Nicholas
Nicholas
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- Nicholas
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It still feels terrible when a laggy killer swings in one direction and misses. A second later, the hit is registered, and you see The Killer snapped into position to make it look more visually appealing. I can assure you; that there's no amount of visual appeal or aim dressing that can lessen the pain of a fake hit due to killer authority on hits still being a thing.
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@EntitySpawn said:
Title.
Seriously if people stopped giving up or throwing the game, survivors still have the advantage.
I hate all these excuses people are making, trying to take it to the extreme when in reality people just arent use to having to try and can mess around and be inefficient and win.
It's a pvp game, you're meant to try to win.. if you dont TRY or play BETTER than your opponent you shouldn't win.
Too many people will see a red bar, or a certain killer and just give up straight away, even if the games not unbalanced they will just give up and use the patch as an excuse.
If you're struggling too much you likely got carried to an mmr beyond your actual skill through good teams carrying you or relied on DH. All this patch did is punish those players who was really inefficient and overly depended on the DH distance/mistake corrector.
The fact alone my wins are easier and my losses is always due to people giving up is stupid, I shouldn't be getting someone give up every other game because of their entitlement.
YOU HAVE TO TRY TO WIN, YOU HAVE TO ACTUALLY DO GENS.... expecting to win without trying or playing well is stupid.
(Yes I know tunneling is an issue, but that's not patch imbalances but just a tunneling issue that can be addressed. And people are quitting even before killers can tunnel so they cant use that as an excuse)
Tag me when Favor the Killer is no longer a thing. The game's foundation is built on favoring The Killer in the most crucial area: hits. Hits being handled on The Killer's end provides an immense advantage in every trial at the expense of the Survivor's experience. There's nothing fair about it.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3099016#Comment_3099016
Sorry I'm done playing Math teacher for the night
If you can't understand that because 90 is a bigger number than 80 that percentages of those numbers differ then I can't help you
Thana before added 20 seconds at 4 stacks to make 100 seconds
Thana now adds 25.38 seconds at 4 to make 115 seconds
A net increase of 15 seconds. If you remove the buff, it'd be 112 seconds, a net increase of 12 seconds.
Your math is sound and everything you posted is accurate. Some people just like to ignore facts so they don't have to contend with the reality of the truth.
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@jesterkind said:
They categorically did not ignore feedback from the PTB, some pretty significant changes were made that were explicitly because of feedback from a lot of players.
To your point, I'd imagine they're silent because it supposedly being a disaster is a pretty huge claim that isn't really backed up by reality. For a lot of players, myself included, it's been a pretty noteworthy success!
Everyone throws out statements as if they know. What is a lot of players? Who knows!
Anyway, they did make a lot of changes, mostly to placate killers. They didn't change a thing from PTB to live with respect to a lot of the survivor perspective feedback.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3098718#Comment_3098718
Yes. That's the point. Killer closes the free escape hatch, and then they have to deal with the free escape exits, unless they're both within a stone's throw of each other. The survivor can get a gate to 25% or so, which stops the first red light from coming on, the killer checks it and assumes the survivor isn't there because the light's off, so they leave, and then the survivor finishes the gate and runs out. There's exceptions like Dredge and Blight who can guard exits better, but at a base level, it's the survivor's game to lose.
EGC heavily favors The Killer. There's no question about it. The free hatch escape you seem to disdain is part of the game, it serves an important purpose. There are a lot more killers who are really effective at gate guarding. It's the opposite, it's the killer's game to lose.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3097210#Comment_3097210
Why didn't the survivor go for one of the exits? There's no reason for them to die to the entity except for not committing to an exit. If they do, then the killer does have to chase, down, and hook them. You're basing this off the survivor not going for the gates and just wanting to die.
You can't open an exit gate until the hatch is closed.
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@Thusly_Boned said:
I appreciate how you feel, but there are only two downsides to prestiging, and one is going to be addressed (the item rarity after prestiging).
It used to be optional because doing it took everything from you, which was clearly the worst part.
I would hold off on the ol' uninstall for a bit, to see if BHVR follow's through on buffing the rare item appearance rate.
Did they post about the item rarity being addressed? If so, I missed it, I'd be curious to read that information because it was a concern of mine as well. Thanks.
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@MartianTripod said:
https://forum.deadbydaylight.com/en/discussion/comment/3098162#Comment_3098162
So Jaws meets Ghost Shark (2013).
Is that a tentacle/vine growing out of the sharks mouth?
I've never heard of Ghost Shark; I looked it up, and yeah, like that, except not a ghost, lol
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3098154#Comment_3098154
That's not even mathematically possible. Even if we assume the chase starts on opposite ends of the pallet and it is immediately dropped, it takes the killer 2.34 seconds to break it. During that time the survivor gets 9.36 meters away. Lunge distance is around 5 meters so it'll take the killer around 7 seconds to catch up to the survivor. Even if they all walked in a straight line through a bunch of pallets you couldn't possible waste more than 2 in a 10s chase.
I never anticipated someone would try to correct sarcasm. 10s represented a short chase, not an actual chase duration of ten seconds. 36 was exaggerated to illustrate more than necessary. I'm still in shock your reply is even a real thing.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3096951#Comment_3096951
This ^
I was fine on the PTB but with what feels like a majorly reduced FOV on top of the filter on top of losing distance it just all combines together into one big headache that leaves me playing with my eyes shut half the match.
It was better before, but NF on an OLED is terrible.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3098134#Comment_3098134
Maybe OP did use DH, maybe OP didn't, but DH had an immense stranglehold over the game and influenced everyone in one way or another as I think 53% of the player base total used it and in the mid-high+ MMR bracket it rose even to 75% usage. Yeah, I know, it has been thrown around a lot, but here are just two thoughts that I wan't to throw into the ring:
1) the first hours of the patch, the whole first day, survivor games just crumbled and utterly obliterated at the slightest touch. This probably didn't happen just because killers got 10% buffed, or else we wouldn't have seen this total destruction of the survivors game play, but likely because the rug was pulled from under everyone, exposing to the world of DBD how much of the survivor player base had relied on this perk, the wool was pulled from everyones eyes, showing that the endless debates of "lol just bait it out, its just a perk. Git gud" and "maybe you didn't outplay them. What makes you think you earned that down? Obviously you didn't" probably held more water then many would want to admit.
2) Not every player used DH, and not every player was carried by DH, BUT I would go so far to say that every single game was carried in one way or another by DH. You always had those players who didn't use it and still did well. They either used different exhaustion perks, immersed themselves or just were pretty good at looping and maybe supported their skills with some Windows of Opportunity or the likes. But 3/4 of the player base after a certain MMR bracket used it, and every single game multiple times someone got away, dashed to safety or invalidated a killers clever positioning with DH, and this added up and carried the game, even for ones sitting on a gen.
Since then many survivors have adapted to the new situation and (re) learned how to properly loop without DH and how to play safer. This patch many many important things happened all together, and they don't just add up but sometimes multiply themselves, but I am pretty sure that we had seen shock and awe effect like the first day of the patch, if they had just made the change to DH and nothing else. Maybe not so long lasting or prevalent, but it would have been there.
But this is past us now, water under the bridge. Now we must work together to help our soloQ fellows out and how to combat the camping /tunneling epidemic, and I am a soloQ survivor most of the time myself, btw, as I might identify as a killer main, but I still split my time (and tomes) between killer and survivor.
DH is dead, and I am pretty confident that it will never return to anything like it's glory days, and that's a good thing, but we must let the matter rest at one point and focus on the situation at hand and the future of DBD.
Thanks for taking the time to write that. I was never a DH person, so none of this matters to me. I used to get confronted by people in groups about why I never ran DH. I was always more of a Smash Hit or Head-On player lol I have fun with those; I can't say I had fun using DH. I also knew the pain as a killer, which may have influenced me against equipping it.
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@Mister_xD said:
I genuinely hope for some soloQ improvements. Though I doubt it heavily...
Nerfing Killer is really just a huge step backwards - Killers desperately needed buffs, taking them away won't fix anything. All that'd achieve is having two near unplayable roles ingame like we used to.
As for Thana, it's probaply gonna get a nerf. Not that I think it necessarily needs one, but it was fine prior to the buff so reversing it wouldn't be a big loss either IMO.
Not necessarily a giant step backward; it would depend on the scope of the changes. Killers needed buffs, but the extent of them is what could change.
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@Remedicist said:
I've been running Kindred with Open Handed at this point because the killer is already out of the normal 16m range when that black bubble disappears. Also why is the bubble so large anyway? Can't they reduce the size of that?
It especially sucks when it's a stealth killer since they usually conceal themselves before the bubble finishes.
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He would make an excellent killer; they could create puddles he hops in and out of during chases.
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I mainly see pallet wasters running it, the kind of people that drop pallets without looking behind even when The Killer isn't on them. These people also like to camp pallets. I sometimes run Any Means Necessary, and it's heartbreaking to see how inefficient some players are. 3-6 pallets gone for a 10s chase is not a good ratio at the start.
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@CluelessWanderer said:
I think they'll gift wrap doing next to nothing for Solo Q in lies that "they are acknowledging the issues".
Then pat themselves on the back for a job well done and release some Uggs for Feng.
Or else, start promo'ing "The NeXt KiLLeR!!" in hopes that everyone will forget and shut up lol.
That's likely the strategy, focus on the next Chapter and hope people forget lol
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@Sludge said:
You'll get used to not having DH eventually
This is the new killer talking point. How do you know OP even used DH?
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@camping_site this community can be unnecessarily hostile. Sorry to hear about your experience, and I hope things change and you will someday return.
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Everyone seems to be missing the concept of hope in gaming. Hope is a great motivator and incentive to keep going; otherwise, The Killer would idle or DC if five powered generators signified guaranteed escapes. Likewise, Survivors would similarly relent if something cemented the match's outcome. To a more considerable extent, the Hatch is what motivates Survivors to keep going at specific points where it is usually hopeless to expect completing all five gens and opening a gate. The fact that completing generators doesn't guarantee escape is what compels The Killer to keep going until the very end. Hope is powerful.
@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3097210#Comment_3097210
EGC kill doesn't happen unless survivors intentionally give it to killers, pretty similar to hatches eh?
Nope, most of the time, it has to do with RNG. The Killer has a much easier job locating the Hatch than a Survivor. And can often observe both gates with great ease. So The Killer doesn't even have to pursue a chase; he only has to guard the gates to get that kill.
@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/3097350#Comment_3097350
To add to that, similiarily to "killers slugging to deny hatch", survivors are also "99ing gates to deny the EGC". Yet the former is frowned upon while latter is totally acccepted by everyone.
The EGC begins precisely when it does; 99ing the gates delays the initiation of the EGC but doesn't circumvent it. However, The Killer is free to start the process if they wish.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3097203#Comment_3097203
I've heard similar complaints from people running Blood Pact.
I'm grateful to have never encountered this--at least not in a way I perceived to be intentionally malicious.
The perk provides incredibly valuable information. Unfortunately, it is up to other players to make use of that information effectively.
I will say, I have a similar gripe with Kindred. I seem to reach 2nd stage (and even die on first hook) more frequently while running Kindred.
Yeah, that perk too. It is mighty unfortunate when it happens. I love those perks, and it's satisfying when people play around with it and maximize the information.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3096743#Comment_3096743
But why does hatch even exist? Why does it spawn to even give a survivor a chance to escape? That's the free-ness of it. Plus, killer might move faster but survivors can vacuum into the hatch even as they're getting downed, whereas the killer has to be right on top of it. In my experience it seemingly always spawns the direction the survivor's running, but never spawns on top of me, the killer. And even if you close the hatch, the exits are now powered for free. Killers just can't catch a break, by design.
What about the free-ness of getting full kill credit for never hooking a Survivor during EGC? If that Survivor doesn't locate the Hatch in time and depending on The Killer, perks, and RNG of doors, that kill is a gift. The Killer does not need to chase and hook to get a kill. They become gate guardians.
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One or two might exist in another dimension. The Wraith is a well-known camper and tunneler but then again, seeing more and more of them with other characters.
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@KayTwoAyy , I love the perk but sometimes find never hooked people bringing The Killer to me, and I'm on death hook, lol It also happens with Aftercare. It sucks when you're running a medic build and want to heal people.
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Probably also seeing mending bar or vomit portrait plus Thana debuff lol
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3094436#Comment_3094436
I don't really see how the main Killer meta can't be a slow down meta though while the generator mechanic exists. The only other real option is to make Killers so strong in chase that gen slowdown is superfluous.
The justification for stacking slow-down perks was because base kit generators weren't slow enough; we now see it will never be slow enough. It's also evident that even the improvements on CD and chases aren't enough. The Killer will still run slow-down perks, tunnel, and camp.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3089883#Comment_3089883
That only applies if you define a meta in a general category. Ruin's done like dinner, Pop is almost never seen, etc. In return, both sides got more interesting opportunities to try out a more varied selection of perks.
The opportunities might exist, but don't matter if no one is biting. It went from one set of slow-down perks to another. The only variety is which combination of slow-down perks is at play.
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@CashelP14 said:
God I hate how rude people can be to these threads. I don't see the point in replying to these if your not going say something nice.
Sorry your not enjoying the game mate. Chances are you'll be back because everyone comes back lol if you don't then I hope you enjoy your future games ๐
I agree; totally unnecessary. I'll say it again, wishing @Confused_Senpai the best.
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@LeFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/3094190#Comment_3094190
It's always been like that and pallet validation must be checked on the killer side also because if the killer never sees you drop the pallet on their end they can still swing through it completely and not get stunned. Killers should have some leniency, but if your ping is like 200+ it should be straight up rejected.
No, it hasn't, and the threshold is closer to 300, which is exceptionally generous in favor of The Killer. Leniency is another term for favored. The game's entire network foundation is to favor The Killer in perpetuity in every match at the expense of the Survivor. The only exception is a ping of 301 or higher. The game has never favored the Survivor in networking, and killers often abuse this advantage by inducing network conditions to make things easier. Survivors don't even know The Killer's ping to try adjusting to it.
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@LeFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/3094166#Comment_3094166
@Nicholas Here you go survivors are still stronger than every killer except nurse/blight with strong addons/perks
You don't understand what Favor the Killer means. It's not what you think. Go here for a great explanation by @zarr https://forum.deadbydaylight.com/en/discussion/303696/busting-some-hit-registration-myths/
@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3094166#Comment_3094166
There was that time when hit validation was taking away literally everything. I do not complain here much, but you should have seen me back then. I would cry about it every day and tell them to add vault validation to seal the deal. Not going to lie, I am pretty glad we went back to favor the killer. But I am obviously a wee bit biased. Just a teeny tiny bit. Muahahahaha.
Favor the Survivor was never a thing. Hit Validation was always limited to very high ping. If you live far from servers, have bad connection quality, or have some other network issues, you may have experienced rejected hits, but now it has been changed to be extremely generous to killers. Even those located in Timbouckto, lol
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3094143#Comment_3094143
It was still feedback. Not all feedback is necessarily civil in nature. People get frustrated and rant. The devs have in the passed nerfed things over frustrations people had facing certain things. While ideally people should be civil and more thoughtful with their feedback about things they encountered in the game, that is never going to happen 100% of the time. So while killers were complaining about CoH, they were still leaving feedback even if you didn't personally like the feedback they were leaving. What killers weren't doing at the time was mass rage quitting games, because of CoH.
Now there will always be a minority of players that do rage quit games regardless of which side, but at no point should be people be approving of such behavior.
That's the problem with the survivor reaction to 6.1 patch. It's not that survivors are frustrated and leaving feedback. It's that they are also rage quitting as part of their response. Which you can easily see in some of the posts on this very forum about survivor players openingly admitting they are rage quitting games over certain things they didn't like about this patch. That was not something you saw with the killer response to CoH.
You misunderstood. Not every topic posted was feedback. I already outlined that I recognize input in all its forms. And yes, I experienced DCs and rage quits during CoH drama; it happened. None of that matters because people are entitled to do as they please. If people want to DC, who can stop them? Indeed not a forum post.
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@ThiccBudhha Tag me when the game no longer has Favor the Killer, lol
@Confused_Senpai sorry to hear, but I understand why; wishing you and your wife the best.
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@david_king said:
This is worse than Forever Freddy!
Legions stacking dying light, thana, call of brine, overcharge (or some variant) with iridescent regression or mending add ons. By the time you've mended your gen has lost more progress than you can make up by the time they come back to your generator (assuming you AND your teammates hit every single overcharge skillcheck!). This is especially a headache in solo queue because if even ONE player isn't pulling their weight it' s impossible to get gens done at all, and that's assuming your teammates aren't repeatedly going down and feeding the killer multiple pop goes the weasels, jolts or pain resonances.
The solution is you have to suck it up and adapt. Try running mostly useless generator perks that offer little relief and hope for the best? Or play with three other people? Just whatever you do is don't DC or suicide because your enjoyment is secondary to The Legion, who just wants to have fun running four slow-down perks.
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@Crowman I don't have access to the data, so I can't say one way or another. However, DCs have happened and will always occur. It wasn't all feedback; there were plenty of absurd threads about Boons. People will express their opinions how they see fit, I've accepted that reality, and some of it is legit even if not conveyed in the best possible way. And some of it is pure nonsense even when eloquently expressed.
@ThiccBudhha One argument you never see is how hits favor the Survivor; lol Killer players enjoy hits handled on their end and don't want to talk about 'Favor the Killer' in any way. The slight relief provided to Survivors with DH and Pallet Stun Validation made that apparent. Killer players are accustomed to hits being handled on their end, and it won't be easy to wean them off that system.
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@ThiccBudhha I like Freddy; he could use some love, but some people hate him. The dream pallets can be a little annoying since there's no way to distinguish them, and you have to memorize them, which isn't always possible. The Nightmare and Quentin need some cosmetic love too!
@Aurelle That's wishful thinking lol I haven't played a match where The Killer wasn't camping or tunneling someone with zero gens done! I had an absolute beauty of a game against The Plague with the four meta slowdown perks, including Thana, slugging with one gen completed, one dead, and everyone on death hook.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3094070#Comment_3094070
The difference is that killers weren't mass rage quitting because survivors were using CoH. Killers were playing out games and noting their frustrations at trying to deal with the perk as well as many stopping playing killer altogether.
Besides the devs literally stated this entire patch was designed to improve kill rate. Getting upset that now killers are now able to kill survivors more reliably means you weren't paying attention to the point of the patch. Sure there are things that might be overtuned now and the devs will have to correct it. But if you want the devs to actually address the issue, giving them valid data (meaning don't just rage quit and actually attempt to play the game out) is the only way devs can truly know if there's a problem.
I remember all the posts, YT clips, and streamers declaring the end! I also remember killers' idling or disconnecting once a totem was blessed a second or third time. I also remember some tenacious killers' that started adapting, but it was all over the place. Killers' didn't silent deal with it; it was months of complaining even after a few nerfs to CoH and some complaints persist today.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3093786#Comment_3093786
I've always wondered, can't console players cheat also? I swear I've been in lobbies with cheating console players.
A lot of it doesn't necessarily have to do with cheating, sometimes it's the input advantage that people want to avoid. There could be cheats on console, but less likely since the OS is secure and closed. At least with PlayStation, Sony keeps track of everything you do on the console and every time you sign on information is uploaded to verify the files on your system.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3093761#Comment_3093761
Still a choice. You just choose not to use that choice.
It's not a viable choice. And there's no reason why they can't implement the option to have console only cross, something many people want.
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It's not really a choice when the alternative is waiting 30-40 minutes for a match. And yes, I've experienced that with cross play off. Instead we need console only crossplay as a choice for people.
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@Salinero said:
Dear fellow players, could you please stop killing yourself on first hook or disconnect if you don't want to play the game?
Save yourself and other players the frustration of another survivor giving up for no reason at all if you don't want to play anyway. If the current meta feels so bad to you why do you boot up the game just to ruin it for everyone else?
If you're that concerned, consider playing another killer then with different perks. It's a great time to try other killers out. I'm mainly seeing disconnects with a handful of killers that people don't like playing against, especially when certain perks are triggered like Thana. I haven't seen a single disconnect against most killers.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3093560#Comment_3093560
Hit validation is server side. BHVR posted a huge explanation all about it last year. If you're being hit when you really shouldn't be hit, then the deal is likely that both you and the killer have bad ping.
Killer latency goes both ways. I was against a Freddy yesterday who was lagging like hell. I was opening an exit as he was coming towards me, he swung at me, and should have hit me, except just before he hit me he got teleported backwards 10 meters.
Absolutely not, totally wrong. Hit validation only kicks in when the killer ping exceeds 300 MS. Hits are still handled on the killer's end, you can go back to the dev blog post explaining this. 300 is extremely generous. The game doesn't have full server authority, the game network philosophy is favor the killer. I encourage you to look it up and educate yourself.
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Other people have made some points, there's also the latency advantage the killers have. I know people get really frustrated when they get downed when the down itself was extremely generous. I wish the devs would try a PTB with hit authority on the server versus the killer's end.
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@Sparks741420 said:
https://forum.deadbydaylight.com/en/discussion/comment/3091547#Comment_3091547
I have placed a ticket and I got a response of basically "we'll look into it". It's honestly a major deal breaker for me. All things considered its well over 200 million bloodpoints just to get my prestige to where it should be in the 1st place. idk about you but 200 million bps is a buck load of matches just to get to where I already should be? probably done for good if this doesn't get fixed. That's entirely too much to just take away.
Two hundred million is significant, so I understand why you would be done. That's no trivial amount of your time on the line. I would also be unhappy. I hope they provide a satisfactory resolution for your progress loss.
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@Sparks741420 said:
https://forum.deadbydaylight.com/en/discussion/comment/3091531#Comment_3091531
At the current state the way my characters have been converted, it has pretty much entirely Gutted all of my prestige on well over 70-80% of my characters... completely a slap in the face looking at my characters. i'm disgusted with it entirely.
I am sorry to hear that and hope the devs look into it. Have you tried contacting support and posting a bug report in that section?
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@Sparks741420 said:
https://forum.deadbydaylight.com/en/discussion/comment/3091366#Comment_3091366
I'm not even considering the "cap". It's understandable that we dont instantly get P100 but, With characters who has reached say... lvl 50 P1 they should've been converted to P5 lvl 48-50 because the character is basically P6 in the new system. I had numerous characters at lvl 50 that I had not upped their prestige because I didn't want to lose all my items without using them 1st.
I understand your point, but the cap is also related. There's no way anyone would get P100, so that was never an issue. P1 L50 with every perk? There's a good topic someone made a chart listing many scenarios and what the conversion should result in. I can't locate it or would link.
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@Crowman said:
I just don't get why BHVR thinks making those actions silent needed to have a penalty.
The bigger question is, why are we grunting and making noise while cleansing totems anyway? lol
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He's right; the conversion is capped at nine prestige levels, so anyone with a more significant investment in a character would lose that. On PTB, maxed-out chars were P11 L50, so basically P12. The system only factored in perk tiers; some players have chars that exceed P3 L50 many times over and have 100s of items but are still capped at P9. The 3x bonus was excellent for the masses, but the people with significant investments got the short end of the stick. I don't understand the issue in giving those people P11 or higher to reflect respect and honor their investment in the game.
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I like it, but I'm not a fan of people using the information to bring the killer to you when you're on death hook and they haven't been hooked yet.
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There's always going to be outliers, is every killer still running slow down perks? I don't see where anyone ever said that. Are many still? Yes, so for those players the meta shifted from one set of slowdown perks to another.
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Only the survivors have been forced to change because of all the nerfs. Killers are still running slow down perks, I almost never see noed anymore probably because Killers realize they won't get any value out of it due to easy 4ks lol
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The maps are very bright, especially cold wind. I would love to see that map at dusk or under moonlight.