Rogue11
Rogue11
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- Rogue11
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I played around 100 hours on the patch that "changed" survivor movement. The problem with that patch was the desync hits. The movement felt more realistic and looked smoother. I had no problems looping the same as before minus the desync problem. Videos comparing the old/new movement showed there was zero difference in speed from the animation transitions.
The only thing I had difficulty with movement-wise was spinning after I messed up and should have been hit anyway from being out positioned or mind gamed.
The argument I always see from other survivor mains is "good killers don't get 360'd". If this is the case, removing it should have no impact on high level gameplay. Not to mention making it easier for new killers to play without getting steamrolled.
Thanks for reading. I'll be trying to stay awake waiting in survivor queues if anyone needs me 😉
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@Mysterynovus said:
Which Killer pairings would have the best or most unique synchronicity?
I like to think Trapper and Legion would be interesting. Legion to scatter them and Trapper to snatch them as they flee.
Imagine legion vaulting during frenzy and stepping in a trap lol
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If you want your exploit to become a feature, then how about we give blight's lunge the hitbox of a basic attack instead of a rectangle the same size as demo's. The "counterplay" of trying to dodge out like you might vs billy doesn't work when blight's hitbox covers almost 180 degrees. As you say this would just "increase the skill ceiling of play" right?
Or we could just fix him to the intended 90 degree cap that is already enough to counter almost any loop in the game.
I'm curious, why does having a higher dpi setting "increase skill ceiling" more than understanding the limitations of blights lunge and correctly anticipating where to bounce to get a hit? Or knowing where it's best to m1 instead of using his power?
One of these options requires game knowledge of tiles, and anticipation of what the survivor will do. The other requires changing a dpi setting and aiming well enough to hit an oversized survivor hitbox with an even more oversized lunge hitbox.
In other words, instead of correctly planning your bounces and anticipating the survivor, you can bounce, and if you guess wrong, probably get a hit anyway. This isn't "increased skill ceiling". It's being given a hit that you didn't deserve to land.
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I hate how they just ripped out all the animation transitions. They were my favorite part about the animation update as survivor and killer. I wish they would have at least taken a couple weeks after fixing the desync and see if people adjusted.
I play ~90% survivor and will continue to do so since I rarely land hits in the open with killer powers like Demo's. The janky movement makes it so easy for survivors to change direction with no tell and dodge when they are completely outpositioned. Really sad for console or just newer killer players in general. Also it made the new animations look a lot worse...
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Tried to firecracker save Nancy as Clown was carrying her to basement. Blinded myself, ran into a wall, and got pinky fingered :c
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@Zayn said:
I'm a flick Blight and this isn't something anyone can just do the first time they play Blight. It takes practice and while it might require a high dpi, it gives Blight a higher skill ceiling which is always nice and should be encouraged instead of having killers like Spirit, Hag, Slinger and Pyramid Head.
J Flicking is also very counterable. If you know you're up against a flick Blight, hold w more instead of trying to loop tiles when he's in his power. Camping pallets is also pretty hard to counter as Blight as well forcing the break.
Holding W and camping pallets are the counters to Blight?? I guess my usual solo queue teammates must destroy him then.
Blight is the most anti-W killer in the game, I'm sure that will work real well. And dedicated servers combined with camping pallets vs a fast killer. What could go wrong? I'm genuinely not sure if you're being sarcastic with those "counters".
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Yea Iron Will shouldn't mute breathing sounds like it currently does.
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@Zucker_Schock said:
Console could use this aswell, if they allow them to have high sensitivity. Back in the days in cod on playstation i had maxed out sensitivity aswell, trickshots und instant 180s when you get shot from behind were only doable like this.
You can not make a macro for something like this, it requires very accurate aim while being extremely fast and hitting a precise angle instantly.
I dont mind having tech like this in the game. Would probably be a pain to fix aswell.
I believe watering everything down and taking away skill is boring.
This isn't a 360 no scope. Blight already has a huge hitbox on his lunge, similar to Oni or Demo's shred. You don't need to be precise to land hits, and dodging out like you would vs Billy doesn't work most of the time either. You just get caught in the massive splash zone hitbox. The hitbox that is designed around his limited turn rate, not this broken "tech". The few times I have actually dodged one of these flicks, was by moving so far out of position that I would just be M1'd seconds later because his lunge cooldown is so short. Counterplay indeed.
Please fix this. I'm already seeing more and more players abusing it for easy 4k's. And this is before the massive buff that Blight will get with his corrected POV.
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I wonder if the people saying this is a fun and exciting "tech" have ever played against a Blight using this. Really fun watching the entire team slugged in 2 mins when used with Alchemist Ring and Infectious. Please fix this broken exploit.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1969520#Comment_1969520
Exactly this, this was the number one complaint I saw - that survivors couldn't dodge like before. There was like a stutter between the movements as well which felt awful, the current animations updated yesterday feel a lot smoother to play with.
What stutter? The movements were exactly the same speed, just with added frames so they didn't look so ridiculous. The current animations are the worst yet visually and feel like you're on roller skates rather than running with friction. Having played 100 hours on the 4.5.0 movement, the only thing I had any problem with was spins, but that isn't worth completely scrapping all the transitions imo.
https://www.youtube.com/watch?v=LVa7yJW5Ptk -
Just logged on after work to play some survivor games. Queues are already hella slow and it's only going to get worse later tonight. Yesterday queue times were great. Coincidence?
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1967856#Comment_1967856
I'm not talking about side to side movement. I'm referring to when you go from moving straight forward to trying to turn. You pivot and dead stop.
Can you show an example? I played so much on the new system and didn't have this problem. That said, if it is an issue, it should have been ironed out without scrapping the whole transition system. I play mostly survivor, but just watching killer streams today, survivors have zero visual feedback when changing direction in chase. It looks bad visually, and gives no information to the killer on how to react.
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I missed the ability to 360 with the new movement, but I didn't want all the animation transitions ripped out. The movement was exactly the same before/after 4.5.0. The transitions could make it feel like you were slowing to change direction, but the speed was the same. See the video below for a comparison. The only thing that I had trouble with through 100 hours on the new system was spinning. In my opinion, the movement now looks visually worse than pre 4.5.0., as the new animations were designed with these transitions in mind.
https://www.youtube.com/watch?v=LVa7yJW5Ptk -
@[Deleted User] said:
https://www.youtube.com/watch?v=n8EK5kyPI6o
That's where DBD is. Watch how the PS2 model animates, moves, and slides along the floor. That's literally how DBD is right now.
For EA this was a generational leap to be proud of. For BHVR it's.....better to go backwards? your game looks like it's from 2004, what a joke lmfao
You know its bad when you can use EA to demonstrate a positive change. 😂
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1967194#Comment_1967194
The irony that this has so many upvotes when after 4.5.0 dropped everyone and their mother was asking for the patch to be reverted, not kept & improved...
Not saying your point is wrong - I haven't even played yet on 4.5.2 - but still. Maybe if we didn't riot and instead said "hey, these look good, but could you make it feel a bit more responsive?" we would have had a better outcome.
I agree as someone who initially overreacted to the movement changes on PTB. I still dislike most of the new animations but the transitions were a bright spot and a good change. Just needed some tweaks to make spinning a little easier.
However, I think BHVR tends to cultivate this kind of outrage because they tend to just push changes through and not revisit them for years. So people embellish to make their concerns heard before it might be too late.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1967646#Comment_1967646
You would literally stop to pivot. The extra second it cost was brutal.
Did you bother to check to video? From my 100 hours since 4.5.0 the transition could appear like you were losing time, when it was actually the same speed as before. Except now it looks worse as you have no feeling of momentum. I have yet to see anyone complaining about the transitions provide evidence of the "pivots" costing time in a chase. Again, the only thing I had any trouble doing movement-wise was 360s.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1967194#Comment_1967194
yes they were nice and I never had an issue as survivor. Sure you couldn't 360 but that was cheesing the mechanics anyway. I can't believe they stripped out the realistic body movements and motion because some entitled little shits wanted to feel safe in every single situation.
https://www.youtube.com/watch?v=auITEKd4sjA
This is what it feels like chasing a survivor who knows how to actually do spins. It's actually way stronger than it was before. You need a steady hand to follow them for when the "flip" happens, you'll know what the flip is when you see it
Agreed, some of the movement to cheese the aim dressing is pretty stupid. I don't think it's a particularly skillful interaction on the part of the survivor. Just takes a few minutes of practice and high dpi settings.
I will say IF they were to eliminate support for 360s entirely, they may also want to look into killers being able to spin to get hits that look just as ridiculous. How can you limit survivors to realistic body movements but let killers spin like a disco ball with high mouse settings?
I really hope this isn't the final version of movement and they're still planning on bringing back the transitions in a smoother way that satisfies everyone.
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@jackjack2 said:
it's better now. people asked for it, bhvr done it. stop complaining.
Thanks for adding nothing to the conversation. Care to explain what was worse, what is better/worse now, or provide any evidence to support your opinion?
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@[Deleted User] said:
If the transition animations are what caused the movement to be so much worse post 4.5.0 than good riddance that they're gone. Survivors do not need any changes to movements, there is plenty of other quality of life changes the devs could make. Survivor movement should have never been on their list.
What was so much worse about it? Look at the video I linked in another reply that shows there was zero time lost when changing direction with/without the transitions. I played around 100 hours with 4.5.0 and spins were the only thing I had any problem with.
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@DemonDaddy said:
Not happy with 360 revert, my teammates are back to using a really bad tactic and going down instead of actually looping or break chase.
Remember to spin responsibly 🙂
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@lkalin91 said:
Shame, those locomotion animations were neat, and new animations without it looks even more awkward
Yea, visually, this system is the worst yet in my opinion.
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@Shirokinukatsukami said:
Why do we even need 360s?
As a last ditch attempt to dodge when you're stuck in the open, or occasionally to dodge some of the "rush" killer powers like Blight, Oni, Billy. Not saying it worked even half the time, but it's better then just guaranteed being downed. That said, I liked the transitions and just wanted smoother spins without removing them.
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@TattooJake said:
https://forum.deadbydaylight.com/en/discussion/comment/1967194#Comment_1967194
You must be kinda new to the game or just like to stealth it out and I’m not saying that in a bad way but the new movement compared to the old (pre this patch) was a step back. It felt clunky, no longer smooth transitions especially when doing a 180. Your character would actually stop and do a pivot. The vast majority of players felt this was a very bad change. It literally changed the whole dynamic feel of playing survivor. And us that have put thousands of hours in the game kinda took this as a kick in the nuts. It was 100% the right call to change this back.
I have thousands of hours and don't play especially immersed. I had very few problems with the transitions, mainly just 360s. I never felt like this changed any massive dynamics of looping. Would you mind checking out the video below comparing old/new? There's literally no time lost with the transitions. Or can you show an example of what you're describing? I probably played 100 hours since 4.5.0 and 360s were the only problem I've had. And it's hard to even know if the transitions were to blame for that with all the bs desync hits...
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/1967194#Comment_1967194
Unless they will restore them after they can adjust to feel snappier? One can hope.
I hope so too. Currently feels like we're stuck with the worst of both systems. I hate some of the new animations but liked the transitions.
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@TattooJake said:
https://forum.deadbydaylight.com/en/discussion/comment/1967197#Comment_1967197
The movement was horrible. Your character would actually do a pivot when you would turn the opposite direction quickly which stopped you for what felt like a whole second. That is bad. 1 second in a chase can be the difference between you going down or not. I think the newer players might have liked it but the veterans understood this was wayyyyyy worse than what we use to have. It feels fixed now which I am VERY grateful for. I like to run the killer, I don’t like hiding in bushes so clunky ass movement was complete BS. Now that it’s smooth again here I come killers 😁
Can you show an example of where you actually lost time or do you think this was just a "feeling" of stopping? If you don't mind checking out this video comparing old/new systems, it shows there is no time lost changing direction left/right. Was it a more specific movement pattern that caused a stop? The only thing I had problems with was 360s.
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@Macaroni said:
I'm genuinely really annoyed by the change, not only because of the fact that we're now just pre 4.5.0 again but with different animations that, well, are better, but now lack the new locomotion animations that genuinely were good, but just needed some adjustments to make it feel a bit speedier and responsive
But now? It's all just gone completely and we're back to square one, and I can't imagine how the animators feel about how half their animations were just removed from the game. Just, that must feel horrible...
I liked the transition animations as well. I had issues with 360s that I hoped would be resolved. And I think the quality of the new idle, walk, running, and injured animations needs some serious work. But now its like we're stuck with the worst of both worlds. All the fluidness (ehh idk about that word) of the new system is gone, but we're still stuck with the weird new animations.
I don't like this :c
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I only played for a few minutes and noticed the turning transitions are completely gone. They removed the crouching as well? Why??
I agree with the OP, why remove the transitions completely? They made the movements more fluid. The only thing I have had issues with over the last 2 weeks was spins. Could they not work on that without completely stripping out all the transitions?
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@thrawn3054 said:
I haven't seen them yet, but hopefully it means I won't dead stop when I try to turn anymore.
Are you talking about changing direction left/right at a pallet? Because I don't think there was actually any time lost there. Check out this video comparing old/new side by side for reference. If you mean trying to 360, I definitely encountered some issues with that over the last couple weeks. I was hoping there would be more of a middle ground to allow spins without gutting the new transitions.
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Feedback for 4.5.2 patch:
Animations: Major disappointment for me. Again, no changes to the animations that look stiff and unnatural. It looks like they straight up removed the transition animations for changing directions, which was one of the few things in the update that actually looked good to me. I guess this was to make it easier to do spins/moonwalk again, but was it impossible to do those things while keeping the transitions? They kept all the things I hate about the new animations and haven't even acknowledged that they need to be polished more. Please at least change the creepy idle animation and add more life to the injured ones.
UI: Updates are an improvement over release, but still needs work. Please just place the survivor icons horizontally instead of vertically. It looks weird when the rest of the UI is laid out horizontally. The color portraits still look out of place with the rest of the UI. The white adept icons would fit the aesthetic better imo. Also, the score events are still way up in the top right. Maybe move those down with the rest of the icons on the right side?
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Regarding the survivor movement animations, from the latest news article: "We are also reviewing feedback for the new Survivor animations. While the movement itself hasn’t changed, new animations and transitions can make your character feel different to control. We want this transition to be as smooth as possible, so we are looking into the following:
- Removing camera position changes
- Fixing some animation bugs
- Reviewing turning animation to better reflect the old animations
We are tentatively planning to address some of these issues starting alongside the next Chapter. Please note that this is by no means a comprehensive list and we are still actively discussing feedback, including possible causes for motion sickness."
So am I to assume they are fine with the t-pose idle, chad walk, and prairie dogging run animations? Or when turning while crawling, your spine acts like a wet noodle?
Trying not to overreact, but was really hoping for more issues to be acknowledged. I can handle playing with these animations for now if I know they're at least still working on improving them.
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(Duplicate post removed)
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Played with the new animations for several hours yesterday. Setting aside the broken hitboxes, I still prefer the old animations. The new ones have less emotion than the old and some are downright derpy. Standing idle and injured run definitely stand out as the worst in this regard.
Crawling and recovering are an improvement imo. Walking looks like the survivor is sliding their feet on carpet to build up static. Healthy run looks like the survivor is oblivious to the killer and is just out for a morning jog. Injured idle and walking still feel like the survivor has no fear, like something out of a military fps instead of a horror game. These are supposed to be regular people, not soldiers, right? (not you Bill)
I guess to sum up, my suggestion is to add more movement to the animations so they feel less stiff, have the survivors look more tense to fit the horror atmosphere, and rework the standing idle and injured run completely. Also, the nodding seems creepier than before so hopefully that can be adjusted.
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@Mister_Holdout said:
I don't use them anymore because I realized nothing you bring can compensate for bad teammates. Besides, I don't get slugged and tunneled all that much.
If you actually want to have a better experience, I suggest you bring kindred. That perk often times makes a huge difference. And yet not many people run it. Instead, they complain about how miserable the solo queue experience is.
I run kindred and the solo queue experience is still pretty miserable. You can give your teammates all the free information they need, they still often make awful decisions.
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Since most of the comments completely ignored the video of the entire match in favor or taking RizeAki's version of events at face value, I'll repost the link here.
https://www.twitch.tv/videos/7235510212:10 You're downed for the first time. David is right next to you and injured so she chases and downs him. Feng is working on a gen right in front of you when she comes back, so she chases her off. Attempts to hook you but Jane pallet saves.
3:05 Downed and immediately hooked.
3:55 You are unhooked, but decide to RUN AT THE KILLER, instead of escaping to the opposite side of the map. I suppose you think she should A. try to pick you under a pallet so your swf teammates can pallet save again or B. eat the DS you were obviously trying to force even though you "wasn’t I was trying to run off to be healed". Completely sound decision to slug at this point.
4:28 You use Unbreakable or are healed, killer is carrying Jane. You have all the time in the world to "run off to be healed". Instead you RUN AT THE KILLER flashlight clicking. At this point the killer has multiple injured targets in the same area that are body blocking and initiating chases. It would be absolutely stupid to not slug in this situation, especially when you're trying to flashlight blind in the open instead of run.
In each situation, YOU initiated a chase with the killer, and your teammates played the situation horribly. It's almost hard to believe you were a swf on comms. Stop blaming the killer for your poor plays.