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Ryuhi

Ryuhi

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  • and? When a single survivor hookcides early in the match, they have screwed their team over far more than if the game just ended. If anything its a mercy for the surviors, they get to keep their items they would have otherwise lost in a near-inevitable 1v3 loss. Besides, if someone fails to load in the game is cancelled as it stands, so it would basically be extending that to the survivors while the killer takes their likely depip/lost addons. Killers being stuck in games they have no hope of winning against their will is one of the biggest causes of killer toxicity, and it only gets worse the longer a match drags out. Until we get a day where we can opt out of (or even be able to identify, at least) swf groups (honestly I want this more as survivor than killer) then there needs to be a way out for both sides.

    I didnt reply to your comment about trolls because its asinine. I get sandbagged by other survivors constantly, and they abuse hookcides constantly. You're saying "but what about the trolls" for one side when the discussion was about how the current status quo allows trolls of one side that same ability. By your logic, the entity should force you to stay in the game until everyone else dies if you suicide on hook since what survivors can currently do gives them the potential to troll the entire game.

    Also your last comment is hilariously hypocritical.

  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1213102#Comment_1213102

    I'm not pretending but what the OP is suggesting is the ability to just cancel a match just because you are losing one survivor dying on hook does not automatically mean killers need a surrender button also this wouldn't happen if behavior didnt add the dc penalty people would just dc and end up reaching the ban toll but because of the penalty people just die on hook this is the nature of dead by daylight you can't stop people from doing that the problem with a killer doing it is the OP is suggesting no down side to doing it and that alone leaves room for abuse.

    You also have to take into account the trolls who will just queue up to do that just for the fun of it the community is toxic enough we don't need killers abusing this function just to get back at survivors.

    the killer loses any points and emblem progress they could have gotten if they continued playing, literally exactly the same as the survivor hook suiciding. The only difference is that the killer doesnt have an item to lose, but since addons are more important to them its honestly a bigger sacrifice.

  • @MonsterInMyMind said:

    Why so when killers get a bad map they just surrender instantly nah sounds unhealthy for the game to me.

    bad maps even existing is in itself kinda unhealthy for the game, which is why they're the main focus of the midchapter update. That said, are you going to pretend that survivors don't do the same when they go against a killer they don't like? used to just be vs the nurse, but it feels like people hookcide against almost any killer these days.

  • @LALYTHIA said:

    "...the fact that you're forced to stay in games you are clearly going to lose or have little to ZERO FUN AT ALL IN is bad. You shouldn't get punished for wanting to have fun in this game and leaving when there is none to be had."

    "Obviously it should work differently for survivors..."

    Yeah, who cares if a match is fun for survivors or not? LOL #########, no? If Killers get to forfeit a match because they're not enjoying it - survivors should get to as well. 😂 And if that's the case, why did we do away with DC?????

    This is silly. No one gets to leave unless its in the dark embrace of the entity.

    survivors can suicide on hook and not lose 2 pips. Hell, if they did enough progress beforehand, they can black pip or even 1 pip.

    tbh killers should be able to just open the exit gates at any time as a way to surrender. EGC starts like normal, NOED doesn't go off so it cant be exploited, game will be over in minutes.

  • @Steel_Eyed said:

    https://forum.deadbydaylight.com/en/discussion/144203/perfectly-balanced

    You're allowed to camp and tunnel lol.

    Being colorblind is tough. I saw pictures of what it is like and that is a shame that there isn't a good option available for people with this.

    some maps are straight up unplayable depending on which type of colorblindness you have. Yamaoka is a constant contender for worst, both variations, but a lot of people have problems with some azarov's versions.

  • @Mikey4Hire said:

    https://forum.deadbydaylight.com/en/discussion/comment/1210998#Comment_1210998

    Let me get this straight, I get downed, hooked and a random farms me then a killer can easily come to me down me and mori me. My friend got hooked, I unhooked him when he killer was far enough away then guess what, the killer came straight back to him and moried him instantly, he was in the game for maybe 2 or 3 minutes. I get that there's a bunch of pallets but it doesn't excuse this.

    The more time he has to waste on you to get those downs, the more time your team has to make him lose because of it. If you're on comms with someone, you have even more opportunity to convey that information. Sometimes Moris are like DS in that they're more effective at making people play a certain way out of fear of them than their actual impact has. Just keep calm and carry on, and if you die, then you can hop right back in the queue for another one.

  • @Mikey4Hire said:

    https://forum.deadbydaylight.com/en/discussion/comment/1210978#Comment_1210978

    Im not saying that all games should be fun and exiting, It should be frustrating at times, but when I wait 15 minutes for a lobby to get moried after 60 seconds passed then it becomes a unfun game to play and makes me wonder why I'm still playing the game.

    Maybe... don't get downed twice in less than 60 seconds? If you get chased at the start then you have an entire map worth of pallets and loops that havent been used yet, so I mean.

    I get where you're coming from, but generally if you can waste a killer's time early they're less likely to stay on you since it will cost them gens.

  • This game has a very high amount of technical issues that cause a lot of interactions to not work as intended. Think of it like this: Every inconsistency in how something happens vs how its supposed to happen has a point value, and every player has a threshold for how many points they can put up with. Whenever someone reaches their threshold, they get tilted, and it shows in how they play.

    So basically every time someone gets hit from a mile away or after getting a successful fast vault, every time an oni breaks a pallet someone is currently vaulting over and they get away, every time a doctor shocks someone in time before a window but they vault it anyway, any time a survivor can't break ghostface out of stalk while counting the pixels on his facemask... all these things contribute to that frustration level until people pop. Everyone has a different threshold and everyone reacts differently when they reach it, but its not a healthy thing for the game or its players.

    These are exacerbated by the people who thrive off of pushing other players to that edge. So you basically end up with a playerbase that is toxic in an attempt to make other players toxic, which in turn takes out that toxicity on other players. In the end, all any individual can do is shrug it off and raise their own shenanigans tolerance

  • @ItzPixelYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1210386#Comment_1210386

    Key's don't compare to mori's....smh. Can't use a key till late into the game, vs Mori's activated from 1 hook.

    It's almost like its 1v4 and not 1v1 tho

  • @Alphaphalt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1207367#Comment_1207367

    Implying this isn't bait, you're saying that because survivors don't need items, they shouldn't bring them, and should be punished for doing so despite the previously mentioned lower BP, almost three times the amount of competition and weaker effect.

    Killer's don't need addons either. I play killer without addons 99% of the time and have no issues. Bringing the items only adds more options, barely makes me "survive" every game. Also now if you want to play survivor and keep items while also being BP efficient, you only get two perk slots (WGLF/AitH taking two).

    I'm saying as killer if you go addon-less, it is a much bigger handicap than if you go addon-less as a survivor. Hell, even itemless. Meanwhile killers have ALWAYS lost their addons, even if the game was just 4 survivors DCing and or suiciding on hook. If you want addons to not get eaten up, it needs to go both ways.

  • You don't need items anywhere NEAR as much as killers need addons. I only just started using items to clear out some of my inventory, and its crazy how many addons I have over 50-60 of. Meanwhile Killer addons change their entire playstyle for the entire match, rather than a small buff that affects a handful of interactions.

    Not only that, but there is still a perk that lets you keep your addons anyway. Time for the tried and true double standard "Just run Ace in the Hole bruh" :)

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205898#Comment_1205898

    False. You cant read other people s mind. Optimal for you may not be optimal for everyone else.

    you know you're right. Im sure those people who suicide in their first hook 30 seconds into a match are being optimal as hell.

  • @Primalux135 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205932#Comment_1205932

    If devs made it wrong by adding SWF option without a proper balance now players need to find a solution for them as they had years to fix it

    The solutions that players have made have been pretty unliked in the community. While some players on both sides are toxic, a lot of strategies that get called toxic are often times players "adapting" to underlying issues in the game itself. The reason SWF was introduced in the first place was because survivors would queue dodge constantly until they got paired with their friends.

  • @Primalux135 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205361#Comment_1205361

    Play with your friends so,its the best solution if not the other solution I see to use a omni aura system for survivors. Or message system that like saying im repairing

    forcing swf in a game thats supposed to be about surviving as an individual, right.

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205567#Comment_1205567

    How come?Does survivors refuse to use any of their tools so often?

    Do you even play kiler?

    I mean, yes to both of your questions. I play survivor far more than killer (mostly due to disability reasons) and I can assure you that survivors do not run their most optimal builds every game. Hell, they don't even try to play optimally period most games. There is a MASSIVE skill discrepency between survivors at the same rank, mainly due to how easy it is to get there. Case in point, I've been consistently in red rank well before I even knew how to run most of the loops in the game. I would just do gens and get saves.

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205790#Comment_1205790

    ... It's not like comms didn't exist when DBD was created. 🙄

    Neither did SWF but here we are

  • @snozer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205576#Comment_1205576

    They made a literal infinite on mothers dwelling, in an update that was supposed to remove "infinites" or god loops. There is something wrong with their map guy if he can't fix something that is easy to do.

    That was immediately confirmed to be a bug. All it takes is a single conditional check to cause something like that to happen, especially considering the procedural generation thats used for tiles. They keep a section of "known bugs" in regards to PTBs for a reason, theyre not intentional changes and will be fixed with the next commit.

  • oh, I'm sorry, I didnt realize I needed proof and you didn't. A killer "refusing to bring a mori" isn't exactly proof of anything.

  • April 1st was over a week ago my dude

  • If he is trying to shock to counter loops/pallets/etc too often, he will lose distance on you. If you can bait it similarly to how you bait killers who don't respect pallets, you can usually get a few extra loops out of them for free. Otherwise things like throwing pallets early can help for making distance, just make sure to recognize when you can and can't continue to use a loop after the pallet is down

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205432#Comment_1205432

    The game is slightly killer sided. The fact that killer refuses to bring mori when they should is the proof of that.

    The game is moderately survivor sided when both sides are at their best (not even accounting for things like comms, just individual skill.) It is moderately to heavily killer sided when killers are better. It is unanimously survivor sided when survivors are better.

    The rest is all variables like map, items, addons, offerings, etc. In terms of simple skill floors and ceilings, they favor survivors as that is the best way to balance the game since it has the most variability (4 survivors can have 4 different levels of skill, while the killer is just one person)

    This type of game, by design, will ALWAYS have situations that will be unfair. Determining comes from differentiating "unfair" with "exploitable"

    remember, the balance target is to have a 2k be the average.

  • You know that the timing rhythm is actually pretty lax on mashing, right? I see people go ham on it like they're playing mario party and get confused.

  • Sounds like a great idea! as long as killers get the swf indicator they've been begging for over the past few years :)

  • @nickofford said:

    The only reason why he lost chase is because he wasn't looking in the direction of the survivor most of the time , you can keep chase through walls , an example is chasing around the wreched shop

    Thats distance based, IIRC LoS and TR are both factored into maintaining a chase. You can test it in a KYF by having the killer stay still and running into their red glow, then going different distances and directions to see how long it takes to break chase.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1204434#Comment_1204434

    in a 2v1, it kinda does. Especially since you prevent the hatch from opening. I get that the less survivors there are, the stronger the killer technically gets. But slugging late game to turn a 2v1 practically into a 1v1 is comparable to taking a game hostage. Just because it has a 2 minute timer doesnt really change that.

    I mean, could you imagine if hostage keeping was time based?

    "Your honor, I did not keep any hostages when I robbed the bank, because they all bled to death within 2 minutes"

    No, ######### that. Hostage keeping means you lock someone from doing anything and offer no outside aid. Slugging in a 2v1 is literally creating a hostage situation. Sure, its not as bad as those people back in the day who kept the game hostage for 45 minutes, but its something that's too easy to pull off, has too much reward and no risk at all.

    Yes, a killer actually killing people and permanently removing them from the game, should turn the game more towards the killers favour, thats fine, thats the whole setup of the game. But pseudo killing someone by slugging them is a bit too strong. People wouldnt complain about slugging if:

    1. Flipflop was a base mechanic and the perk increasing the % that was being flopped(10% base conversion with flipflop adding up to 40%).
    2. If the effects on struggling actually had an impact like they used to. Even if boil over has to be nerfed slightly to compensate.
    3. You had a teeny tiny chance of picking yourself up or killing yourself early on. Why? Because killing yourself while slugged INSTANTLY opens the hatch, meaning the killer has a risk of losing the last survivor by keeping someone slugged. Which actually was the second main use for DC in games: you would instantly give the hatch. The first use obviously avoiding mori sluggers.

    The fact that you cant do ANYTHING while slugged besides bleeding out, is why its considered a hostage situation. Those 2v1 slug situations are pretty much the biggest reason people want to make slugging more punishing. It removes a use for BT, it removes DS, it removes the hatch escape. Since instaheals arent a thing, there isnt really a way to play around that situation. I mean, at that point, the only thing you can do is run unbreakable, and unbreakable is just a ######### boring perk to use. You have killers complain all the time how perks and addons shouldnt be required to counter 1 very strong perk or game mechanic, yet complain about survivors using perks that are required to counter the strongest base game mechanic without realizing how boring it otherwise is laying on the floor for 2 minutes is, because there is no way you can be picked up without basically swapping positions.

    If being slugged actually gave a use for survivors, like lockpicking a hatch at the cost of bleeding out faster, or being able to help someone get up who is also downed once they get the "find help" option, or being able to tie the killers shoelaces together so that he trips or something. At least something else other than merely crawling around. Being forced to use perks to make yourself useful when slugged is just bad game design.

    Acting like "DC tech" was legitimate doesn't exactly make a good argument for why killer's should be unable to slug for a 4k, you know.

  • @Steel_Eyed said:

    Poor Kerm. A lot of those who replied is replying to the first comment rather than your suggested change to the doors.

    I think the light and third light noise alert is necessary unfortunately just like generator progress can be determined by looking at it. It lets the killer know where to worry.

    I don’t know that easier escapes for a lone survivor is a good idea because that means the killer played well enough (and the survivors did not play well enough) to put the loner in that position.

    nah bro just run Wake Up! :)

  • @ad19970 said:

    I mean if it is an infinte, that can happen, they made a lot of map changes, I'm sure they'll work on that loop.

    Though I still feel like there could be mindgame potential since the survivor can't see the killer and the loop isn't as long anymore. So when the survivor loses line of sight from you, you can just turn around and loop the other way around, catching the survivor off guard. If the survivor predicts that, well then you still have the possiblity to bluff the turn around and continue to loop the same way you were looping the survivor before after gaining distance on them.

    Its still too long for that, and the doorway positioning can give the survivor a reaction "safe area" to watch for things like hiding the red stain.

    The reason why things like double vaulting the killer shack work is because of the angle and distances involved, the distance is short and the angle is sharp. The survivor can only fast vault in one direction, so any ground they lose brings them closer to needing to use the pallet to not get hit. With the loop in question, if they lose sight of the killer, they can easily just run to the doorway and look at both directions of approach to look for movement, then react without losing time with a medium window vault. If they lose sight of the killer on the other end of the loop, they just abandon it and reach another before the killer can catch up to them.

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205290#Comment_1205290

    It was brought up in a live stream Q&A with the Devs last month and they said it was working as intended and the reason we think it doesn't work is due to latency.

    Thats why I think they might be oblivious to it, since the examples people are frustrated with are very different from how it acted during P2P play.

  • By giving the plague more fountains to activate her power, you're giving her more map presence to end chases faster, and wasting more time than she gains by shortening chases. Cleansing vs the plague is about placement and situation.

    If you have an area of the map where there are no gens that need to be done (like the corner of a larger map where the gens are already finished,) that would be a good place to cleanse in terms of positioning. Cleansing right in the middle of a 3 gen scenario would be an absolutely awful place and would give her a massive advantage, while the former would have her need to waste time going to the fountain, then waste time coming back.

    In regards to situation, if there is only one gen left, if you know that she is mid chase on the opposite side of the map, if you're on death hook, etc those are all times where cleansing would be fine. Cleansing when in her TR is pretty universally a bad move.

    As for Thana, the debuff is a joke. When you do the math for leaving to heal vs staying on the gen, the numbers aren't really in your favor if you can avoid going down instantly when you're spotted. When someone cleanses, it gives her the opportunity to get that instadown if they cleansed and you didn't. The more fountains people have been using, the more of the map is littered with these "kill zones."

    It used to be that never cleansing was the better strategy, but now that the plague can force people to consider its pros and cons, its made her a much more fun killer to play as and against.

  • Sometimes when SWFs see that hidden offering, they will completely throw the game just to try to not let you use it. I've had multiple wins I didn't deserve in the least just from everyone trying to bodyblock and/or flashlight for someone who has been hooked at some point, or constantly saboing hooks to prevent that first hook.

    Then they get really confused in post game chat when I never actually use the mori, not realizing their playstyle did more harm to their group than actually using the mori would have :)

  • We've both discussed the topic a lot on this forum, thats why. not only that, but I agree with you that SWF is an unfair advantage, but you lashed out at me because i didn't give you a "Yeah, you tell em Steve Dave!"

  • ooh i always love data like this :)

  • @WeezyWho said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205375#Comment_1205375

    Distance between the two when the loop starts definitely matters? You won’t lose chase as easily bc you’ll maintain line of sight on them as they round each corner

    You shouldn't be able to lose chase in any loop at any distance while actively chasing someone. You'll see that in the other direction, even without a fast vault, the killer never gains ground, only gets to eventually block the window.

  • @WeezyWho said:

    Is there a reason why they started it where they did? Seems like getting a hit in that exact spot is worst case scenario for killer

    I'm assuming it has to do with the speed boost from the hit being a representation of the various distances there could be between the killer and the survivor at the start of the chase, and also to avoid things like window hits throwing off the distance gained/lost from just normal running. If distance was lost, it would mean that the distance between the killer and survivor when the loop starts would matter. Since it didn't, it doesn't.

  • no clearly I don't. I've never discussed it on this forum ever. nope.

    (dang, where's the LOL button when you need it)

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1200203#Comment_1200203

    That is explained. Legion loses connection to the Entity when in Frenzy, so they can't see auras or scratches. (I don't know why they can't see bloodstains though, that makes no sense...)

    That lore was designed for Legion 1.0 though, its yet another thing that should have been addressed with the changes they got last year. A lot of their tracking ability is far too weak for how non-lethal their ability is. On a killer like spirit, not being able to physically see a survivor makes more sense than legion not being able to follow scratch marks or even generators with how weak his power is for downing people.

  • @plunder said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205347#Comment_1205347

    That why I said just give solos a in game chat then nerf the ######### out of survivors to compensate.

    So survivors who do not wish to participate in voice chat should be horribly punished? What if I don't want to listen to children complaining or people playing loud music or other similar situations?

    The game was designed to be played in silence apart from the in game audio. And also a humidifier to make the room all foggy and spooky.

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205333#Comment_1205333

    Tell me why you should be able to reliably counter the strongest loop of survivors?

    But the way that loop is changed right now is good.

    Because a loop that relies on just a window can be used infinite times, the only restriction is a very temporary one that only affects a single survivor.

    Compare it to the killer shack, where it starts off incredibly strong, but gets MUCH weaker once the pallet is used. Loops like the one in this video can buy considerable time when one survivor uses it, then if they buy enough time and come back to it, their progress is reset entirely and they're free to loop it again. Not only that, all 4 survivors can take advantage of it in as many chases as they want.

  • TBH blocking comms entirely isn't necessarily the way, at least it's way too late for that. The game has way too many people who just play with a friend, and statistically 2 man SWFs are most common. That said, at this point there really should be some type of "opt out" system in regards to play with SWF due to the potential they have to completely break the game's design. Even if they took the approach of some other games where solo and 2 man share a queue, but 3 or more have their own separate queue and have killers and solo survivors need to opt into that pool... anything like that would help considerably.

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205322#Comment_1205322

    Not free timewaster. Plenty of killers can counter such loop by using their power.

    sure they can. I'll have to remember to bing bong into loops like that. or maybe I should use FF as legion so that i can get that first hit, have it never bleed because they never leave the TR, and then continue to get run around the loop until it eventually (possibly) entity blocks. Or maybe bubba should use his super fast movement speed buff while revving his chainsaw to shut it down? Pig can take a speed decrease and a startup time to use her dash attack to maybe reach a quarter of the way around the loop? Billy should be able to curve it if he has a sensitivity of 9000 maybe? I could go on, but I think you get the point.

    SOME killers can use their powers to counter loops like that, but the ones that can generally either have 110 movement speed (this test was done with a normal 115, btw) or they have to waste their time to counter it (like trapper) or sometimes even both (like the hag.) The only killers who could reliably counter a loop like that with their power are the nurse (for obvious reasons,) the spirit would be able to at least make it mindgamable, and freddy/clown/doctor would be able to reduce the power of the loop. The reason these changes are being made isn't because the second group exists, but because the first one does.

  • @[Deleted User] said:

    Yea, I play solo too. And I can say it's more frustrating than playing killer. If you do bad as killer you can blame yourself. And you can always try to correct your mistakes and become a better player. But as survivor you can't do 5 gens, 5 totems, open the exit gate and escape the killer all at once. You really depend on your "allies", and sometimes they're even meanest than the killer. It's not rare to play with a 3 man SWF where they give a f* for the random.

    I like to use this build for playing solo:

    Inner Strength - fast self heal. Also a good reward for breaking totems. Bad if your teammates are doing totem challenge.

    Decisive Strike - mainly because of farmers, secondly because of tunnelers. But also if your team creates a 3 gen situation, you can take the heat and the hook for your allies to do the last gen (at least we hope they do).

    Any exhaustion perk - I'd say Dead Hard, but since dedicated servers I can't manage to use it very well, so I'd go with Sprint/Lithe/Balanced. Also, Head On is a nice combo with Inner Strength.

    Any aura perk - Bond is my favorite. But Kindred is also a very good one now.

    Items - a fast toolbox for the last generator or a key with hatch aura add-on.

    Offering - any.

    Thats why win condition has always been such a debate with this game. If you always play to survive, you're only going to get more and more upset at when you're unable to survive because of things beyond your control. Same with killers always playing to 4k. Meanwhile, if you play to pip, you'll find that you should be able to at least black pip or 1 pip in nearly every match, regardless of your team (unless they're just griefing or something)

  • And yet it bought tons of time, was not mindgamable, and gave the survivor good distance to find another loop.

    The issue with god loops was never about them being infinites, it was about them being a completely free timewaster. While the one direction being a literal infinite is definitely worse, the purpose of the loop changes was to remove things like the clockwise version to be possible without the killer gaining considerable ground.

  • @Reborn2020 said:

    If it activates for you it doesnt mean the same occurs on killer side. Latency issue. Dont load in with yellow ping and you re good most of the times.

    Thats not how rollback works with dedicated servers. Your actions should have nothing to do with the killer's end, it's supposed to be your input syncronizing with the server. If it were still P2P then yes, it would be based on your connection to the killer.

    Anytime things go wrong with timings they have to do with the individual client and the server. Any time it has to do with a client and another client, its actually client 1 and client 2 both synchronizing with the server, which is where visual feedback issues (like getting hit at stupid ranges) happens. The dead hard issue would be just the latter if not for the fact that its possible to be exhausted while not actually getting the dead hard activation, which means there's an underlying issues in the base client-server connection in regards to how the perk functions.

  • Sometimes going for the m1 to start a chase instead of using FF is the better call, especially if your FF is still on cooldown (thus making that hit extend the cooldown even longer)

    If you think you can get a down due to bad positioning, a gen or totem grab attempt, using STBFL, or any other reason, you wouldn't want to start the first hit with FF. Hell sometimes the second you hit a survivor with FF they don't even try to escape, they just immediately start mending since they expect you to run away looking for someone else.

  • tbh they might just be oblivious to how often the rollback issue happens, or might not have figured out a way to consistently fix it. That said, something like seeing it listed in "known bugs" would be a bit reassuring.

  • My guess: Dead hard doesn't gain invincibility on its first frame of animation, maybe a few after it starts. In normal play, the liklihood of activating it during those frames was very low, however with the way that the dedicated servers work with registering input, it could cause that gap to happen a lot more often (which would be when dead hard not only doesnt happen, but you still get exhausted)

    Either that, or its a bad verification check on the usage of the perk. If it were a two part step boolean response (Is player invulnerable and Is player Exhausted being two separate checks that happen simultaneously) it could be that they're not happening in tandem (if the exhaust check was slightly earlier than the activation check, then you could become exhausted before the dead hard invincibility actually starts, and rollback causes the animation to give a false positive of the beginning of the animation.) There could be other things that could cause it as well, but the long and short is that its a bug thats persisted for quite a while now.

    Without knowing for sure how the code works, I can only speculate. But it is something that really should be addressed. Its bad enough when it doesnt go off, but going into exhaustion as well is just twisting the knife.

  • TBH the obstacle was there to try to make the original window a bit weaker since it could only be fast vaulted from one direction. Videos like the one marth made are exactly why PTBs are supposed to be used to test these things, so they can gather that data and make changes accordingly. I can tell you from experience that playtesting your own game is one of the most mindnumbing things you can imagine, and its very easy to have design oversights that other people might find instantly.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205246#Comment_1205246

    That would absolutely kill the window.

    It would be faster to go through the door lmao

    If you removed the obstacle by where the doorway currently is, the window would still be plenty viable, especially as a launcher for lithe.

  • Kindred and Spine Chill, then an exhaustion perk, then whatever you want (BT, DS, Adrenaline, etc are good picks)

    With a combination of perks in that vein, you're given all the information you could need as a solo survivor. As a bonus, Kindred will help the others (hopefully) not be dumb while you're on the hook. Other than that, if people look like theyre losing chases quickly, get chased on purpose so you can buy time and lead the killer away. If you're good and pallets havent been wasted yet, you should clearly be able to buy more time and use them more efficiently. Playing solo survivor isn't about sticking to one aspect of the game that you feel like doing, its about assessing the strengths and weaknesses of other survivors and covering those weaknesses to reduce the killer's efficiency.

    That said, you WILL have bad games. there will always be people who sandbag or are playing inebriated or you might get facecamped or whatever. All you can do is do your best and wash off the rest :)

  • I mean you're typing words but all i can see is "I want my games to be as easy as a 4 man swf!" so I'm not really seeing a balance argument. You're not even acknowleding there would be zero killer equivalent to the bonuses that comms provide, just that nebulous vague changes to improve killer QoL were made to target SWF but apparently made solo completely and utterly unplayable.

    That said, saying that BHVR is ignoring the largest part of their user base is laughable, this game has been survivor sided in almost every patch, there was even points where killer was considered straight up masochistic to play. Most of the reason I'm a survivor main is because of how easy and less stressful it is (the other half being accessibility for things like colorblindness, but they've made it very clear they refuse to address that.)

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