Nicholas
Nicholas
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- Nicholas
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/2463637#Comment_2463637
I’m pretty sure they removed (or heavily relaxed) the pallet stun validation as well, because I’m back to getting hit when I shouldn’t be and getting hits I shouldn’t get.
It was very nice and snappy a few weeks ago, but it definitely feels different these last few days. And as The Killer, getting questionable hits often.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2463645#Comment_2463645
Exactly. Thats why I wrote that the Killer should have to walk a minimum distance to observe Gates. Things like standing on a Hill and seeing both Exit Gates should not be possible.
Cool thanks. Yeah, I wonder how they will balance it, it's been a long time since EGC launched (April 2019?). They said balancing it might happen but not in the near future to see how the stats are. 2 plus years later I wonder what they are.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2463629#Comment_2463629
If you would do that, the Killer would be unable to patrol them on some Maps. The Killer should not have to let a Survivor go, just because they choose the wrong Exit Gate and dont have time to go to the other.
IMO the Gates should be as far away from each other so that Killers have to walk a specific minimum to see the Switches, but also not as far away from each other that Killers cannot patrol them.
Like, sometimes the Gates spawn on the same Wall (or at the same Corner) and the Hatch even in front of one of them. As Survivor you only think "I am die, thank you forever" or something like that.
Or, I have also seen that the Hatch was far away from both Gates and the Gates were on opposite sites on the Asylum-Map. I was playing Pig, obviously the Survivor got away, because there was no possibility to reach one of the Gates in time (they were standing at one of them already).
They might need to get rid of Exit Gate-RNG OR at least decrease it.
On the other hand, the Survivor should not die because the gates are so close it is hopeless to even try. It def needs a balance pass, it shouldn't feel hopeless for either role played and all too often it does especially as a Survivor. Under no circumstances should both gates be visible from one location without moving.
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Yes same, was wondering if pallet validation has been canceled or adjusted. Back to getting hit and seeing super laggy killers. My ping in the lobby is usually 16-37ms.
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I'm sure we will get it but at what cost? Perhaps another mapless chapter will do or a Survivor with two perks. Idr did they do a roadmap this year? Was it on it?
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@Sackboy123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2458365#Comment_2458365
It's just something that's annoying, Survivors are injured and suddenly forget how to breathe. Forgot about the Scratch marks thing actually on the perk, if that gets removed then I guess it could be ok. No Mither allows this and combined with Iron Will it's not a problem
What's more annoying is that when injured without IW, you start crying and making noises despite the fear of being pursued by a killer. Wouldn't most people try to be as silent as possible? I know it's part of the game and all but just sayin' lol
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It actually looks pretty cool seeing the hatchets on the wall. Perhaps that's how it should be for The Huntress.
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I agree; the last year has been lackluster imo. One map in June '20, the second in June '21, and now only one more map is coming until the next anniversary. Speaking of which, the so-called focus on making that and Halloween events the pinnacle events of the year is questionable. The Anniversary event was so disappointing and a repeat of the last one. I hope the Halloween 2021 event is actually amazing and exciting. When is Realm Beyond resuming? What's left? Swamp, Haddonfield, and Red Forest?
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@fogdonkey said:
Why does it matter how they call it?
It matters bc the expectation is that every three months we get at least one killer and survivor. The fact that this is the second time a chapter release contains just one without a killer is sad. I would rather see an actual full chapter release and stuff like GF and PH released between the big chapters. Ig they are running out of ideas so the interval between releases may even increase or chapters will simply refer to major updates. "The Winter Chapter launches with one new perk for $1.99 in the store." The biggest disappointment is no new maps for the last year and only one more for the next annual cycle.
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They've only promised two new maps during this yearly cycle, RPD was the first, and the second will come anytime between now and June 2022. So brace yourselves for more disappointment. I can't believe the content is drying up so much in this game. "Chapters" have been reduced to one killer—two years with two maps is crazy. I understand the last year due to reworks, but why another year of it?
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@Steel_Eyed said:
Fifty percent is the lowest those cosmetics have ever been. The most I’ve seen to my recollection is thirty percent.
I would hate to buy everything and then in Nov they put everything on clearance for 75% off or something. It seems strange the cosmetic sale ends so early compared to the other sales. Thanks for the info tho.
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The cosmetics sale ends in Sept, is there a chance of an even deeper discount happening close to the 17th?
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2430204#Comment_2430204
Whenever I recover from dying, either by myself or through a teammate, the killer seems to want me dead after I tank a hit. They hit me on the hook, nod their heads at me, and generally BMing, essentiall telling me that they hate my guts!
It's just one of those killers that get angry whenever someone has a perk that mitigates a circumstance. How dare you use a perk for such a specific situation that arises. The funny thing about SG is that it reveals a lack of invincibility frames while getting up. You don't have control over your character as it lifts and before you can move but The Killer can reslug you during this period. I remember running SG and being amazed at seeing my character flash from Endurance while I was still locked into the standing-up animation.
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I'm more willing after we get gens done and only allow two at a time to avoid that scenario. It's always a tough call bc if you refuse to farm, you may get tunneled especially if the other three survivors are willing.
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@Dito175 said:
https://forum.deadbydaylight.com/en/discussion/comment/2428991#Comment_2428991
I still have my hopes up for a labyrinth map this paragraph.
I haven't seen the movies but talk of him makes me want to me. Labyrinth sounds cool. Tbh I'd rather have more maps over anything at this point. I'll even pay for map packs, very tired of the existing maps and the drought.
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@Dito175 said:
https://forum.deadbydaylight.com/en/discussion/comment/2426228#Comment_2426228
Sadly the leaks point to a paragraph, I'm hoping they are wrong.
Sadly probably another Paragraph that they label as a "Chapter" like Ghostface. I kind of miss those random Paragraphs like The Cannibal and Ash that launched between Chapters. It's disappointing between the lack of new maps or realms, one in the last 12 months and one more in the next 12, and getting Paragraphs as Chapters.
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They need to just add Resolution Mode (Focuses on Resolution at the expense to FPS) and Performance Mode (Focuses on FPS at the expense of Resolution). It's clear PS4 can't handle the existing visuals and FPS, so introducing a choice or just reducing the resolution to lock in 60 FPS would be nice.
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@Mandy said:
Ranks are going to be hidden under the Skill Based Matchmaking test (as was always planned when the system goes live). It's actually a lot better to get feedback when ranks are hidden because Ranks are effectively meaningless for rating skill as the current ranking system is pretty much more about time.
Judge your matches by how they felt, how balanced they feel etc. Not going by the end result screen.
I'm really glad bc during the last SBMM phase I played with a friend that always complained when going against red killers even when they weren't that good. So now I'm sure without seeing the rank she will still complain "Oh it probably was a red rank." Everyone just focused on the rank to provide feedback so this is a great change.
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Yeah, I agree that Rift cosmetics should be forever exclusives, or at least some of the skins should be forever exclusives. Afaik only the (mostly ugly and recolors anyway) Charms are forever exclusives. The wording doesn't say every item will return, only that some may after so many months have passed. So they could start limiting certain items but doubtful.
@kate_best_girl that's a good idea but probably not, so they can sell those too, lol
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2412780#Comment_2412780
Because they go hand in hand. People love to say "do this and this" to discourage camping, tunneling, slugging. Yet never look at the side effects of taking away/discouraging those strategies
People want to talk about punishing the killer for it. Or incentivising not using those strategies. Instead of talking about the real issues of WHY those strategies are often needed(gen speeds and map lay outs/sizes)
The devs have clearly indicated they aren't going to withhold QOL changes just because an issue lingers elsewhere. And I can't entirely agree with your assessment that gen speeds and maps cause tunneling. You can't narrow the perceived cause of tunneling when it goes far beyond your stated reasons. Tunneling occurs before a single generator is completed or even on optimal maps for The Killer in use. Tunneling is an easy and effective approach is why it's so prevalent. That's the nature of many players; they will pursue the easiest and most effective option: tunneling checks both boxes.
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@Alionis said:
https://forum.deadbydaylight.com/en/discussion/comment/2405612#Comment_2405612
That is why the devs had introduced BBQ, they wanted to encourage the killer to go after someone whose aura they've seen from far away after hooking a survivor. But guess what, survivors complained so much about BBQ that the devs kept adding counters to it, to the point that many people just run it for the bloodpoints anymore, rather than the aura-reading and don't bother leaving the hook.
BBQ isn't anti-tunnel, a better way to achieve that goal would be to implement additional prerequisites to qualify for the aura and/or BPs bonus. However many of the things I thought of could be abused by both sides so idk what the best options are.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2405612#Comment_2405612
Ah yes. Lets "discourage" a behavior and "incentivise" not playing in a manner. But not fix the problem of disgustingly survivor sided maps and gen speeds. 👌
Oh right because that's exactly what I didn't say. Why are you putting words in my mouth? And this topic isn't about every single perceived problem with the game, it's very specifically about tunneling. So why would I offer my opinion on other things? You don't make sense.
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@Mandy said:
This could be abused - and it's not fair if the survivor runs in front of the killer to take a hit for another player and the killer is denied of BP if it's the person that just got hooked for example (happens a lot with BT).
I don't think punishing a player for playing within the confines of the game is a good thing either - tunneling is not against the game rules don't forget. I'd rather encourage players to chase someone else, rather than punish those that do choose to tunnel.
The game needs a mechanism to discourage the behavior and currently lacks it. Introducing measures to deter tunneling would be a good thing. Just because you can do something and it's allowed, doesn't mean it's optimal or good for the game, or players. Tunneling and camping are very effective and easy to do, so it's no wonder why it's common. Alternatively, incentivize and reward more optimal killer choices like targeting the rescuer versus the rescued. Idk what the solution is but the existing experience needs work.
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Ime things are great. As Killer, I haven't had any denied hits. As a Survivor, I am feeling the crispiness of pallet stuns. I have been struck through pallets but just assumed they had a better connection at that moment. I know people really like they vs us approach here and I must say, it's interesting how Survivors have endured The Killer being the server for years including fake hits and dying because of it and that was ok. However, a week into the server being the authority on pallet stuns and it's the end of the world for Killers. So unfair, getting robbed and the lot. The topics I see are always so definitive, and conclusive: there is NO way the Survivor had a better ping; I was robbed of my hit FIX THIS!!
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@Ghoste said:
https://forum.deadbydaylight.com/en/discussion/comment/2392912#Comment_2392912
1 Survivor getting Hatch is fine. It's when 2-3 Survivors get a free escape with 1 gen left that's the issue. So many times I've managed to get a 3-gen going and suddenly they win for free.
Super annoying when that happens. Had that happen on Swamp, incidental three gen two on the dock and one in the corner. Someone found a key and two ditched the last person trying to do gens. I felt bad and my challenge to get a 4k was over so I escorted her to the exit.
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@feruis said:
Really fair towards killers, reward survivors even more, why not spawn them with all gens automatically repaired
Yeah so fair, Killers get to see the auras of everything minus Survivors for free so why not just reveal those on a perpetual basis?
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So when the Hatch spawns on a higher floor, does the Survivor drop to the lower level and not escape? lol
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As The Killer, I have had one hit validated and that was due to my latency. Otherwise no issues whatsoever, but I have an average of 18-30ms ping. So my interactions are usually very crispy.
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@MadmegMain said:
I love the way they work now minus the bug where it shows the killer false info. Pallets are back to being fair minus that bug that should be fixed soon
It's not a bug, it's just your client reacting to what you have done and the server invalidating it. At least based on another game, the devs revealed they need to show the real-time interaction otherwise you will see a delay in getting credit for a hit that was valid and that introduces a host of other visual problems. On topic, I love the change. It feels good not to get hit thru pallets like Survivors have been suffering for since day one.
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@Artick said:
Survivors get hit thru pallets for 5 years, no one bats an eye.
Pallets finally get fixed
Killers cry rivers because for a week they couldn't get BS hits. If survivors could deal with the current state of pallets for 5 years I'm sure you can deal with it for a little while. Or you know, stop playing with potato internet and expect it to carry you and get you kills.
Well said! Not to mention dealing with Killers being the server for years and even now the servers still favor The Killer.
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I have both consoles and PC, and on a good PC, most games offer a tremendous advantage in FPS, smoothness, stability, and visuals. It's no comparison imo and I love consoles so not hating on them. Many games are moving towards console-only cross-play like Overwatch in beta atm. Destiny 2 is soon launching CP and it too will be console only. I think R6 is taking the DBD approach and getting lots of backlash so those devs are evaluating feedback. So bottom line, yes I think we need console-only CP.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2370371#Comment_2370371
Again to find out what drove you to make this topic, dont know why its so hard to understand. However you are right, its not really a big deal in the end but to put it in different words.
Why did you make this post? Because you where just talking about it without a reason behind it explaining why, what the "great benefit" fot the Killer exactly is.
It wasn't very clear that's why it was hard to understand. You framed your reply incorrectly. However I'm not really interested at this point, I don't think you're here in good faith. I will ignore your replies.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2370330#Comment_2370330
I am also just wondering why making such a deal out of it, what the reasoning behind it is, if you had such a bad experience with it and how it would effect others.
You're coming across as antagonistic. Posting a topic is not considered a big deal. A big deal is something that's characterized as going overboard. This is the official community for people to discuss all aspects of the game, including small changes. I don't understand what you're trying to achieve here.
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@Bwsted said:
I thought I was tripping when I had the impression that all of sudden the escape linea had been moved farther down.
I think they were trying to fix the bug where survivors can't be hit and something went wrong. As usual.
I noticed something was different when these two players were teabagging at the exit gate and I was able to down one and pick her up. She didn't realize the border had changed lol
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@BenZ0 said:
Sry but... it seems abit weird to make such a huge deal out of a few meters... xD
Who's making a big deal about it? I just posted a topic to ask about it. That's the point of this community is to post topics about the game. It seems a bit weird to reply to a topic unless you're contributing.
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2370278#Comment_2370278
They changing it and creating bugs in the process fairly often. However if you have the gate 99% it doesnt matter unless the killer is already behind your ass. Which I wouldn't call 'great' benefit.
I understand that point however I'm talking specifically and narrowly about the distance inside the exit gate. I thought the devs posted about all of the changes and it was something that intrigued me. I never knew for example that they tinkered with the distance inside the gate. This was the first I learned about that.
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Are always talking about punishment in games, which does very little most of the time. You have to get to the root of the issue, why are people disconnecting? Is it because they're going against certain killers they don't like? And why don't they like these killers? Why do killer sometimes disconnect against survivors?
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Yes it does. As has already been established in this topic, the greater the distance the more opportunity for the killer to down someone and prevent them from escaping. I just wondered why it was changed and if they commented on the changes. It's always interesting to read the developer design philosophy.
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Lol 😂
@ThiccBudhha okay thanks, I wasn't sure if it was something that they had previously explained. That's really why I was asking but thanks for the info.
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I remember a few standoffs but I usually relented, it wasn't that important to spend so much time just to escape or get a 4K. However the current system is not perfect, not a big fan of how often you can watch both gates from a hill. It makes it impossible for the survivor and a little too easy for the killer.
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@ThiccBudhha said:
Oh, yeah, a huge benefit. You know the killer is going to abuse that as everyone is leaving.
Every meter counts, it can make a difference. In other words, the survivor has a greater distance to cover to successfully escape. That distance provides more opportunity for the killer to down and grab. I was just curious why the change was done? I haven't really tested it out to compare.
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@indieeden7 said:
His most recent speed buff feels like a little too much at times, a lot of people now play him in a way where the survivors will only have chases that last around 5 seconds due to the fact that the Wraith will constantly keep cloaking and uncloaking, being able to catch up to a survivor that he just hit almost immediately.
Free unlimited DH is nice on The Wraith. You can close the gap so quickly on Survivors.
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@ObscurityDragon said:
I would love it for all thé killers that got none...
Trickster and his stage/backstage with big screens and places not to be with this idol
Blight and his library/alchemy lab and the surrounding forest, testing and searching among the entitys realm
And the twins with her older France map/village with à place that reminds her of this one sect that took her... like the temple but with à seperation between the normal life...and the scary underground
I would buy those maps. What's also disappointing is that for the next 12 months we are only getting one more map right? The timeline said two maps during year five and I assume RPD was the first.
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Oh wow I see that. Thank you, yes I got credited for the second crown.
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Mettle of Man provides Endurance which has no timer, BT and other stuff puts you into Deep Wound which has a 20s timer to mend.
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Console in my case PS4 is terrible atm. So I agree there should be compensation but BPs are so meaningless. That's probably why OP suggested IS. I think they need to create a special charm for major issues like this, a small token for impacted players.
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Bloodhound is so good against IW, Survivors are often shocked that they were tracked while using it. IW is fine the way it is. There are multiple ways to track, use them.
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@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2349670#Comment_2349670
Thats not what i said at all, i also gave you simple math to highlight my point. But if youre not willing to listen i guess theres not much point in explaining further 🤷♂️
You're all over the place but I agree, no further point in discussing your personal position on DS.
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@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2349639#Comment_2349639
Yeah its not really my opinion though. Pick any goid killer you want, ohtz, jund, tru3, cmwinters, any of them. In all games its 100% necessary to tunnel, camp or slug during games. Its simple math. I can give you a really basic example.
Lets say on average it takes 7 seconds to hook a survivor, that includes the animation then walking them to the hook, tgen the animation of hooking them.
In that 7 seconds you lost 21 seconds if generator time (7 seconds x 3 survivors). 1 gen only takes 80 seconds, so you lost a quarter of a gen JUST HOOKING 1 PERSON. Hook 4 people and thats 1 gen gone. Thats not getting into finding chasing and hitting people.
You can choise to ignore reality all you want to, these are facts.
"Let's not discuss absolutely any changes to DS bc in my sole and absolute opinion, it would devastate the game and is fine the way it is, and here are some streamers that agree" is your argument.
Again, your opinion isn't factual or binding bc career players may concur with it. The final authority on the matter is the devs and they have not ruled out adjustments to DS in the future. You sound as dramatic as people that declared the game would die if X was buffed or nerfed. The devs encourage community discussions and listen to feedback.
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I play with friends and we are very considerate of The Killer. We give them downs and hooks, especially when we are at a major generator:hook advantage. Running for five gens will likely result in a hard face camp and that isn't fun for anyone lol