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SvenDaMan

SvenDaMan

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SvenDaMan
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  • After looking at both Coal tower 1 and coal tower 2 I can confirm that both maps have this issue. And in my testing it seems to be guaranteed

  • @PAS_Spin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704797#Comment_3704797

    Watch the clip! This is unfortunately not simply the hitbox being misplaced but literally disappearing during certain animations, mainly the turret placement one

    It does visually go through the survivor. The problem is that the survivors hitbox doesnt change during the animation. if you look at the end of the animation you can see why the tail attacks missed. See these screenshots

    image.png image.png

    The second one is a bit iffy but it does seem to be going besides the survivor.

    The hitboxes really should be changing during the turret setting animation :(

  • I accidentally sent the same message twice so I edited this one away lol

  • Hello, I am a xeno main and its sadly a case of unfortunate hitboxes, I promise that they aren't invulnerable. (huntress and deathslinger also suffer from this)
    I hope they smoothen out the hitboxes asap but to get around this, its wise to aim way behind the survivors even further than their feet). To be extra safe and since they are stationary you can aim behind them and swipe your tail into them. This guarantees you the hit!

  • I can confirm. I am a xeno main.
    Its more of a hitbox issue with the survivors rather than the tails hitbox. To hit those shots you have to aim way behind the survivors and swipe into them. Ofcourse I'd also rather have smoother hitboxes

  • Oh yeah lol, I'm a p100 xenomorph (so I play them quite a lot) and ive literally never seen it since the ptb. Quite a shame

  • instead of nerfing swf's we should be buffing solo queue.
    Ofcourse if that results in killers feeling underwhelming than they could make some buffs that balance it out again.

    Punishing people for playing a video game together is unhealthy as both a business and a game.

  • Sadako will probably be at the top of kill rates right now at around second place, assuming that the very old stats (with the oldest version of sadako) had her at the top, and with her only being buffed since then. Use rate however probaby around 1-2%

    Blight probably didnt change much after the addon pass, addons are still incredibly strong.

    The killers that received small QOL changes and buffs also probably didn't change much either.

    Ofcourse though, YES!! Please give us stats regularly about every change you make to the game. It's very interesting to see what impact the changes make on the game

  • @BlightAbuser said:

    Pluto tech is when you trap/bodyblock/pinch blight on his first rush, not allowing him any collision and forcing him into fatigue.

    maybe the improved collision also fixes that issue!

    Besides that, we don't know for certain that hug techs are getting removed completely I don't think. The only think that is confirmed is that collisions will get better.

    I believe it is best to have these kinds of discussions when whe know 100% what the case is. That being when the ptb launches and we can test everything.

    -edit: I just saw that hug techs are confirmed to be removed

  • @Iron_Cutlass said:

    BC the Auto Bloodweb is not efficient at spending Bloodpoints.

    Players can pick nodes specifically to have the Entity take large portions of the Bloodweb and save BP, but it's slower. Auto Bloodweb is faster but often wastes BP since it does not know how to do something like that.

    I don't see why we need to punish players for picking something you like though, just seems like a quality of life issue to me. Wouldn't affect anything other than it being nicer to use

  • My main gripe with every macmillan map, why did we need 2 of each? Weren't you the ones that said maps take the most recources to get right?

    I'd say delete every second variant and spend the time you would on the second variant, to make the first perfect. Lots of great feedback here already!

  • Survivors definitely have OP perks! but guess what, killers do too. Both sides have enough OP perks to make a full build out of, therefore its not really a problem.

    The only real problem is a lack of variety. I just wish every perk was useful (or atleast viable) to the same degree so that matches had more variety other than pop painres corrupt.

  • giving the unknown the ability to down survivors in 3 shots seems like a nice skill ceiling increase. I am hyped to see how it feels in game!

    The hinderance isnt really meant to help in chase, its more of a consolation for shooting through the survivors due to how slowed down the unknown itself gets. It seems like a nice change but shouldn't change anything about how strong the unknown is.

    The Weaving spider perk seems great too, it now reduces the effectiveness of every gen regression perk. It seems a bit more worthy of its downside, again need to see this in game.

    Self healing perks always are a bit iffy with me, so going from 60% (26,7 seconds) to 70% (22,9 seconds) seems like a big increase in speed. Though the reasoning they gave with needing to travel to basement seems fine. I am willing to give them the benefit of the doubt here.

    I love the concept of wicked! Might be really strong in the right hands and a 20 second aura read is great in tunneling situations. I am excited!

  • Honestly, the extra hatchets is just an incredibly lazy buff choice. Its true she had map dependency issues but what about the other locker killers like dredge and trickster? It's just an incredibly lazy fix to a locker dependent killer that probably out of the two others was the least map dependent.

    Its about time bhvr starts caring about locker placements if they want to have multiple killers interact with them.

    And bhvr, please don't forget to reduce her hatchets again when you adress the lockers!

  • The addon is a mess. Too many bottles and its OP, too little bottles and its near useless. It simply needs to be reworked.

    Top clown player Arinad on youtube mentioned a nice Idea for this addon, it being somewhat similar to the old alch ring from blight.

    After a direct bottle hit, if during the intoxication the clown can get a basic attack, automatically reload all the bottles.

    Definitely strong but maybe warranted for an iridescent

  • Sorry for not elaborating,

    This was on Eyre of Crows in the basement in shack.

    I am playing on PC where I experienced this

  • image.png

    In another game, this one is even worse with those 2 same generators and the third one even closer than before.