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Nicholas

Nicholas

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Nicholas
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  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/761152#Comment_761152

    ... it's not ping. It's you dropped it too late. That's Literally all. You have survivor mains telling you this. Stop blaming you doing it late on lag. It's not a bug.

    The current experience in the live game is that the Killer is the authority and the host of the match. So yes latency plays a huge role in what actually plays out during the match.

  • @Gibberish said:

    https://forum.deadbydaylight.com/en/discussion/comment/761154#Comment_761154

    You dont have to go into the dying state though. If you are dropping the pallet late for a stun, you accept the risk of getting hit. Drop the pallet earlier and you are safe.

    That's easy to say but more difficult in the match. As a Survivor, we're at the mercy of The Killers connection and the Killer is the authority. And the latency can vary from match to match. I remember going against the Wraith and I dropped the pallet what felt like really early but he still teleport it through it and hit me lol

  • @Monlyth said:

    https://forum.deadbydaylight.com/en/discussion/comment/761133#Comment_761133

    And if you do get the pallet stun, then not only does the Killer get stunned for a good 3 seconds (Wasting time, which is extremely precious to the Killer) and has to waste even more time breaking the pallet, but now the Survivor has gained a huge amount of distance on the Killer, if not escaped. So the Killer has to either waste even more time trying to find the survivor again and start another chase, or give up and look for more survivors.

    Both options are pretty bad.

    I have never had a problem finding the Survivor who stunned me. Like I said it's just my opinion, I think that it is far more devastating for Survivor to go into the dying state.

  • @Gibberish said:

    https://forum.deadbydaylight.com/en/discussion/comment/761133#Comment_761133

    I would say the exact opposite.

    Going from healthy to injured isnt that big of a deal. If you are already injured, its not like a trade is forced upon you. You have the choice to either drop early or accept the risk of a trade. As a Survivor you have so many chances to come back, and thats not even including perks.

    Meanwhile for Killers a stun at the wrong time can cost them the game.

    LOL being in the injured state isn't ideal and being in the dying State can cost you the match too. Especially if you're on your last hook.

    @UlvenDagoth there are a lot of things that can be devastating to both roles, but as someone who plays both actively I still think it is more devastating for Survivor to go from injured to dying then it is for a killer to eat the stun. With that said, I think it should just be fair and based on the server. The current system is killer Authority and that is a really poorly designed system.

    @CatHound22 I forgot to add that the dedicated servers don't yet reflect the new hit detection and other enhancements to the game. Right now they're just testing capacity I believe? They haven't made any adjustments to the core experience.

  • People are always asking for punishments, why not first ascertain why people are disconnecting and resolve that. I agree there are some salty survivors and Killers likewise that disconnect for the silliest reasons but I do believe there are some legitimate disconnection reasons. Mori is a popular disconnect reason. Banning people is not very effective because people will simply make new accounts (PS4 easy to do) or just stop playing the game altogether and then the underlining reason persist.

  • @Gibberish said:

    Trades arent a problem.

    Going for stuns should be risky, pallets are already way too much of a easy safe zone for Survivors as they are.

    Trades can be devastating to survivors. A killer? Not so much. A killer can survive a stun and continue to Tunnel or chase you but a Survivor is either now injured or in the dying State. That's a huge difference.

  • @InfinyMage said:

    You can drop pallets on me for days but why would you stab the killer im playing as. Thats where i cross the line. Lol

    But on a serious note. Im not sure why some people camp hook to death. The perk to me is a minor annoyance. Seems like the times i do get hit by it are mostly the games where theres multiple people using the same survivor. I cant keep track of who is who, and when i think im chasing the person who unhooked. I realise I was wrong when DS triggers And then im annoyed you DS me so i cant let you get away without another hook or at least a slug.

    It's why I hate when people are twins or triplets, and I always switch characters to avoid being part of that. It does confuse the Killer and I think sometimes Killers perceive it as toxic when everyone's wearing the same exact outfit.

  • The same reason killer's slug when it's just two people! They are trying to guarantee a 4K, some survivors are willing to forego the pip to deny it. Perhaps they are just helping a friend escape to fulfill a daily ritual? So many reasons people do this.

  • DS seems to enrage killers, they tunnel you harder thereafter. Some are so sensitive that even dropping a pallet and stunning them is enough to trigger.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/745741#Comment_745741

    It's not the offering, but how it's used. If a killer never catches anyone, then it won't matter, will it?

    Moris just take away your ability to make mistakes, and I find that's what survivors are mad about most.

    LOL How else do you use a Mori? Hook, Tunnel, Delete is how I always see it used. And what mistake is that? Maybe if you're super immersed, you won't ever get seen or caught. That still doesn't address the fact that a single offering can eliminate 67% of the objective for every participant. Nothing Survivors have offer that level of compelling power.

  • We need Dedicated Servers, I am sick and tired of dealing with Killer's as the Authority and all the associated visual and game client de-sync. Otherwise add some lag compensation to Killers. I'm only hanging on in anticipation of DS and hitbox, detection and the de-sync problems we face now.

  • With the Unreal Engine update, are we finally getting the promised PS4 Pro and Xbox One enhancements?

  • How does the battle pass work exactly? Can you do anything you want and play any character or their specific things you have to do? And what about people that only means Survivor or killer, are they forced to play the other role to progress the battle pass?

  • @Peanits said:

    Yes, we did. They were far too powerful and didn't take any planning or skill to use. Any time you got hit, you could use it to get a free health state. You could even use a syringe after the killer downs a survivor to completely negate the entire chase and reset them back to healthy. It was definitely too much.

    Yet there's so much skill involved with deleting someone from the match by using a mori after just one hook? 66% faster elimination is far too powerful and takes no skill to use.

  • They really need to also announce what they plan to do for PS4 Pro and Xbox One X. I think it was about two years ago they intended to offer and upgraded experience on these consoles but nothing so far.

  • During one of the streams they said that it's supposed to give survivors a little hope but like the end-game collapse, it typically feels hopeless and pointless. Even with boil over, wiggle isn't that good.

  • I think the current pricing is excessive. Some of the Skins might be worth a little more than $5 but I haven't seen any that are worth $10. At that level or higher, the Skins have to be truly spectacular imo.

  • @sluc16 said:

    https://forum.deadbydaylight.com/en/discussion/comment/715694#Comment_715694

    Well, camping is consider a legitimate technique apparently, so makes sense to have perk to fight that. If camping was punished some other way, maybe the perks wouldn't be even needed, but I really don't see anything happening regarding camping.

    I don't think it's encouraged by the developers but it's certainly allowed. Gen rushing is also legitimate. The point that I was trying to illustrate is that there are some mechanics in the game that are commonly used and there are perks to reduce the effectiveness to some extent. I don't want to ever have to run decisive or borrow, but it's basically a must.

  • The same can be said about a number of things, decisive strike and borrow time are so popular because many killers tunnel and camp!

  • It's a good point. It solves one issue but introduces other problems such as high ranked killers getting easy wins. Not being able to play with friends is frustrating and I wish the game would launch a casual Quick Play mode. I basically have another account now to play with friends and that account is now Rank 9 after two days.

  • We know latency is a thing on online games but I have never seen it to this extent. I remember the Overwatch developers talking about this and they said when there is a visual disconnect/desync, that is a major problem. The lead engineer for networking said it is poor netcode and implementation of protocols. I hope Dedicated Servers next month remedy these ongoing issues.

  • I totally agree with the Dream Snares, he can put them up too rapidly and indiscriminately. That needs to be revisited and no just because he was recently reworked, doesn't immune The Nightmare (or any Killer) from further change.

  • Great idea and also the game tile itself needs to get updated with each DLC. Instead of the logo with The Trapper, change it to Stranger Things or some other Killer. I'm so tired of the same old game tile.

  • @StrickxNyne said:

    When you see a mori you can almost guarantee you'll be tunneled and camped. It's not fun and no one is forcing me to play slated bad games. Also have to love killers who DC when the exit gates open. Quitting is awful but if the devs want to stop the end game derank and refund items on quitting I can't find any issue going forward 🤷‍♂️

    100% right. People are always demanding bans, but the Devs need to address WHY people disconnect against a Mori. This problem requires a resolution other than banning. MoM/DS, both often resulted in The Killer disconnecting, and the response wasn't to ban but rather adjust those Perks. Devs need to look at Mori's and consider reworking them IMHO. 

  • @katoptris said:

    https://forum.deadbydaylight.com/en/discussion/comment/706626#Comment_706626

    There different ways to wake up. Just mess up a skillchecks or start running to a clock. If you can't do either one cause it a chore then finish gens

    I know how The Nightmare works and all of the waking up methods including going to another Survivor who is awake. I still find him a chore Killer to go against, not fun or interesting. Maybe if the Dream World was another realm or at least had a stronger visual distinction it would be nicer.

  • @katoptris said:

    https://forum.deadbydaylight.com/en/discussion/comment/706595#Comment_706595

    His lunge is the same exact lunge as the other killers. It the same reason why the hag can hit you with her hands.

    I think with the dedicated servers next month we'll see a lot of that change but yeah I know it's all the same. All the killers hit air and it still counts.

    On topic, I'm not sure what to think about oblivious. It just seems more annoying than anything especially the chore of having to wake up becoming more crucial.

  • @FriendlyGuy said:

    I feel like he's okay. Maybe he needs a bit of a nerf to his lunge tho.

    Every killer needs a rework in this section especially the hitbox and Target acquisition. Freddy is especially bad, he could lunge a full 3M behind you and it somehow hits.

  • @NMCKE said:

    Survivors have a combination of 12 hooks, and a Ebony Mori reduces that to 4 hooks.

    If something can instantly remove more than 50% of your objective then it is definitely OP, especially when it doesn't take a lot of skill to hook someone once.

    Ebony Mori definitely need to be looked at in my opinion, so I definitely support @Judgement's idea. :)

    That's a really good way to articulate the point. That one offering can eliminate nearly 70% of the objective that is otherwise required and requires absolutely no skill. People keep talking about tool boxes but they merely accelerate the objective and they don't work in perpetuity, whereas these offerings completely eliminate and bypass multiple steps without end. It's not like there's an item where after you complete one generator, the hatch is open for you and you can escape.

  • @Kaelum said:

    FYI, BHVR never said anything about there only being “human” killers. What they specifically stated many times is, “humanoid” killers. They never said no beasts either, as a werewolf has always been a possibility. However bears, lions, elephants, etc., are not currently possible.

    Disney's The Lion King DLC sounds fun. The Scar could be the Killer, Survivor is Simba and map is Pride Rock.

  • Treat the cause, not the symptom. Why are people DCing? And resolve those issues for both Killers and Survivors. Both sides will continue to DC and eventually get perma-banned which is bad for the game. I'm personally seeing many DCs from both sides several times a day.

  • I wish the dramatic bell would occur more frequently during the last quarter of the progress bar. It just doesn't feel dramatic and exciting enough to me. Some music that signifies the conclusion of the Trial is near would be great and add to the tension.

  • @Cassandra_Alexandra said:

    PS4: I wish I didn't have to run DS, but ever since I started getting to green and purple ranks consistently, I get tunneled so often it's become part of my meta build. There are plenty of other perks I'd rather use in that slot, but it is what it is. I've had matches where I've been tunneled so hard hook after hook that DS saved me from depipping. A lot of killers who suspect I have DS leave me on the ground for a minute while they do other stuff. I swear some of them have timers as sometimes I get picked up immediately after 1 minute has passed.

    Absolutely a must in PS4 Red and Purple. Those Killers tunnel non-stop, match after match. I had one such major tunneler last night, The Clown. Poor idiot tunneled me exclusively off the Hook, managed to get DS then Adrenaline kicked in and I got away. He DC as soon as EGC began. I really don't want to waste a slot on DS but it is truly needed on PS4.

    I disagree with adding more conditions to DS, it already has getting put into the Dying State and grabbed within 60s and succeeding a narrow Skill Check to work.

  • Are we still getting party management tomorrow?

    EDIT: just saw this is also delayed due to servers.

  • @JawsIsTheNextKiller said:

    The only reason I even want dedicated servers is the idea that DCs will be more punishable. Right now, killer hosted matches are fine, even if I do get the occasional lucky swing through a pallet hit.

    All this hype about dedicated servers. If they aren't awesome, get rid of them.

    Lmao the occasional lucky swing? I wish I had your luck!

  • If within 60 seconds of being unhooked or unhooking yourself, you are put into the dying State, decisive strike is active. That's the change I want to see.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/662850#Comment_662850

    At MOST, I would say a key is almost a good as an Ivory Mori. But it's nowhere close to an Ebony. In order for a key to be used, you have to most likely be already winning, or losing really badly. What I mean by that is:

    For 4 people to use the key, all 5 gens have to be done (at which point the killer is probably losing anyway)

    For 3 people to use it, there has to be 1 gen left and they have to locate it

    For 2 people, 2 gens left

    For one person to use it, the killer has to find hatch first, close it, and then the survivor has to find the closed hatch before the EGC timer runs out.

    So basically, you have to put in the work before you can even USE the key.

    Ebony Mori in many cases is just, hook once, proxy camp, tunnel, delete. On to the next person. I've seen people removed from a match in less than a minute. Keys don't hold that level of power. Not even close

    Exactly right, Keys nor insta-heals possess that level of power. Not to mention no counters to Mori, or Tombstone. What would a Survivor version of an Ebony Mori be? Maybe complete one Generator and the Hatch exclusively opens for you and cannot be closed by the Killer? Tombstone perhaps would involve surviving a Chase for 60 seconds and the Exit Gates are automatically opened? lol I can't imagine any Killers thinking these are fair or fun not to mention the denial of points or rank regression. Maybe if you're Mori or TS, the game could safety pip then people wouldn't care.

  • @Peanits said:

    They are indeed enabled. There's no indicator as to who the host is (whether you're on a server or connected directly).

    Well hopefully Killers can no longer hit air 5 m behind you and still hit you.

  • It's supposed to be improved I think this month with the server launch. Whatever happened to PS4 Pro and Xbox One X enhanced version?

  • I definitely think they should not see the usernames, it allows them to either avoid you or tunnel you excessively. This is especially true on PS4 red rank, I run into the same Killers a lot and sometimes if they perceive you as toxic AKA you're just playing normally and Escape, they tunnel you and Camp you every single match and that's not fun.

  • The park itself is useless, the perk needs an entire rework. I think it should allow you to open the hatch after it's been closed during EGC.

  • It's an easy pass for me on this DLC, I'll wait for it to go 50% off later in the year. The only perk I might consider using would be fixated but Imo there should be a toggle for that information anyway. The perks aren't exciting enough, it feels like Jane all over again.

  • @Kebek said:

    So what, they are supposed to be powerfull and make killer feel really OP. Survivors have powefull stuff too, a lot of it actually. Whenever anyone faces 4 man SWF with 4 instaheals it's not fun especially when you play M1 killer at the same time. Or when they take 4 Engineer's toolboxes with addons and rush gens like crazy with them.

    All of these addons/items/offering are designed to make you feel more powerfull and make other side feel weak compared to you unless they run the same broken sruff like you. But not a single addons/items/offering is as broken as it was back in a day.

    They are really strong yes but if you just nerf everything you'll also take away all variety from the game. If something goes overboard devs will adjust it and since they aren't nerfing anything right now it seems they consider moris and all other strong addons/items/offering fine.

    Do survivors have anything that can bypass steps? A mori deprives a survivor of being hooked a second time and an additional chase. Do survivors have anything that allow them to nullify having to complete a generator? What would the Survivor equivalent of a tombstone be? Or Mori? I think a mori is more devastating to a Survivor than a brand new part or insta heal is to a killer.

  • @LastShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/649237#Comment_649237

    On higher ranks it wont be an issue, on lower ranks there are problems with that no one is doing gens when someone is hooked.

    I also don't think that scared babies who are sitting at the edges of the map will use this perk.

    @Nicholas You would have to start uninjured as well… and that was explained why its bad many times.

    Not necessarily, the killer just doesn't need that information. If they happen to memorize who started the match injured, then Bravo to them.

  • @Peanits said:

    That's not really an option. If the EGC does not start, you have as much time as you want. That basically means waiting until the killer gives up, especially in instances where the killer can see both gates from a single point. This is the exact sort of thing the EGC was meant to fix.

    If that happens, you, as the survivor:

    • Have failed to power the exit gates.
    • Have failed to find the hatch first.
    • Have failed to open the gates before the collapse ends.

    It's meant to be incredibly hard at that point, you already had multiple chances to escape and failed.

    It's actually a hopeless mechanic for the Survivor. The Killers hand is held throughout the entire process, they permanently see the aura of both exit gates and can see the progress invested in those Gates. There's also no incentive for the killer to seek you out, all they have to do is Patrol the two exit gates and when they see the red light they know you're doomed. At that point they just need to protect that one exit because there's not enough time for you to open the other. Would it be asking for too much for the killer to have to memorize the two locations like survivors do?

  • They also need to make it so the killer can't see you're Broken. Why does the killer need to specifically know when someone is broken?

  • @Crazewtboy said:

    Two words: Decisive Strike. If you find yourself being tunnelled every game, this is the perk for you.

    It's not effective enough. It only works once and many killers are simply not picking you up. I agree it's the best perks for being tunnel but that still doesn't say much because there aren't many choices.

  • You should be able to.

  • I've had really bad experiences were sometimes it even feels like Huntress Lullaby is active. I'm in the United States, and at night I sometimes go against people in Japan and it's horrible. The worst killers for me are the ones located in Australia and New Zealand, you can't absolutely do anything. You might as well just AFK and die. I really hope the dedicated servers next month remedy these problems and the hit detection. It's not fun fast vaulting a window and clearly Landing but still getting hit

  • So are the survivors getting six new perks or just three?

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