RpTheHotrod
RpTheHotrod
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@Saiph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529893#Comment_3529893
Yes assuming the survivor has no other exhaustion perk at all, which is dumb and unrealistic. If I do the same math, but compare a survivor with MFT vs. a survivor with Sprint Burst (or any exhaustion perk), the result becomes very different:
Exhaustion perks give 150% for 3 seconds, ie. a 6 meters head start. Your chase with MFT started at 10 meters.
So, in this scenario. MFT gave you 17% more distance, but any other exhaustion perks give you ~60%. Almost FOUR TIMES MORE.
OP BHVR PLS NERF, SPRINT BURST, LITHE, OVERCOME, SO MUCH DISTANCE GAINED!!!!!!
Those perks can be mitigated and are not always available. You can really carve down their availability with fearmonger and such since it pauses the reuse timer. With MFT, it's just always available while injured, so it's not a significant but shortly lived speed boost it's a good speed boost constantly. Keep in mind everyone is just 99ing their heals so they are running everywhere faster and aren't in any actual danger, as they'll just tap their heal to go to full health if the killer is within striking distance.
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@zarr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529532#Comment_3529532
What does "gone over this" entail? If there had been conclusive experiments conducted that prove that the new vaults had i-frames, please show me. I think it was more so a case of the vacuum-level speeds at which survivors got sucked through the window having messed with the hit registration system, particularly the aim dressing mechanic. Demo's shred hit mechanics are famously wonky, even crouching can regularly make it fail to register the survivor's hitbox. Deathslinger has a very small hitzone, and the player in the clip flicks right a bit at the point of shooting. The harpoon also interacts wonkily with latency, and the survivor here had an Asian nickname. I don't doubt that something about the hitbox could have changed with those vaults, and obviously both of these hits should have connected (if we ignore network issues that may have played a part), but from my experience of playing as and against Huntress, it was still possible to register on the survivor at every point of the vault. If this weren't the case, we would have seen tons of hatchets flying through survivors on vaults. But I haven't seen a single one, personally.
Going over entails a ton of forum discussions on both reddit and here about the issue with videos and such. It's like coming here and saying tunneling doesn't exist. We are all here going to stare at you and be like, this has been talked about to death. We aren't going to waste time trying to prove something that's already been discussed to death. They gave survivors iframes. We are already passed that discussion. They apparently didn't INTEND to give them iframes, but they did, and it was rolled back. It was also of course doing the weird male vs female distance differences. That wasn't "wonky" doggo or slinger hitbox issue. Ever since that patch, we were flooded with iframe videos. I just posted a couple for reference. It made being killer incredibly bad, so it was rolled back.
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@Snowball777 said:
This is true, the size is not the same in game as it is in the lobby, and the lobby should either be updated or they need to allow players to play full sized Xeno Queen in actual games.
Feels a bit misleading imo, a bit scummy to deceive players like this.
I honestly thought they were going to go with a praetorian - a royal guard. Big and lumbering, but nowhere near a queen size.
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If it telegraphs, then alien needs to be able to hold his attack just like huntress and slinger
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@zarr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529387#Comment_3529387
I really don't think survivors had any sort of i-frames during the vault (projectile attacks registered perfectly fine), it's just that as Xernoton has pointed out, the vault speed had been inadvertently increased due to the fact that they increased the distance made during the interaction without altering the interaction time.
I do think the new vaults (especially on male characters, who vaulted further and therefore also faster) had been a bit ridiculous, but that they went and just reverted to the old state is disappointing. As people have been saying, there could be a middle ground, such as adjusting the interaction time to have the survivor reach the new distance at a more reasonable speed. What's of note here I think is that the first half or so of the vaulting animation seemingly is faster than the latter part of it. If they were to make the survivor travel at a more even pace throughout the vault, an increase in vaulting speed likely wouldn't even be as ridiculous, as the survivor wouldn't just be sucked through the window.
Ultimately this all comes down to hit registration though, and I think even the old vaults would be perfectly fine and fair in a 0-latency environment. The fact however that any and all latency present in either client's connection to the server favours the killer on hits outright makes vaults a little too susceptible to laghits. Medium vaults especially. The "true" solution would be to have server-sided hit registration that calculates hits from its neutral perspective and doesn't favour the killer.
They literally had i-frames. We've already gone over this here on this forum and on the reddit, among multiple videos. It was definitely broken.
Here's two links for at least a couple of examples
https://www.reddit.com/r/deadbydaylight/comments/15i2lfk/loving_the_new_vaults/
and another
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Survivors kind of depend on killers getting locked into animations. It is pretty hilarious when killers can fake a pallet break such as Oreo, but in doing so can early see how survivors can fall apart.
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Not only this, but they also added a lot of infinite loops with MFT being added to the game. They balanced distances based on standard survivor speeds. How on earth a long term survivor speed boost got passed QA is beyond me. Has completely broken loops.
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Was far more than the male issue. Survivors were given invulnerability frames when vaulting.
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@saintjimmy456 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529280#Comment_3529280
The moment they hit their attack button, they are committed to the attack and can't adjust their horizontal movement
Not true at all. You can miss a direct hit with the point of the tail and then move left or right or up and down to swipe the tail across a survivor and it counts as a hit.
10 minutes 24 seconds: vertical movement after a miss to turn it into a hit
11 minutes 53 seconds: horizontal movement after a miss to turn it into a hit
Guess I have a bug to report, then. I get locked in place on horizontal movement once the tail attack goes through. Can only move up and down.
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I'm playing ghostie to give people a break from the xeno spam.
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Survivors have been getting nothing but love as of late, not to mention getting one of the most broke perks and perk combo in recent dbd history, MFT along with For the People and Buckle Up combo.
Killers have gotten almost all of their regression perks nerfed, two nerfed so hard that they have practically been removed from the game (COB and OC).
Survivors also got a visual terror radius as basekit (which used to be a perk!) which guts killers like onryo, and survivors also got HUD updates where they always get perfect information on demand more than even SWFs would be communicating (no SWFs are constantly reporting exact gen progress, healing progress, etc...).
If anything, survivors have been getting stronger and stronger while killers are becoming weaker and weaker (except nurse and blight - they need nerfs).
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I've never noticed him having a lullaby. Odd.
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Has to make up for the game having to be balanced around the majority of survivors using MFT.
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If there is a significant sound cue, then the alien player will need to have a hold option before the attack (winding up the tail). For example, you get an audio cue when huntress or deathslinger is primed to attack, but they can hold that attack and release at the right moment. The alien player currently cannot do that. The moment they hit their attack button, they are committed to the attack and can't adjust their horizontal movement. If there was a significant early warning, the tail wouldn't be a threat. You would hear it, then you simply side step since the killer cannot adjust the attack. Huntress and slinger doesn't have this issue because they can hold their attack after their audio cue warning. If the audio cue for alien gets increased, then the killer needs to be able to hold his tail attack after it is primed.
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I find him surprisingly easy to dodge. You have yo predict his attacks, not react to them. It's all about mindgames.
https://youtu.be/CPiIieKiL4Q?si=8h-MrKyl5u5aQVSQ -
@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528565#Comment_3528565
It is less so that the cloth is loud, and more that the rift skin has off again on again bugged silent audio. On release it was literally pay to win, because the cloth sound is the fair counterplay to getting snuck up on. The default Ghosty skin is supposed to have the same SFX as the classic (auric cell) skin, but I haven't tested the difference between those two in a while. There is a lack of the flapping straps in the classic skin (and rift skin) however, so to an extent the classic could be considered pay to win as well. It seems like the lean bugs are punishing strap skins even further at the moment, so I sadly can't recommend any of them over the default.
The camo skin doesn't have any straps, as well. Essentially, the most optimal play is running camo skin + scarecrow mask. It's quieter, and no straps to give corner positions away - but boy is the OG black cloth awesome to play as. At least it has less strap issues. :)
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@TeleportingTurkey said:
It doesn't take away much from stealth aspect because she's pretty much the same size as default xeno while in crawler mode.
Even if she was pay 2 lose, it doesn't really matter because the amount of disadvantage you get is inconsequential unless you're a competitive player playing in tournaments which you, I assume, are not.
Feels like playing OG black cloth ghostie outfit and white mask vs the bush camo skin with scarecrow mask. Pay to lose (the black cloth doesn't blend well with most maps, the cloth is very loud, and the white mask truly makes you stand out), but boy is it just more thematically fun to play as vs the camo and the quieter outfit.
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I LOVE the new chase music. Much better. Feels like a legitimate song and less of random noise.
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That's my point.
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Do you seriously want every killer and their mother all running sloppy butcher? Because that's how you get everyone running sloppy butcher.
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Trade you an alien balance for MFT balance.
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@[Deleted User] said:
We really complaining about a fun new mechanic to a map now….
Not a complaint. Just a suggestion. We're just giving away free purple items. I'd at least not make it a freebie. At least have it cost some time.
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Considering the legitimate quality of this chapter, I'd say the price is fair. That being said, I hope prices aren't always high regardless of quality.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527292#Comment_3527292
Then don’t injure them. Use your insta-down ability. If survivors aren’t prioritizing healing it’s because it wastes more time than pushing gens. But the healing nerfs are what killers wanted. Now they must reap the consequences of their desire.
Re-read your statement and try to take yourself seriously here. You're honestly saying the solution is to not injure survivors. Those one-shot abilities usually come with some setup, and some of those can be stolen\prevented by the survivors.
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BHVR is pushing killers to tunnel stronger and stronger. I'm not sure why, but that's their design path, at the moment. They keep giving survivors stronger and stronger options where playing "nice" and taking turns on hooks and such simply isn't even possible anymore - at least on m1 killers. Made For This, adrenaline, hope, buckle up and for the people - the power role is practically shifted over to survivors at this point. The M1 killer option there is is to either give up playing those killers and just play Nurse\Blight, or tunnel extremely aggressively to make the endgame more bearable. There's just so much power survivors have right now that eliminating one player asap is mandatory.
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525536#Comment_3525536
Not necessarily. You should still be applying pressure throughout the match but Endgame builds can function as comeback mechanics if you’re somehow unable to do this. As killer you’re still faster than survivors, you can bloodlust them down if you aren’t for whatever reason able to mindgame or out position them. You can force them to burn through resources as well, all before endgame. The endgame build doesn’t mean you do nothing until endgame. You realize that, correct?
For M1 Killers, they still can't keep up with MFT and the all you can eat buffet of endurance and looping perks.
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@Chiky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505586#Comment_3505586
why only your own?
because if people's stats are on record, you're going to have an absolutely TON more sweatlords because their "reputation" is on the line.
You think the game is stressful now, public stats are going to turn it into a wildfire.
Even people who typically aren't sweat lords and play more friendly and casual will play more seriously, and easing up on survivors will be a thing on the past if their records will be "stained" for being nicer.
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Regress down to the nearest "light" and stay there, perhaps. All the way down to 0 is a bit rough.
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Rarely stuck around hooks, so doesn't affect me much outside of the occasional endgame.
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@Grigerbest said:
As much as some FNAF fans wishing there was a "Fnaf chapter"... This type of chapter will be a complete cringe to me.
Like no offence, but this will be an extremely cringy chapter, sorry for Fnaf fans, but I wish they will not release one.
Even if it's going to be a good chapter with good perks and etc... Just don't do that.=)
I dunno, Springtrap's concept can be pretty frightening
https://youtu.be/CPpECiWvSwQ?si=8h9rFNMCnbgE2viZ -
@CatnipLove said:
M1 killers can do more than walk to catch people. Myers utilises stealth and exposure, Trapper traps things, Nightmare looks sad and helpless so you feel bad for him and throw him a free kill or two. They may not be the strongest at high MMR, but describing their chase potential as simply "walking", isn't accurate.
Well, you do have some M1 killers who's powers can be completely stolen from survivors such as ghostie and the singularity. Alien, as well...but he at least maintains his tunnel transportation.
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Fun fact, the evil queen never actually said that. It's "Magic Mirror on the wall." One of those mandela effects.
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Here's a valid argument against it:
Kindred gives an aura reading of the killer. That's 100% accurate picture perfect information. Exactly where the killer is, exactly which direction he's facing, exactly which direction he's going, and exactly what action he's taking if there's an animation with it.
Even in an SWF, that 100% accurate information is not easy to relay to your team. "He's over by the tractor!" Okay, which side of it? Which end of it is he heading towards? Is he locked in an animation? If the killer has broken line of sight, then the person on hook wouldn't be able to tell you EXACTLY where other than he is simply nearby. An aura read gives ALL of that information. In essence, basekit Kindred would actually provide much more information than if it was simply SWF comms.
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BHVR has been obsessed with making M1 killer experiences as frustrating as possible, so we're definitely seeing more and more non-M1 killers taking over the usual roster.
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@GannTM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523335#Comment_3523335
A complete rework is the only way.
Thoughts on not allowing drones near generators? Use the drones as anti-chase or locking down an area that they would run to (ie loop denial)?
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If I saw this, I'd totally just play along as the alien. Try to sneak in, drop through ceiling, etc... give them a fun little stand-off minigame. They are clearly giving up optimal match play in return for silly fun. I wouldn't be "worried" about people doing this - it won't win them a match.
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@MrCrowBard said:
This isn't an airport, no need to announce departures.
Don't forget that White Zone, though. That thing is for loading and unloading ONLY.
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@ThatRedPyramidThing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519656#Comment_3519656
It's more than just the fast vaults though. Yes, the fast vaults are insane right now and survivors basically have invulnerability shields at windows. But there is oh so much more to it.
The endurance spam is infuriating. There are way to many ways to proc endurance giving a bonus health state. Most survivors take a minimum of three hits to take down anymore.
The gen speeds are goofy. BHVR undid their nerf to gen speeds by giving survivors so many perks that increase their repair speed now. So yeah while base gens technically take longer than they used to. They actually take less time in practice thanks to all the perks and boxes.
Survivors are actually more powerful when injured now as they run faster, vault faster, heal faster, and repair faster.
And Windows of Opportunity quite literally plays one of the harder parts of the game for you. Pathing used to be something that required time to learn and skill to apply. But Windows of Opportunity does your pathing for you now. You literally know exactly what is safe and where to go next.
And the cherry on top of all of it is the same survivors who are living in this luxurious era for survivor will you without a hint of irony claim killer is OP and easier than ever. Even though Killers best perks have all been nerfed. And the killers themselves keep getting nerfed. And even more hilariously the two most recent killers have been designed to be rendered powerless by giving survivors weapons to completely nullify their powers and make them basic M1 killers.
It's beyond insane.
I'd have to say you hit the nail on the head. I don't know why BHVR is obsessed with removing most of the killer roster from viable play and pushing everyone to nurse and blight. Being an M1 killer just really, really sucks right now. It already was a challenge to play with one hand tied behind your back, but recent patches just ties the other hand, too.
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Would turn the game into a comedy game. Hard pass for me. Balance against the m1 killers is a big enough joke as it is.
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Sometime between now and later.
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@Ivanynakov said:
I am just glad they redesign perks. Looks much much better. I just wish they aligned paragraphs like that:
I'd rather see the "definitions" line up in the same order that the effects appear on the left. For example, if endurance shows up on the left first, then endurance should show up first on the right.
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Depends on the killer. Wins are handed out like candy for blights and nurses, but being an M1 killer is becoming increasingly frustrating. It's like BHVR is wanting to shift all killers to only playing the S tier killers. Not sure why. Playing m1 killers is absolutely awful right now - especially the ones with no innate gen management or poor in chase. MFT is absolutely gutting a few of them.
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Family Sharing on Steam no longer allows DLC sharing. Are you using Family Sharing?
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P100 Ghostface main. I'm also having such issues. Once I lean, the survivors are already evacuating the area about a second before I can see them. When I watch their stream afterwards, I was clearly visible to them from the corner before I was able to even see them.
ALSO, we also still have the same issue as usual where survivors can reveal us through walls and even when looking in the opposite direction of us. I do have footage proof of this, btw. Bear in mind, this is NOT footage of the leaning causing us to be seen by the survivors before we can see them.
https://youtu.be/tBjdJ31Cgwk -
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515233#Comment_3515233
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515277#Comment_3515277
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515324#Comment_3515324
Congratz, you are completely missing the point of this Thread.
I think the literal OP of this thread would know the point of his own thread. Maybe it's you who missed the point. XD
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@biggybiggybiggens said:
Shouldn't even be possible to 99 the gates anyway. Devs should've taken this out a long time ago. Gates should slowly and automatically regress if the switch isn't held. 99ing the gates isn't a good idea most of the time. Just open the gate.. -_0 This is the type of stuff that devs leave in which give Survivors an inch of freedom and they take a mile instead just because they can. If this game had more structure stuff like that wouldn't be possible.
Agreed. Have gates automatically regress if not fully opened. The whole points of the closed gate is the time pressure of having to open it. Opening it when there's no risk essentially eliminates that entirely. Commit to fully opening it, or not touching the gate should be the options (I suppose you could "babysit a gate and keeping it topped off", but considering you have to dedicate someone actually being there, I don't see an issue with it).
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At the moment, the game is pretty terrible for people who play the weaker killers, and it's the typical easy mode for nurse\blight. They seriously need to stop adding nerfs to killers\buffs to survivors that don't affect nurse\blight in the slightest but severely hurts weaker killers - specially the m1 killers.
The community is cheering for killer nerfs and survivor buffs, but this is exactly how to push more and more killers into giving up trying to be weaker more "balanced" killers and just start maining nurse and blight...and NO one truly wants that.
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@Nirgendwohin said:
A hard ping limit of 150ms would take care of a lot of strange hits / actions on both sides. 150ms is the ping limit of most games or esports competitions.
We play on dedicated servers. The server should know what data came first in and act accordingly. you cant apply the "server favors the shooter rule" of other games on dbd. because survivors are never the "shooter". a more strict ruleset has to be used to make it fair for both partys.
They sort of do it as a "both types of players get latency priority". Killers get the "favors the shooter" rule, and survivors are favored when it involves interrupts such as grabs or harpoon attaches. Annoying and beneficial for both sides. Attacks getting priority keeps the game playable from a killer's POV, and grab protection helps protect survivors from losing two health states at once.
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@LBrominating said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512606#Comment_3512606
Yea...no...
It's already Killer favoured AF in all elos.
Medium and Low elos it's just off the chart for Killer sided.
High...hmmm maybe only for Blight and Nurse aswell as a well equipped with powerful add-ons weaker Killer...they could also face a SEAL Team.
It's crazy how the Killer community has grown so comfortable and entitled to every game beign 3-4K against the best of survivors because the game just allows it.
We've had horrible time as survivors,barrely any new content added for survivors,except some skins and useless perks.
Hits are killer favored because the game would be unplayable if every hit was a random die roll on a hit that clearly looked like a hit. Interrupts are survivor favored (that's why as a killer, he can grab someone off a gen, freeze in place, then suddenly the survivor is running away). Both sides get latency favors. Interrupts are survivor favored because it would suck if they run away from a gen early only to be teleported back to be grabbed. This also works against Deathslinger. If deathslinger harpoons someone running at a window, from his POV, the survivor gets chained, continues to run to the window, hops the window, THEN gets "stuck" to the chain.
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512606#Comment_3512606
While those two situations looked really bad (btw why has this Demo Dead Hard?), I couldnt stop myself from laughing a bit when you mentioned latency. Because usually the Survivor is ######### over by high Ping Killers, since the Hit Registration is so lenient because BHVR cannot provide Servers to e.g. Russia or other regions.
So kinda funny to see Killers getting some of their own medicine.
The dead hard thing was the killer using custom icons as a joke to confuse viewers. XD
See my note above. Both sides get latency favors. Killers are favored on hits. Survivors are favored on interrupts. Killers also get screwed over by having their grabs stolen away because of survivor favored interrupts. Both sides deal with this issue...but now, killers are getting kicked in the nuts now that only survivors are getting latency favors instead of both getting favors for balance.
@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512606#Comment_3512606
Well, those clips are really bad, honestly they are so bad that i struggle to believe they are real, "Demo with dead hard very funny".
Just kinda ######### that the latency makes people feel cheated, but survivors constantly have to deal with killer latency almost always favouring killers.
I dont know if those clips are latency issue. Because i have never seen stuff like that when playing killer.I just stopped swinging so wildly at vaults because i know that those really unfair hits that i used to get for free may not be there anymore.
I can remember a lot of times playing killer and saying i will take this, because i knew that there was no way that actually hitted the survivor.
They are absolutely real. You can see just how unplayable this change makes for killers. The dead hard icon was just the killer using custom perk icons as a joke.
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This is why killers are complaining. It's making playing as killer unviable. You're only looking at it from a survivor's POV, but with latency, it's a two sided coin. This is how it looks from the killer's POV:
https://www.reddit.com/r/deadbydaylight/comments/15i2lfk/loving_the_new_vaults/
and another
Killers absolutely have a reason to be upset about this. survivors are literally immune to damage when at a window.
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Heyooo, fellow music person! :D
I really wish they'd go with more ambience that builds up the closer the killer is, then the chase music takes it up to 11 but doesn't devolve into random metal clanking noises. Ghostface's TR music is great, but chase goes into chaos.
I retired from music design awhile back, but I certainly have wanted to get back into it. Here was one I put together for a game mod awhile back. It essentially had layers, and as objectives were picked up, another music layer would have it's velocity increased to audible levels.
https://soundcloud.com/rpthehotrod/slenderdolltest1