SuzuKR
SuzuKR
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2818115#Comment_2818115
... But we are talking about latency and not hitboxes rn. Or you just got triggered by "proper sized" wording?
Anyway that's not what my main post about. Thanks for another huntress hitbox explanation i guess
The explanation I referenced talks about latency.
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So, do you have actual suggestions on how to rebuild the gameplay style ground up?
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2818100#Comment_2818100
All i can remember is devs changing her hitboxes to proper sized and then changed it back. It was before dedicated servers
If you actually paid attention to the last time I gave you Peanits' explanation, you'd realize "proper sized" were scrapped because they didn't function properly at all. Survivor hitboxes are the way they are because of computational efficiency and not giving gameplay advantages to smaller/shorter survivors. For the hatchet to properly interact with that, it has to be a spherical shape because making it a flat rectangle means landing hits off the visual becomes literally impossible. BHVR has explained this before. Repeatedly.
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There will literally never ever be a perfect solution for latency in online real-time video games. It is not the game's fault people have poor internet. Yes, if you have poor internet, you are disadvantaged. No, that's not a problem with the game. The other alternative is punishing the players with good internet by making them have to literally predict an arbitrarily far-away future based off the person with the worst latency. This is literally why game design almost always operates off of favor-the-shooter. If you don't like that, either get better internet, stop playing real-time games/real-time games with very time-critical gameplay (for instance, super fast-paced gameplay/projectiles/FPS/etc), or get over it.
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@RyanTheNCR said:
https://forum.deadbydaylight.com/en/discussion/comment/2817889#Comment_2817889
Dazed will cause the killer unable to use their abilities and powers for a short time. Dazed does not affect killer perks.
That's literally game-breakingly overpowered. Absolutely no. That ability at all is dumb, let alone 20 seconds.
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@HagathaSimmons said:
60 secs is…quite a long time. I hate CoH but for this suggestion to be considered bring to time down to 20 sec (equivalent to the hem syringe).
75% bonus healing from others, 20 sec passive heal, disable self healing without a medkit.
and just to make it not so meh with the nerf, auras of injured survivors within the boon radius are seen by other survivors within 40 meters
Syringe is overtuned, that's not really a good frame of comparison.
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"dead game" - the person typing in the endgame chat of the game that them and 4 other players just finished playing
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What is Dazed?
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@Azshhh said:
Head on is too trashy to be an exhaustion perk, put it on a normal 40-second cooldown
Just in case you were curious, the reason Head On is Exhaustion so it can't be paired with Exhaustion perks to get both the stun and the distance simultaneously. Smash Hit requires giving up a non-reusable resource which can be easily avoided mid-chase if the killer just respects the pallet/baits it out. Lockers aren't consumable, and Head On's stun lasts a lot longer than a pallet stun.
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You can think of it as being too insane to properly be able to light the firecracker/pull out the flashbang pin/etc.
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@ObservantOfTime said:
https://forum.deadbydaylight.com/en/discussion/comment/2816643#Comment_2816643
Do you want all killers to leave?
Yes. The ones who piss and moan about anti-tunneling and camping perks can vanish into thin air for all I care.
I hope you realize BHVR is the one that explicitly acknowledges tunneling and camping are valid strategies that they balance this game around.
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This is actually a very simple answer. There aren’t more, because there is not supposed to be a counter to those strategies from perks alone. The counterplay is meant to be done through smart gameplay of the other survivors.
If someone is being camped/tunneled, the other survivors who are being pressured absolutely zero power out the generators. Also things like taking Protection Hits/hook trades as necessary to further waste the killer’s time.
Perks like BT/DS are meant to de-incentivize it by making the killer have to waste some time to do those strategies recklessly, thus making it not worth it against good survivors unless there’s a specific situational benefit from doing it. They are not meant to hard counter it, and were never meant to.
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I wonder if the OP realizes 80ms ping against a 40m/s hatchet is 3.2m of hatchet flight.
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Just no. These are fundamentally busted design.
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@Ripley said:
I think it's not good to be losing players. A developer has to ask themselves about player retention and churn rate, and which kind of players are spending money on the game. Why do you think big companies like EA do engagement optimised matchmaking?
Steam statistics aren't good enough data so we can only speculate amongst ourselves where the losses are occurring. Anecdotally I see survivor queues getting longer. But I also see killer queue getting longer during day time. Is this a snowball effect?
I play both sides and both can be miserable at times. So I think feedback is important about why. The trouble is feeling like BHVR can only do so much balance work and that it is entirely a zero sum situation: one side gets buffed at the expense of the other. So then it becomes which is the squeakiest wheel to be oiled?
Mandy confirmed something about dodged lobbies affecting matchmaking and it is such an issue along with backfill that I don't want to play killer until it is fixed.
Player count is cyclic in any game ever. New content comes out, player count spikes up for a bit then settles back down. People go on break, player count jumps up. People go back to work/school, it plunges down. So on and so forth.
Killer queue is longer during the day because most people are at school/work. At evening/night, people come home and play together with their friends. When one side needs 4 players to meet 1, it creates that disparity even though people from either side (or both) would be at school/work, just cause of numbers. So evening queues are fairly quick for killers because of that influx, and thus also slow for survivors for the same reason. There needs to be 4 survivors per 1 killer, and there's a bit less of the latter than the former, so queueing up as survivor means needing to wait for another 1 killer to be queued with another 4 full survivors.
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There's nothing wrong with safe loops if they're mindgameable. Unmindgameable safe loops are bad design.
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Ad hominem doesn't get anyone anywhere. Maybe you should take a pinch of your own advice and quit labeling everyone that disagrees with you. Also, burden of proof falls on the person making the initial claim. To which there is no sufficient evidence of such, for the reasons said. There is no reason to believe their points when the existing knowledge and evidence is to the contrary, unless they can offer substantial and conclusive evidence of the opposite.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2816329#Comment_2816329
I mean, yeah, pushing killers is a bit odd. No bias. Okay, bias.
But I feel this would help combat sandbagging more than it would create it, to be perfectly honest. Maybe if you could just use it on survivors who are not running?
I mean, this is also just a fun hypothetical. They would literally never make it a perk.
Yeah, you could push the sandbagger away. You could also push the survivor you're sandbagging back into an undesirable location.
Also the reason the former is bad design is cause it can make it literally impossible to play normally. Someone comes and pushes away the killer mid-chase with someone else, back into a pallet to then stun them, at the cost of one injury. Normal chases wouldn't work when people are actively wresting away your own movement from you. Stuff like Pinhead chains are accepted because they can be dodged, and they can also be removed. A killer can't do that, other than hit them and then drop chase with original person to go for this new person, at which point another person can push them. So on and so forth. There would be no way to actually avoid or prevent being moved around by this.
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@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/2816322#Comment_2816322
Everyone who doesn't support echo chamber is Sluzzy. Too many people have simple mentality of "us vs. them". It's easier to dismiss opinions of people by first giving them the outside group label of "them". Basic ape psychology really.
When every single point is either blatantly objectively false, misrepresented, out of context, or cherry-picking points, there is not much reason to consider it seriously at all.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2816323#Comment_2816323
Right, and killers are not supposed to be immune to blinds. But Lightborn, a perk, changes that rule. Almost every perk does it, my man.
Being able to push others around was extremely abusable. Pushing survivors allowed for incredible sandbagging, and pushing killers is inherently flawed design because of the power it gives.
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People are not supposed to be able to push others around. That is the entire point.
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Ew.
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Just a friendly reminder you don’t get to dictate how people play. There’s nothing wrong with going hyper-ultra all out max effort. If you don’t like it, tough. Get over it.
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Not a killer main but I couldn’t care less what platform the weak link is on.
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You cannot be serious lmao.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2813277#Comment_2813277
Other than Franklin’s and Lightborn, what other “anti item” perks are you thinking of?
Overwhelming Presence?? Those three perks are literally meant to be used reactively to lobby item information.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2813255#Comment_2813255
Franklin's can counter items found within chests too, not only items brought in. You have to equip it preemptively in mobile. Note, by the way, that the hatch and key nerfs aren't even live yet in mobile!
There are multiple anti-item perks that literally exist specifically to counter based off lobby knowledge. That is literally the intended design.
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Killers are intended to be able to play around items they see in the lobby. That is literally why perks like Franklin's Demise exists. No, mobile does not count, that's literally made by a different team entirely with major differences. You get perks from leveling up, there's bots that replace DCs, there's visual indicators instead of audio, etc. Mobile and non-mobile handle themselves completely differently and are not comparable.
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It shouldn't be from either side. It should be from the server's side. What you're asking is for the Huntress to literally predict the future.
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Why would Hag get nerfed lmao
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Neither are problems though. They're the two best designed killers in the game.
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How is this thread still going? Nurse is literally the pinnacle of design and balance perfection (other than Torn Bookmark). Chasing as or against her is as skillful as you could possibly get, because it’s 100% mindgame-focused. Make the right read and you’re rewarded, make the wrong read and you’re punished. That is literally as skillful as a chase could ever be. Even at the highest levels of play, she performs evenly (~2K average), assuming equally good opponents. The only reason she seems unbalanced is cause matchmaking sucks and most people don’t know how to play against a Nurse. If one side is drastically more skilled than the other, obviously it would be a stomp. That’s like going against the rare competitive survivor team in regular queue.
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I hope the bugfix happens sooner. Sucks to not be able to play as/against the best designed and best balanced killer in the game.
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Hopefully as soon as possible.
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This is literally an intended mechanic that adds to her skill ceiling. Placing Phantasm Traps in specific locations to make survivors veer off course and thus lose distance is a skill.
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lmao
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@dictep said:
I don’t know why campers , tunnelers and noed killers always need to feel they are good killers. If some one tells them what are they doing they feel bad
Good killers camp/tunnel/use NOED too though? It has no relation to skill.
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@CrashMADDS13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2808379#Comment_2808379
Found out why you don't want FNAF. Would be easier to just say that than a "moral obligation" 😂😂
That's not the reason I don't want FNAF though. Yeah, I dislike jumpscares. I dislike the POS creator more.
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Hag, for the sole and exclusive reason of how easily anxious jumpscares make me.
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@Steel_Eyed said:
DS needs a buff. Self healing and healing others should not deactivate it. Progressing objectives or removing totems should be the few deactivation conditions.
If you’re healing, you’re not being tunneled.
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His creator.
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what power creep lol
The best killer in the game is one that's been around literally since near-release, and the second-best is one that came out almost two years ago. The rest are anywhere from somewhat weak to solid but not amazing.
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Why would BBQ get nerfed?
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An issue I see here is possibly refusal to participate in normal gameplay from the killer. The slugging to death part is whatever, but if the OP meant the killer wasn't going after the other survivors (normal gameplay)/was just waiting for the survivor to get picked up just to down them again, that would be against the rules.
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Why? It's fine as is.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2806336#Comment_2806336
Sounds to me like a somewhat solution is to modify the animations/positioning of an injured Survivor to better match the hitbox.
The most accurate would be people just sliding across the ground perfectly locked into an up-right standing pose, but then that has the issue of looking weird/off-putting. Making it look better makes it not line up as much since the human body doesn't run like that (normally). Even if BHVR did that, people would likely complain about animations looking unrealistic/stiff instead.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2807432#Comment_2807432
Well the OP said they kept getting revived by other survivors so that would draw out the process.
keep crawling so the other survivors can’t heal you.
I was slugged by a Slinger today. After he hooked the other remaining survivor he came back to watch me bleed out even though he could have reached a hook. I think he got frustrated because I think he wanted me to do something to amuse him. I thought, “Nope, you can be bored too while listening to my AFK crows. He kept shooting at me too, which was fine since I was awarded “Near miss” BPs evey time he shot at me.
If they don't want to get picked up, they can hold Shift on PC. It disables healing interactions. It's useful for eg when you're on a pallet but don't want the survivor looping on that tile to accidentally tap heal you instead of the pallet drop. Also, that's not the killer's problem.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2805988#Comment_2805988
It's only been proven that they weren't able to fix them back then when they tried once and immediately gave up.
That's =/= from being proven to be impossible to fix (or even just improved) in general.
There is no way to “fix” a non-issue without changing survivor hitboxes, when the entire reason the way they are the way they are is so that a smaller character doesn’t have advantages, as well as for computing efficiency. Latency is literally unavoidable.
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That is not taking the game hostage. You will die after 4 minutes total of being downed.
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@Majin151 said:
https://forum.deadbydaylight.com/en/discussion/comment/2806918#Comment_2806918
I mean it has been bleeding lots of players last time I checked and for a multiplayer game it lives or dies on its fanbase
There is zero evidence of that. No, the Steam player count is not evidence. Game player count is literally always cyclic because it fluctuates from things like school/work starting versus seasonal breaks.