Pulsar
Pulsar
About
- Username
- Pulsar
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@vacaman said:
https://forum.deadbydaylight.com/en/discussion/comment/2592076#Comment_2592076
Can you make the animation of getting hit validated server side too so we don't have to eat it when the server denies our hit?
Best we can do is not fix grabs.
-
@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/2592138#Comment_2592138
Survivor players are tolerant and resilient, for years they have endured EVERYTHING being managed exclusively and authoritatively on the killer client. However, does that mean we never needed servers? Does everything still have to be managed on the killer-side in this game? If you live in a place without a server, you have an incredible advantage as is. Your hits will almost always prevail, even at 500 ming. This is a massive and powerful advantage killer players have over survivors. So yes I do think they need to bring more server-sided authority to the game, even though some people live in Timbuktu.
Yeah, that's some bias you've got there.
Also, try not to disparage people for where they live.
-
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2592148#Comment_2592148
But it's not a buff. It'll make the perk work more consistently, but the fact that it didn't do that before was a problem, not a balancing decision.
After this, maybe it'll be the case that Dead Hard is way too strong and will need a nerf- but how could they possibly know that if they're trying to balance a perk with a glaring inconsistency error?
I think the reason they won't is because they probably see 60% of DH users go straight into a wall and die immediately and 30% get another 15 seconds and 10% get 25+ more seconds
-
@SlothGirly said:
https://forum.deadbydaylight.com/en/discussion/comment/2592117#Comment_2592117
it costs nothing to get shards lol. Unless "playing the game" costs money all of a sudden. My point is anyway, I don't think people can complain about something not working and having spent money on it when it's something they can get for free anyway. Paying with real money is more like paying for the convenience of getting it sooner rather than later.
One character is about 35 hours of gameplay, iirc.
Hey, that kinda sounds like Battlefront II
-
No.
-
@Trwth said:
It's a bug fix. Hopefully, now they can accurately determine if it's overperforming or not.
I doubt they'll do anything, but I'd like to be wrong.
-
@H1GHLVND3R said:
Finaly at least it will work more often, it was broken completely
It worked 98% of the time for me.
-
@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/2592097#Comment_2592097
You can tell yourself night is day, but that still doesn't change anything. DH was always intended to be server-sided; they announced that before servers even went live. They have always indicated many interactions, including pallets, grabs, stuns, and others were designed with The Killer being the authority would eventually see changes based on servers. For too long, Survivors have endured everything being killer-sided. That was never fair and provided a tremendous advantage to The Killer.
And yet, Survivors seem to be doing just fine, don't they?
This was an objective buff that Survivors didn't really need. There was already heated debate over Dead Hard and it's power level compared to other Exhaustion perks.
Unless this is a precursor to a nerf, it didn't need to haopen.
Also, if you live in a place without a server and BHVR shifts everything to be server-sided, you're screwed.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2591942#Comment_2591942
This combo isn't that strong, it's just very boring because there's no counterplay. Legion doesn't need to be nerfed, they can just rework this add-on.
Which will probably end up being something like "While in Feral Frenzy, the Legion is Undetectable"
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2592087#Comment_2592087
Even if the perk is strong, all should be working as intended in most if not all situations. This change was to make this happen.
Only if that means a nerf is incoming.
-
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2592087#Comment_2592087
only if you had bad ping as a killer.
From my own testing, that's not true with pallet validation.
It seems widely inconsistent.
-
@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/2592064#Comment_2592064
It's about fairness. Everything has been handled on the killer side for years, now as they are moving things to the server which is a neutral authority and most games have it, it's a survivor buff? lmao
Yes, it is.
I call it how it is, it is an objective buff to an extremely popular Survivor perk.
-
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2592064#Comment_2592064
I'd disagree, a buff would be making a change to the perk, this is making the perk work as intended.
Regardless, the overall strength of the perk WAS affected by this change, was it not?
-
@Freddy96 said:
Something being fixed===>buff - dbd forums
It's a change to make the perk stronger.
How is that not a buff.
-
@Mandy said:
It's not changing the perk itself, just changing how the detection works - previously it was all based on the killers ping, now it's server sided.
That's like saying the pallet validation change wasn't a buff to Survivors.
It's still a buff the perk really didn't need.
-
@Pig_Is_Pog said:
i wouldn’t really call it a buff, yes it is a buff but indirectly. more of a fix tbh, that’s how it always was suppose to be.
If it gets stronger, that is a buff.
-
@legacycolt said:
why would nothing change? it’s finally gonna work as intended with the hit validation.
Like how regular hit validation works? XD
-
@EntitySpawn said:
Seems like most people arent even grasping the issue with these addons...
It's cheap, non interactive for either side. I'm all for buffing killers and making them strong, like I said no issues with spirit before the nerf but going down to frenzy with 0 counter play at all is not gameplay.
Doesn't change the fact that Legion is still awful and that BHVR seemingly doesn't understand that just because a Killer is OP in X scenario doesn't mean they need to be gutted.
-
@twitch_ravKenclaw said:
I mean, it's either this playstyle, or Iri Button. Those might be the only good things about Legion.
I wish they would make the stun reduction add-ons base-kit, it's longer than Wraith's uncloak I feel like.
Legion eats the longest stun in the game for using his power, other than Victor.
His stun is an entire second longer than Nurse's.
-
Oh ######### is Legion about to get nerfed again?
Weakest Killer getting nerfed?
Pain.
-
That would basically kill both add-ons, I think.
Especially considering you can't drain Survivors of Evil when you are in Tier 3 and you will never be able to drain all 4, even with Fragrant Tuft of Hair plus Judith's Tombstone
-
@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2591531#Comment_2591531
Lets see pulsar if something is broken you can nerf it 500 times and keep being broken.Right now im not happy with medkits and slightly with flashlights but maybe cuz flashlight function is to be annoying and if you need 500 years to actually nerf something while killers nerfs are in matter of months thats favouring a side.
It took 4 years for Iri Head to be nerfed.
It took 5 years for mori's to be in an acceptable spot.
Tombstone Piece still hasn't been nerfed.
-
@Lordofweed said:
https://forum.deadbydaylight.com/en/discussion/comment/2591614#Comment_2591614
But what's the point of Ranks then?
To provide a sense of pride and accomplishment to the player.
There is no point.
-
Rank has nothing to do with matchmaking
-
It's just impossible to control.
Console getting the short end of the stick as usual.
-
@Gwinty said:
https://forum.deadbydaylight.com/en/discussion/comment/2591569#Comment_2591569
Aldrich would be a good addition. But without Gwendolyn and his arrow spam. He would be a giant man eating worm that could gain power-ups by wounding survivors / another way of sacrificing by eating them.
Chaos Witch Quelag also comes to mind or Slave Knight Gael.
Ceaseless Discharge? ;)
-
@Shaped said:
And both are green. I swear jmm is the rarest add on for me since forever.
I get multiple hair bows in one bloodweb but that never happens with jmm. I am happy if I get one.
Is it just my rng being bad or others have similar experience?
I swear the best add-ons are weighted to not appear as often.
I never find Marvin's Blood on Nemesis, but I sure do find a lot of Admin Wristband's (which aren't bad, but they aren't the best either)
-
@Gwinty said:
I think that they should stick at least to characters that are "horroable". Nemesis with his zombies is a pretty good example as Resisdent Evil is more than just an action game but has a huge horror aspect and I think this sets a good mark.
Action is okay but it should have a terrifing aspect as well as a survival aspect. This means that characters from dystopian games are also quit fitting.
As such i would like them to go for Killers who fit this aspect.
Big Daddy and Little Sister (Bioshock), Slenderman, characters from Little Nightmares are a given. But you could also add characters from Bloodborne, SOMA or Dark Souls (or equaly crafted games) if they want. As long as the character is terrifying enough and hunts humans...why not?
Sure Father Gascoigne or Micolash, Host of the Nightmare are from an "action" game. But they would fit here because the DbD survivors are not Hunters.
I'm trying to think of someone from Dark Souls.
Nito? Aldrich?
-
@vacaman said:
I'd say bedham and haddonfield are even worse but this is the close next one with red forest. The sad thing is that it's apparently bad for survivors aswell because I haven't seem them give up as much in this map compared to others despite it being a good survivor map.
It's like Lery's.
It's very confusing in it's layout and it doesn't feel very fun to be on, despite it being an objectively good map for them.
-
@ShinobuSK said:
Only devs and cheaters can see MMR values now and BHVR feels like this is the correct way
....despite them invalidating their entire reasoning for not letting us see MMR.
-
@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2591491#Comment_2591491
The thing with behaviour is that they last 300 years to decide.
I edited the post to be comprehensive.
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2591491#Comment_2591491
DS...what? No they didn't. They just stopped it from being used offensively in conjunction with lockers. That's not so much a nerf as it is a fix.
OoO is still crazy strong. It's former incarnation was essentially maphacks for SWF groups, and it took endless complaints from basically all the most influential killer players for...what? A year?.
Addons are a different matter. Don't even get me started on killer addon changes (or how many are still worse than an empty slot).
I really don't think I'm misrepresenting the situation at all. One of DbDs biggest flaws is that, historically, the developers have been absurdly survivor favored (remember the flashlight stun fiasco, how long it took to be reverted and how the devs constantly said 'no, we intend it to work this way and won't revert it' despite instant flashlight stuns being obviously broken?).
While they are better now, you only have to look at how frequently survivors DC the second they are hooked or even downed to see the problem. Survivors, especially long-timers, have been taught to expect to escape every match - and when they don't, they struggle to accept it. Especially from killers they've been taught not to worry about (hence Wraith nerf, despite him being mid-tier at best).
It makes it difficult to introduce strong, accessible killers. Especially when you consider that there are significantly more survivor players, meaning they have a direct financial incentive to keep those players engaged, even at the expense of killer mains.
When did you start playing? Because it sounds like you don't remember the things I do.
I remember Decisive Strike 1.0 and the actual meta it forced around it. Dribbling, yay. Oh, and you can still use it with lockers, fyi.
Funny, considering I don't see OoO at all. It's former iteration was simply too strong and this new version is pretty darn good and balanced.
We can look at Survivor add-ons if you like.
Med-Kits (Significant Changes Only)
Styptic Agent: Nerfed twice. It used to be only Green Rarity and instantly healed one health state.
Syringe: Nerfed twice, used to be only Purple Rarity and instantly and completely healed (ie two health states) the Survivor.
Flashlights (Significant Changes Only)
High-End Sapphire Lens: Nerfed twice. Used to be Green (iirc) and used to take less time to blind.
Odd-Bulb: Nerfed twice. Used to be Purple and used to take less time to blind.
Basically every flashlight add-on that made it faster to blind the Killer was nerfed and had that effect removed.
Keys
No Key add-ons have been nerfed to my recollection. I think they are fine, honestly. You could maybe make a case for Blood Amber, but that's it.
Maps
No significant add-on changes either, just like Keys. I don't think they need changes.
Toolboxes
Brand New Part: IT DOESN'T INSTANTLY FINISH GENS ANYMORE.
Wire Spool: Added 30 charges to the toolbox.
I can continue to go on about how Survivors items have also been nerfed. Toolboxes and Keys are not nearly as strong as they once were. That's not even getting into perks like Sabo or into mechanics like vacuum vaults or the maps themselves. However, I think I've made my point.
Survivors have received far more nerfs than Killers, and rightfully so. However, saying the game is Survivor-favored or that the Devs balance for Survivors is blatantly false.
-
There is no DC penalty as of right now.
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2591480#Comment_2591480
Was it? I'm not sure.
I recognized the poster from another thread, where he was demanding that BHVR let survivors exploit the uncleanse-able totem bug because sometime in the dusty dawn of DbD history some maps had the same issue with killer totems and weren't paused.
It is.
-
@StarLost said:
It's an APVP game, meaning it doesn't really fit into a neat paradigm. It's like lots of little 1v1 matches happening in sequence.
https://forum.deadbydaylight.com/en/discussion/comment/2591485#Comment_2591485
It's the main thing that usually results in me burning out and quitting.
The solo role in an APVP game is classically the 'power' role.
In DbD, survivors are the power role. The killer is the one that is permanently time-crunched and pressured to make things happen, as survivors can win by essentially holding a button otherwise.
The problem is that this has been the case since word go, and now every survivor goes into a game expecting to escape (which is why survivors DC so often the second you hook them, and why BHVR has to treat survivor perks with kid-gloves, while taking a flamethrower to entire killers).
Yeah, I'm bitter. Can you tell?
They took a flamethrower to DS.
And to OoO.
And to maps in general.
And to Keys (finally).
I'm all for criticizing BHVR and their inability to actually balance the game, but it's important to be fair and to not misrepresent the situation.
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2591470#Comment_2591470
Except...they've told us how. MMR is based on escapes as a survivor, and kills as a killer.
As a survivor, you just get killed. Or better yet, DC. Which is why before this patch you'd routinely see a survivor run directly to you as soon as they see you, then suicide on hook.
As a killer, you let survivors escape (tedious and time consuming, but I can see really dedicated smurfs botting it or something).
Hmmmm.
The comment you responded to was being facetious and making a joke of it.
-
If I quit, the game wins.
Dark Souls has taught me that is no bueno.
Ergo, I continue.
-
This is against the Forum rules.
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2591223#Comment_2591223
And yet today, at least 30% of my games have been RPD offerings :|.
This is the first time in DbD that I've wanted a map veto ability. Because this place is pure suck.
Now, I'm not advocating for DC'ing. You shouldn't DC.
But I don't blame people if their game mysteriously crashes whenever they get RPD.
-
I just escaped Solo and I'm pretty sure I'm the worst Survivor player here.
-
Yes.
RPD is an extremely bad Killer map.
It's also miserable for Survivors, despite it's strength, kind of like Lery's.
-
1.) Use it like you would use Clown's bottles. Most of the time, you're just going to get a pallet, not a hit.
2.) Yes, if you are getting Chain Hunts reliability it will keep Survivors off of gens.
3.) Leave them. They can't do gens or totems.
4.) No, you should try to interrupt them with a Chain Shot and then chase them. If they are too far away, but in an area you want to go to, then teleport.
5.) Yes, most of his add-ons are very bad.
-
During the Breakdown bug (where it permanently destroyed hooks) these guys all ran Breakdown, Dead Hard, Soul Guard and Unbreakable.
I was running Ruin, and they just never cleansed it and ran to one corner of the map where all the hooks were gone.
It took like 30 minutes, but I won by slugging them all to death and they had the actual nerve to message me complaining about me slugging them.
-
I'm sure this won't get out of hand like the other thread discussing this 3 months ago did.
-
Michael needs buffs lol
-
Yeah, I don't think there's a good argument for not addressing it.
-
@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2585849#Comment_2585849
true.
nowadays i rarely see anyone from the old forum days... most either left on their own accord or got banned for BHVR-knows-what :(
honestly, i'm surprised that i'm still here...
What even counts as "Old Forum days"
Are we talking like, pre-redesign or back when there was a Survivor and Killer sub-forum
-
@Ripley said:
I'm sensitive to flashing lights, it can trigger migraines, which I have frequently. I shut my eyes at theatres or cinema and the flashing is reduced to a reddish pulsing.
I'm still new to this game and haven't played killer much. From looking at videos of it, a photosensitivity accessibility overlay seems like it would help a lot, just give the option to reduce the relative brightness, make the white a red. The killer can still be effectively blinded but the griefing effect on the player is diminished.
I looked up the macros and they flash at 10 ms or so which is crazy fast. But the game just needs to put a tiny on/off operation cooldown of 200ms-1s so it cannot be flashed so fast.
It took 5 years for us to get colorblind settings and only because there was a huge controversy and a ton of negative press.
So I wouldn't get your hopes up
-
@Crazewtboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2587946#Comment_2587946
Nope. I just stay injured
Interesting.
Make a bug report.
-
I think they should add AI to the hallucinations.
They obviously don't need to actually interact or damage Survivors, just make them more convincing. Have them run towards Survivors or swing at them.