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ReviloDBD

ReviloDBD

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ReviloDBD
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  • @FreddysMain said:

    I played a game today and there were two survivors that would keep going on the rock and would not move.

    I couldn’t get up there! Not that I would want to.

    I thought it was very unfair that they did that.

    I class that as cheating.

    hoping the map gets sorted out if they can!

    (Removed the names)

    ive seen this before but at the other side of the map when I’ve watched people play

    https://us.v-cdn.net/6030815/uploads/TT06GZNGHKF4/c97d4e50-67ff-4595-b81f-ab74884a702d.jpeg

    I've seen much worse lately, both on my team and as Killer.

    Survivors insta-healing each other and themselves without cooldowns or having For The People Equipped or medkits even, I've seen speed hacking, I've seen Survivors that can literally fly, or make themselves look like they've been hooked anywhere on the map floating in the air and not even count as a hook strike, or make head on stun last 2-3min long.

    I don't know where these new "hackers" I would call them are coming from, I've played DBD for 4+ years and I've only first encountered them in the last few months, but it's happened to me 3 times already now and once on my team as Survivor.

    Something fishy is going on.

  • @[Deleted User] said:

    The PGTW nerf was the most no sense nerf I've ever seen

    I'm not sure I understand, what was the PGTW nerf? Is it new? I don't believe that perk needs to be nerfed personally.

    @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2467780#Comment_2467780

    Killers shouldn´t get a 4k with a bare minimum of hooks. 12 hooks would be idially the best option as everyone would have a nice match with playtime and bloodpoints. Wouldn´t you agree?

    I've been saying this for a while now, my favorite matches as Killer are those where I get all 12 hooks on Survivors and it's a nice long competitive match.


    @Hex_Llama said:

    Am I the only one who likes to do totems?

    I agree it sucks to feel like you don't have a choice about which perks you run, because you just get destroyed if you try to do something fun.

    When I play Survivor I too love doing Totems, for the longest time I had Small Game always equipped when I used to play. I don't use it anymore, and I find less Totems now, but when I see one I always try to do it.

  • @Crowman said:

    MMR system isn't on right now and they made an adjustment so all killer MMR is influenced by your killer MMR since if you are a top ranked Trapper you shouldn't be matched against brand new players on other killers you don't play.

    Fair, I feel like lately I've only faced Survivors that are playing to their absolute best, no matter which Killer I play.

    Maybe it's just me, or coincidental circumstance, but ever since the "first" MMR update (even if it is disabled now) I've not been placed up against any "chill" Survivors in Red Ranks... it used to be about 50/50 for me, half the time sweaty SWF and other half the time kind of more casual... now it's never casual anymore, I am slowly starting to want to stop playing both Killer and Survivor cause of it =/

  • @Warcrafter4 said:

    MMR is currently off.

    I forget if they have announced if/when it will return.

    Oh it is? Hm, well that would explain why I keep getting Sweaty SWF playing Trickster lol..

    But I still don't really get the other issues w/ matchmaking that I'm having.. did they also disable the DC penalty again? Asking only cause I've been getting so many rage quitters lately, last time that happened it was cause they removed the penalty.

  • I never bring any Items on Survivor unless it's for a Challenge.

  • @landromat said:

    Ability to find survivor who found the box allow you to hunt him and activate the box by yourself. Chain hunt is devastating for survivors. They can't do gens or run in chase properly for about 30s, until new box spawns and survivor picks it. And then you see them with hoarder again. You can combine it with franklins so you only need one hit to get the box. This combo is very. VERY strong

    https://clips.twitch.tv/InterestingIntelligentPoultryYee-zBv5ayWpcsOtPy_H?tt_content=url&tt_medium=clips_api

    Wow thank you so much for this, because, unfortunately all I've read is how Survivors that hold the box hostage can get away with it all game long and there's nothing Pinhead can do about it.. read lots of complaints and made me feel like he was going to be a weak killer since most of his power can be taken away by survivors holding the box hostage.

    But seeing this, especially making a Perk as uncommon as Hoarder useful, actually gave me some hope! Now I'm very excited to try it out, to be honest this should kind of be "basekit" for Pinhead anyways possibly but at least with a Perk slot you can do something to counter what I read about. Fun, thank you so much for sharing!

    Can't wait to try it!

  • I admit it is very frustrating and it has existed in the game for a very long time. She's also extremely difficult to play so that doesn't help either haha.

  • @Kwek said:

    Seriously, with hints as clear as what they gave us(burned maps, bunny on a rock, TRAPped ace, matching letters revealed in the same manner as springtrap name was revealed for fnaf3, ciircus baby, classic animatronic AAAAAAA scream) there's one thing I can be absolutely sure of - they know goddamn well what they're doing. And although i'm not the biggest FNAF fan, Springtrap is so likely to break a year-old trend of bland, uninspired killers that barely fit into dbd at all, that I actually got extremely excited for new release and for the future of the game in general. If they announce anything else, I will not be able to perceive that as anything but an arrogant mockery and a literal spit in a face.

    Wonder if anyone else feels the same way?

    I've never even heard of FNAF or whatever, but I'm definitely actually pretty excited about Hellraiser, and plan to purchase the DLC, his animations and power looks fun!

  • @grayon444 said:

    BHVR literally spelled out "HELLRAISER" across their socials and there people who STILL claim that its springtrap.

    I didnt like fnaf before but do i despise it now.

    These types of people are creating a toxic environment.

    Every chapter is just a spamming speculations with no evidence.

    Hope fnaf never comes to dbd tbh.Dont want people like this in our already crappy community.

    I have absolutely no idea what FNAF or Spingtrap is. Literally never even heard of it.

    I've Known Hellraiser & Chucky for a very long time, Candyman too. Since those were also mentioned in this thread. But yeah, whatever the other stuff is seems too new for me.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2421973#Comment_2421973

    Skill-Based Match Making. The idea is to attribute a number to your skill level, based on several parameters, then use that to match you with players of similar skill. It's meant to be a more comprehensive ranking system than what we have now, but some people are heavily against being matched with players of similar skill, for various reasons.

    Oh nice, well if this is working as intended then this is a wonderful change! I always prefer matches that are more fair but also excited because they seem similar skill level.

    I hope it eventually figures itself out.

  • I've been playing against much easier Survivors as Killer, I would argue a bit too easy actually lol I wonder how long that will go on for before I start facing the sweatiest teams.

    As Survivor my Teammates were complete "potatoes" as people call them, the Killer wasn't that great either, he was average. He got a 3K and 1 Hatch escape, but 2 of my teammates basically stood in front of Killer and let him down them.

    I'll have to try more but my Survivor game was discouraging.

    Killer I think will end up being fine for me personally. Guess we will see.

    I Pipped Up on all of my matches as Killer AND Survivor. +2 Killer, +1 Survivor, Red Ranks.

  • @PigMainBigBrain said:

    Matchmaking was trash before, and now its still trash. The bar has effectively stayed in the same place, THUS nothing has changed. Except now, all visual indications of how trash it is and was, have been removed. THUS....you're in the same game you were in last month....no reason to complain if nothing changed right? Right?

    What is SBMM can someone explain?

  • @EntitySpawn said:

    https://us.v-cdn.net/6030815/uploads/UIU1DG81DLW7/screenshot-20210803-065447-chrome.jpg

    For those Of you to lazy to pause it. From HIS perspective he gets the hit just as the felix begins the animation. Not 50% of its drop, so not getting this hit is 100% BS.

    However ping doesnt matter much which is kinda stupid, closest to server wins. In a survivor perspective this is getting hit after the pallet is completely down, which isn't a nice feeling is it?

    Neither side should experience such bad hits especially when their screen is clearly 1+seconds out of sync. How are players meant to know what's what when you can have good ping but not actually see what's happens, at this point you have to guess on if what you see is actually there... and that's a stupid concept for either side.

    I agree with you 100% , neither side should have to deal with this, however, I DO think that it is MORE negatively impactful for Killers because it's 1v4 and each loop for each player can be extended before each down for 30-60 seconds at least and that ends up adding like 8-12min of chasing to a Killer match if each Survivor plays into this...

    That is CRAZY amount of added chase time if a Killer wants to down and kill all 4 Survivors..

  • @D3spair said:

    https://forum.deadbydaylight.com/en/discussion/comment/2396343#Comment_2396343

    I know but this mechanic man... The 6 second chased turned into a 30 secs chase that turned into 1 min and 20 sec chase just because of stun validation. Feels annoying as hell.

    It's really glitchy and horrible to play with honestly, I kinda stopped playing DBD because of it actually. Also, it's even more painful as Bubba and Chainsaw hits 100%, who happened to also be who I was playing the most after the update.

  • @Apexgnifrums said:

    https://forum.deadbydaylight.com/en/discussion/comment/2402023#Comment_2402023

    Someone who wants to leave the match will just take the alternative: Suicide 1st hook or going afk. DC penalty aint changing much here but punish people most who get kicked due to crashed, internet Hickups, hostages or bugs.

    Nah DCing players were completely out of hand. Something had to be done. The game WAS unplayable, without a DC penalty, because so many people rage quit every single match, it was a nightmare for both Killer and Survivors.

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/2393139#Comment_2393139

    I've had so many hits land through pallets since the update I think you guys are genuinely over reaching or have pretty bad ping.

    I mean I guess 100-120ms is bad ping? I've mentioned in my posts before - I literally have the most expensive internet available where I live and have never had any issues before this on anything.

    But yeah I play DBD with 100-120ms on average, that's just what it says, I honestly never even thought it was that bad but I keep reading on Forums that everyone else is playing with like 20-60 so maybe it is, maybe being far out on the West Coast I'm far from the Server? Not sure.

    Again, the issue is that for players like me then with bad ping - it's a 100% safe pallet immunity no matter what - so that should not be in the game, period.

  • @Customapple0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2394024#Comment_2394024

    What’s wrong with camping pallets? If people want to camp pallets let them, they are risking a hit doing so.

    The old mechanic didn’t make sense (if you played survivor) there were often times you’d get hit after throwing down a pallet, the new system is fair.

    The problem is that the new system is not fair when Survivors learn how to abuse it and have been. I wish I recorded my matches so that I can show you guys how ridiculous it actually is. It's nothing like I've ever seen before playing either side, even as Survivor I have never seen anything like this buggy mess..

    Test it yourself if you want to. Just have a killer attack you at full health and THEN drop the pallet immediately after the Killer landed a hit on you, on YOUR screen, you will see that all the sudden you will be back at full health again uninjured. It's kind of nuts. The Survivors I've faced literally just wait for me to land an attack on them and then drop the pallet afterwards to abuse the mechanic and get away untouched.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2393139#Comment_2393139

    As other said, it's not in survivors favor, hits are now represented correctly how it should have been from 5 years ago. You got used to being on the right side all these years, abusing flawed game design, now you are on wrong side, crying. Bhvr will fix seeing hit while not really getting hit bug in coming weeks/months. Survivors dealt with pallet bug few months ago for a good month, now you deal with a similar bug until it's fixed. It sucks, but its bhvr.

    And to your argument, on my screen I ALSO did everything correctly, I see killer is far away and I took another loop. But nope, latency screwed me over. And no, it's not fair you get stuned and down me, it's potentially game winning/loosing play. Few seconds lost braking the pallet doesn't represented the time you lose getting stuned and potentially chasing me for another 30 seconds or a minute.

    You have two options: Get use to not being carried by flawed hit validations anymore or unnistall and go play civilization.

    Actually your response to this was quite rudely written, and unnecessarily hostile in my opinion.

    But you actually literally explained in your own post EXACTLY why this being the way it is now is worse for Killers than it was for Survivors all this time. It's in your own argument.

    You state that you could potentially increase your chasing potential as a Survivor "for another 30 seconds or a minute" - now, imagine there are 4 Survivors in a match, and just so you are aware in the current state that this "Pallet Validation" is in right now it will give the Pallet Stun to the Survivor every single time no matter what, I have not yet even once in like 40 games I played had my successful attack actually injure the Survivor so the Killer will never get the hit and Survivors have been blatantly abusing this "new power" by, Yes, extending their chase AT LEAST another 30-60 seconds, possibly more..

    Even if it only happens ONE single time per Survivor in a match, that's an extra 4min of chase in a 15min match because that's roughly how fast Good Survivors can get all 5 gens done.. so this "Pallet Validation Fix" has quite literally increased the Killer's TOTAL chase time by around 25% of the entire match every single game..

    That's not taking into consideration that it takes 3 downs to actually Kill a Survivor, and Survivors may be also using perks like Dead Hard to help them get another loop or two in.. and the entire match is a 1v4 situation, where survivors COULD help each other, with bodyblocks, flashlight saves, flashbangs, simply healing each other up after losing a Killer in a chase, etc etc..

    So now you're looking at a POTENTIAL increase of 30-60 seconds per chase using your own words, per survivor, per 3 chases for each Survivor to get a Kill. If it's only 30 seconds per, that's still 30x3x4 = 360 seconds = 6min of additional chasing for a Killer per match. If we use your 60 seconds of Chase potential that's literally 12min EXTRA chasing a Killer has to do now. Of course, I agree with you, that is a Best case scenario for Survivors and quite unlikely to happen in a single match.. but the possibility is actually there now.

    6-12min of Extra Chasing for a Killer is INCREDIBLY impactful.. I don't think people are understanding the magnitude of the difference.

    Everyone's just trying to point at 1v1 and how it's fair, sure possibly 1v1 this could be fair, but the game is actually played 1v4!

    Please don't forget that.


    Just so you know, I'm all for advocating Fairness in the game, I play both Survivor and Killer in Red Ranks myself and enjoy playing both sides. What I'm trying to explain to people is that this change is far more impactful on the Killer side than the way it was for Survivors before, and that using the argument "it was like this for one side so now the other side has to suffer" isn't a very good argument because Ideally NEITHER side should have to suffer playing something that makes the game this Unfair .. It's really bad to play Killer right now, is it going to make every Killer quit the game? No, definitely not, is it going to make me quit the game? Probably not, I still enjoy playing SWF w/ friends, and I'll still play Killer occasionally - but I know one thing, if this "change" is here to stay and doesn't get looked at, sure, over time I may start to play less and less Killer and DBD in general.

    Honestly I've already started, I haven't logged in to DBD since I last made this post the other day. I know I will again, but I'm not in a rush or anything.

  • That's who I was playing the most where I first started noticing it. It's crazy how many chainsaw downs get denied, full on, and on top of that what's worse is now the Chainsaw doesn't even break the Pallets when it collides just in addition to everything, it does like 25% of the time, but 75% of the time the chainsaw is coming at the Survivor, Pallet stun happens regularly and the Pallet does not get destroyed by the saw.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2393296#Comment_2393296

    It's not that it affects killers negatively more than survivors were affected negatively by the lack of it, it's that survivors have been dealing with that ######### for 5 years and learned to live with it, it will take time to adjust to the new status quo.

    I disagree, I do believe that it is more impactful on the Killer's side actually if you take into consideration the 1v4 situation and everything else that goes into it.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2393155#Comment_2393155

    Going down and stunning the killer is a far worse result than going down and not stunning the killer, you burn one of your (depending on map) limited resources to waste an extra 5 seconds of the killers time when it could have been used to waste far more than that.

    In fact prior to hit validation I would often tail a survivor very closely as they ran through a pallet even though I could have hit them earlier because some worse players will throw the pallet even though it's clear I'm going to get the down no matter what. This wastes a pallet and costs you almost nothing.

    Well I don't know what to tell you, but whatever This is , feels really bad and is not fun to play. It feels broken now, way more broken than ever before. And while I may be a Killer main, I also do play Survivor, somehow in Red Ranks on both.. even though I get wrecked all the time on both lol..

    The point is, I never had as big of a problem playing as Survivor with Pallets before the update as I do playing Killer after the update.

    Fact of the matter is, Good Survivors (not necessarily myself I'm not nearly as confident) could land a Pallet Stun 95% of the time without getting injured already anyways even BEFORE the Update... they *did not* need this buff.. and now they're abusing it and getting stuns that they absolutely do not even deserve.

    This change effects Killers way more negatively than the way it negatively impacted survivors before.. even before survivors were either good enough to land it every time anyways, or they could pre drop it and still create distance or loop around, they had options.. the killers don't have any options now because whether they land the lunge or not it still gets rejected.

    I never minded pallets as a Survivor before nearly as much as I mind it as a Killer now.

    Also, I'm not a particularly greedy survivor, because I'm not very good at looping or anything so I would always pre-drop pallets to create distance or slightly extend my loop anyways, and to be completely honest that never really bothered me, even still now after the change I STILL don't feel confident enough to try and drop a pallet on a Killer because I'm just not very good at it and would rather keep my distance than allow the Killer to get that close to me.

    I never had an issue playing this way as Survivor and still managed to get into Red Ranks.. so this "buff' is almost purely benefiting the *best of the best* Survivors that actually know how to take advantage of it, abuse it, and loop killers endlessly already.. and are probably all Red Ranks already as well and were before, which coincidentally enough, is where Survivors are Stronger than Killers.

    Killers are Stronger than Survivors up until about low Purple/Red Ranks.. that's when Survivors start being stronger than Killers, and that's exactly where this change just made the gap between Survivors and Killers even bigger in my opinion.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2393057#Comment_2393057

    Hit validation has been in the game for open hits for a while now

    It just only triggers on very extreme cases where the survivor is much further from the hit than it was on the killers screen, but it is possible they changed or messed something up with the system there

    Also: When it comes to playing correctly and it not being "fair" the exact same thing has applied to survivors playing pallets for literally years. They play the pallet correctly and throw it when the killer gets close, but as a result of something entirely out of control on the other player's screen they get hit anyways. Half the reason the pre drop meta exists is because of latency. Pallet validation only evens the field. Latency providing an advantage may be something out of your control, but like I said. The overall experience is better the lower the latency so the game's mechanics favoring lower latency stops intentional high latency, like netlimiter.

    Well, I've never had a hit validation before in my 4 years of playing until yesterday :(

    I'm sure it's been tweaked to be even more unforgiving then.

    I understand what you mean about Survivors - but my point is that this "Fix" is not just unhealthy for Killers. It shouldn't switch from one to the other.

    Like I said, at least before, it was MORE FAIR, because The Killer would still get Stunned, and have to waste time getting stunned and breaking the pallet. Even if the Survivor got injured, at least BOTH things happened.

    Now, Survivor goes free, Killer ends up being punished. Both can't help do anything about it because for their "own screen" they are doing everything correctly, but at least it affected both players negatively instead of just one.

  • Honestly, maybe I have bad ping and that's the main reason, I have no idea what to tell you guys, but playing Killer since the update is HORRIBLE now.

    Survivors have absolutely 100% been abusing this new pallet validation feature.

    Believe me, when you see it for yourself you will understand what I mean.

    A Survivor will literally not even attempt to drop the Pallet anymore unless I swing as a Killer because they know that even if my hit lands they won't be injured. Happens to me every single game in Red ranks.

    Worst part about it is that on my screen I did everything correctly, and I even hear the scream to prove that, but then it gets rejected after.

    It's really frustrating and makes the game not fun to play at all.

    The scratch marks? Yeah they literally disappear all the sudden even when the Survivors are still running.. so tracking has also been substantially more difficult.

    I thought it was just me at first but other killers are experiencing the same or similar issues.. and now there's even Lunge hit validation out in the open, not just at pallets, it has happened to me and others as well.. land a lunge hit in the open and it gets rejected after you hear the scream.

    This is broken gameplay to be honest guys, stop trying to say that it's "fine because killers had it in their favor for so long" that's not a good argument, even if it's true, just because killers had it in their favor doesn't mean that now it should be in the survivor favor and killers should just have to play a game where even when they see on their own screen they played correctly the game rejects their hits .. they got to find an actual solution to this problem that doesn't favor one or the other, or as I mentioned before IT WAS MORE FAIR when at least the Survivor still got injured BUT the Killer ALSO took the Pallet Stun hit. |

    Then the Killer would still get stunned, have to kick and break the pallet, and waste a little time doing all that, but their hit also landed as they saw on their screen.

    The current validation is so completely survivor sided you guys haven't seen what has happened to me yet if you disagree, once you see it for yourself you will understand and probably agree with me.

  • @drpynz said:

    https://forum.deadbydaylight.com/en/discussion/268935/getting-robbed-of-my-pallet-hits

    This was the final straw for me. If you’re not ranged and play meta perks you can’t win. I get hit with pallets when I’m literally feet away from them. Love playing ghost face or Myers and hit someone exposed at a pallet or vault and they scream and keep running. I’ve been trying to reduce my play time since I play 5+ hours a day and this update 110% made me lose interest.

    I don't understand why people are saying "if you needed this to play Killer you suck" or whatever, it's completely not what the problem is about.

    THE PROBLEM, is that as Killer you are playing with the feedback GIVEN to you from the game, so if I am IN REACH for a hit and I LAND that hit successfully, and the game even gives me the feedback that I was in range, successful, survivor screams, etc etc.. then WHAT else could I have done to make sure that the game doesn't now REJECT my hit??

    Like, I'm literally just playing the game normally, on my screen I am landing the hits, and they are getting rejected, constantly, now LUNGES as well not just Pallet hits... what am I supposed to do? How is this fair ?

    I have been playing DBD for 4 years and as you wrote in your message about losing interest, after playing 2 days of Killer since the update I finally think I may have lost interest in playing DBD for good... at least on the Killer side, I might still play SWF... but Killer feels HORRIBLE to play now... it is exactly as the OP said, you are literally being "robbed" hits.

    It doesn't matter if the server says otherwise, YOU as a player see that you are landing the hit, and THEN afterwards it gets rejected. How is that fun or fair?

    It legitimately feels buggy as hell.

    As I mentioned before, AT LEAST FOR SURVIVORS, before the update the Pallet would STILL Stun the Killer.. so they knew that they landed the stun successfully, which would still end up wasting some of the killers time, being stunned by the pallet and often kicking and breaking the pallet before picking the Survivor up.. the Survivors got something out of it at least - it WAS more fair..

    Now it's literally just completely Unfair for Killers and Survivor Sided pretty much 100% of the time, maybe I don't have good ping when I play despite paying for the fastest internet speeds that COX has to offer in downtown san diego, because I play at around 100-120ms ping on average usually, but so far Survivor has been favored 100% of the time since this update they just seem to loop like gods and abuse the changes.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2391403#Comment_2391403

    The reason it creates delay because here's what happens when the hit validator removes a hit.

    Your screen: You hit the survivor right as they throw the pallet down

    Their screen: They threw the pallet down and you swing through it and hit them

    How the hit validator sees it: The input that reached the server first is correct, which is often determined by ping. If the survivor has lower ping their pallet stun will reach the sooner quicker than your hit, the hit is rejected. However if the survivor has worse ping than you, your hit reaches the server before the survivors game tells the server you got stunned and the hit is accepted.

    This is an improvement over the previous versions because previous versions encouraged bad ping. Players with bad ping could get hits they wouldn't be able to otherwise. The new system encourages killers to play with good ping since it will allow hits that wouldn't be possible on worse ping, and players playing on good ping creates a better overall experience so it's better to encourage this.

    The best solution to it being misleading would be to add a sound effect, like a gong or buzz anytime your hit is rejected, as way for the game to say "hey your hit just got rejected"

    I still think that the most fair solution is to validate both hits, the pallet stun as well as the killer hit, in these specific moments.

    From my experience this has usually been happening to me after the Survivor I've been chasing has already looped me for 4-6 pallets, this ends up extended that chase to another 2-3 more pallets and ends up making god tier survivors almost impossible to catch.

    Apply this to possibly every single chase with every single Survivor, it's actually an extremely large set back for the Killer. The worst part about it is that the Killer has legitimately no counter play, because WE are doing everything correctly on our screens, the REASON we are "getting the hit feedback" is because of the fact that on our screen we were in range and managed to hit the Survivor successfully before the Pallet was thrown.

    Often times this means that I lunged at the appropriate time within distance to land the lunge around a loop, before the Survivor actually successfully made it to the Pallet, but they are still getting favored by the Server in this case.

    I know that people are saying it wasn't fair for Survivors before - but this is *not better* because it is extremely unfair for Killers now.

    It shouldn't have to be unfair for one or the other, but at least before if the Survivor got injured AND the Killer also got stunned by the Pallet, it was *more fair* because at least both sides got what they were going for.

    Also it's not quite fair that the person who has "better ping" will be favored every time.. I mean, I literally pay for and have the highest speed internet package that COX has to offer where I live in Downtown San Diego, and when I play DBD I average around 100-120ms ping usually, there's nothing I can do about that and I'm not sure why or how but it seems like every single Survivor I have faced since the Update plays with better ping than me because they are 100% safe at every single pallet now and many of them are actually abusing this power by literally NOT dropping Pallets at all until I swing, because EVEN if they wait until the VERY last millisecond and I swing and HIT them, they don't take any damage and they get off completely free.

    I'm telling you that this is totally being abused by Survivors that are already getting the hang of it, they have easily extended already long loops to 2-3 more using this tactic alone, and the worst part is that as a Killer, EVEN after having to deal with the extended loop, you STILL don't get a hit because the game rejects it now.

    It's kind of a mess.

    • ALSO *** As noted by other players in a different thread as well not just me, I have had the "Hit Validation" REJECT my Lunges in Open World now as well. No Pallet Stun, literally chasing someone out in the open, get within distance for a lunge on MY Screen, Lunge, successfully hit the Survivor and see them get injured for a brief moment, then Hit Validation activates and their character model turns white for a second and they are back to full health running and I even teleport backwards for a split second. Happens to me twice last night.
    • So Hit Validation isn't even just for Pallets now, it's ALSO working on Lunges, not sure if that's intentional or not but it is potentially also game-breaking.. given that ON OUR SCREEN we have done everything correctly, it's not like we cheated or got outplayed, we land a hit as according to the feedback the game is telling us, and then the game says "NOPE SORRY NEVERMIND" and gives the Survivor a freebie.

    It really sucks to be honest from the Killer perspective.

  • @luka2211 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2391662#Comment_2391662

    Had that thing happen to me i got my hit cancelled in the open for no reason lmao

    Yeah, I think it's an unintentional side effect of the Pallet Validation, because there's absolutely no reason there should even be "Lunge Validation" in the open, but yet there is.

  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2391560#Comment_2391560

    That’s not fair at all, completely biased towards killers. The stun is nothing compared to a hit.

    That's assuming we are talking about if it happens 1st pallet.

    In my experience usually a survivor that knows what they are doing will loop me around 5-6 pallets before I would finally get that chance to down them, and on my screen I'm doing everything correctly because it shows that I am in reach to finally hit the Survivor that I've been chasing for what seems like ever, and then I DO land that hit (again according to what the feedback from the game is ACTUALLY telling me) and the Survivor still remains uninjured.. despite all my hard work on ONE single survivor while the others are working on gens of course, and it basically in these cases extends that survivors ability to loop substantially.

    Now my point being, that it's completely unfair to a Killer not just because of the above circumstance, but consider that in these cases that I am referring to, I did nothing wrong, I see a screen and know when my lunge is in distance to land, and I attack then.. the lunge does land successfully on my screen so I did the play correctly as best as I possibly could in that moment with what is available to me, the game indicates so by showing us the down and the scream BEFORE we get hit by the Pallet. It means that we Lunged within distance at the appropriate time BEFORE the Survivor actually had time to drop the Pallet at the right angle for example, and then the Server essentially teleports us backward for a moment and saves the Survivor.

    I'd also like to mention that it's not like Survivors have been using this as intended and standing at Pallets waiting for Killers to come near and lunge at them to drop the pallet and stun.. no, Survivors I've been facing have been completely abusing it and just adding very confident additional Loops to their loops.. in fact, they literally keep looping now until you Lunge at them no matter what because they know that 100% of the time the Pallet Stun will save them from getting injured.

    It's true too, even if they wait to pallet stun me when I'm already basically across the Pallet and even end up on THEIR side after the Stun, if my attack lands on them they will still end up not being injured, seen it happen now many times and these people who were already godlike at looping can just loop like 2-4 more times in the same loops safely now with almost 0 risk. It has essentially made every single Pallet Loop a Safe Pallet in the game for Survivors. Just something to consider..


    • ALSO - Something crazy happened to me today, but MY LUNGE (not at a pallet, in open land) got "Hit Validated" .. yes, this is a thing, I actually Lunged WITHIN Distance in the open, SAW the Survivor get hit and Scream, then all of the sudden their character model went full on white (like it does with Pallet Hit Validation) for a second, and they were back to being 100% uninjured, and I even teleported backwards slightly with my character at that same moment. But I saw the blood, heard the scream, even saw the red claws on her HUD face in the top left and then all the sudden she immediately went back to being healthy, within a second later whilst slightly teleporting me backwards.
  • Why can't they both just happen? In those tight situations I always thought it was most fair when the Killer got Pallet Stunned AND the Survivor took a Hit.. that's at least fair to both sides instead of just one or the other.

  • @glitchboi said:

    Just wondering how it feels for those who play survivor, and by that I mean, is it more consistent? Do you still get hit through pallets?

    I haven't bothered touching survivor yet but I'm wondering how it feels atm. When playing killer it seems a lot more consistent and fair.

    I'm not good enough on Survivor to land pallet stuns either way, but I've noticed on Killer it's actually quite unfair - possibly because my ping isn't the best?

    All I know is that I keep hitting Survivors with my Chainsaw, watching them get downed and bloody, hearing them scream, only for them to miraculously end up standing uninjured the next moment after I get stunned by a pallet.

    Definitely feels awkward and a little unfair in that regard. Can even be confusing cause you think you got the person thanks to the scream etc and next thing you know they are long gone.

  • @SkeletalElite said:

    A survivor screaming when having a hit rejected by the validator is intentional. If they did not scream until after a hit was reviewed by the validator every single hit with have the scream be delayed by anywhere between 1/20th to 1/5th of a second depending on latency.

    Someone else brought it up in another thread on the General discussion and a mod/dev commented on it - I guess yes, this is happening because of the hit validator, however, the "bug" which needs to be worked out and is being addressed fortunately, is that a Killer shouldn't actually see the Survivor go down, burst blood, and hear a scream.. as if the entire attack was successful, only to see the Survivor magically reappear standing uninjured a moment later.

    That's the issue, either the hit validator is actually wrong and choosing the incorrect person to favor due to who has better ping to the server, in which case maybe the hit validator actually isn't the best solution after all since it is sort of unfair, or they just need to fix it so that the Killer doesn't actually have to see and hear the Survivor getting downed by their action when in reality it didn't happen at all and the Survivor is completely uninjured.

    This can be very misleading, the very first few times it happened I actually tried to look for the Survivor that was supposed to be on the ground wasting even more time in my match (mind you it was the first successful hit after chasing a guy through like 5-6 pallet loops already) and then I finally realized they were uninjured and long gone. I'm sure you can see how this can be very frustrating and potentially confusing as well.

  • @Mandy said:

    With the way the new "Stun Validation" works, is that the server will prioritise the person with the best connection to it - so there might very well be cases where survivors still get hit through the pallet in their eyes due to them having a higher ping to the Server than the killer, and vice versa.

    The thing with a pallet stun is that it applies the stun when the pallet is roughly 50% dropped (it has done that for quite some time, years), and I'm seeing quite a bit of people not realising that and think that if they're starting to drop the pallet then they're safe, which is obviously not the case.

    I believe it was at least fair IF a Survivor took a hit + The Killer still got stunned by the Pallet - because at least then both sides got what they were trying to do in that specific moment.

    I have the highest speed internet available where I live, but I still only get around 100-112ms ping playing DBD usually, and since the change I seem to get stunned by the Pallet even though I hit the Survivors (sometimes with Chainsaw from bubba) and hear them scream, yet they do not get injured at all.

    When I can see on my screen that a Survivor got hit with my chainsaw and hear them scream, on My End I feel like I did my job successfully, because on my screen and my connection and ability to play, I landed the hit successfully, but with the new change what happens is that the Survivor doesn't even get injured when this happens and we still get Pallet Stunned.

    Before the change, I would get Pallet Stunned, but the Survivor would at least also get injured, which to me seems like a much more "fair" exchange. Both sides are successful - instead of just one, when the other didn't do anything wrong.

  • @vacaman said:

    In a single match i've got a hit through a pallet 3 times and saw the survivor down but the game decides that nah, let's give him another chance. I don't know what hit validation have they changed in this patch but AT LEAST don't show on my screen that i have downed the survivor for instants later have him be up again not only making me frustrated but losing chase distance because i thought he was down. Now you don't only get robbed of grabs, you apparently get robbed of hits too.

    This is also happening with Bubba CHAINSAW - You literally hear the Scream and everything - the hit is 100% successful, THEN the pallet drops immediately after, Bubba gets stunned, and the Survivor is up and running away at 100% health uninjured - even though they just got hit by a chainsaw...

  • DC needs punish. Happens in almost every game now..

    It's bad at every rank too, I started playing with a fresh PS5 account to teach my friends the game, random teammates DC constantly, ruining our experience for new players.

    When I play Red Ranks on my main, same thing. You would think Red Ranks cared but they don't either.

  • @Grandpa_Crack_Pipe said:

    I let 'em.

    Wasting 4 people's time for the price of 1 while I break walls and pallets is a good deal to me.

    Lol I do the same, I'll go look for hatch and other objectives if there are any.

    It is annoying though, truthfully a terrible habit of Survivors.

    When I play Survivor if I know we all Escaping I just run out - I have no reason to waste any of my own time I just wanna get into the next match as quickly as possible.

  • Just wanted to bump this

    I apologize if I didn't fill out the proper form for the Bug Reporting and I can do so if necessary...

    But this should really get noticed and looked at - both things are definite bugs.

    The first one that I have a link to my other Thread on, there are more and more people speaking up that they are also experiencing the same issues with Scratch Marks that I am.. something has definitely happened there.


    As for the Cannibal Chainsaw, well, like I said there's not way the Chainsaw should successfully connect and make the Survivor Scream without injuring the Survivor, that cannot be right either.

  • @BrokenSouI said:

    I honostly thought I was just having a bad day yesterday and struggled tracking. And being so confused about scratch marks not making sense.

    So this would actually explain it.

    Honestly I'm glad that others are experiencing it too, I thought I was crazy yesterday at first.

    Thanks for speaking up! Hopefully it will get looked at!

    @Bwsted said:

    I've noticed the same with pools of blood.

    Today, I had a Twins daily. The survivors were kinda leaving one pool blood and then nothing. No Lucky Break in the match. Victor has built-in Bloodhound and it's very easy to notice. First time I have issues tracking with him.

    I couldn't play anymore, but I'll try to test it another day. Maybe it's an issue with pools or with Victor.

    Interesting, if it continues to happen please let us know! I don't play Twins, but I did also notice the pools of blood do it a little bit as well, though it's not as noticeable as scratch marks themselves. Oddly enough right now in its current state I don't find either pools or blood or scratch marks reliable for tracking - I HAVE to actually make sure I keep the Survivor in FOV or else I can lose them very easily.


    @1miko said:

    I recomend you guys run Tritanopia colorblind settings, helps with it quite a bit, since scratchmarks are so weirdly placed you tend to notice them with these settings way better.

    Interesting.. I will give that a try, thank you for the suggestion! Honestly until they fix this, I'll try anything that could help!


    @latinfla4 said:

    Yeah it is noticeable...finally got to play killer yesterday and scratch marks are delayed...lost about 5 chases because of this with wraith of all people🤬

    Hahah oh boy, that's how I'm feeling as well though! Delayed and/or Spotty - and they even seem to completely disappear early sometimes, like if the Survivor breaks LOS or FOV sometimes even if they keep running they won't leave marks behind any more. Kind of crazy what you'll notice when you really start to pay attention to it lol

  • @1miko said:

    You should really get some footage of this and post it in a section of this forum called Bug Reporting. Scratchmarks felt unreliable since last patch, probably after the hotfix. I thought it was just me chasing people really bad and survivors suddenly walking mid chase when I lost LoS without losing any distance. In maps like Lerys, Hawkins and RPD this became actually egregious to deal with for the were wide scratchmarks as if the survivor ran into a room and stood inside in front of the doorway and started walking and they actually just kept running past that room, having scratchmarks a delay before spawning I took so many long and bad chases because of this.

    I've been running fixated more and more to see how these work and it's so bad it might be a good time for survivors to run lightweight and throw RPD or closed map offerings.

    Dude I actually thought the same thing (about fixated, sprint burst, lightweight) XD haha just to try to abuse it for a bit...

    But yeah you are right, I will literally be chasing someone, they turn into a room like on lery's or RPD and all the sudden scratch marks 100% disappear, as if they started walking, BUT THEY DIDN'T, so I spend time looking for them around the area where the marks disappear - only to find out that not only are they not there, but I see them a little later so far away that I know for sure that they just kept running.

    It has happened on other maps as well, where I actually can see the Survivor running off in the distance, but without any Scratch marks behind them..

    Even happened at Exit Gates for me last night, the Survivor was powering Exit Gates, I ran toward them, I saw bright colored scratch marks for like 3 tiles and then it disappeared, I thought they went and stood behind a tree or something, looked around everywhere couldn't find... Turns out that they actually never stopped running (only there were no Scratch Marks behind them) and they just ran all the way to the other exit gate and had powered it and gotten out lol

  • @truegod_10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2388644#Comment_2388644

    I am on PS4 and I can say that scratch-marks have been inefficient as a tracking tool and delayed for a very long for me. There are lots of times where they will be fine and then all of a sudden they will start getting very delayed by several seconds (you can tell because as you said they do not spawn in when survivors are running right in front of you). This also seems to effect decay time meaning that even very bright scratch marks can be several seconds old.

    I have lost chases where I go around a loop see scratch-marks stop at a nearby obstacle, like a rock, so I go to circle the rock. After circling the rock or tree or whatever I will notice new scratch-marks that were delayed coming in or had a gap in them appear leading away from the rock towards a new loop/area. Sometimes I can even see the survivor running and see the scratch-marks several meters behind where they actually are.

    To compensate, I try waiting a second to see if they appear going away from the obstacle before completely looking at it/going around it. If they dont appear the survivor is likely hiding and then I get a free hit anyway. If they do then you will notice sooner and will lose less distance then you would have if you wasted time circling it.

    That is very misleading and has been for me as well similarly, I'm not sure what happened, if PS4 was like this for a long time, it makes me wonder... did they just make it so PC Killers have to suffer like PS4 Killers do now? Is that their way of fixing "performance" issues? haha, no that doesn't really make any sense to be honest - I am not sure why this is happening to me now on PC for the very first time ever, but my experience is very similar to yours so maybe its a similar issue, and as I mentioned before it is clearly different than what it was like the last 4 years in DBD for me..

    I'm really still hoping that it's some kind of bug that they can try to fix, it makes playing Nurse and some other killers with bad FOV literally almost impossible, I would strongly argue that it is a "game-breaking" bug or or change.

  • @[Deleted User] said:

    Lucky brake is not the only perk that kills scratch marks, poised also exists, so does dance with me

    Yes I am well aware, I'm talking about a huge difference while in chase.. not referring to perks, or moments where perks would be being used.

    I have studied it in even more games now, and the BIGGEST difference I am able to tell, is that there are literally blobs of Scratch Marks just completely missing in a chase... like every other tile won't have a scratch mark on it at all anymore, before Today, when you chased a Survivor, all Tiles directly touching that Survivor (and right around them) would have scratch marks on it - but right now as is, you can legit see how there are chunks, blobs, patches where every other tile or so in random directions is missing scratch marks entirely..

    It was never like this before from my experience, and it's a very noticeable change, and it impacts my own personal performance greatly as Killer.

    Today has been some of the most frustrating matches I've ever had in my DBD Career, 90% due to this scratch mark bug or nerf.

    It's just big enough of a difference that you can literally be right on top of someone just about in range to lunge them or chainsaw them (been playing Bubba a bit) and they all of the sudden disappear right out of your FOV and then the scratch marks also are gone so you don't even know which direction.

    It made playing Nurse literally 100% Unplayable for me , though I'm not a very good Nurse to begin with.

  • If this is correct, then this is an ENORMOUS bug for that perk, I hope this is only in rare situations.

    @SeannyD115 said:

    Xbox one

    Ever since the release of this perk I've noticed if you get eruption to activate and a survivor is working on that gen they only scream then can jump right back on the gen without getting the incapacitated status


  • @lemonsway said:

    They've been Shadow tweaking Scratch Marks ever since Oni came out, only now you people notice? So the random huge gaps were unnoticeable? The lack of direction wasn't noticeable? The faster decay of Sratches wasn't noticeable?

    Honestly I never noticed a difference until Today, whatever they just did in the most recent patch was the biggest change they've made to them yet I think, at least for me personally.

  • I play on PC by the way, in case that makes a difference. You never know

  • @Shirokinukatsukami said:

    Scratchmarks are too graphics-intensive, they had to tone them down so the game would run on consoles.

    The only issue is, that if this is true and this change was actually implemented in order to help with Console Performance issues... it is a HUGE Nerf to Killers in general. One that hasn't even been talked about or possibly realized yet.

    I've shared what I noticed in my games earlier, but to be honest I'm still having a difficulty pin-pointing what the difference is, I can just assure you that something is definitely off about it, feels off, and has been making it significantly more difficult to track and stay on top of Survivors.

    I guess others are saying they have noticed something, prior to Today's patch, but for me (and I've been playing a lot recently) Today is the very first time noticing whatever change it is that I have noticed (and am sure that something has changed) in 4 years of playing.


    • Any Devs/Mods have some input on what this may be and why I am noticing it?
  • @TragicSolitude said:

    I've had problems with scratch marks for so long now, I just thought it was a feature at this point. They don't appear at a consistent rate, sometimes seeming very delayed, and there are often gaps where the scratch marks completely disappear. I lose a lot of distance in chases when a survivor breaks LoS because the scratch marks are hell to track.

    Hmm... this is definitely something new I never noticed before, first time today.

    It's actually very noticeable so I am a bit surprised that others aren't jumping on this thread, unless it isn't happening for everybody.

    For me there is a CLEAR delay that actually makes it incredibly difficult to track a survivor in chase all the sudden. I've lost so many survivors in matches today in spots I normally never would. I wouldn't necessarily bother mentioning it but I think it sort of game-breaking.

  • @brokedownpalace said:

    I don't get how Trickster is meant to compete on a map like RPD

    First map I got as him today when I wanted to test him out. It was MISERABLE..

    But every match I played as him was miserable after too, he's not meant to be played in Red Ranks that's for sure.

  • @AhoyWolf said:

    I noticed loosing Survivors more often after the patch, Scratch Marks suddenly ended sometimes, maybe it's a bug, or they just started walking for a sec.

    I have tested it now and paid more attention to it... I REALLY hope it is a bug and not intended change to help with performance..


    What I have noticed is that Scratchmarks are taking LONGER to show up, they are delayed by a good 1-2 seconds.

    So like before, when a Survivor was running in front of you, you could see their scratch marks immediately under their feet..

    Try it out right now, you will notice that they do not have any scratch marks under their feet or around it when they run, the scratch marks begin to form quite a bit later and have this awkward looking "delayed" effect - which I believe is causing the sort of "bugged" feeling or effect where it seems like you are losing Survivors and scratch marks are just disappearing randomly...

    Because for example, it is SO significantly delayed, that if a Survivor ends up 360 you or juke you around a corner, you actually can't tell which way that they went, so if they start actually walking or crouching soon after they can completely 100% lose you from a chase where you were almost directly on top of them already. It's kind of crazy, it's a subtle difference at first until you actually pay attention to it and then you can see how impactful it really is.

  • I've mostly played the map as Killer.

    From my experience it is "overall" VERY Survivor friendly if the Survivors actually know the map, which many at Red Ranks already do.

    Fortunately for me, I learned the best Map Loops by playing Killer and facing Survivors that completely crushed me on the map looping me infinitely around certain areas.

    When I got the map as Survivor I remembered the loops that were strong against me as Killer, and I tried using them as Survivor.

    IT WAS VERY EFFECTIVE. I basically was able to loop the Killer for 2 gens completed before I finally went down, and I lost the Killer multiple times in that time but they really wanted me and kept trying to find me lol.


    I think the map looks amazing, I think it's horrible layout to play on and extremely confusing, but once you know the good loops, its insanely strong for the Survivor side.

    There are a few Killers I've heard do really well on that map as well, if I remember correctly people say Trapper/Hag/Nemesis etc body blocking killers, but honestly I haven't experienced this yet myself because I don't usually play those Killers.


    CAN WE PLEASE GET A TROPICAL ISLAND MAP ALREADY <3 PLEASE ^^

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2374230#Comment_2374230

    How many all seeing blood Wraith is here? This add-ons are ultra rare. And maybe him add-ons can rework but i do not think this is so big problem. Most of Wraith's part are just good.

    And Wraith is not 1 v 1 killer. He has not any anti-loop power. You can loop him, even he use him power. He is 4 v 1 killer.

    I agree, he is still horrible at 1v1 lol.. the only possible way to get hits with Wraith is to play sneaky/hit an run style to be honest.. but that can be quite effective against Survivors that don't know how to play against it.

    From my experience, with Wraith at Red Ranks or Rank 1, it all comes down to how good the Survivors are. Top Survivors manage to get a 3-4 Escape against me and I feel like I stood no chance at all from the Start and can completely see all of Wraiths flaws and weaknesses - where as other Survivors make me feel like I'm a god and completely unstoppable.

    I will admit, that is fairly balanced, because his counter play is truly and genuinely balanced around skill... those who know how, can beat him, those who don't cannot. lol

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2368304#Comment_2368304

    I'm for both, simultaneously. Make leavers wait until they can join another lobby, and then pair them up with other leavers. It'd be hilarious.

    Honestly I can see a lot of people having different opinions on the DC stuff - but I do completely agree that DC's ruin matches, so there should be some kind of penalty for it..

    Recently I have noticed and incredible amount of DC's both in my Survivor and Killer matches, and as Survivor I get really annoyed because often times it is a match that I am SURE we could win, but we lose just because now we are left with only 3 players, or 2 if one of the others also gives up due to this... It's been pretty horrible experience in solo and duo qeue for me because of it..

    Similarly on Killer, I don't actually mind as much, but it does Ruin the game... typically if a Survivor DC when I'm playing Killer that means the rest of the team has absolutely no chance of escaping unless they get hatch. I actually don't enjoy that, I would rather play competitive matches where I Think they may escape if I don't try my best, that's what makes it fun for me, I'm not really into playing "easy" matches as it is much less exciting.

    So yeah they definitely should do something about the current DC situation, whether that means improve the rewards for both Survivor or Killer when there is a DC in the game, or Punish the DC more, or perhaps (possibly toggled on or off as an option) allow players to join matches where a player had DC'd from to take their spot (with the same amount of hook states left over) or something... either way something should be done cause it is definitely getting a bit out of hand..

    I think, oddly enough, especially in this last week during the event it has gotten worse.

  • @CashelP14 said:

    I would run it if I could just because of the gen notification.

    Though this may sound dumb but I swear his Lullaby isn't a consistent range. I faced a Trickster the other day and I'm pretty certain he had a lower Lullaby range. Weirdly enough he was also running Monitor.

    Does it work? Can anyone confirm?

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