Nicholas
Nicholas
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- Nicholas
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@skylerbound said:
i understood the arguments before mmr, didn’t necessarily agree with them but it made sense. Now with MMR, I have to prepare every match as if im going up against a coordinated SWF which results in overkill for the inevitable soloQ or duos.
these are two different types of matches, with one group put together randomly and another eliminating variables with discord.
“But queues will be longer cause lobby’s will be dodged” so? If a killer isn’t prepared or doesn’t have the perks then they shouldn’t commit to a match that would a disadvantage to them. A group got to choose to pick their teammates, why not give the killer the choice to go against a squad or not?
edit to add: But dodging will make swf queue times longer?? Ok but killer queues are already long, killers aren’t going to dodge for an hour to avoid a swf…
Lol, it's not like The Killer goes any easier on teams that are soloists or just plain mediocre. Why does it matter to know when most will play hard anyway? I have never seen a killer go easy on bad teams; they play just as hard and often unnecessarily so. Even when the scales are tipped heavily in their favor, they're relentless and show no mercy. Maybe if The Killer would relax a bit when the match is going so well, people playing solo Survivor will have less incentive to want to group up. When I'm The Killer, I can quickly surmise that this is a potato crew or soloists, so I adjust accordingly. I don't try to dominate and usually let everyone escape. I don't think implementing an swf designation for The Killer will advance the stated goal in any meaningful way.
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@Ohnoes said:
Q&A usually isn't worth watching, just safe questions get put up.
I agree; I remember Behaviour used my question, but they skipped part of it and then didn't answer it correctly. The questions are safe, and it's just not interesting to watch anymore. You don't learn anything new other than "stay tuned" and more or less the same old talking points. Or they allocate too much attention to questions already answered or those that people can find out online.
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Sony requires a new trophy set for PS5 games. For whatever reason, Behaviour decided against auto-popping trophies on PS5 that you've already earned on PS4. Many online games like Fortnite, Destiny 2 auto-pop when you load the PS5 version. We can only hope Bvhr decides to do this or honor the progress from PS4 to PS5. Until then, you have to earn everything again, minus the prestige ones and maybe one or two other trophies that auto-pop.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2535357#Comment_2535357
I don’t have the PTB either but I’ve seen the potential from video evidence.
Probably best to see what the final product is after the PTB to really judge but I really hope they don’t go live as-is.
I've only seen staged videos with perfect conditions in a controlled environment and hardly moved by those. It reminds me of the myriad videos about past perk combos. I still remember how broken and OP Soul Guard would be; everyone would run it, killers would never get to slug, and the unlimited free Unbreakable built-in was so unfair and broken, etc. There were countless videos showing people getting slugged and fully recovering in front of The Killer and, instead of getting downed, had "free BT" and got away. So this is par for the course in the DBD Community.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2535203#Comment_2535203
Running to a safe section of the map for free and quick heals is a big deal. Medkits are really strong for a reason, and this is like giving everyone unlimited medkits.
Also: Can be re-lit if snuffed.
Also: Can stack.
Also: Affects all survivors.
Also: No cooldown.
Also: Can replace Hex totems (while Hex perks such as Plaything and NOED can’t replace Boons.
The point is, they’re unbalanced for the current state of the game. A Hex perk requires 1/4 of your loadout, and can be instantly destroyed within 30 seconds. They deserve to have good effects. If a killer snuffs out one Boon, they still have 15/16 other survivor perks to deal with.
I'm not participating in the PTB, so I have no objective opinion on the balancing aspect.
Nothing you say changes my narrow and particular point. The balance philosophy will be different, and I've already outlined why. A Hex Totem can be cleansed within seconds; that's the gamble for such a compelling perk. Likewise, a Hex perk can bring a match to a halt and provide tremendous value by never getting cleansed or cleansed at the point of no return. Boon Totems don't introduce that level of power for many reasons, so they won't be balanced in the same way.
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@ProfoundEnding I agree and never have since most items do return. It does seem less likely we will ever see a true definitive forever exclusive other than Legacy and the Level 70 Charms from The Rift.
@OneCagedHeart thanks, you are too magnanimous. I expected tons of attacks from people that think I want to feel special over the charm lol
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2535002#Comment_2535002
And Boon Totems affect all FOUR survivors so they should be balanced differently as well.
All four are within a certain range, right? This greatly diminishes the value as it isn't optimal to be together. On the other hand, Hex Totems have no such restriction so my point still stands.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2535040#Comment_2535040
I do understand that, and we have looked at our way of delivering codes since then. Our partners will probably still get codes to give out to the Community, but we have taken on board the feedback in the way these codes are given.
Thank you for that and the insight. I'm glad the feedback matters to Bvhr and look forward to the event. I love exclusives and limited edition content, so I hope to see more, not less of that. Just keep it exclusive! It's really cool when things say "you had to be there" rather than everyone having everything.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2534974#Comment_2534974
Some time there will be "exclusives" like the rift for example - they're basically exclusive for a short period only. The people who obtained the code last year, have had exclusive use of it for a year. We never stated that these wouldn't be released in another way at any point, nor did we say they were not going to become available again, the decision was made after the popularity of the code. Players who obtained it back then have had exclusive use of it for a year, we can't guarantee this will happen with every exclusive/limited item.
Fair points. Yes, it was never stated, but sometimes not everything has to be explicit to be understood. The marketing around it heavily implied a very special, limited, and highly sought-after charm. The unfun and tedious nature of entering a 60 character code with a few redemptions only obtained from a handful of streamers reinforced this view. People were frustrated and angry, some spending days and weeks watching stressed-out streamers, and you can be confident they only did it because they feared it would never return.
Bvhr needs to be more forthcoming about exclusive content in the future, and the acquisition methods should reflect that. You could use the approach some other games have done. Announce an exclusive early-access opportunity to get something in-game and note that this item will become more broadly available again next holiday, etc.
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@Gladonos good points as well.
@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2533787#Comment_2533787
I’m sure survivors would be perfectly ok with Ruin and Pop to work together, right? I’m sure survivors miss Freddy’s old gen slowdown addons that stacked right?
Certain things just shouldn’t stack past a certain point. It breaks the game.
Survivors aren't a monolith, and I can only speak for myself. With that said, I never commented on the balance aspect; I don't think anyone should be surprised that allocating four perks to something makes that highly effective and efficient. It's worth noting that The Killer's perks and add-ons often affect all four Survivors concurrently and in perpetuity, so naturally, balancing them would be different.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2534809#Comment_2534809
Not at all, there were a lot of players who couldn't get this code the last time around and we wanted to rectify that. Also we have a lot of new players since then, there's no reason that they should be denied the opportunity to get this charm.
So why even create all that hoopla about getting this exclusive limited-time-only charm? The goal was not for everyone to gain access to the charm; this was apparent by how you distributed it. Last year, you could've made it a global code or a login reward if you didn't want to deny anyone the opportunity.
The decision to make it widely available shows a lack of respect and regard for your players' time and investment. Returning the charm in such a simplified way also sets a bad precedent for the game; how can we be certain a future exclusive reward that is tedious and time-consuming to acquire won't later return and be accessible to acquire? The charm is ugly, I never used it and never will, but I specifically went out of my way to obtain a code on console (as hard as that was) for the sake of FOMO. And now it's back? I wish this had been communicated to us last year so I would save myself the trouble. Even after complaints, Bvhr never indicated it would return in 2021 and be more accessible.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/2533869#Comment_2533869
Oh that's not an issue with pallet saves.
That's an issue with devs forcing killers to be on the other side of the pallet if a survivor stuns them. Power Struggle is currently broken.
I remember reading but what is all that about. So by forcing the killer to the other side of you on a pallet it cancels PS?
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2533823#Comment_2533823
Boon totems get survivors off gens and looking for totems, those things they try to ignore as much as possible. Seriously, the devs keep adding reasons for survivors to give a crap about totems, and yet every killer match I see a whole bunch of obvious, untouched totems. I see untouched chests. Survivors don't want to get off the generators. Maybe, maybe boon totems will be enticing enough to get survivors off gens, slowing down the match. Maybe survivors will put on their boon totems and Small Game or Detective's Hunch, leaving fewer slots for things like DH and UB.
There have been so many complaints that the meta is for survivors to ignore healing and focus on gens. If survivors aren't healing, gens go quicker. If survivors are searching the map for a totem, setting up their little medical area, and then running back there to heal, gens go slower.
Either BHVR adds new things to entice survivors to do something other than gens, or we all just accept that matches will be short and uneventful as gens fly.
As much as I don't like the idea of something new I have to deal with as killer, having to snuff the things out (like killers don't have enough crap to do and keep track of), I like DbD trying out new stuff. The game is so stale at this point, and boon totems won't be enough to change that, but maybe they'll be fun to meme with for awhile. There's nothing in my current build I'm willing to get rid of to regularly use boon totems, though.
Good points. It reminds me of the Self-Care cries about how fast and unfair it was that Survivors could heal. So they nerfed SC, and now most (maybe all?) high-tier Survivors don't even run SC and stay injured to focus on gens. I see it all the time; people will often forgo healing even while on death hook to finish the gen. Many of the "XYZ is OP" videos are so skewed; you can make such a video about anything to which you allocate 100% of your perks. Of course, a situation you have dedicated perks for will be optimal and fast. I run stuff like Brutal Strenght, Enduring, Fire Up, Nemesis, Spirit Fury, and Zanshin Tactics whenever I need pallets. Make a video with that and watch how fast you recover and break pallets and continue the chase. I bet it appears unfair and OP to the receiving Survivors.
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There's def an issue because even my Power Struggle failed to work when I was doing that challenge, and it happened to a random person on Gideon. They were at that pallet near the corner stairs with the narrow hall behind it. And before anyone asks, we both had Flip Flop equipped, and he was 99% because I went to pick him up, but he signaled not to. I saw The Oni grab, get stunned but no drop. It also happened to me against The Spirit and I was also already well beyond 75% recovery so was instantly at least 35% wiggle and nothing happened.
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@odista said:
Thank you for your response, Nicholas. It doesn't seem like I have access. I am missing the following survivors: Steve, Nancy, Kate, and Adam. I am missing the following killers: the spirit, the clown and the demigorgon. Do you have any suggestions as to how I can fix this?
The problem is the following chapters are included on the disc: Curtain Call, Shattered Bloodline, and Stranger Things. So there was no way to gain access to those on the PS5 version, until now! Visit https://support.deadbydaylight.com/hc/en-us/articles/4407009238036-I-purchased-the-physical-Nightmare-Edition-of-Dead-by-Daylight-on-PS4-will-I-still-have-access-to-the-characters-after-the-removal- for more information about the resolution. So glad Behaviour is resolving this for those impacted. Update the thread when it gets resolved.
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@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/2533782#Comment_2533782
i guess i should've been more specific, but it slipped my mind. I am aware that is how it works though. sorry for the confusion.
Np figured as much but wanted to offer the info. On Reddit there was a huge topic that DBD was wiping your trophies and started a frenzy before people realized it was just a new trophy set.
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@KolbyKolbyKolby said:
https://forum.deadbydaylight.com/en/discussion/comment/2533219#Comment_2533219
If you wanna walk around the map searching out dull totems spending 14 seconds to hex each individual totem then I'm sure no one would have a problem with it.
And if Hex totems only worked within a range of it then sure yeah why not. Limiting Hex Devour Hope to a 28 m range would be delightful for Survivors, they will simply avoid that area.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2531876#Comment_2531876
Glad to hear you acknowledge that it’s being monitored. I hope the data you’re collecting includes stuff like:
https://m.youtube.com/watch?time_continue=10&v=NphJ7bQLFyA&feature=emb_title
One survivor able to heal another survivor off the ground before the killer can strike again.
What a shocker! Someone allocating 100% of their perks to healing (one of which provides 100% healing speed in dying state) can actually heal fast!! Breaking news everyone, time to shut down the game.
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It can be fun but also turn unfun when you're getting brazenly tunneled and have crap perks on lol
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@Bran said:
I mean if you've upgraded to a new console as in PS4 to PS5 yeah the trophies won't transfer over.
Just a point of clarity. Your trophies are tied to your PSN account so they transfer over. The confusion is that Behaviour doesn't auto-pop the PS5 trophies so you will need to earn them again if you play the PS5 version. Your PS4 DBD trophies will remain as is. So if you're close to the Platinum or 100% the PS4 trophy set, you need to continue playing the PS4 version of the game.
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@Thrax said:
no. pallets are already screwed. fix matchmaking so it don't happen
Pallets have nothing to do with this or matchmaking. Wrong topic. Look up that new pallet stun validation that was recently implemented for details on that system.
@ThiccBudhha said:
Nah, we need the opposite. If a survivor camps a pallet, they should trade, if you do not want to risk it, predrop. As if hit validation isn't already survivor favored by nature. Like, what more do you actually want? How could they POSSIBLY make it any more lenient?
You're confused, referring to hits not pallets. That's an entirely different thing. Besides, the servers favor what The Killer sees on hits, per the devs. HV only invalidates high ping killers and is inconsistent.
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2530740#Comment_2530740
What does Matchmaking have to do with it?
@Topic:
Sadly this will probably not be possible. Not every region has Dedicated Servers, so there will always be players with high Ping and they cannot be excluded from the game. If you would do something that the person with the lower Ping always wins (as an example), every player from Russia (Russia does not have any Dedicated Servers) will not get any hit in anymore. For something they cannot do anything about.
So unless BHVR is able to offer basically everyone a Server nearby, Hit Validation has to be generous.
Regarding the video you posted - I guess this would happen even with a perfect Hit Validation, since this was a player losing connection for some time.
Yeah, but the current solution is to let everyone with high ping "win" because they have bad internet or live too far. There has to be a trade-off; why does a Killer in Russia mean more than a Survivor in France concerning fairness and exclusion? Some people even live near servers and, due to location or infrastructure, have lousy internet. I don't expect it to be strict, but it is currently too generous and at the sole expense of the Survivor.
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It is always good to support the cause; I never understood those selfish people who go out of their way to impugn and undermine problems that other people are facing because they aren't experiencing them.
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@Marik13 said:
You ever been in a game where you're the last survivor and the killer found the hatch and closed, and is now patrolling the two exit gates which unfortunately spawned close to each other for them to patrol between? The key will be your counter play to that, provided that the hatch isn't close to either gate.
That happens most of the time anyway. Then there are those beautiful spots where The Killer can easily watch both gates from a vantage point and not have to move a muscle. Some real beauties also have the Hatch spawn in perfect harmony with the two gates for a triple whopper of a view. It does seem like the Key changes are excessive atm. EGC already favors The Killer and often feels hopeless as is.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2526557#Comment_2526557
Clearly Clown took a hit of that vape before the game started.
lmao I guess he has. I just had a funny visual of The Clown sweating and practically dying during a chase.
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I don't think it will be as good as it sounds. It is a lot of time-wasting and item depleting to get used, plus if people are allocating 50-100% of their perks to this, that is good, so they aren't running meta. Also, people forget Iron Maiden.
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I would love an elderly Survivor.
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@GiraffeDev said:
i would argue being injured should make you mangled, no idea how survivors can run faster even after getting injured
/realism
How do obese killers outrun young, healthy people? And usually, you get slower the longer you're in the chase, not faster. The game lacks a lot of realism lol
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2524731#Comment_2524731
If they weren't blessing the totem then they'd straight up just destroy it anyway?
Ofcourse killers are looking for any reason to be angry at everything even when they don't even know what it'll do, sounds about dbd.
Yeah for all we know the Boons will be circumstantial or highly limited or even something that requires periodic time aka not doing gens.
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Alternatively, we could just get really cool cosmetics from various eras. I wish they would crank out more cosmetic collections that included a larger number of characters. The Greek Collection is nice but it will take decades for everyone to get a Greek outfit.
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Call me when hits are handled server-side or fairer, not just favoring The Killer. And I am not referring to the Hit Validation eligible killers at 500ms+ ping. I mean the constant slew of high latency (but not high enough to get validated) killers that dbd tolerates and allows to play. They are at a significant advantage. SSHV is a great step but still doesn't go far enough IMO. I don't think they favor any side tbh. I believe they try to strike a balance, but it's not perfect.
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So can a Silver II revert to III or is the grade floor per tier? Example you could go from Gold II back to Gold III but you could never go back to Silver?
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I remember seeing people with my exact outfits and being confused.
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@Pepsidot said:
https://forum.deadbydaylight.com/en/discussion/comment/2507345#Comment_2507345
I know you're joking but pre pallet hit validation hits like this were still possible:
And actually they still are possible if the killer somehow avoids being stunned by the pallet. Those hits were in no way fair. I know they didn't used to be that extreme in most cases but you can see how bad it can be without pallet validation.
Do you think these killer babies care? They loved being the authority and enjoying free and fake hits. Even now, The Killer is still heavily favored with hits. Anything that remotely validates hits is a problem for killer players; meanwhile, survivors have been dealing with this for YEARS. It's not as bad as before Dedicated Servers, where the game pauses, and suddenly you're on a hook mid-chase before you ever saw a hit, but the hits are still very killer-sided. Hit Validation is conservative concerning validating killer hits. Pallets felt much better, but now it's beginning to feel like before the changes. I can't imagine what they would do if the servers were fully authoritative on hits lol
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It's all stored on the server and the same platform, however for some reason you have to earn every trophy again on PS5. Only the Prestige 1-3 trophies auto-pop and the rest are reset to 0.
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Server-Side Hit Validation doesn't exist. I'm still seeing high ping killers get unfair hits, that they often are even shocked by it. Next time you get a fake hit, check if The Killer was streaming and watch to compare. The pallet validation was great initially, but now it feels like back to the old days of pallet hits. It was hilarious to watch all the killer streamers crying about being denied hits (they weren't entitled to in the first place) within hours of it going live; meanwhile, Survivors have been dealing with fake hits since day one of the game. That's the real issue; Killer mains are so accustomed to years of free and fake hits that Behaviour is capitulating and implemented a very modest version of validation to appease them. They need to be stricter on validation or kick players with high ping out of the game. It's not fair to always favor very high ping killer at the expense of the Survivor. It's unfun to get struck by high latency killers.
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@lordfart said:
It would be nice not to depip when on stuck in chase for most of match. But the hook slowdown thing was already tried and failed coz it was abused
How was it abused? And what did it do exactly?
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@FrostySeal said:
Getting constantly tunneled, camped, slugged, and gen rushed is even more unfun. Seriously what has this game come to? I don't wanna use DS, UB, and some other second chance perk but when I'm constantly getting left on the ground for minutes on end or getting tunneled out within minutes of the game it leaves me with no choice. I don't wanna have to use multiple gen slowdown perks but when I'm playing a Killer with no map mobility I'm forced to. Seriously, these issues were all present before SBMM but ever since it's been enabled it has really ramped up.
I understand the pain, but your post suggests those perks are even effective at providing relief. Especially DS, a one-time limited perk that doesn't quite do much against tunneling. And you're OOL on the second rescue, where The Killer is more likely to tunnel harder now that you're DS-free. UB is also one-time; just hope the time you chose to redeem your full recovery was worth it.
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Yes, as of this afternoon. Not sure if right now.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2499747#Comment_2499747
That’s the thing, the one being chased isn’t ignoring gens or other objectives. They’re being chased for most of the match and the killer refuses to go after anyone else. There were times I’d literally stand in a doorway in order to block the killer and they’d take a different route to continue the chase. So how is this player supposed to do anything if the killer has tunnel vision?
Exactly right; it's not like I can command The Killer to pursue someone else. In most cases, no one can do anything to help you during a tunnel, and the game encourages the focus to some extent with BloodLust. Perhaps a new intrinsic for The Killer could promote a new target. Let's call it BloodAversion; chasing for too long on BL3 slows down The Killer to discourage them from their relentless pursuit of one Survivor? Lol, The Killer should find a new target, but most seem determined to down that person and camp.
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@DbDCasual said:
Take Small Game or Counterforce and punish them for it. NOED is not a problem perk.
Detectives Hunch is great too, especially with Crystal Bead Map! I got lucky on my first Counterforce trial, I wiped four totems pretty early and unfortunately for The Hag, she was using all four Hex perks. Needless to say she DC before I could find the fifth.
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I remember that too. I would be happy if the blood was an overlay eligible to place on any cosmetic.
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I have also noticed this. When I play on my server, ping fluctuates from 15-37ms. Even at this ping, the hits can be suspect. However, the fakeness is amplified to the extreme when I have higher ping killers to deal with. Last night my ping was 204ms due to being connected to another server. The Killer was in Turkey, and on my screen, I vaulted and was 3 meters away, and the hit struck from the window. On her screen, I was about 1.5 meters from the window and even she was shocked. Hit Validation, if it exists, is still too modest in its implementation and heavily favors The Killer.
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If they complicated the mechanic, they would also need to increase the interval between spawns. It is a cool concept but feels more like a chore. I would be in favor of a more engaging mechanic, though.
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For the last week, my experience has been every Killer returning to the hook. Some even will abandon an existing chase to do so. The state of the trial is inconsequential, Survivors could do zero gens, and still, the camp and tunneling persist.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2466751#Comment_2466751
Hatchet hitboxes are ball shaped. So taking latency into account, a visible object being thrown at you can seem off when it hits.
I should've said boulders, but I remember this topic about it: https://forum.deadbydaylight.com/en/discussion/comment/1823281.
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@GoshJosh said:
You'll get to use it one every 100 matches - maybe.
It's extremely situational, and even in those slugged moments, the 50% conversion is too modest imo.
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@T103 said:
Still can’t believe people are still having issues with DS. Literally just don’t tunnel and you avoid it.
Many don't want to deal with anything. They should be free to tunnel, camp and slug without consequence or dealing with a Survivor's perk that might provide relief.
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FPS games handle latency differently, but with DBD, it feels like The Killer gets extremely generous priority on nearly every hit. I get the impression that the devs are really afraid of implementing a stricter and fairer version of validation.
Dealing with The Huntress is another issue. Even when running straight, you will see her hatchet above you or the left or right, and it still strikes you. It seems like she's throwing cinder blocks at you rather than a narrow hatchet. Hatchers also feel like hitscan; it doesn't matter if you turn or move away it will hit you. The devs should call them homing hatchets because they might as well turn corners with the way they hit.
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I just looked at the requirements, it is extremely difficult to achieve now. It was so easy before.
