Reinami
Reinami
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@Predated said:
This isnt much of an idea myself, more of a request to the community. Could people discuss below here of killer perk designs that can work wonders in competitive, but dont actually work that well in public matches. You know, perks that would basically solely be designed around perfect teamplay. There are plenty of perks that do wonders in public matches but are terrible in competitive.
I have one example in mind:
After gaining 3 protection hits, gain instadowns on any future protection hits.
The idea is obviously that in comp, protection hits are a very common strategy as there is nothing in the game punishing survivors for overly using that, it's why Forced Penance is considered quite good in comps, but in public matches its very average.
So with that in mind, what kind of killer perks do you think would absolutely be amazing to be created with competitive in mind without really affecting public matches?
Anything that fixes holding w and immediately dropping pallets.
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Dead hard for distance (the way good players use it) has about as much counterplay as spirit with stridor.
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@Auron471 said:
So it takes 14s to cleanse a totem, for 5 totems, that is a total of 70s spent. Now, lets double that time to account for travel time and time spent searching. This is highly unrealistic, and in an actual game, it will take most survivors longer than 14s on average to find a new totem to cleanse. But for the sake of argument, lets say removing the risk of NoED takes 140s of the survivor team's time.
By cleansing all 5 totems, which is the only way to prevent Noed from activating, the survivors have just given the killer 7 triggers of pop goes the weasel for free. And if the survivors do not cleanse all 5 totems, the killer usually gets a guaranteed 1 additional kill.
I do not feel that NoED itself should be changed, aside from adding something to prevent the AFK NoED meme.
What i think should happen instead, is a massive buff to dull-totem cleansing speeds. Perks like Counter Force, Small Game, and Detective's hunch should be buffed to give a SIGNIFICANT dull totem cleansing speed. Why only dull totems? Because i dont want other hex perks to get nerfed from these changes.
Small Game: Same as it is now, but it will reveal the totem's aura if you are within 6m of the totem. Also grants a 100% cleansing speed bonus to dull totems.
This is to cut down on travel/search time of the totems for maps that have some REALLY well hidden totems like lery's
Detective's: Same is it is now, but also grants a 100% cleansing speed bonus to dull totems.
This perk already effectively cuts downs on the search time for the totems, but the survivors still waste a significant amount of time actually cleansing the dull totems.
Counter Force: Instead of revealing the farthest totem, it will reveal the nearest dull totem. If no dull totems remain, reveal a hex totem instead. Grants a 100% cleansing bonus to dull totems, and a 20% additional cleansing bonus to all totems every time a totem is cleansed.
The perk revealing the farthest totem forces the survivor to waste significantly more time due to the fact that thet need to run across the entire map to cleanse a new totem. This new version will allow counter force to be more effective at removing noed, but not affect other hex perks in anyway.
Finally, in order to prevent the AFK noed meme, I suggest that NoED cannot activate unless the killer has hooked at least 3 different survivors at least once. Killer mains, tell me honestly if this is much to ask for. 3 hooks, thats all. Maybe im wrong on this one. I just dont like the AFK NoED meme.
Right, now let's look at gen speeds in relation to chase time.
If a survivor does nothing but hold w, runs in the opposite direction of the killer, doesn't use pallets, doesn't vault windows, doesn't even use perks. It takes 48 seconds for that killer to down the survivor. Now factor in the time it takes to pick them up, find a hook, and hook them, and you probably just spend 70-80 seconds. Then you lose 3 gens.
NOED is the counter to survivors "gen rushing". If survivors refuse to spend time doing that objective, they run the risk of running into NOED. It is no different than killers assuming that every survivor is running DS. DS is such a strong perk (even after it's nerf) that it doesn't even have to be in the game for it to be effective". The same applies to NOED.
The game was designed with the idea that survivors are going to hide, do totems, and loot chests. Obviously given that you can hold w for 48 seconds.
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@CLB198 said:
https://forum.deadbydaylight.com/en/discussion/comment/2327256#Comment_2327256
But we need to work together to get sparkly David and sparkly Wraith
and the last time a challenged based event was released we got the next chapter for Free
We don't though.
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@Raptoriutz said:
literally every single time.
https://us.v-cdn.net/6030815/uploads/0G857U75G1F8/png.png
And there is nothing you can do? Those 2 disconnected players were cause they were tunnelled by this killer who then was harassing us in a post match chat about how idiotic we are and how funny it was to troll it for us not getting points.
Like I don't really get it why you have to suffer from this.
TIL using Nemesis/Iron Grasp/Blood echo is try harding.
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@Zokenay said:
https://forum.deadbydaylight.com/en/discussion/comment/2326775#Comment_2326775
Not that much of an option under pressure from the killer, thats the thing.
Zombies shouldnt be allowed to get near hooked survivors.
Under pressure from a killer that has no map pressure?
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@Jago said:
https://forum.deadbydaylight.com/en/discussion/comment/2319006#Comment_2319006
I feel like this conversation is going to nowhere, but I'll do a last try. After that, I'll let you to your convinctions.
1) The killer doesnt make totems a secondary objective. Once again, totems are here to make Hex perks available, and some survivor perks aswell. Secondary objectives dont exist in this game. I guess we can say some killer powers are an objective by itself, like reversed beartraps or plague fountains. But totems definitely are not this type of objective. Totems are not a secondary objective because you think Noed provides this feeling.
2) Agreed, dead hard for distance is an abuse, for example. But comparing it to Noed, once again, is a nonsense. Make a different thread if you want to talk about that.
3) Thats what I say. Noed and exhaustion perks are different subjects. If you want to talk about chase time reduction, noed is not a candidate. Talk about stbfl, yes. But the purpose of noed is not to reduce chasing time. It's to one shot at the end of the trial with no pre-requis.
"You dont have to earn your exhaustion perk"...
I dont say killer has to earn token to use Noed. It was a balance suggestion. Dont put words into my mouth. It may not be optimal, maybe. But it opens a debate, compared to the "killer good survivor bad" (or the contrary) cliche of discussion we find on this forum.
The idea is to find a solution to make the game balanced. Plus, exhaustion perks are limited and situational. 3 second speed or dead hard, require 45-60 seconds recovery. Once you know which survivor is running which perk in the trial, it's the killer job to play around it. A low rank killer wont notice the Meg havin 3sec sprint. It's not that impactful. The killers have powers anf their brain to counter that. Dead hard for distance, once again, questionable.
But it has nothing to do with Noed. Noed is a subject by itself and has no point of comparison into the killer or survivor loadout.
1) NOED is a hex perk, additionally survivors literally get emblem points toward their OBJECTIVE category for doing a dull totem: https://deadbydaylight.fandom.com/wiki/Emblems So many points, such that if you cleanse all 5 dull totems, you are guaranteed to get a SILVER.
2) it is a stupid comparison
3) see 3
Just do bones. The reason they can't get rid of NOED in it's current state, is that it is the only counter to gen rushing. If survivors slam gens and don't do totems, or loot chests, or other objectives, the game goes too fast. The game is designed around the idea that survivors do their secondary objectives. But most at high level do not. NOED punishes that, just as DS punishes killers for tunneling. Killers don't KNOW that the survivor has DS, but they always assume they do. Why can't survivors assume the killer has NOED and just do the totems?
I made a thread about this a while back here: https://forum.deadbydaylight.com/en/discussion/260542/unpopular-opinion-noed-should-not-be-nerfed-changed/p1 But i'll paste the main point here for you:
Against most survivors, and even at the high level play team Oracle for example, everyone agrees that a killer MUST have some sort of game delay, or gen regression perk. Well, let's look at all of those perks that are classified as game delay/gen defense:
- Corrupt Intervention (Plague)
- Dead Man's Switch (Deathslinger) *also a bad perk
- Dying Light (Myers) *also a bad perk
- Eruption (Nemesis)
- Hex: Huntress Lullaby (Huntress) *also a bad perk
- Hex: Ruin (Hag)
- Oppression (Twins) *also a bad perk
- Overcharge (Doctor) *also a bad perk
- Pop Goes the Weasel (Clown)
- Surge (Demogorgon)
Now, if we only look at the good perks, you basically have:
- Corrupt Intervention
- Eruption (Usually has to be paired with something else)
- Hex: Ruin
- Pop Goes the Weasel
- Surge
Do you see anything in common with all of these perks? They are all teachables. With the exception of Hex: Huntress Lullaby, which is an extremely terrible perk mind you. The rest of them require you to spend shards or money to access a killer. Then you must level that killer to 40, to get their teachables, then level the killer of your choice to get the perk you want.
There are no gen regression/defense/slowdown perks that exist as baseline perks. NOED is basically your only other option if you don't take some sort of gen defense.
Thus, if you want to nerf/change Hex: NOED, you first need to give a VIABLE gen defense perk as a baseline non-teachable to give people some sort of alternative.
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@FattiePoobum said:
For this if you who think this game is a 4v1 you are incorrect.
this has happened in 75% of my games today
dont get me wrong the games start out as a 4v1 but once the killer finds the first survivor the real game starts.
The two of them just battle it out till the rest of survivors finish the gens.
l dunno l guess tunneling for a 1k is now a win in most killers books.
Thats because the gens happen too fast. Let's say that survivor the killer is chasing, doesn't loop anything, they don't vault windows, they don't drop pallets, they just hold w in a run in the opposite direction of the killer.
How long do you think it takes for the killer to down that survivor? Just take a guess.
20 seconds?
Maybe 30?
The answer is 48 seconds. It takes 48 seconds to down that survivor.
Now factor in picking that survivor up, finding a hook, slowly walking to it, then hooking them. By the time you get your bearings and decide where to go, you probably just spend close to 70-80 seconds.
You just lost 3 gens.
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@ShamelessPigMain said:
I was thinking about getting a new PC and I was thinking about upgrading from my current 8 GB of ram to something higher, considering that performance is really not that great. I really don't know what's bottlenecking it for sure (since the other components are pretty decent), but I suspect it might be the RAM. Any tips?
RAM is cheap, so it doesn't really matter much, just get something with 8 or 16 and if you need more just buy another stick.
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@jamally093 said:
So explain why can killers get the crown just by grabbing it but survivors need to escape with it that's pure BS I died to a body blocking Wraith as Claudette with the crown active on me and to put more salt in the wound it says crown unlocked 500+ go to the cosmetics nope no crown seriously why can't it be if you pick up the crown it's unlocked for the survivor that way you don't need to pull your hair out trying to complete the rest.
You have 2 options really.
- Make it so survivors just need to get the crown and don't have to escape to match killer.
- Make it so the killer has to 4k to get the crown to match survivors.
If you do the first option, survivors would just grab the crown and kill themselves so they go into the next match, thus making the game miserable until everyone gets their crowns.
If you do the second option, killers will sweat hard and it'll be harder for survivors to get their crown. As a killer main i tend to let the last survivor get the hatch so they get their crown, or let the last 1 or 2 finish the last gen.
See the problem?
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@Bullettimegod said:
Let me ask you this. How would you change killers side? Make them 4k for crown?
If they do that, it makes it even harder for survivors. As a Killer main, during these types of events, i usually let one or 2 survivors go at the end if they are close to finishing the game. And i always let the last one go through the hatch/gates.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2319951#Comment_2319951
Dead Hard: Just bait it out!
NOED: Just do bones!
See the similarities?
The difference is in high level play.
"Just do bones" is actually a counter to Noed.
"Just bait it out" is not a counter to dead hard. Because good players don't use dead hard to dodge an attack, they dead hard for "distance". This is where they go around a loop and just as they are about to get hit due to the distance, they round the corner, and dead hard "for distance" to the pallet or window that they otherwise would not make it do. Dead harding for distance has no counter. You can't bait it, you can't do anything, you just watch them use it and get to the window or pallet before you can do anything about it.
"Just do bones" is actually true, you can completely eliminate Noed from the game by just doing bones.
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@ITSCJ46 said:
Can we pls just move on without NOED, there is no legitimate defence you can say to keep this perk, it literally rewards bad killers with free kills, it rewards them for not doing their objective in the first place, I've just had 2 games in a row (and probably hundreds in the past) where we get all the gens done and we're all good and the killer gets 1-3 kills cause of NOED.
It doesn't reward bad killers, it punishes survivors who slam gens without doing the totems.
Killers always assume someone has DS and doesn't tunnel. If a survivor unhooks, you always assume they have BT. Why can't survivors assume the killer has NOED and just do the bones?
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@ChurchofPig said:
What is your current incentive to prestige? That's it.
I have every perk on every killer and every perk on 2 survivors. What else am i gonna spend bloodpoints on?
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/2314026#Comment_2314026
Malicious bodyblocking is 100% a reportable offense. What they did is reportable and bannable.
Define malicious.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2314711#Comment_2314711
This is why they request video evidence, and other details that let them look at the match data, so they can look into things like that to determine if a player is using fair strategy, or being abusive.
Right again. I keep telling you, that means it is subjective. It requires a human to review and thing "uh maybe i dunno it looks bad but what if" It's too subjective. If someone gets reported for it, depending on who looks at it, they may or may not be banned.
It should be objective, not subjective.
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@WexlerWendigo said:
I’m so bored of using this nonsense excuse every time someone is trying to justify playing survivor being easy, or that holding w is toxic. The truth is killers hold w just as much, if not more than survivors.
Most killers simply run after survivors, almost never doing any mind game, other than maybe at shack. If survivors are getting enough distance on you to hold w, they’re either playing bad getting off gens constantly, or you’ve misplayed a chase. In my experience, survivors perform much more mind games in chase compared to killers, so to say most survivors, even at red ranks are w key holders is a complete fabrication of reality. I don’t think we should be calling survivor easy when Spirit, Freddy, Wraith and Bubba are in the game!
If a survivor runs in the opposite direction of the killer and holds shift + w and takes the 2 hits. Doesn't drop any pallets, vaults no windows, doesn't try to do anything other than hold shift + w. It takes the killer 48 seconds to down them. Now factor in picking them up, finding a hook and hooking them, and you just lost 3 gens.
I want this game to more about winning the mindgames at loops, rather than just running in a line and immediately dropping every pallet. It makes the game boring to play on both sides.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2314072#Comment_2314072
The problem with putting in a defined time is that trolls will abuse that. For example if it were made official that blocking someone in a corner for 3 minutes or longer were bannable, trolls will start doing it for 2 minutes and 50 seconds.
Correct, but now i can't know when i cross the line from strategy into bannable.
Like, is 10 seconds fine? What about 60 seconds to wait out DS? What if i'm doing it to wait for someone to die on hook? Maybe i hooked 1 guy, and the other guy is body blocked. So the guy has to wait the 2 minutes for the other guy on the hook to die. Is that bannable? What if i'm plague, and i just body blocked 2-3 survivors in a corner, but i'm in corrupted purge. So now i want to wait out my corrupt purge to puke on each survivor individually and then 1 tap them each. You need to define the terms or you start risking punishing people who aren't actually doing it to be jerks.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2314080#Comment_2314080
Nope, that is still too long. It just so happens that getting them killed as a result is pretty much an automatic "grounds for being reported."
See what i mean? too arbitrary. A dev or mod needs to come out and specify the exact number of seconds i'm allowed to bodyblock for otherwise it isn't clear. You can't make rules (or laws for that matter) based on subjectivity.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2314072#Comment_2314072
Long enough to get them killed is a pretty reliable measuring stick, going by OP's scenario.
Ah ok, so if i set it up so that i body block them for the entire game but they get 1 extra second where if they beeline the exit gate they can escape it is cool?
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@TripleSteal said:
https://forum.deadbydaylight.com/en/discussion/comment/2313478#Comment_2313478
Players are not to be held responsible for game's poor design and mechanical fallacies.
And yet they banned people for abusing the nurse bug with addons to go at ridiculous movement speeds? Devs need to be consistent. If bug abuse is bannable, it should be bannable. not just for some people (killers)
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2314026#Comment_2314026
Prolonged bodyblocking a single survivor preventing them to take part to gameplay is reportable. It's been confirmed by the devs.
The post you quoted and replied to is correct in all parts.
Make them define it. How long is too long? How many seconds/minutes does it take before it becomes taking the game hostage? This is why the only definition that should matter is "can the game end" everything else is too arbitrary
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@bm33 said:
Killer wouldn't be reportable - they weren't bodyblocking you. Killer would have to start bodyblocking you before gens finish/EGC starts for it to be reportable.
It is reportable on the other survivor for griefing. You'd need to send video proof in a support ticket for them to take any action against that survivor. You'd send the video here: https://support.deadbydaylight.com/hc/en-us/requests/new
Body blocking is not reportable. What is reportable is "taking the game hostage" which is defined as "the action you are taking makes it impossible for the game to end"
If you body block a single survivor, the other ones can still do the gens and leave, so you aren't "taking the game hostage"
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@NeverNotNicky said:
Whenever BHVR releases a Player Feedback Survey, I see that anime is always a choice for a type of chapter that could be a possible choice. I've seen a few posts in the distance past of people suggesting ideas, but there have been very few varities. (I've seen mostly Death Note if I'm being honest).
What would be an interesting anime/mange chapter concept for you all to see? I'd love a variety of killers with different killer powers. Getting to see and try new things in this game is one of the many reasons why I keep coming back.
Higurashi: When they cry is the only thing that i think might "fit" in a way. It's got one of those things we are missing, a killer who looks sweet/innocent and unassuming, but actually they are a bloodthirsty monster who wants to torture you slowly.
Lil' Slugger could also work: https://villains.fandom.com/wiki/Lil%27_Slugger
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@Aven_Fallen said:
Even smaller Maps? Ooof.
I mean, holding W should be fine, eh? Killer Mains did not like Looping and are telling Survivors to adapt. Now they did it, and it is wrong again?
For the health and fun of the game, it needs to be addressed. You can hold w and waste 48 seconds of a killers time without even dropping a pallet or vaulting a window. Factor in picking up the survivor, finding a hook, hooking them, and you just lost 3 gens.
This kind of gameplay is boring for both sides. Survivors should buy time for generators by winning loops and mindgames against the killer. This is more fun for both sides.
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@Lost_in_the_Fog said:
https://forum.deadbydaylight.com/en/discussion/comment/2313524#Comment_2313524
In Game 2 you don't have to chase the first survivor the whole time. You break some pallets then switch chase and coax the new survivor towards the unsafe area where there are no pallets.
Part of this game is adapting to different situations. Try thinking out of the box and it makes it fun and engaging like game 1.
In game 2, if you drop chase the next survivor does the same thing and the 1st survivor you were chasing hops onto a gen as soon as you stop chasing them.
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@Troman said:
https://forum.deadbydaylight.com/en/discussion/comment/2313490#Comment_2313490
LMAO. You are so right about this. Everytime survivors complain about something, killers reply with "Survivors don't want to adapt". Everytime solo survivors say that the game is unbalanced for them, killers say that solo survivors are just bad, yet they complain about SWF, but it's not because killers are bad, it's because SWF is OP. So much hypocrisy.
The difference is, this version of "adapting" is very boing for both sides.
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@Lost_in_the_Fog said:
I've really seen it all now! Killers who are complaining about when survivors "hold W"? Seriously???
And the fact that it's being called a "meta"? BAHAHA HAHAHAHAHAHA ROTFLMAO
Last time I checked movement was a pretty universal game mechanic. So. . . I guess that makes it meta?
Killer mains these days are something else. And all this time I thought survivors were the ones with all the petty complaints.
P.S. I play both sides and I just have fun. Maybe try not taking the game so seriously people?
Obviously survivors are supposed to run. But let me ask you, what is the more fun game (and i mean for both sides.)
Game 1:
- Killer starts a chase with a survivor and they run to a loop, now starts a mindgame between the 2.
- Did the killer double back?
- Did he fake doubling back?
- Is his red stain actually showing the direction he is going?
- Did that survivor actually vault the window?
- Did he fake it?
- Did he slow vault it?
- Maybe he has Quick and Quiet?
- If the killer guesses right, he lands a hit and the cycle repeats until survivor is downed.
- If the killer guesses wrong, the survivor just bought their team 15-20 seconds of gen time.
Game 2:
- Killer starts a chase with a survivor
- Survivor immediately holds shift + w and runs in the opposite direction
- Survivor immediately drops every pallet they run across and force the killer to break it.
- Killer loses 3 gens in 2 minutes before landing a single hit.
I think game 1 is far more fun and engaging for both sides. Game 2 is a snoozefest.
Survivors should only buy time on generators when they "win a loop" against a killer, not just by holding w and running to the opposite end of the map. If survivors hold w, and don't vault a single window, don't drop a pallet, just hold w, it will take a killer 48 seconds to down them. Factor in picking up the survivor, finding a hook, walking to a hook, and hooking the survivor, you likely just lost 3 gens against a team playing efficiently.
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@VikingWilson said:
If you played Billy, you know his chainsaw starts puttering and goes on silent mode after about one second of dashing.
Apparently, that also affects survivors. No Tinkerer, no oblivious status, no addons, suddenly there's Billy with a chainsaw.
After his rework and his addons getting all janked, hardly anyone plays Billy, so I ask; is he really undetectable after he's been running his chainsaw for one second or more by default?
He literally has an addon that does this.
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@PassarinoT said:
I have tried and achieved all the possible situations I believe to meet the circumstances for this goal, but I still have yet to achieve it:
https://us.v-cdn.net/6030815/uploads/ATBUT6V4AV9T/image.png
I have no idea what this is supposed to mean?
I just did it. You set a trap, and a survivor steps in it, then without picking up the trap, but just "resetting" it with right click, another (or the same i think) steps into the trap again.
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@Zokenay said:
Change my mind.
A Perk with no CD that alerts the killer of the gen being progressed and removes their terror radius.
I really don't understand this. Once it happens one time, now you know they have it. So do the gen to 70/75%, then hop off of it, and hide, wait out the tinkerer. Boom problem solved. If they spend time looking for you, they probably just lost 3 gens on the opposite end of the map, and/or tinkerer fires on those gens, so they leave you.
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@aroell said:
https://forum.deadbydaylight.com/en/discussion/comment/2305427#Comment_2305427
It is though, it’s a guaranteed kill for the killer, they just have to get a hit
It isn't though.
The killer is probably going to camp the hook, if they do, go look for the totem. Yeah sometimes the totem spawns on top of the killer there and you are out of luck, better luck next time.
If the killer doesn't camp the hook, go for the rescue.
You could also just do bones during the match. This game is balanced around the idea that survivors do secondary objectives, search chests, cleanse totems. This is evidenced by the fact that it takes 80 seconds to a gen, and if a survivor just holds w (no pallets, no looping), it will take a killer 48 seconds to down them. Factor in picking them up and finding a hook and the other 3 survivors just finished 3 gens in your first chase. The game is not balanced around slamming gens as fast and hard as possible.
Killers already assume survivors have many perks. We assume someone has DS and don't pick up the guy that just got unhooked, we assume someone has BT so we don't hit the unhooked guy. Why is it so hard for survivors to just assume NOED and do bones?
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@glitchboi said:
Good killers don't need NOED.
The issue with NOED is that it's a genuinely unfair perk. It's not broken, it's just braindead. Doing bones is a waste of time when I could be holding M1 on gens instead. Plus, they might not even have it.
The threat of NOED is similar to the threat of survivors having things like DS and BT. You don't know until you do. Killers basically have to assume a survivor who gets rescued has BT, or that someone recently unhooked has DS, because you don't know for sure.
Why can't survivors just always assume noed and do bones?
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@Kharbarg said:
TL;DR but I agree that NOED should not be changed/nerfed.
I don't use it as killer lately and I don't face it as survivor lately neither but I like the way NOED is. It seems to me a both sides fair perk.
lol, i just realized i listed "Demogorgon" as a good perk instead of surge.
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Yeah, that's definitely a hack or a bug, shes moving faster than the killer. If it was for a few seconds, at first i assumed sprint burst, but yeah its like a perma sprint burst.
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@OniWantsYourMacaroni said:
Noed isn't a slow down perk though.
It's the "At least i got one kill" type of perk.It's a trash perk.You get waay more value out of other perks.
P.S:I agree Demo is a pretty good Slowdown perk
I never said it was a slowdown perk. It is a punishment on survivors for not doing totems. So if they don't do totems (slow the game down) then you get to activate it and punish them.
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@NMCKE said:
This is why it's so difficult to balance DBD, you have things like Sweat With Friends then you have solo queue which can barely keep up with a half-decent killer.
With that said, I enjoy seeing competitive games since they are often interesting. It truly shows what works and doesn't work in DBD; pro-players literally focus on the smallest of details, something that the majority of the community seem to miss. That means they often find the most optimal strategies and use it to win. Always refreshing to see what pro-players are up to with the current game build.
Right, they should bring solos up, give solo queue a ping system like what Scott mentioned, then buff killers/fix gen speeds/add a required secondary objective for survivors/fix hold w + immediately drop every pallet.
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@Crowman said:
They absolutely deserved the nerf they got.
They should have done it at the same time as keys though. Meanwhile keys stay the same 8 months later, and last patch they nerfed the one remaining counter to them so it doesn't counter them anymore. Somewhere in between that they added offerings that let you know exactly where the hatch will spawn.
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@gendoss said:
Is the distance of an entire lunge longer than that of a Dead Hard? Sometimes I can get hit through an entire Dead Hard so I didn't know if it was actually longer of if it's just latency.
If you start the attack slightly after they dead hard, you will follow them through it. If you do it too early though, your attack will stop. The distance is actually correct, it's the time it takes that matters.
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@White_Owl said:
If my math is correct, Dead Hard let survivors cover 4.4 additional meters, while a killer's lunge attack is about 2 meters long, so the answer to your question is no. Still latency and timing are the main factors to take into consideration.
This is incorrect, killers lunge is 6 meters when you include the hitbox of the attack. Which you should in this case.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2302902#Comment_2302902
that would require a complete overall in the entire community's and possibly all of mankind's way of thinking, and unless BHVR is hiding a mass brainwashing device that is never going to happen
Correct, which is why this game will die unless they do something, the minute a competitor in the Asymmetrical space comes along that is able to deliver an actually balanced and fun game that people want to play as an esport, it's over.
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@Kebek said:
Don't be ridiculous, neither side is somehow extremely hard to play or do well at. You average match of random killer vs random survivors is quite well balanced and better players usually comes on top.
Problems being when either sides begins to use top meta stuff against unprepared opponent. You average red rank solos just don't have good chance to beat good nurse or spirit, tryharding with best build and addons the same way average clown or trapper can't beat 4 man meta equipped gen rushing SWF of good loopers.
But that's asymetrical nature of DBD we all love/hate so much and keep on playing the role we enjoy, be it killer or survivor.
Correct, average matches are fine. But high level ones are not. This is why so many of us fear MMR, because we don't want high level competitive matches every game when the only way to play at that level is to camp, lose 3 gens, and hope NOED gets you the other 3, just watch any high level tournament match.
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@van9684 said:
I swear bhvr rewards you more for playing awful. I just had a round where I did 4 out of 5 gens, which is not my usual okay style. I escaped and de-pipped lol. My teammates who were getting hooked and downed got more points but did nothing for objective. Just something I noticed. Is it that bad for killer too?
That's not possible.
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Fair enough. the hitboxes are large, but generally, unless you are an FPS or need exact hitboxes, you want hitboxes to extend slightly larger than the models, especially for latency reasons.
In either case, huntress can't compete at high level, only nurse and spirit can, so we really should be focusing on that instead of huntress.
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@van9684 said:
I see a lot of complaining on here about how awful and difficult it is to play killer, how unfair the game is, yet most of you are killer mains. So why is that?
I played killer only for a long time and it was just too easy. After that initial learning of the game, I never had to get better or develop new skill so I switched to survivor. I also like the teamwork aspect. So, why do you continue to play killer if it’s so bad and makes you angry?
Because it takes more skill than survivor and i find holding m1 for 80 seconds to be really boring.
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@Mbarr said:
https://forum.deadbydaylight.com/en/discussion/comment/2302854#Comment_2302854
Some people are forced to play stretched even if they'd rather not due to this game's terrible performance issues.
I play at 800 by 600 and still sometimes dip below 30 fps.
It just looks better bro! I Swear! Its just for performance bro!
Yeah, i'm gonna go ahead and go with a fat "no" on that one.
If you can't play this game on 60 FPS on low settings, it's time to stop playing the game on your toaster, go to BestBuy during black friday, and buy a new toaster.
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@NightWolfsFury said:
https://forum.deadbydaylight.com/en/discussion/comment/2302918#Comment_2302918
They're 60 now. Which I have also discussed.
Source?
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@NightWolfsFury said:
https://forum.deadbydaylight.com/en/discussion/comment/2302906#Comment_2302906
I see that you did not read the whole post or any following comments, as we have been discussing this already.
Read me post just above. Factor in the terribly low tickrate of DBD servers, and you have your answer.
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@NightWolfsFury said:
https://forum.deadbydaylight.com/en/discussion/comment/2302863#Comment_2302863
This specific video shows it at 216ms of time difference, which is much different than 100ms total. This of course will be extended due to it reaching the servers and the servers determining what happened, but that's where the issue lies... the server taking too much time to transfer this information.
Many games these days are using upwards to 120 tick rate servers compared to the old 30 and 60 because those have become way too slow in gaming for online games. Many of these games, admittedly, are competitive games, such as Valorant, but should still become the norm amongst online gaming in the future. It makes for a much healthier and enjoyable gaming experience and is worth the investment. If it were 100ms, this is still only 0.1s. If my client is 1-2 seconds ahead of that, the servers should be fast enough to detect this information and process the information accordingly.
There's a huge discrepancy in many dedicated hits and where you were when hit. I have a whole folder full. If I am able to fast vault a window and run 3 steps away and still get hit from the killer at the window, this is on the information transfer, not on either client's end at this point, as that is around at least 1 whole second of time for the game to extrapolate the scenario and act accordingly.
This could also be due to a lack of servers around the US, so the information has to be transferred further. My friend from the UK says he doesn't get as many crappy hits, and it is most likely due to him being much closer to the actual servers than probably anyone in the US.
I believe DBD servers are like 20? maybe 30? tickrate though. So you need to factor that in as well.
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@NightWolfsFury said:
I can't stand this killer with all of my heart because her hit boxes are the most inconsistent thing in this game. Even more inconsistent than if the next patch will bring 30+ more bugs. I will actually DC against any Huntress ever because I just cannot stand her that much.
Just fix her hit boxes. MAKE THEM CONSISTENT. I don't want to guess if I'm going to get hit from 3 lightyears away every hatchet or if it will just go through me and screw her over. JUST MAKE HER MORE CONSISTENT AND I WOULDN'T MIND HER.
Give her literal semitruck hit boxes if you want. If I'm going to be hit at the entrance of shack when she threw the hatchet from the long wall, at least I'll know it is coming, unlike right now, which you never know what will happen (most times the hatchet is miles away from you).
Please just fix her and make her more consistent. Nobody can use "it's just latency, bro," when most times both players are sitting at 50 ping. That's not high enough to warrant those hits. It's actually the literal trash servers Behavior has, but at least they're trying to work on those. Work on the Huntress with them to make sure she actually works as intended.
I'm angry, sorry. Rant over. Hope you're all having a great week. <3
It's not hitboxes, its lag.