Xernoton
Xernoton
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- Xernoton
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@GroßusSchmiedus said:
Bill should be able to offer cigarettes to other survivors and Killers as a perk.
Yes, please. I want to see Bill and Nemesis in shack pausing their chase for a smoke.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505274#Comment_3505274
Per Peanits, the majority of trials are made up of solo queue (56%), duos make up approximately 40%.
Is that so? Then, I apologise for spreading misinformation. Thank you for correcting me on that.
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Doctor really suffers disproportianally from MFT's existence. Range and Discipline addons can help a bit but I think there is not much else you can do, besides bringing Mindbreaker and hope for the best.
@[Deleted User] said:
I was about to say I just hope they nerf it so these posts stop, but who am I kidding people will just move to the next perk to make countless posts about.
What else would be new?
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I think hex perks could use an overhaul in general. Most of them are quite unpopular and some of them you can't even buff without making them extremely disgusting or you buff them and don't really achieve much like they did with Crowd Control. Would you run it more often now? I wouldn't and the effect isn't even bad.
I don't know what exactly I'd do with them but I very much like how they handled Face The Darkness. A perk that turns on and off and has a useful effect. It's not super easy to cleanse, so you won't be left with only 3 perks at the start of the game as often and its effect is decently strong but not super oppressive for that. Maybe they could have Ruin and other hexes to work somehow similar.
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@FreddyVoorhees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505274#Comment_3505274
So given that most games tend to have swf , you'd say that killers were always balanced against swf (often with comms)? That might show why killers tend to be op against low level players and soloq who have no comms.
The chat wheel seems to be a brilliant idea as it brings most things swf say on comms to soloq players. Devs should totally add this. You should post that in suggestions/feedback.
Not exactly. I'd say that BHVR have adjusted killers and survivors to a point where killers can win against most groups in public games, if they play good enough. That wasn't always the case. Look back a few years and see the horrors of double pallets in tiles, no bloodlust, infinites on a majority of maps, old old DS (the one where killers dribbled survivors to the hook) and so on.
In low MMR, I believe the killer to genuinely win a lot more because the skill floor for killers in general is lower than that of survivors. When no one knows what is going on, it is quite easy to make a lot of mistakes, that don't just have an effect on you but your entire team. There is only 1 killer per match, so statistically it makes sense that they make less mistakes than the 4 survivors. The higher you go however, the more you'll find survivors not making these mistakes and working together to correct them (even in solo queue).
That is something that most killers can't really do. If you lost your chance, then you lost your chance and now you have to start all over again to get into that position. I say most killers because some (like Nurse and Blight) have the strength to force situations where the survivor has no right option more frequently than the rest.
Still, for a group of survivors to reach the level where killers genuinely can't compete anymore (besides the very strongest killers), they need to be extremely good and coordinated. It is possible for people to achieve that without comms but I'd argue it's less consistent and even harder. This is such a high level of play that you mostly don't see it in the average game (maybe every once in a in a blue moon, if you are a high MMR killer). Most players are far more casual. And while you can definitely go against a good group, that has a significant advantage thanks to comms it doesn't mean you can't win against them. It's just going to be a lot harder, if they play their cards right.
I believe I saw someone else make that exact suggestion about a chat wheel already but perhaps you're right. Another post couldn't hurt.
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Could you explain that a bit further? When exactly do you feel like missing hits? Because if it is when survivors fast vault, then you are not alone.
@Xernoton said:
In their latest patch BHVR changed something about fast vaults. In the patch notes it said that survivors were not getting the extra distance for a fast vault compared to medium and slow vaults. If that was an issue, then it's good that they fixed it. I didn't witness any problems there, although admittedly I didn't play DBD for about 2 weeks.
However, many hits that I know I should get are not counted. I have seen it again and again. The survivor goes for a fast vault and they become unhittable. Even if they are still on the same side of the window as the killer. I reckon that might have something to do with the survivor vaulting way faster than their actual animation. This also results in the survivor skipping frames while vaulting a window. Something definitely feels off about this.
I haven't seen any posts about this yet, so I'm not quite sure if it's just me because fast vaults also look janky right now. Have you experienced this too?
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I love to hate it and hate to love it. Somehow it always keeps me coming back. Also, where else am I going to play Bubba, Nemesis and Michael Myers and moonwalk an entire game without my team hating on me?
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I couldn't care less. It's a funny and very different perk from everything else we have and it helps break the mold.
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1) Kill rates. It's been a while and I would like to see an update on them. Maybe they could update us every 12 months, so we have some idea where individual killers stand.
2) Killer pick rates. I'm actually curious about that. Doctor seems to have fallen from grace a bit and Wesker is pretty popular.
3) Hook stages until first kill would be interesting too.
It would also be nice, if they categorised these stats by low, average and high MMR.
But your suggestions are good too. That data would make for some interesting discussions.
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I think the whole pipping system could use some tweaks. Some killers are punished for using their power, others easily pip when they get completely stomped and solo survivors have little chance to influence the game in a way that consistently allows them to pip.
If they did this, then I think removing depips might not be necessary. If they don't then depipping should be removed.
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Another super high MMR killer main. Good to see that literally everyone is in high MMR. I was worried I might get lonely up here as the god of DBD that wins every game blindfolded after being afk for 90 seconds without ever touching my M1 key.
Seriously, how would you know your MMR? Most people assume they are in high MMR and most of them are wrong (according to information Peanits shared some months back). Winning consistently does not mean you are in high MMR. Winning with no perks does not mean you are in high MMR. It only tells you exactly that. You win consistently and can win without perks. My highest prestige is on Billy (68) and I am not super cracked on him, just decent. Like most people that play this game.
I have seen P100s that played way worse than low prestige survivors because prestige only shows 1 thing. Dedication to a character. The fact that the game let you play against high prestige survivors when you were starting proves that further. You do not start in high MMR and you aren't even close to the cap at that point.
One thing that I find funny is your opinion on NOED. I think you overestimate how good it actually is. But you do you, I guess.
Anyway, play how you like and see for yourself how much worse it can actually get. I couldn't care less. It doesn't affect my games, if 1 more player starts tunneling by default.
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It is not against the rules by any means, so it is not cheating. The devs fully support people to play with their friends. The fact that they use a third party software to communicate doesn't change that because it doesn't affect the game directly.
They are trying to bring solo queue closer to SWF and balance killers around that. This is no easy task and I doubt it's gonna get much better than it is now. You can't really "fix" solo queue because nothing really broke but that's material for a different discussion.
One thing I would like to see for survivors is some kind of chat wheel during the game with simple options like: "Killer is near.", "Gen nearly finished.", "Heal me." and "Going for the unhook."
If you want to kill an online multiplayer coop game effectively, then all you have to do is punish people to play with their friends. By the way, you are probably playing against way more SWFs than you think. Peanits shared some information about how many people actually play in SWFs some time ago and more than 40% of games have at least 2 people playing together.
Which is why I also doubt that the SWF and solo queue escape difference is nearly as high as it's made out to be. It might be true for 4 people SWFs but not overall.
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I have revealed a Ghostface while I was facing the opposite way once but I've also been unable to reveal a Ghostface that was so close that I could shake his hand. It's weird an glitchy. Although I have no idea what causes this (doesn't seem like latency) and I'm not quite sure, if they can fix it without completely recoding the entire thing.
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The killer has no early or end game game, the middle part is mostly skipped (3 gens pop for the first chase) and now your idea is to nerf the late game as well? If killers can't defend gens anyway then how do you expect them to play? I know what I'd do. Camp the hell out of the first survivor I find and go for basement plays.
This would not be healthy addition to the game. Survivors should be in a bad position, if they 3-gen themselves (not talking about the killer camping a 3 gen from start to finish).
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I recommend you not go that route. Because once you start with the heavy tunneling, there is no going back. You'll win matches you should lose and your MMR will go up to a point where you get steamrolled no matter how hard you try. Because you just aren't on that level yet and deprive yourself of learning opportunities to get better.
If you simply want to see how strong tunneling can be, then go for either Pinhead with Original Pain and a bunch of passive slowdown like Corrupt Intervention and Deadlock or Pyramid Head on Midwich or The Game with range addons and pretty much the same perks.
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Sounds interesting but tricky to get right. I'm surprisingly optimistic about the next chapter (it can't get much worse than the last 3 chapters anyway). I just hope the killer will be fun. Because the last 3 weren't. At least to me.
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Please no. With Lucky Break being way more popular than back in the days this would severely punish killers for playing without head phones, while doing little against those that do use them. With head phones the killer can hear your footsteps without too much of an issue.
Also, Iron Will is completely fine the way it is. The devs could maybe drop the exhaustion thing but otherwise it's great and as Mandy (I think it was her) has stated before, they do not want survivors to be completely silent anymore.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504885#Comment_3504885
2. One on each side
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504886#Comment_3504886
No. I mean you bleed out. You never get hooked.
I think 1 would be the better option. Because the preschool is also a dangerous camping spot. Maybe once the anti camping feature is in place but until then, I'd rather they only fix the glaring issue and monitor it further.
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@GroßusSchmiedus said:
Boil Over doesn't even have much to do with it, because sometimes the only way to get a hook is to destroy the breakable walls that enable some nasty loops. Its a lose-lose situation for the Killers. Midwich is already infamous for bad map design and that is just another symptom of it. Having multiple hooks in the boiler room would be a good help though. Just like there is atleast one hook that always spawn in the lower level of the Temple map when the basement is in shack.
And the solution to this issue would be so simple. Just have one fixed hook spawn down there when you get basement in shack. That would already be enough.
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I have only started playing in 2021 but even since then BHVR have made a lot of good changes. They really do deserve a good pet on the back every now and then. And now seems to be as good a time as any.
When I started playing Forever Freddy was still a thing. I can't tell you how glad I am that that's gone. Apart from being broken beyond it was also such a slog to go against.
I also played on the old Coldwind maps and while I do miss them (I liked the overall atmosphere, felt really scary), my lord were they unbalanced and ugly.
The reduced grind is a huge quality of life improvement and I'm so glad that new players don't have to experience the horrors anymore. Spending millions of BP by hand to get 1 prestige level, unlock like 70 perk levels and repeat on every single character was atrocious.
The rewards for grades are super nice. And by now MMR creates mostly enjoyable matches for me. Although, it might have something to do with my mind set switching too.
The flashlight cooldown to counter macros is one of the best things they ever did. I remember one game in particular where the survivors managed to make nauseous by spamming macros all game non stop. I didn't even know I had that issue before. It only got better when I turned off the sound of the game. So glad that is no longer possible. Whoever decided to remove that, you deserve a raise. :-)
Base kit BT. Thank you, BHVR. Great change, no argument.
The increased survivor HUD is a huge deal in my opinion and it really has helped me a lot in solo queue.
Some super cool cosmetics have been added to the game like Milkman Billy. That one is so great. It's my favority cosmetics in the game.
DBD finally means Dead By Daylight again and not Dead By Dead Hard. I still remember sitting next to a friend of mine during one of his first matches as killer, trying to teach him he couldn't just survivors. It hurt my soul to see him suffer through 4 DHs.
The meta shake up in 6.1.0 while not perfect was definitely a good thing. So much more variety in perks
The cheater situation has drastically improved. Every once in a blue moon, you still find some things that don't add up (until you see them running at the speed of light) but you no longer have to look out for the smallest things to catch subtle cheaters anymore.
The perk search bar is such a nice thing. And it's even better than what we asked for. You can type in "aura" and it shows you every perk that has some aura reading effect to it. With all the perks we have in this game it's easy to forget some of them, so this is really helpful.
Plague's quality of life update was so good. I can't tell you how terrible she used to feel and how much of a difference this makes for the overall enjoyment of a match as this killer. Not having her choke anymore feels soooooooo much better.
Some really beautiful map reworks. While they aren't ideal in terms of balance, BHVR have created some maps that look absolutely stunning. I could stand and stare at Mother's Dwelling and Haddonfield for hours.
The added bots are a great addition too. You can now test something in a custom game against a bot that is mostly decent in chase (very realistic performance on some structures) and they even changed them so that mind games are possible as the bots now slightly hesitate some times. They even replace disconnected team mates in public games now.
No more button smashing on the second hook stage. BHVR, my space bar thanks you kindly. Just as my A and D keys do for the wiggle change.
Something that is not yet in the game but as we know will come eventually is an update to the killer's FOV and I can't tell you how excited I am to be playing with 4 perks again. And I don't even have motion sickness! It's just that I actually prefer seeing what is right in front of me and be able to turn around without taking a second to remind myself what year we live in, what I was doing, and where I am. I look forward to that one.
Recently, they have also been communicating a lot more and it feels great to have the devs chime in and tell us a bit about how they operate and what they have planned for the future. And of course, the most recent statistics are much appreciated.
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Yeah, that is stupid. It should only start once you are able to move. So you lose 1 stack. That wouldn't be too big of a deal.
Although, admittedly I have never seen that situation before. How unlucky can you be?
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I think it's fine. It just isn't exactly fun to go against. I mean, you kick a gen to try and protect your objective and as a reward it blows up in your face.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503788#Comment_3503788
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503788#Comment_3503788
Totems do not. They are in the boldness category.
Thanks for correcting me on that. I was so sure it counted as objective points.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504061#Comment_3504061
This just leads to 7 Fengs chasing Ghostface as he tries to loop them and vault windows to get away.
Traumatizing.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504211#Comment_3504211
joke? I'm dead serious on those!
but can you imagine the work of rewriting everything in a new more modern engine? It would probably run better on everything but... poor programmers... if any is ever asigned to it.
The amount of work they'd have to get done. 32 killers. Hundreds of addons and perks. Douzens and douzens of maps. That'd take forever. We've really come a long way from that little party game called Dead By Daylight.
This really can't be expected from them. But maybe they could skip on a single 3 months cycle of new content and try to sort some things out on their existing code. Because the issue is only going to get worse the bigger the game gets. I'm no expert on coding so I'm not exactly sure how much they can do without completely rewriting the whole thing but I doubt there is nothing they can do.
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There is a reason we joke about the spaghetti code.
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@GannTM said:
You got a 3k with a hatch escape and got 37k score. What’s the problem?
Probably that they had to sweat like their life depended on it to not go out of the match with nothing. I mean, look at the points. That basically tells you how the game went.
No offense op but I take it you tunneled or camped Meg (or maybe she killed herself on hook)?
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Yeah. I wish there was some game mode in DBD with multiple killers and more than 4 survivors too. Something chaotic, utterly unbalanced and fun that let's you play DBD as the party game it once was.
How cool would it be, if you ran away from Ghostface only to be greeted by a Myers? Or sneak up on a gen expecting to find Feng, only to be greeted by 7 Fengs and a Bill staring at you? Actually, scratch that. This wouldn't be funny but pretty terrifying.
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504010#Comment_3504010
Since it's been a while since we released stats, this time around they cover the last few months. Since Made for This only released in June, its usage rate will appear to be lower since it did not exist for a good portion of the date range for this data. Future versions of these stats will cover a smaller, more recent window, so they should give a better idea of what the most recent popular perks are.
Thank you for clarifying that.
And, if you don't mind me asking, can we get an update on kill rates as well?
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@Tsulan said:
Lets see. In the last days i´ve seen threads asking to nerf: Nurse, Sadako, Wesker, Trapper, Wraith, Clown, Legion, Trickster, Artist, Bubba and Skull Merchant.
So uhm *checks notes* Twins and Demodoggo are pretty save to take.
How can you suggest someone play Demo? So overpowered and toxic. But I think they could balance him by nerfing the Pig.
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Thank you!
Edit: I see MFT is not on the list. Is that because its pick rate isn't as high or was it excluded because it's still relatively new?
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Nope. It still haunts me in my dreams.
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Bubba. My boy is hungry and his favorite dish is made of survivors. There is no helping it.
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Depending on what region and time of day you play, the queue times for survivors and killers are very different. This is due to a lack of killer / survivor players that are available for matchmaking. To speed up queue times they'd have to in turn sacrifice the overall quality of matches. With a SBMM (skill based matchmaking) system, that is risky as it can lead to some incredibly unfun matches for both sides.
If you play both sides, you can always play whichever side has the extra blood points incentive to keep your queue times as short as possible.
Edit: The symbol in the top right corner of your screen is actually not your rank but a grade. It has no influence on matchmaking as it is solely based on an invisible number called MMR, which is determined by kills, escapes and match time. The grade is more of a little achievement for players every month to get some extra BP.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502789#Comment_3502789
a gen is 1,250 BP. the cap is 10,000. something aint adding up cap'n
To be fair, skill checks, totems and exit gates count into that category too. And they make up good chunk of BP in that category. So it's not like you have to repair 8 gens.
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@Melinko said:
This really brings up the question of is it time to show both sides who they are facing in the lobby. Yes, I understand this would create a longer cue for certain killers but I'd much rather wait longer than have the match end in moments due to DCs and hook opt outs.
Maybe I'm in the minority here but rolling over 4 people with 4 gens still up isn't really exciting. The back and forth and chase and hunt is what is exciting.
By doing that you would effectively kill half the killer roaster and the game in the process. Who do you think is going to play against every one of the 32 killers in this game? The people that are prepared for these killers specificallly. Bully squads would pick easy prey like Trappers and Freddys, skilled loopers would play against Wraith, Myers and Billy and so on. And don't get me started on perks and loadouts...
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503454#Comment_3503454
but good nurses are a rare breed. and there's no real in between a good nurse and say... "I could have attacked but I pressed blink again! #########!".
the vast majority of nurses a casual will ever see is not a good nurse. if even they even see one...
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503462#Comment_3503462
it is a good counter. just stop running the same way all the time.
nurse is insanely strong because of how precise she can be. and you can use it against her. give yourself as many options as possible and she will have to guess or safe blink.
also as it was said before, stealth. a searching nurse is what you want. not a chasing one.
Oh, I don't deny that. But the vast majority of players is far from the highest level of play anyway.
As I said for us casual and even good players, I believe Nurse to be too strong. Mainly because you get the hang of her power rather quick and don't have to step up your game again until you reach the higher levels. But that doesn't mean I would be fine if there was no tool for killers to compete on the highest level at all.
It's a dilemma, really. Because the strongest tools are always used against the wrong people. That casual solo queue lobby that was killed by Nurse in 30 seconds after waiting 5 minutes for a game is not exactly going to sing praises for this killer. And neither will the Trapper, that lost 5 gens, his wallet and part of his soul to the survivors, that finished all gens in 3:30 minutes and then teabagged him for 2 minutes straight.
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It's nice to see some different visuals than usual but overall it doesn't really feel like an event to me. More like just another day in the fog. Which is a shame honestly as I wasn't around for the first BBQ event.
The offerings are so rare and you get so few BP for each of them it almost makes no difference, the gens are less colorful which is really a shame (and probably something they could fix in like 20 minutes) and the hooks are not too special either. I guess the sizzling sound effect is nice at least.
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Don't worry. Someone is always going to find a way to be offended. Play the killers you like, try not to be a jerk and eventually you'll find a lobby where people really appreciate that.
It has less to do with the killer you play and more with the people you play against. As long as you don't play Gen Merchant. No offense to her mains but you can hardly blame someone for losing their will to live when they encounter her of all killers.
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Probably because she is the one crutch for killers to compete with the strongest thing in the game. A fully stacked, well coordinated SWF that know exactly what they are doing. Even Blight struggles at that level.
For casual players Nurse is way too strong though. It's kind of a dilemma. If they make Nurse more fair in general, then nothing remains to keep the strongest thing in the game in check. And you can't exactly nerf these groups either without that affecting weaker groups too.
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@MB666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502550#Comment_3502550
I havent got problems hitting people yet soo, idk really.
they feel okay IMO. but i will check that by doing swings a bit late if those I-frames are the case.
but so far is more likely that people got used to the broken vaults for a while and when they got fixed they are now having troubles with timing their lunges and distance to get a hit when a survivor does a fast vault.
Maybe. But it happens so often and sometimes in such obvious situations that I have my doubts.
@LeFennecFox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503391#Comment_3503391
Survivors now go further past the vault, but in the same time period? The animation looks really buggy they sort of warp to the other side of vault
My theory is that the survivor character model does not match the actual hitbox at the moment they fast vault. It's like the game progresses the animation just as before the bug fix and when the animation is almost done it overcompensates to create the extra distance, while the actual hitbox moves continuously. This results in the survivor skipping frames and explains the janky vault animations and hits.
But of course that is only a theory and I don't have a way to confirm that.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503375#Comment_3503375
I wasn't necessarily saying it's killer vs survivor. It's not exactly uncommon for SWFs to terrorize their solo Q teammates.
You're right. I didn't think about that.
@Wylrin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503183#Comment_3503183
I feel the same way after saving certain teammates. I play very altruistically (not in the sense that I unhook people right in the killer's face, but I don't care about a personal escape if there's someone I can potentially save.) There are times that playstyle obviously ends in my death, and I'm just watching the person I saved gyrate their butt for the full two minutes at the edge of an opened exit gate. I'm just like, "THIS is what I died for?"
And then the post game comments are an absolute delight. I feel bad when it's two or three of my teammates just trashing the poor killer. I'm generally too nonconfrontational to call them out outright, but there have certainly been times when I made it very clear that I was not of their opinion.
It's worse, in my opinion, when the killer's running a very chill build. Perks you barely ever see, maybe a meme addon, usually zero generator defense. People shouldn't be aggressive towards another player for any reason, but it just feels so much more agitating when people target those who are clearly just trying to have fun. I can understand feeling frustration when playing against a killer where all of your progress is just being undone right in front of you, but that frustration shouldn't manifest against that player in the form of aggression, much less some guy who has no similarities beyond playing the killer role.
Anytime I see another ggez from a teammate, I'm probably just going to say, "Dude," and see what their response is. Should be a fascinating study. X3
This is something that always rubs me the wrong way. For some reason, the nicer you play the more likely your opponents are to be bad sports. And when you get frustrated and decide to stop playing nice, then it always hits the wrong people.
Sometimes it feels like these people want to play against the worst possible things.
I can understand not calling out everyone who is off line. I am a very outspoken person but not everyone is like that and that's completely fine and nothing to feel bad about.
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@LeFennecFox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502571#Comment_3502571
High ping killer is still smacking you across shack vault it just makes low ping killers not get hits they would before
Then it couldn't be a latency issue. Thanks for confirming that.
But when we have so little to go by it's kind of hard to figure out what is actually going on.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503183#Comment_3503183
I feel like often times people will attack the killer more because they have people behind them. Some stuff people do, they WOULDNT do if they were alone.
That is definitely possible. Strength in numbers can go a long way.
However, I'd argue that playing killer is more stressful. And when you are stressed, you are more likely to act or react irrational and blow up as a consequence.
It doesn't really matter who does it more though. What matters is that we all try to stay positive.
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I know what you mean. The amount of times I've rescued someone in end game and regretted it as soon as they reached the gate isn't exactly low.
Last year I encountered a Hillbilly in a game and it was obvious that this guy was struggling and didn't have a lot of experience with the killer. They tried their best and got someone (I think it was a Meg) down in end game and hooked them but didn't resort to camping. I came for the rescue (because I find it kind of dick-ish to not even try, if you get a chance) and when we reached the exit gates, the Meg started spamming her macros at the killer. That felt awful to watch and I wished I could put her right back on that hook. The end game chat wasn't much better. A lot of "ez"s and random insults.
Neither side should try to make their opponent feel bad but because there are 4 survivors and 1 killer in each game it seems like it comes from the survivor side more often. Though, statistically it's probably about the same, so take that with a grain of salt.
It just makes me kind of sad to see that we can't accept when someone plays good or maybe even better than ourselves. I am not free of fault by any means (sometimes you just get salty) but I don't go as far as writing death threats or try to make someone feel bad about themself.
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@biggybiggybiggens said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503101#Comment_3503101
They said they gave up on trying to balance it perfectly awhile back, so I don't see the issue.
There is a huge difference between perfectly balanced and utterly broken.
It's fine, if a game isn't perfectly balanced. But it needs to be balanced enough to keep the extremes in check. You shouldn't be able to completely steamroll your opponents by the power of your loadout. It would also force both sides to bring even more meta perks. Right now bringing anything out of the ordinary is a disadvantage but the game still depends on who plays better, at least to a degree. With 5 perk slots that issue would spiral out of control.
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Maybe as an extra game mode with enough limitations. Could be fun for random perks. Like 1 perk of your choice and 4 random perks.
But not in general. There are too many things that could break, if you just added another perk slot. Some killers already have incredibly mean niche builds. And survivors have a lot of synergising perks too. You would probably need to rebalance almost the entire game for that.
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502967#Comment_3502967
That reminds me of a video I saw where a Bubba was cosplaying as a survivor and the survivor was trying to catch him 😂
Right? Bubba would fit right in with the other Fengs.
Maybe that would be too strong though. I mean, how would you be able to tell apart someone as delicate as Bubba from Feng Min, if they both wore the same outfit.
By the way, please someone draw Bubba cosplaying Feng Min. I'd do it myself but I can't draw to save my life.
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@Mushwin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502967#Comment_3502967
TAKE MY MONEY!!!!!!!
I swear, that's such wasted potential.
Think bigger, BHVR!
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I haven't noticed anything out of the ordinary.
If you haven't done that yet, check your ingame settings. DBD has a bit of a habit setting these back to default after an update.