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Nicholas

Nicholas

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Nicholas
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  • I'll see tomorrow, but not thrilled with another Killer Instinct killer since it bypasses so many perks. Does Elusive work on KI?

  • lol it looks like it will be The Slasher, which I thought was a good choice for GF but also Jason. It did seem too generic.

  • I'm a little disappointed, I'm hoping we at least get a map. The queue times are going to be horrendous, I can see Survivor queue getting 100x and it's still not being enough. I also hope Jason gets a cool code name, like The Revenant but he'll probably be The Jason.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080996#Comment_4080996

    but in the last few weeks, the hint should get extremely clear, especially 2 weeks out, let alone 1 week!

    yeah i did read that as an unrealistic expectation from you.

    Of course its your opinion, and you are free to voice that. And i am just as much allowed to say that this kind of expectation is just completely on you.

    Your response suggested I expected something they never promised, because they were clear about what they were doing; that was wrong, so I addressed it. It's also not unrealistic; other devs work with IP holders and create compelling campaigns, including some that run for weeks or longer in advance of release.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080297#Comment_4080297

    Eh. They communicated pretty clearly that the reveal would be on the 22nd/PTB on 26th and you really shouldnt expect something “extremely clear” before that - thats just not how teasers work and would probably not go well if reveal Dates are coordinated with License holders..

    Eh. It's feedback and an opinion; it looks like you missed that. I never said I expected anything; that's all you. I expressed my disappointment and provided feedback about how it should be done.

  • Terrible waste of time.

  • @Aven_Fallen said:

    This "reveal" really isnt it.

    It's dumb. I closed it out. Totally stupid and a waste of time. Bravo to the people behind this reveal.

  • @BongoBoys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080256#Comment_4080256

    Agreed were a week away just either straight reveal it or make a super obvious sneak peek that you'll know which franchise it is

    It's such a boring strategy! I have zero hype or excitement at this point.

    They drip-feed extremely broad, ambiguous nonsense. Every trailer, piece of art, and clue has been a snooze fest. Maybe do that stuff months early, but in the last few weeks, the hint should get extremely clear, especially 2 weeks out, let alone 1 week! So we know nothing until the PTB, and then suddenly we know everything.

  • Some devs get it right with teasers and hints, but this has been super boring so far. Uninterested! When is the official reveal?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078963#Comment_4078963

    So, i explain to you why its not true, you tell me i'm wrong, then proceed to explain why you agree with me.

    I understood your point, but you confused yourself in attempting to make it. I said one side, I didn't say action. The point prevails, DbD unlike shooters, only favors one side.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078795#Comment_4078795

    SSHV only"validates" hits after a certain ping threshold, which is extremely generous

    Yeah, the treshold is extremely high. I even think that it is way higher than needed. I can understand why it is high, simply because BHVR does not provide Servers everywhere and otherwise Killers would not get hits all the time (not a problem with P2P btw back in the day…).

    But I also have the feeling that you will need to have 500 Ping+ or something like that to get affected negatively by Hit Validation. It might not even exist at this point, I have faced a lagswitching Wesker whose Ping spiked up to around 600 when using his power and I always got set back to the position where his game had me without fail. So I think that there is no Server-Sided Hit Validation in place, because a Ping that high should clearly not favor the Killer.

    I agree, it is way too high. I've also experienced this, and it is especially frustrating when I run Lithe, Dance With Me, and Quick & Quiet. You fast vault; all three are on CD now. You successfully clear and land, then you're snapped back to the other side of the vault, still Exhausted and on CD, but now you've lost all momentum plus three perks. You slow vault and likely get downed shortly after.

    The issue is that hits are still handled on The Killer's end, since we both realize validation doesn't really exist, or that the threshold is so high it rarely triggers. This is why cheating is easy and fairly common, too. 600 ping should kick you, but instead, it rewards The Killer with laggy hits. You know how we know SSHV doesn't exist or isn't effective? We never see complaints, videos, clips, or discussions about denied hits. If high-ping killers were getting punished, we would see mass discussions and videos about "fairness." We saw it briefly during the original SSHV launch and especially with that pallet and Dead Hard validation update. The devs backed off and reverted those changes due to complaints.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078795#Comment_4078795

    Its entirely untrue that it is the only game that favors "1 side" have you ever heard about "peakers advantage" in CS:GO? or basically any fps?

    The reason why it feels so bad in DBD is because only 1 side can actually be the aggressor.

    No, it's entirely true in this context. Most shooters are "Favor The Shooter," but it's not too bad, since everyone is the shooter at some point. The issue with DbD is that its network philosophy perpetually and exclusively favors one side over the other.

  • Not enough players complain, and most keep coming back. And then you have the apologist segment and those in denial because they've "never seen a cheater," etc. What most don't seem to realize is that many cheaters in any game are stealthy. They don't brazenly cheat and make it obvious. They will use things like perma-aura read cheat and bring aura Perks, which conceals the cheat, especially if they play in a way that makes it look like they "found" you by chance or because of an aura read.

  • DbD is the only game I know that rewards (favors) one side (The Killer) for lagging. The name of this system is Favor The Killer. Hits should be moved entirely from The Killer's end to the Server. SSHV only"validates" hits after a certain ping threshold, which is extremely generous and, well, using the devs' own term: Favors The Killer. It's a terrible system.

  • I've run into it too and also reported it. Nothing is being done about it. I ran into the same account this morning, using The Spirit and knowing where everyone is. The site is also selling cheats, like $5 for a permanent aura read mod, and it even suggests running Aura perks to give the illusion that you're not cheating. It lists recommendations like opening other lockers and appear to be searching an area you know a Survivor is in to give the false impression that you accidentally found them.

    This is a byproduct of allowing hits to be handled on The Killer's machine. The game needs to move to full server authority for hits with nothing handled on the user's end due to abuse.

  • The Slasher, aka Jason, would be massive, especially if they manage to get a new Survivor and Realm to go alongside it. Imagine two Survivors!

  • @ShanoaLegendaryPlz said:

    So you mean badge /banners? For a while i thought you meant clothes cosmetics lol

    lol and I was confused why you were asking for more details! Yes, the 10th Anniversary Statue includes a banner and badge, and I was wondering if they are animated. I should've made that clearer since not everyone is aware of the offer.

  • Animated meaning moving, like the lighthouse one with the fog and lights. Basically a gif.

  • People don't understand that the Hatch provides hope. Hope is important in games and what motivates people to keep playing. The simple fix is: the second-to-last can accelerate their bleedout and die on the ground, then the Hatch spawns, and if it's not closed or used within two minutes, it auto-closes and triggers the collapse. This eliminates the need to drag the Trial out and avoids players camping Hatch. Survivors to a lesser extent, since they can be pushed out, but The Killer can prolong the Trial since a Survivor cannot jump in with them hovering. And doing a generator gives your location away and is not always viable.

  • The game looks terrible and needs a complete optimization. It should have a 120 Hz mode and offer better visuals, as the devs promised in Oct 2020. Where's the better upscaler? Ray Tracing? Higher resolution? etc.

  • @Ewatashz said:

    They added a new perk that basically annihilate ping checking. Another bandaid.

    That pallet speed drop perk?

  • I like the idea of revisiting mapless chapters, but that's about it. I don't want the quarterly chapters replaced with chapter refreshes, which is what is happening now, right? Is this revisiting of All-Kill the new chapter until June? The ones I want to see revisited and introduced with a new Survivor and map are: Sinister Grace (Thai Village), Descend Beyond (Lab), A Binding of Kin (17th Century Town/Woods), and Doomed Course (Portia's Mansion). Licensed revisits would be great but seems unlikely, but would also welcome Chucky, Pinhead, etc getting maps.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059070#Comment_4059070

    except latency is very much a part of every online game where you interact with other players. You simply cannot see the same game state as every other player. In a 1v1 there's three different game states going on. Player 1's perspective, player 2' perspective, and what the server is told, and none of them match.

    There is no silver bullet, but DbD's entire philosophy and approach to networking and fairness is awful. First, 'Favor The Killer' needs to go. Favoring one player is a foundational problem. In your example, DbD favors what P1 (The Killer) sees/does unless the server validates the hit, which only occurs when their ping exceeds a certain threshold (hint: it's extremely generous; previously 350 ms, now seems to be 750+).

  • Have the perks been revealed? I'm not sure why I care; it's likely going to be garbage perks anyway.

  • We're all tired of it. I'm over getting hit at a window; I was 10 seconds ago, so I hardly play anymore.

  • The demand must be for Killer's bc those 30 min queues. I'm just bored with the mode; they're bringing it back too often and for too long that you just get burned out. Events in most games are limited-time modes, not ones that can last a month and keep coming back every few weeks.

  • If The Pig tunnels you with an active RBT, it should reset entirely and perhaps even become inactive until the next gen pops. That would surely discourage most from tunneling with an active RBT. Yes, we know it's counterproductive, but some don't care and want to make the Trial miserable for someone anyway. This would provide some relief. The game needs more baked-in measures to discourage tunneling.

  • DbD uses the network philosophy commonly called 'Favor The Shooter,' which works in an FPS where everyone is a shooter. With DbD, the devs call it 'Favor The Killer,' but as there's only one Killer, it perpetually favors one player at the expense of the other four. I'm glad you posted a clip with ping, which is a great example of why this system is problematic, frustrating, and ultimately unfair for Survivors. Until more raise the issue, nothing will be done.

    The devs have publicly stated they are more sympathetic to The Killer because they think a denied/rejected hit is more devastating, as it could mean another loop. They have zero concern for the Survivor on death hook, where that fake laggy hit results in them dying. Apparently, getting killed isn't as devastating or frustrating as a rejected hit. Killers are so accustomed to every hit connecting due to the P2P where The iKiller was the host, that when Dedicated Servers launched, the devs had to publicly declare that little will change for Killers and hits are still handled on their end, the big exception is that the server will validate the hit if their ping exceeds 350ms but as you’ve shown, it doesn’t even do that. The threshold is probably 1000ms before a hit is validated.

  • This could be a cool map mechanic when facing a new aquatic killer. I love the idea of this and weather, like rainstorms even if limited to a specific killer.

  • I'm bored with 2v8, too. Why can't we get the Lunar New Year lanterns event? Lights Out? My Little Oni? We should have mini weekend events for existing older events, rather than 2v8 every few weeks, which is always getting extended.

  • Why can't we get mini-events that last a single weekend, like Lights Out periodically?

  • We are swimming in mostly ugly, weird ones, too. Every event is basically a new set, rarely matching and usually ugly or uninspired. The events should be animated ones, and then there's the recycling of them. Why? Easy to put together a jpeg and crop it, but they keep bringing some back.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052861#Comment_4052861

    "Clearly not working" is when they disable it and survivors quit on a dime more often. It does have an affect just not against those that shouldn't be booting the game to begin with.

    The mechanism to achieve the goal of not playing is immaterial. Perhaps people disconnect less, but that doesn't mean they are actively playing. So why does it matter how they accomplish it? A Bot replaces at least a DC, whereas an idler or troll contributes nothing and can sometimes be a problem. This is why the devs should make some effort to ascertain why people disconnect.

  • @VirtuaTyKing said:

    I dunno but would being able to change hud opacity be that hard to do? Using RTX HDR feels like pushing my luck in this game. Tried some icon packs but they don't change the whole hud.

    It shouldn't be hard to add some options for the HUD's static elements. Toning down the brightness of the white outline would be a great option. I would love to see the white outline change colors; that's an even better way to address it. Sadly, the majority (68% on PS5) are using 1080p LCD panels at 60Hz, according to Sony. So most devs cater to the bottom 80% of displays connected, and burn-in is less of a concern for people using USD $100 TVs.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052541#Comment_4052541

    How about the experience of the three survivors left to do 5 gens because someone was upset to be the first one hooked?

    It happens to me all the time; nothing will remedy that issue. If a Survivor wants to leave, they literally go. Some actions include: AFK, throw a tantrum, burn pallets, make noise, sandbag, etc. Or my fave when The Killer has Awakened Awareness and the Survivor isn't wiggling. Idle Crows do nothing for Survivors, but help The Killer. What can I do if someone has a murder of crows on them? Nothing. The real issue is that no one wants to discuss the why; it's always about more punishment, which clearly isn't working.

  • Because the devs are only concerned with The Killer's experience and time! Everything they do is from The Killer's perspective and consideration. The bulk of changes for the past year have been solely about The Killer, so this is really no different.

  • I think it would be a nice idea, perhaps for Pride 2026, we can get it. And don't be surprised by downvotes; there are still some pockets of hate in the world.

  • @OrangeBear said:

    So i noticed i didnt have the badge either, but i went to the https://account.bhvr.com/twitch/dbd page and there was a small red banner at the top after completing all the steps (despite the connections already existing) that said i had 1 unclaimed drop, i clicked the claim reward button (on this bhvr page, i had already claimed them on twitch), and now i have the badge.

    This worked for me, the link had a message at the top "You currently have 3 unclaimed rewards from a previous Twitch Drop campaign." So I clicked that and now the items credited. Thanks.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050239#Comment_4050239

    I have come across many reasons people say they DC, I have read many forums and posts, talked to people in game via chat and the reasons they come up with can be very petty, such as:

    1. they simply dont like the map
    2. they simply dont like the killer
    3. they wanted to show looping skills but went down in 10sec
    4. team mates go next
    5. they have a challenge to blind and the killer has lightborn
    6. they have a totem challenge and others are cleansing the totems
    7. they dont like a particular perk
    8. they loop for 3min straight and not 1 person is doing gens
    9. and my personal favourite that i have heared……"because i can"

    My point is, if your looking at reasons why people DC, you cant address them. Which is why punishments for DCing is needed to prevent it. Do we ask "why do people steal?" they want things for free so do we address this by giving people things for free so they dont steal? of course not. We punish people for stealing.

    A good society should (and some do) ask why people commit crimes like stealing and how to mitigate them, because studies show that punishment alone isn't a silver bullet. Asking questions isn't about giving away free stuff; it's about learning what compels those people to steal, why they do it, and what can be done to eliminate or reduce it. This is especially true during a surge. The devs need to determine why some Killers have a high DC or "go-next" rate, and a good place to start is a survey asking players about disconnects and leaving.

  • I haven't played enough yet, but he feels a little annoying going against. I LOVE the visual look when it gets darker, looks really well done, and exactly what these maps (especially Coldwind) need for the base version.

  • @Nazzzak said:

    They haven't released it yet

    They also haven't released the Statue, the flashlight, or anything from the set, but we have photos of those unreleased items. That's what I'm asking for: renders of what the digital cosmetics will look like.

  • I agree that the game should be responsive to The Killer because there is a vast difference between The Pig and The Nurse; the former needs small maps with extended aura and the latter needs larger maps with reduced aura reads. The devs keep balancing everything from map size to basekit changes like faster break and vault actions around the slower and weaker characters, but everyone still plays the A and S Tier ones anyway. It's impossible to balance everything, given how vast the killers are, so the best solution is to be responsive to which killer is being played.

  • You realize that a lot of these mediocre perks have finite uses and demand very specific circumstances, often with easily triggered deactivation conditions and somewhat time consuming or demanding activation requirements. Not to mention the often limited use window, before the perk is extinguished. And then a lot of them only work against specific killers or perks, and they provide no value outside of those unique circumstances. So it makes sense to run perks that work against any killer, and don't require too much effort to be able to use them.

  • I agree, all the killers have numerous gimmicks and mechanics to contend with. They are extremely fast, highly mobile, and their maps are tiny, with all actions performed rapidly. So that means faster and easier patrolling, faster chases, and almost no time to do anything because of how quickly they can zip from one corner of the map to the next. Meanwhile, survivors haven't changed much at all.

  • I want Jesse Faden. I would love a Control Survivor Chapter but a Legendary skin would be nice too.

  • @YaBoi0215 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043167#Comment_4043167

    I don't see how this is my fault in all honesty. I have Starlink internet. I don't purposefully have satellite internet for an advantage. It's literally the only internet that I can have where I live. I've called every possible other ISP around me to get better and faster internet and I am unable to. I can understand being upset over people purposefully using those things for an advantage but I am not among them. I would get better internet if possible.

    I never said it was your fault, and I believe you. I have friends in remote corners of the world that would love better internet infrastructure, too! My point is that the way the game punishes Survivors with good or better connections to improve The Killer's experience. And while you're not among them, some people induce the conditions necessary to gain an advantage; it happens in other games, too.

    @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043167#Comment_4043167

    The reason this is usually considered entitled is because internet access is not universally available (or even affordable) in all regions where people play the game. When it gets to the point of numbers like 200+, it becomes something that the offending player needs to evaluate how disruptive they are being toward the game (similar to people who have frequent outages/dc issues) but thats part of why these ping thresholds are important to be reasonable about. something like 80 or 90 ping might be on very good internet, just far from the nearest regional servers. Its a topic where hyperbole is particularly misleading, which is why people acting like 90 ping is as bad as 300 aren't particularly helpful to the issue.

    Its also worth noting that there is much more to netcode than just ping. And considering this game was a P2P connection that got morphed into using dedicated servers, the backend probably looks much different than any of us are aware. It wouldn't be unreasonable to want improvements to be focused there (beyond just shifting validations between clients and servers) as much as possible. Even something as simple as more server regions to reduce particularly long distances could make a pretty big difference.

    For the record, I don't think anyone on any side supports things like lag switching or other ping manipulation, unless they're the ones doing it. Tends to be a pretty obvious way people tell on themselves if they advocate for it.

    It's entitled to think that a game should accommodate you at the expense of other players because you live in Timbuktu, have economic and/or geographic considerations/limitations that negatively impact your online experience. It's unfortunate, whatever the circumstances are, but I'm no fan of the punishing experience. Those players can choose not to play or accept that their experience may be diminished based on their internet connection. The server is neutral and fair, and it should be the arbiter of hits.

    I spent a few weeks visiting a friend in Cambodia (an amazing country), and I couldn't play one of my favorite FPS games because that game punishes lag with Server-Side Authority. The game even warned me that my ping and connection were suboptimal and that I shouldn't play. I tried DbD as Killer, maybe 1-2 rejected hits due to extreme lag, but I got some 3-4ks, and I know the experience was miserable for the Survivors. I've also done experiments with using a mobile hotspot to test 'Favor The Killer,' and it's massive. Survivors get punished and screwed while my delayed and laggy hits connect. It's a bad system.

  • @YaBoi0215 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/462239/killers-with-high-ping-are-getting-out-of-hand

    Sorry for being unable to get better internet where I live. If you wanna come out to my place of residence and tell the closet ISP to run a dedicated fiber line straight to my house so I can have good ping then I would be eternally grateful, but until then I will continue using the only available internet I can get.

    The problem is that when you reward lag, it leads people to induce those conditions, such as using a mobile hotspot or a VPN for an advantage. Your internet troubles or limitations, such as poor internet infrastructure, shouldn't dictate the experience for everyone. There are players in remote corners of the world who expect a great experience at the expense of everyone else. It's not fun or fair to see your ping at 20 and The Killer at 200, easily getting hits that shouldn't connect.

  • @azaxydbd said:

    This is one of the most debated technical topics in the Dead by Daylight community. The "undeserved hit" (getting hit 5 feet past a window or after dropping a pallet) usually boils down to the discrepancy between what the Killer sees, what the Survivor sees, and what the Server accepts.

    Here is a technical breakdown of how Behaviour Interactive (BHVR) could theoretically address these desync issues to reduce those frustrating hits.

    1. Tightening Server-Side Hit Validation

    Currently, DBD uses a system that largely "favors the shooter" (the Killer) within a certain margin of error. If the Killer hits you on their screen, the server asks: "Was the hit plausible based on the Killer's ping?" If yes, the hit counts, even if you were already safe on your screen.

    How BHVR could fix it:

    • Stricter Ping Tolerance: BHVR could reduce the maximum allowable latency for a hit validation. Currently, if a Killer has 150ms ping, the server gives them a generous "buffer" to make the game feel fair to them. Reducing this buffer would result in fewer "magic hits" for Survivors but would cause more "ghost hits" (seeing blood but dealing no damage) for laggy Killers.
    • Priority on Vault/Pallet States: The server could be programmed to prioritize the Survivor's animation state over the Killer's position specifically during vaults. If the Server receives a packet saying "Survivor has completed Vault Animation," it should instantly reject any incoming hit packets from the Killer that occurred during the transition, regardless of the Killer's ping.

    2. Increasing Server Tick Rate

    The "Tick Rate" is how many times per second the server updates the game state. DBD servers typically run at 60Hz (60 updates per second). While this is standard for many games, competitive shooters (like Valorant or CS2) push for higher rates (128Hz or "sub-tick" systems).

    How BHVR could fix it:

    • Higher Tick Rate: Increasing servers to higher tick rates would mean the server knows exactly where everyone is more frequently. This reduces the "gap" where a Survivor is safe but the server hasn't realized it yet.
    • Packet Processing Optimization: Even with 60Hz, if the server code is inefficient, it might process hit logic slower during busy moments (e.g., lots of status effects triggering at once). Optimizing the backend code to process physics checks faster would reduce the feeling of desync.

    3. Dynamic Hitbox Adjustment (Hurtbox Manipulation)

    In fighting games, "hurtboxes" (the area where you take damage) often shift or shrink during specific animations to match the visual model. In DBD, the Survivor hitbox is generally a static "capsule" (a pill shape) that doesn't lean forward when the character runs.

    How BHVR could fix it:

    • Trailing Hitbox Correction: When a survivor is running, their "capsule" trails slightly behind their visual model due to interpolation. BHVR could shift the hurtbox slightly forward in the direction of movement on the server side to match the visual representation better.
    • Animation-Specific Hurtboxes: When a Survivor vaults, their legs often trail behind. BHVR could implement a system where the hurtbox is aggressively disjointed or removed from the window frame the moment the "vault success" flag is triggered, rather than waiting for the animation to finish.

    4. Matchmaking Ping Limits (Region Locking)

    The biggest cause of "BS hits" is playing against a Killer who is geographically far away or using a VPN.

    How BHVR could fix it:

    • Hard Ping Caps: Currently, the game tries to match based on ping, but expands the search if queue times are long. BHVR could implement a "Hard Cap" option, allowing players to choose to wait longer for a match to guarantee the Killer is under 50ms-70ms.
    • VPN Detection: Aggressively filtering out players spoofing their region would prevent high-latency scenarios that the server currently tries (and fails) to compensate for.

    5. Why haven't they fixed it perfectly yet? (The "Ghost Hit" Problem)

    This is the main dilemma BHVR faces.

    • Scenario A (Current State): The game trusts the Killer's client.
      • Result: Killers feel good, hits connect visually. Survivors feel cheated because they get hit through walls.
    • Scenario B (The Fix): The game trusts the Server/Survivor more strictly.
      • Result: Survivors feel great. However, Killers will swing, hear the scream, see blood splatter, but the Survivor will keep running uninjured because the server said "Too late."

    The Solution:
    The true fix lies in Predictive Netcode. BHVR needs to improve the algorithm that predicts where a player will be in the next 100ms. By blending "Lag Compensation" (rewinding time to check if a shot was fair) with better prediction, they can reduce the window where these two realities conflict.

    Summary

    To fix undeserved hits, BHVR needs to move the slider away from "Favor the Shooter" and closer to "Server Authority," specifically regarding interactive objects (pallets and windows). If the server confirms a pallet is down, it should act as an absolute shield immediately, overriding any latency-based hit claims from the Killer.

    Exactly right, and excellent feedback. Of course, for Killers playing on VPNs, mobile hotspots, or Timbuktu, they want the lag advantage. The fact that we almost NEVER see killers complaining about lag tells you everything about how one-sided the experience is. The other part people don't realize is that it's The Killer's ping plus yours to get the actual latency figure. The devs are overly concerned with The Killer's experience; they have said so on the stream multiple times.

  • I agree, Distortion needs some adjustments. Mainly start with two and increase the bank to at least four. The Killer has too many Aura reading perks, powers, and/or add-ons, so it really is aura aura aura. We also need some anti-aura Perks that aren't overly niche, or impose limits on The Killer's aura Perks. I like running OoO, but iffy as the Obsession against a stealth killer or one that is frequently Undetectable. They see your aura every 30 seconds, but you never see theirs. It can lead to tunneling or getting focused. It can also be fun and informative, while not the Obsession, since you know when your aura is shown is because they see yours, and you can quickly figure out what's at play.

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