolve independently of the usernames. With that said, the lobbies should not display any username.

  • @TragicSolitude said:

    BHVR should've added a console-only crossplay option by now. We've been asking for it since crossplay was first announced, and the prevalence of hackers has only made it more necessary, but they've completely ignored both issues.

    Agree, but no one would opt-in to cross-play with PC players, which is the dev's principal objective.

  • @dnj510 said:

    I'm on PS5, and if I turn off crossplay, I don't find a match.

    @Jeromy137 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2585030#Comment_2585030

    Yeah pretty much this I'm on PS5 and only get games if a PS4 friend is the host of the lobby

    Not true, it was like this initially, but now PS5 and PS4 are the same pool. I have no problem finding matches on PS5. If you believe PS5 is the issue, download and play the PS4 version in the meantime.

  • Going AFK confuses me. So if gens are getting done too fast, they are escaping, which means you're losing MMR? However, if you're killing Survivors, you're gaining MMR, which means you will face better Survivors? If the goal is to meet less efficient survivors and kill them, won't those actions put you right back where you started?

  • @herpderp00 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2586277#Comment_2586277

    What escape challenge? Do you mean the Adept challenge?

    The Halloween event tome has one to escape as her.

  • @JawsIsTheNextKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2586273#Comment_2586273

    Ah, I see. Without wanting to get off-top too much, how DID you find pallet hits with such a low ping?

    In case you're interested in pallet management: https://forum.deadbydaylight.com/en/discussion/262994/developer-update-july-2021#latest.

    In the beginning, most of my pallet stuns prevailed, but like you, I also have a great connection, so I expected that. I rarely got hit through a pallet, but then in September or so, it started to revert to the old experience where I was getting hit through them again. I remember a lot of complaints about "fairness" and how frustrated killer players were that the server rejected their duly earned hits. So I think the devs opted to water down pallet management rather than educate players about network and latency. The complaints almost don't exist anymore is a tell-tale sign.

  • @RockoRango said:

    There was a big deal about an entire hit registration rework once the official servers were launched for a bit because the previous hit-reg system was extremely outdated and killer-sided. It's ironic to think now that it's transformed into a lenient mess but, like you said, they don't have much merit when it comes to latency compensation.

    The devs are moving at a snail's pace on this topic. I understand that weaning killer players off full authority with zero latency to a server-managed system is difficult to swallow but it was never fair. It's amazing survivor players endured the killer-sided authority for so many years.

  • It could be toxic killer players that want to solely deny her the escape challenge? lol

  • @JawsIsTheNextKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2586052#Comment_2586052

    Yes. I know we were told that hit validation was supposed to favour the better Internet connection but I've a funny feeling (at least for pallets) it works the same as before: favouring the poorer connection. I often hit the menu to check the survivor's ping after getting validated and it's usually from a bad ping survivor.

    My ping to my ISP is 1ms, and my ping on DBD is usually at around 30ms. The survivor is often double that.

    You're conflating two different interactions. This topic is about Sever-Side Hit Validation which has nothing to do with pallet stun management or even grabs. As discussed, SSHV doesn't seem to even validate high ping hits despite devs indicating this. The official quote is, "Under normal circumstances where the Killer has a solid connection to the server, hits are still handled on the Killer’s end as they were before and you should not notice any difference."

    The problem is how they define "solid connection," their definition appears to be very generous. We do know that SSHV tolerates pings as high as 500, which is terrible. Even at 150, that is a significant advantage to The Killer at the expense of the Survivor. 500 is an insane advantage.

  • As a killer player, I absolutely love boons. Survivors are wasting time looking for totems, blessing them and re blessing them aka not doing generators and not being on the lookout for NOED. As a survivor player, I'm torn because I'm guilty of starting a trial running around looking for a totem to bless and I'm realizing that I should be doing a generator instead but I can't resist blessing lol it's working on me because I'm deviating from doing generators which is really weird.

  • I just went through everything in the store and Nea is the only Halloween outfit that's not classified as event. Is this an oversight?

  • I've seen some people still using it but have no idea how they equipped it. I had CoH on Nea, but the game unequipped it, so I know that isn't how people can use it.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2585671#Comment_2585671

    Couldn’t have said it better myself.

    I feel like, in the beginning charms sounded like a cool idea, but now they are just…there. They feel like fillers to the RIFT track, rather than something you’d wanna wear.

    IMO they should have made accessories in general. Backpacks, scarfs, 2 versions of same hair released for a survivor being featured, accessories that maybe make sense with the outfit that are being featured through that track.

    There are so many ideas.

    Charms would be very cool if few existed and were awarded after you accomplished some notable feats, including reaching level 70 in The Rift. Now it's the go-to item for everything; we are swimming in useless and ugly charms. They don't feel unique or distinctive enough and are meaningless.

  • @Laurie268 said:

    I mean you get the 1000 auric cells you spent on it back when you reach tier 70 which means that if you never spend them, the battle pass will always be free for you. There are lots of games where you HAVE to spend money monthly to buy the premium pass so we shouldn’t complain.

    Yeah, but those games offer fantastic forever exclusive items, which you want and will never be available again. Some games also pay you to finish the Battle Pass. DBD's is mainly useless charms and a few skins that the store will later sell. There isn't any incentive to grind it out; it's more incidental for me that I reach 70. If I do, I buy the pass; otherwise, no. Idc about the "free" skins I will never use anyway. Free stuff isn't worth it unless you get the value out of it. $100,000 worth of skins for characters I never use has no value for me, so that doesn't compel me to go out of my way to sink time into The Rift.

  • The 2021 event should've been compelling and exciting, something new and fresh. The devs promised to focus on two events each year, but this was yet another lackluster event. 2020 was equally mediocre, and I expected 2021 to blow us away because of the development time. Other non-horror games have better Halloween events. Halloween in DBD should feel like THE pinnacle event of the year, the one you can't miss out on, but instead, we get a recycled event that mimics the 2019 and 2018 versions with a Tome. Between these lackluster events and the lack of maps, Realm Beyond is MIA; the new or fresh content levels are disappointing.

  • Personally, as the killer, I ALWAYS scale back the efforts as a gesture of goodwill to fellow players. However, I am also a considerate and compassionate killer player lol

  • @Emeraldwing said:

    Here's another idea, return fog to The Fog. it is ridiculous how far and how clearly you can see, literally on my last match as Nemesis I ran Lethal Persuer, turned a corner and saw one of the Survivors clear as day on the other side of the map, making the perk entirely redundant.

    Thicken the fog a little more and maybe Survivors won't be able to see your every move.

    But then killer players complain they can't find anyone lol

  • @jamally093 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2586029#Comment_2586029

    But the survivor never dropped it when I hit that's the problem.

    On your screen, but for the survivor, they dropped it first, and the server determined that the pallet was 50% or more down, and thus the server rejected your hit.

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