Raptorrotas
Raptorrotas
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September 2019 Peanits did some good explanation on hatchet hitboxes in a similiar thread, good thong i favorited it:
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Regarding hatchet hitboxes: They were changed to not be spherical a while back, but the change needed to be reverted (as others have mentioned in the thread). I'll have to bust out my amazing drawing skills. This is what the hitboxes look like:
The survivor has a "capsule" shaped box around them. This determines where they can run and whether or not the killer can hit them. This hitbox does not change, the only exception is that it's a little shorter when you crouch. If it did change, it would cause all sorts of issues in a chase. You would be bumping into stuff constantly.
The hatchets, on the right, have a spherical hitbox.
Why?
When a survivor is injured, they're slouched over as they run. In the example above, you can see what that's important. The hitbox of the hatchet overlaps with the hitbox of the survivor, so the hatchet hits.
Now if you were to make it more closely match the size of the hatchet, you'd end up with this:
In spite of the hatchet going right through the survivor (visually), it does not touch the survivor's hitbox, and so the hatchet would miss. We have tried this change and the past, but it was reverted because it caused a lot of issues like this.
To go back to the first hit, this is the scenario that played out:
This is what the killer sees. It looks a little weird because of the survivor's animation, but the hitboxes overlapped. But then you need to factor in latency:
This is what the survivor sees (with what the killer sees faded out). Latency sucks, you can't really get rid of it. It's a fact of life with online games. There's always going to be a slight discrepancy in online games. Since the hit is currently handled on the killer's end, even 100 ping can make a difference. (Survivor running at 4m/s x 0.1 = 40cm difference between what the killer sees and what the survivor sees.)
The ultra short version: Hatchet hitboxes can't change unless the survivor hitboxes are completely reworked, but latency is also in play
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My own opinion is that capsules are better for melee. Check the images with injured survivors, killers would only be able to hit those below their waist or ass. To hit anything above waist, killers could only melee in touching distance.
For survivors to get accurate hitboxes, a LOT of base variables or mechanics would need to get changed. (As example Killer speed and melee range, imagine the riots)
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@Ihatelife said:
DS is good as it is. It fulls the gap between swf and solo
Something that is used the same way by both sef and solo cannot "bridge the gap".
Good idea, and survs cant whine about it as everything except repair will still be covered by DS. (So most DS users wont even ferl a difference nor play differently)
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People get mad because it's a rude gesture. Try googling the meaning of it.
You might be okay with the implications of it, bit others arent as tolerant.
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The instant sacrifice for the last survivor was implemented because the game is over by that point, and jumping off will not work due to the killer having nowhere else to be.
If anything, sacrifice and bleedout speed should increase if all remaining survivors are incapacitated.
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Itentionally killing yourself on a hook to dodge the DC penalty will count as a normal kill in the devs' statistics. Thats probably the most prominent reason "killers are mad at hook suicides".
The whole suicide for hatch thing... I think its not bannable but still a controlled ragequit. And since it's most likely abused by swf on comms, it shouldnt be possible.
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They closed schools in germany too, now if there were enough people to watch those kids.
Im sure the older ones wont stay inside and hang out with their buds, making the whole thing useless.
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Do you need more than 16 seconds to find a teammate to heal? You'd be healed by selfcare by the time you do find a teammate.
2 people wasting 2x16 seconds to heal 1 person is the same time wasted as 1 person selfcaring, except that second person could be doing gens in meanwhile.
Just to bash swf/comms, most survivors are too used to simply tell their swf buddies to heal them which reduces the effiency of selfcare.
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@tortrader said:
https://forum.deadbydaylight.com/en/discussion/comment/1159610#Comment_1159610
I get what you mean but it wouldn't word it precisely an instadown. What I think you are voicing concern on is that the harpoon hit would first injure the survivor, and then all the gunslinger would have to do to get the dying state is reel the surv in for an easy second hit.
It's not an instadown in the sense of one hit one down, but without the deep would effect the killer would get the "second hit" way too easily.
You just described pre-rework gamekeeper of Identity V (pull+damage followed by melee attack)
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His ability is too weak for being 110%.
So either give him normal movement speed or buff his damn harpoon gun.
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Breakable walls might just become an excuse to keep / keepadding (unfairly) stong structures/loops in the game.
"Just break the wall lol"
The feature doesnt help if its becoming mandatpry.
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If in your scenario he did get other survivors while camping, they made it wpork and therefore are the ones to blame instead the killer.
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Theres a diffwerence between a "im invisible now"-location and skillfully evading the killer's line of sight.
Invisibility or camouflage is not stealth.
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For resetting traps to be not useless, be it manullay or automatic with the addon, the devs need to change the way traps snap towards survivors.
Survivors are additionally still able to walk over traps without triggering it.
- Increase the trap aoe
- Move survivors to the trap location, not like it currently is (sadly i remember peanits being against this important change)
- Survivors should get a debuff of some kind after getting out of a trap they triggered while injured. Be it Deep wounds or one of the basic debuffs like mangled or hindered.
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There should be a ~15 (number debatable due to nomither or unbreakable) sec timer that simply kills/sacrifices/entity-kills all survivors if all remaining survivors are downed or hooked.
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^^^And theres the hypervole survivor answer.
Survivors get way to many notifications. (Might aplly to killers too, except powerrole yadda yadda)
If you're getting affected by thanatophobia, you get the perk icon, the debuff iconson the right, the icons on the action bars AND the "AFFECTED BY THANATOPHOBIA" message on the left.
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I was under the impression it triggers only once, or under a certain condition.
But you're right. If its for every down, it certainly would be too strong.
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While i am against second chance or "lok that didnt count" perks, 3 seconds is way too short.
Try deep wounds instead of the 3 second instant down.
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While you already got your answer, you might consider the bad synergy vetween those perks.
The stronger DL gets, the more likey you kill a survivor on hook. Which means a weaker Thana.
Also the obsession will be able to heal others quickly, dimishing Thana.
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I think most creatures could do as killers.
It's the ability that might be problematic.
The Minotaurus, would probqbly be associated with a bull charge (heh) quickly. Hillbilly, Leatherface, Demogorgon and Oni say "RROOAARR" ("hi").
Probably easier to go for creatures that are known for some kinda trick to turn into abilities. Sirens sing, banshees wail or scream and doppelgangers are useless because of swf with vc.
Edit: Theres a sizelimit in place for bigass dragons wouldnt fit into killer shack, tho.
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If downing injured survivors with a trap is too "unfun" or strong, how about adding other injured-penalties:
- Deep wounds after an injured survivor escapes
- Slightly longer escape time (+ 3-6 seconds)
- Automatic herrmophage/mangled//hindered etc debuffs
- There are many possible things.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1135571#Comment_1135571
Killers get Ebony basekit as compensation. :^)
It'd be the survivors rioting that patchday ๐
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Obligatory killer compensation reply.
Joke/concern aside, it's a good idea thats been around forever.
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Identity V spawns crows on survivors who havent touched "gens" for too long.
DBD could do the same. Or reveal their auras until they get chased.
But i guess one could argue theyre "trying to outlive the other chump for the hatch. Which technically isnt holding the game hostage"
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Cant believe how many people are against an animation change, which might even help survivors identify Brual Strenghts usage.
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While it might sound rude, but it's only a real teammate if you're swf.
Default ( read: only ) gamemode is 4 strangers each trying to get out. If they think sandbagging helps 'em, it is not against the rules.
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Shorten opening credits
Option to instant buy items in web
"Buy in bulk" option in web (like hold this button to buy x items per second )
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As soon asy any information about the game is hared via comms, theyre
cheatinghaving more info than intended.Also, just because theyre not using their unfair information boost correctly doesnt mean its okay for them to use it.
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Its not like the concept wouldnt work. I mean its default on killers.
Free items , less bloodweb clutter, stronger addons.
Current strongest item plus 2 strongest addons = 2 strongest new addons plus free base item.
Might work. With killer compensation ( someone had to cram it into this thread)
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Remember when survivors were considered out of the game once hooked? They werent supposed to be entitled to more than one life, yet here we are.
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Four kills is the killers default goal. You're told to do it, and get a bonus for fulfilling it. Back then the gfame even mocked you for failing to get many kills.
Four escapes is a bonus, the game doesnt judge or reward you for getting others out, yet somehow this is being treatd as survivors sdefault goal.
I think survivors are quite suffering from some dissonance in perception..
As for the 4k balance thing? Its mostly survivors telling people that its what killers want. Duh. Obviously killers want to win.
Except balance should be 4 survivors EACH working as hard as the killer to reach their goals. Sadly currently its leaning more towards four survivors working as hard as one killer lol.
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Isnt the doctor loosely based on a real person?
I think basing killers on real events might be tolerable, but a 1:1 inclusion is too much, depending ob the case.
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Interestingly, it's apparantly the same sabo:hookrespawn ratio than before (x12).
Also a 30 second timer is just 2seconds below twice the time a killer can carry a survivor. Thats plentiful to make that survivor wriggle free.
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Ermagerd fnaf taking one of infinite spots...
Back on topic:
Springtrap
I guess the devs could get cawthorn to design a dbd springtrap himself lol.
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If badly implemented, it will be strong loops until you break the wall.
"Just break the
palletwall"Could backfire horribly and should really be tested a lot on the new map.
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@ALostPuppy said:
Just gonna nitpick here, but your comment about keys is just wrong. Survivors have to do gens to spawn the hatch. It's not a free escape with 0 effort. If all 4 survivors want to escape via the hatch they'd have to do all the gens, basically 100 Percent of their objective. If the killer wanted to kill everyone with a Mori they only need 4 hooks, or a third of their objective... it's objectively easier and less effort to Mori everyone than it is to use a key.
Here you are making the mistake of assuming swf is the default.
If YOU want to escape, you either do the objectives OR outlast the other potatoes. The hatch will spawn for the last survivor.
Also, killer still has to chase every survivor twice to mori them. A "perfect" mori ruin is 2/3 of possible hooks.
A 4 man key plan escape still grants a third exit the killer will most likely not find/ patrol in time.
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To make it a team game, the devs would need to come up with a differently weighted rank and bloodpoint score system based on the interacted survivor being in your swf group or not. (Quick examples would be penalties for dead swf members or harsher restrictions on safe-unhooks when unhooking strangers)
As it stands now, there are no mechanics IN-TRIAL that differentiate between groups or the default solo survivors.
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The reason stated as for why shafdowborn is not basekit was very often that it'd be too strong for killers.
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In the beta apparantly even the devs noticed:
"A slowdown ability is useless if it slows you down too."
Clown is weak because he has only weak utitly.( Which is arguably easily dodged too, if this were a pro discussion.)
Aside from big fixes , there are easy theoretical ways to help clown.
- Just tweak some variables (nnumbers) in his kit. Survivor slow, gas spread speed, maximum duration, maximum aoe or even how long it lingers etc.
- 1bottle/xseconds channeled reload instead of all bottles reloaded after that long casting time.
They could also tweak the ability in itself. If a weaker version of the gas lingered in a bigger aoe after the main cloud dispersed, it might be useable to create deadzones for survivors to avoid.
Or setting traps... might be too close to freddy.
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I might be totally wrong, but that recycling mechanic lead to the downfall of DG. The runners didnt like getting shot or camped, so the bloodpost was retired in favor of an optional recycling. Which wasnt enough as it seems as it was made obligatory. Theres no urgency or tension if your death isnt in the hand of the killer/hunter.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1077155#Comment_1077155
Actually, I believe generator times are fine in my opinion, the main reason why a lot of players say they are terrible because generators can go extremely fast in the early game. However, what those players also don't see is how slow the game becomes once they get pressure on survivors.
The only thing I would change about generators are skill checks, good and great success zones should be separated. Greats provide a huge boost, they should be extremely risky for that reason. ๐
You're right on the skillcheck part. If they were tweaked to be slightly more challenging/less rewarding/more punishing/+-difficult, the devs wouldnt need to increase gen times (atleast not by muchlol)
But the ruin change has two mutual exclusive theories behind it:
- Devs dont want any harder skillchecks, so ruin wqas removed for the potatoes
- Ruin was removed so it couldnt stack with possibly harder/rebalanced default skillchecks
Sadly the first option seems to be more likely to be true as there wasnt any sign of the latter adressed anywhere.
As long the maps or killer-survivor-power-ratio stays the same, the only easy solution seems to be gen speed, as it is a single variable to tweak.
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Ive come to the conclusion that its not "just" generator completion time that might be the problematic factor when it comes to generators.
" Generators are too easy to work on for the time it takes to complete them. "
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@Onyx_Blue said:
@Raptorrotas it's a point about the players using NOED, not the people vsing it. If a killer has barely the basic grasp of how to play the game, they shouldn't be getting to green ranks and higher as quickly as NOED takes them there. Simple as that. Ranks need to be fixed, and this is a change that would be a step in the right direction. The other step would be reverting rank reset back to the old way of 1 to 15, etc etc for a 1or2 months, so that way boosted killers and survivors will need to try to actually play skillfully to get back up. And then once the rank balance is back, revert it back to the previous reset of Rank 1 to 10 etc etc. Steps need to be made to fix Ranks meaning something again
If a "bad" killer reaches green ranks because survicors fail to mitigate noed, why are those survivors in yellow ranks?
Also, You dont fix a ranking mechanic by changing perks.
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For the first week after ruib change I think some survivors started to bring boxes because theres bo more risk of wasting those on "hard skillchecks".
Obviously the "just to rub it in" concept is very believable too
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New players dont know about it but can learn.
Veterans... simply dont care about it's existance, until they get oneshot. And then call the perk and the killer some names, lok
Dont tunnel against DS, do totems if you want to avoid NOED.
Or just stealth or loop if you're a better survivor.
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Teabagging is a rude gesture meaning something alike of putting your testicles on your opponents face.
"Its strategy to insult" - yeah, sure.
Wherever it started, it mutated into an insult, whatever the survivors defending it are cawing.
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A concept i have in mind would be to punish survivors a bit more when hitting them while theyre performing an action. I think it'd be a good change to compensate that "solo-swf-equalisation". It'd need some new animations tho.
- For continous actions like repairing/healing etc I'd like survivors to flinch in place like a failed skillcheck, making them unable to move for that animation and applying a failed skillcheck penalty to said action.
- Getting hit while vaulting should slow down the rest of the vaultibg action. (Example: Instead of completing the fast vault, theyll fall down for a moment and have to get up.
- The main gist of it is to reduce the speed boost of getting hit if you're being too cocky.
Individual killer rebalances have been discussed a lot. I think some general killer-survivor mechanics need to be tweaked.
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@mike4156 said:
you don't have to kill everyone to have a good match btw, probably news to a lot of you.
And you dont need to escape to have fun.
You dont actually need it to "win" or pip.
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The rebalance of skilkchecks might be the way to go, but sadly the devs just reworked the only perk affecting skillcheck rewards.
"Skillchecks arent allowed to be hard" because new or bad survivors would become frustrated.
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If your would-be healer is on a gen the whole time, or actively trying for progess by any other means, selfcare is as efficient as getting healed by another person.
If you ever take longer than 16 seconds to find a healer, selfcare wouldve been better.




