Nirgendwohin
Nirgendwohin
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Lerys had also some changes
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@Xernoton said:
So far, I've seen a lot of people placing their turrets out in the open where I could see them from miles away. Don't expect that to work. It's more about finding places where the Xenomorph can't destroy them as easy.
The tail is a tricky power. It can hit you in situations where even Nemesis would be jealous but its hitbox is tiny and it can't be dragged like Nemesis tentacle because it doesn't stay active for as long. If you can, try to use loops with weird shapes and hitboxes and bait out an attack before you vault a pallet.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528306#Comment_3528306
Sorry about that. I'm preparing for my next tournament as a Xenomorph main, so I have to use the strongest builds. Like Huntress Lullaby, Undying, BBQ and Thrill of the Hunt. 😜
you cant set them down when they are to close to other objects. so all you hope for are line of sight breaker.
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@UndeddJester said:
I think the only real issue people are having with the tail strike is there isn't much you can do other than spin juke if there isn't a turret nearby. If we compare the Xeno to Nemesis:
Nemesis T1/T2 Tentacle
- Range: 5 m
- Movement: 3.8 m/s
- Charge Time: 0.35s
- Hit Time: 0.333s
- Attack CD: 2.5s
- Damage: Must be infected already
Nemesis T3 Tentacle
- Range: 6m
- Movement: 4 m/s
- All other stats same
Xeno Tail
- Range: 4.8m
- Movement: 4.6 m/s
- Charge Time: 0.2s
- Hit Time: 0.4s
- Attack CD: 3s
- Damage: Immediate, but prevented by turrets.
I think people are having a hard time figuring it out because the Xeno tail stab is fast to charge (0.2s is not very much reaction time, and can easily react to pallets/windows), it doesn't slow the Xeno at all (no need to time anything, just pull up when you're in range), has a long lingering hit box (can obviously drag to extend the hitbox laterally), and ofc it wounds immediately.
I think after getting used to using turrets, Survivors will be better at dealing with it, but without a turret nearby, it does kinda feel like you're screwed and have no options.
At least with Nemmy you can greed a pallet and bait his Tentacle. Doing so slows him down, and if you're not infected, then no worries really., you can throw a pallet and run to make distance even off the hit... but vs. The Xeno, if you throw the pallet, your animation takes too long vs. its charge, so Xeno can react immediately to the animation, and you get stabbed over the pallet. If you don't throw it and Xeno pulls up her tail, the Xeno doesn't slow down at all, so you gain nothing anyway... so its a damned if you do, damned if you don't scenario. Your only hope is the Xeno misses, and you get more distance on her, or she mind games herself and walks in range of tbe pallet...
Not convinced its OP yet, but have to be mindful of it...
Thank you very much for the perfectly summarized comparison
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@Chocolate_Cosmos said:
Xeno in his power is better than Nemesis until Nemesis reaches tier 3 againts infected Survivors.
However, Nemesis has ALWAYS his power unlike Xeno that can be put into M1 Killer quite fast when turrets are well placed.
So if you're lucky, you can loop the Xeno into nearby a turret, which gives you 2 to 5 seconds. Otherwise you have fewer chances than against a nemesis. Summarized correctly?
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A small detail I want to add to this discussion: Since the Nicolas Cage DLC, BHVR no longer works with independent Steam Keyshops. There you could get the Steam Keys even cheaper.
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The only problematic 3-gen is with Skull Merchant. every other killer has to make an effort or bring a special build. who makes an effort or brings a special build should be rewarded in a higher chance of winning even its a disliked tactic by the opposite team. map rng comes into play sometimes, but that's a pendulum that can swing into both sides.
Skull Merchant on the other hand... Coming from an 45 min game that only ended because someone of the survivor game gave up, i would say disable until there have a better idea what to do with this killer.
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The core of the tail attack can stay as it is. I just would change these things:
- a tail hitbox that matches the size of the tail because it looks like huntress beachball hits all the time.
- on RDP you cant dodge the tail in most of the tighter hallways when the xeno shoots for the middle
- no tail dragging in the middle of an tail attack or an matching animation at least.
- i saw hits from good player that are almost 90 degree out of animation.
- a better audio and visual cue about wind up
- a tail hitbox that matches the size of the tail because it looks like huntress beachball hits all the time.
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@Hex_Maidenless said:
How is 7 bucks for a killer and a survivor in any way your idea of fair pricing?
Some of you are way too proud to be cheap.
That was the usual price for a killer + one survivor. However, since you've only been playing for a year, you don't know that and you obviously didn't read the posts either.
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RPD has also the "problem" that you cant dodge the xenomorphs tail attack in a lot of the hallways even if you press yourself on the wall.
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once on the new map. five times on rpd.
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From a survivor perspective, they're doing next to nothing
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Guess i wait for a sale
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the black bars are only displayed in the trial and the menu and the lobby are always without them.
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same
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BHVR announced to work on a lot of construction sites right now?!
- 3-gen
- facecamping
- tunneling
- cheater
- gen rushing
- unbalanced perks because of swf
- new chapters with at least 3 new perks on each side
- map balancing
- visual map rework
- rework of killers *waving at the two last remaining twins mains*
- rebalance of killer addons
wonder why nothing gets done.
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fascinating how much excitement the players have. some are excited about grass on the new map and others .... yes, and all the others, they don't seem to be excited all ...
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Guess they stay with: "If you don't have something nice to say, don't say anything at all."
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blue glyphes cause oblivious
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it's getting super annoying.
every day the same, every day the cheater bots described by @Necrobot , every day a message to the support. every day the notification about banned accounts ingame.
it's just ridiculous. the bots use cheats that can be detected with just the simplest of checks. teleport to survivor, instant dying state, teleport to basement and instant sacrifice. non of them even kicks of an alarm on the server?! even if you don't want to use ingame checks. the advertising in the chat hasn't changed for weeks. the text has remained absolutely the same.
I just see absolute failure of BVHR in the fight against cheaters.
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I didn't compare DBD with esports in any line. I only gave you a reference for the ping limit of 150ms. Since you don't understand this, hopefully on purpose, this further supports my thesis that you are incapable of having a meaningful discussion. Also I'm not sure what you mean by "Take the L and move on". We don't have a fight here, we have a discussion, which I would like to lead with arguments, while you constantly want to drag it on a personal level. the goal is to make the game better for everyone, not lock anyone out.
You're putting words in my mouth that I haven't spoken. but in much of the civilized world, where the internet structure has been updated at least once in the last 20 years, it should be able to provide a ping of 150ms within the same country. maybe you can give me an example in which country such problems occur and we can talk about why this is so.
As an example i would like to mention the player community from south africa. these players currently have to play on a server in europe. more precisely in frankfurt germany. that is about 9000 km (5600 miles) as the crow flies from south africa. due to the laws of physics alone, these players already have a ping disadvantage of 100ms. most of the players from south africa play with about 180 to 200 ms ping. which in itself is fascinating how a player from another content from a developing country can have such a low ping although the signal literally has to go halfway around the world. the easiest way to get under my suggested ping limit of 150 ms would be to give the players from south africa their own server. which is technically easy because there is an aws location in cape town south africa. let's assume that there would be no aws location. then it would still be possible to fall back to a server mediated p2p connection in order to keep the transmission paths, and thus the ping short.
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@Hex_Maidenless said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524540#Comment_3524540
lol just say you know nothing about how the internet works
I'm very well aware how the internet works and there are different solution how to provide an appropriate ping to all players, even if there is no AWS location in the nearby region of the player, but since you start your sentence with "lol" i don't think you are ready to have a proper discussion on such a topic which you also substantiate by not giving the reason why you think this is not possible.
I would also like to point out that 150 ms is the limit for various e-sport leagues for good reason. in the game valorant was a riot of players recently because some players had an average ping of 160ms.
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@PotatoPotahto said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524818#Comment_3524818
43% killrate according to Knightlight.gg
Personally, I don't think the value is particularly meaningful. in my statistics on nightlight all maps are missing, as they are not automatically recorded. that should apply to many users
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are the killrates different on this map?
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150ms ping limit
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@Grigerbest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524497#Comment_3524497
I think it sucks only because of a "Play for win" mentality. If you put the "winning" aspect aside, this game is pretty enjoyable.
If everyone would've care only about chases, instead of "genrushing\tunneling\camping", the game will be on a much better possition.=)
Competitive is a thing, that gonna ruin this game, I'm rooting for Casual and fun.
i mean, its a game. in a game its the goal to win. on the other hand, the developers set the rules of what it means to win. so the developers could set the new rules for winning the game and everyone leaves the match with a positive impression.
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Same here (EU Server) but no matchmaking ban.
https://youtu.be/AvRky3Smrx0Matchmaking seems to have problems too:
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523426#Comment_3523426
And thats why i don´t go for the gate and specifically ignore survivors that attempt to go for a chase after the gates are open. If i depip, so will you.
nothing speaks against it. the problem is the pip system which sadly leads to such behavior.
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There is one valid reason to stay in the gate even all 4 survivors are safe:
The PIP-system. You hardly saw the killer the whole match although you worked diligently on the gerators and left people behind? then BHVR will punish you with a DEPIP or at least no PIP in the higher ranks.
Waiting for the killer in the gate and get in chase and run out without getting hit might get you the missing chase points to prevent a depip or maybe gets you a pip
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just from top of my head: how about the drones move free over the map and have a viewing direction with an limited angle that dont goes thru walls, floors or objects. they can hear 360° and if they hear something they move into that direction and start an 360° area search, but not thru floors. if they found someone they notify the killer. claw system stays the same.
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some bots simply like to check how often they can vault before they make the humans ragequit
https://youtu.be/0keCq5_Muqg(yeah my editing skills are still bad but playing dbd made me learn how to video edit)
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@Xendritch said:
So potential hot take here but I actually think the 3% isn't a massive issue on it's own but when you can stack it with Resilience it becomes ridiculous. Getting to a vault faster and then you just get to vault 9% faster after meaning there is no close hits at a window and then you get even more distance because that's how windows work and then you get to do gens faster too if that wasn't enough is beyond disgusting.
Just take the vault speed away from Resilience and that might be enough but it's extremely gross as is at the present moment.
i would trade 9% vault speed against a ping limit of 150ms.
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community work is not bhvr's strength
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my mouse broke in the middle of the game and i couldn't change my line of sight anymore. during the endgame the killer noticed it and carried me out the gate. that was the nicest thing a player has done in the last year.
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no and yes because i don't have other goals left in this game
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Every major update since 6.1.0 forced both sides to streamline their play.
I don't see the devs have a vision for the game and just doctor around symptoms they created themselves in the past.
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Did you guys know that you cant find the rules ingame? There is an Eula that covers some parts of the rules (mostly cheating and hacking) but there are no rules accessible in the game or must be approved.
There is also no cross-reference from the eula to other ingame rules. Everyone can now think for themselves about the consequences.
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Congratulations BHVR on your high quality match making.
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@Grigerbest said:
New vaults were stupid, ngl.
You were basically invicible while you in animation (if you played killer against it) Makes it not worth even trying to swing.
Now pare it with perks which increases the animation speed and...
I think it's good, that they reverting it.=)
tell me more about the invincible and how i get it
https://youtu.be/lD2SI441DaI -
@Aven_Fallen said:
Then play TCM for a few weeks before the game lost its charme.
There is 0 point in having a ranked mode. Because nothing would prevent players from sweating in Casual Mode instead.
A working match making would be nice.
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Just had a crash to desktop without any error message. No matchmaking ban too.
Edit: even got a pip out of the match?!
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could use a little tuning. makes lunges 1m longer, free hits thru dropped pallets and makes every survivors reaction time 300ms longer. i think that is too much because you get it for free all the match and without any downsides.
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Well, you guys are all right. Maybe someone from BHVR might like to make that clear.
The ingame report description, don't match the ruleset very well too
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519721#Comment_3519721
It is? This is exactly the situation they described. I don't think they're asking if it's a permanent ban lol.
with my ticket on the same topic i was told that this is not griefing.
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Based on the actual posted rules it is not:
https://forums.bhvr.com/dead-by-daylight/kb/articles/139-game-rules
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how often do you get survivor dailies? i trash one killer daily every day and get one killer back. once a week i get a survivor daily.
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@versacefeng said:
https://forums.bhvr.com/dead-by-daylight/discussion/388423/fastvaults-should-this-hit-connect
It shouldn't have, but I think if you were pathing more efficiently you would've survived.
that's true, i get stuck on too many things.
it's about the fact that i keep getting hits like this, some even further away from the window and i wanted to know if i had the wrong expectation of fast vaults or if it's something i do wrong. because when i watch some of the bigger twitch streamer, they get away with such vaults. my ping is below 50ms (in this case 30ms), Otz on the other hand plays with a red ping and make this vaults.
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Thank you for all your responses. I checked the Wiki and a fast vault should take 0.5 seconds.
Here is the video footage again but with a replay and timer added at the end of the video:
https://youtu.be/lD2SI441DaIMy vault took over 1 second from the time the running vault promt disappeared until my feet were on the ground. A medium vault would take 0.9 seconds. the time that resilience would deduct is not even included.
So now is my question to you guys: I'm just bad at fast vaulting (honest question) or do we see a bug in action here?


