Xpljesus
Xpljesus
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Medkits have been incredibly OP for years, nor is this a new sentiment. The reason you are seeing it more now is to do with issue priority, not many people are gonna complain about medkits when things like keys exist (although I've always thought medkits were stronger anyway ultimately), aswell as a number of major, more impactful imbalances that have gradually been removed throughout this time, if medkits do get nerfed (which I do anticipate as for me they are OP as ######### and once investigated due to community noise, stand no chance of surviving) then you'll hear more about something else which is still likely problematic, just to a lesser state
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Much much less killer, much much more survivor. Surv is actually pretty fun with good teammates, also always insta queue. Killer queues can still be 5m at peak hours for potentially a ######### map, aswell as the fact that while you can win, you have to sweat really hard and just bring slowdowns to do so.
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@ChiSoxFan11 said:
I'd love to know what region these killer times run 30 minutes. Playing multiple afternoons/nights this week, I ran into 5-10 minutes wait times during the afternoon (which mirrored what I'd seen prior to SBMM being implemented) and pretty much instant games once it got to the 6:30-7 PM time frame, continuing with instant games throughout the night and into early morning. Solo Survivor wait times were pretty short during the day, but got longer during the evening/night, though it did feel like the longest waits weren't as long as they were prior to SBMM. So while other people's experiences may vary, I haven't seen a dramatic difference one way or the other. 🤷♂️
Had an 8 minute queue as killer at 11pm UK, yet to have one under 1:30 - My survivor queues are always instant
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I'd actually advocate we know prior to the game currently, something I was against for years until now. Killer queues are now several minutes anyway at peak hours, and for higher level players the matches are so much harder, not like you can dodge anyway cause of queue times so it'd be some nice info
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Unlike most people seemingly, I've definitely had higher level matches on both sides, survivor is much better with randoms, although my killer queuetimes have been absolutely abysmal (>5m at peak hours) and I've seen more hackers in one day than in the >2300 hours prior. Probably going to switch from killer to survivor main with MMR, since killer queues are now far worse, and survivor is much much much more playable with randoms
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2119472#Comment_2119472
https://us.v-cdn.net/6030815/uploads/OKAJW7R85SWG/ps-app-20210417-025608.jpeg
Okay This
https://us.v-cdn.net/6030815/uploads/XV84PNXNC3ZJ/wkjomvdgwy151-284-29.png
Vs this. I can see still definitely less then the stretched user can. Also holy crap why did it take 15 tries to get that loop to spawn. Mines also on console so i can't get a stretched comparison.
Again, background stuff is just quality of life (as I referenced earlier, one of the reasons I really like stretched), actually tracking the killer in a chase is not different and still doable just fine on native, in both you can clearly see the killer. Maybe we differ in what constitutes an unfair advantage, I do not think stretched is cheating if you can attain the same actual gameplay benefits on native, which from a year of usage and hours of testing, I am thoroughly convinced you can.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2119448#Comment_2119448
I mean i don't need my own screenshot to prove ya wrong but if itll make you happy.
it's funny because the clip you took the second one from actually proves me right.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2119134#Comment_2119134
https://us.v-cdn.net/6030815/uploads/6VM80VHMQS78/wkjomvdgwy151-281-29.png
Just going out on a limb here "you can see just as much on native as on stretched by just moving your camera" okay so moving my camera to the best position gives me about this:
https://us.v-cdn.net/6030815/uploads/ENY57IA74TVE/image-282-29.png
Still cant see completly over the loop. Meanwhile a stretched user (see above) can see completly over the loop,And say could see a michael myers say coming from the back left corner.You can even see inside of the building!"Not a unfair advantage" my ass. Stealth killers are meant to use cover to their advantage but if you can just see all that then there goes the element of surprise.
Next time try it ingame yourself rather than taking others screenshots and pretending they are yours.
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@InsaneCoaster said:
Gonna be honest here, I use stretched res, but only to a limited extent. Unlike some people, I have never stretched it nearly as far as 1080x1080 etc (like in the picture), since I agree it gives too much of an advantage at that level to be fair on other players.
My reasons for using it are quite simply to get consistently high FPS (75+) and because I think it looks nice. That's pretty much it. I'm not in it for any kind of advantage at all. I know a lot of people will simply try to dismiss this as an excuse, but these are genuinely my opinions.
If they remove stretched res in its current form, then that's understandable, but they should at least implement an FOV slider (and more graphics settings in general) and optimize the game better for more consistent FPS. You can't simply remove something like that without taking into account the consequences. Not everyone uses it to intentionally cheat.
I tried it out initially solely for the gameplay advantage but ended up sticking with it (1440x1080) because it genuinely looks nicer and at the time helped FPS. Don't even think it gives any unfair advantages either after using it for over a year, it just gives quality of life improvements as you have to move the camera less and can see more background - anything you can 'see over' with stretched can be achieved by rotating the camera with native, it's the most misleading thing about these comparison screenshots (and in every case, the people posting these screenshots have done no research and don't even know this, they just want another excuse for losing because they suck). This kind of thing is what happens when you prioritise balance above UX. I had a friend who got the game and just couldn't play killer without feeling like throwing up because of the FOV and then refunded, if they just discarded the 'we limit user experience because of balance concerns' mentality, the game would be much better to play. I'd like to see Wraith get an entire new perk set in general honestly, make Shadowborn a menu setting, make Bloodhound into haemmorhage, replace Predator beause the perk is abysmal anyway.
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@FrenziedRoach said:
Fascinating. Is this an option in the game or is it something that's hard baked into most computer's display settings?
If the latter, there may be nothing that can be done other than adjusting the tiles themselves to be less affected by it. I seem to recall we had a simular discussion in the older engine of this game back when light level offerings were active. You could use the Nvidia control panel to override the game's alpha and make Blendettes considerably easier to see on dark maps(and probably still could now if you want to).
So I wonder if this is a similar situation.... if this is being accessed outside the game, they may have very little recourse
it's done by changing the desktop display resolution.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2097697#Comment_2097697
This would just upset killers more seeing how often they get stomped by a two man with two randoms lmao.
I remember a killer mad af about a SWF which turned out we were genuinely 4 solos, all had public steam profiles, none of us friends with any of the others. Killer refused to believe this and even when prompted to check for themselves, didn't bother and just doubled down we were a 4 man SWF. As like any killer I have seen complain about SWF in post game chat, the killer was dogshit yet only opted to blame the game and could not accept this.
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@WiiFitTrainer said:
Man I thought I was the only one with this mind set lol. I'm actually going the other direction as you; playing less and less until I totally stop.
I've tried to quit dbd for like 6 months now but I still keep playing. Eveeytime I play I just reminded how awful this game usually is with bugs, toxic players, etc.
I don't have friends to swf with so that leaves me playing solo queue which is honestly just demoralizing most of the time. Which means I play killer most of the time.
I really only like playing bubba, legion, huntress, sometimes clown. I'll play the others occasionally if the mood strikes but I don't find them enjoyable. Playing the same killers just gets old after a while.
I've just been burnt out with the game. Trickster looked really promising and still does and was hoping he would give me more of a reason to play but he ended up being a massive disappointment. Knowing how long it takes bhvr to fix things, its looking like he won't even begin to be fixed for months from now.
I'll probably check the news/ forums still, but I'm pretty much done with this game unless they release a massive trickster overhaul.
I'm the opposite myself, I want to play but I just can't bring myself to. Don't wanna play surv cause it's not fun to go vs Spirit, Slinger, Phead etc. Killer controls the fun the survs can have, always mained killer anyway. But with killer I just don't wanna play cause of the maps. I try to give the game a chance, and I play like 8 games and 6 of them are the god awful maps (indoor maps, mothers dwelling, badham, haddonfield) to the point I just can't. Atleast with surv you can suicide on hook, with killer you can't do ######### other than go afk which hardly speeds up the game anyway as survs usually piss about, I also (assuming each map has a 1/36 chance of being picked) get maps I strongly dislike ~2.4x more than expected, I've been tracking this since November. It's just intolerable enough to the point I don't wanna play, and if I do get those maps or keys I just end up facecamping cause I really can't be arsed playing and can't dc. Since the start of 2020, the game has gone downhill massively, tens of awful changes and they've definitely caught up to me, boring killers, new UI, DC penalties, ######### map reworks, ######### maps in general, too many unfun things that my experience is ######### pretty much every time I play now.
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face camp
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2060849#Comment_2060849
"It's fine as is. I prefer a system to be too overbearing on release and it looks like they took the cautious route of censoring a wider array of hostile, racist, homphobic, and disgusting language. It does its job too well. I much prefer the new system since it prevents people from being vile while still allowing people to chat. They just need to refine it since it obviously isn't perfect.
But if you want it straight up removed I can't see why unless you support saying racist, homophobic, disgusting things to other people."
"Better that its too overturned rather than not enough. Besides they can adjust it from their side really easily. Straight up removing is a no deal and if you want it straight up removed you support that sort of bigotry."
Why else would someone want a chat filter gone?
You are utter scum, the way you label people as racists or homophobes over literally nothing takes all power out of the terms - by your definition of these, I would call myself a proud racist and homophobe, as I imagine any normal person would. All you do is give a shield to the real racists and homophobes when your incredibly loose definition of the term takes all power out of it and applies it to innocent people tenfold.
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@Mandy said:
You cannot opt out of the chat filter, it's on by default for all users.
please consider changing this - when terms like 'face camp' some actual genuine natural conversation are censored, it goes WAY too far. Can't even have a proper genuine friendly discussion post game chat anymore without stuff being blocked out.
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Yes it does, and it's a very good strategy to win aswell. You need to sacrifice 25 of each character to get their mask, which is quite a lot. If you do get any perks, my recommendations in priority order are NOED, Insidious, Bamboozle, Agitation
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I'd say so, but then my opinion on Ghostface has always had him in bottom 5-bottom 3 which is not common atall
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I'd rather they never add a map again honestly so that doesn't bother me, but definitely not interested in this killer nor did I like the twins - the main difference atleast is this chapter has some interesting perks whereas I was interested in 0 perks from the previous chapter, so for the perks I'll spend my shards
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@oxygen said:
There's a big difference between claiming there's no cheating and claiming the frequency some people claim to encounter them at is so much higher than what is common to see people report after thousands of hours of gameplay that it seems unrealistic.
Of course there's cheating, even under the most controversially intrusive anti-cheat systems we've seen there's cheating. Even on LAN events where people physically inspect the equipment of the players there's cheating that isn't caught before later, if ever.
But seeing someone claim they encountered more cheaters in a month or two than several others claim to have seen in over 10k hours of playtime combined? Not denying they might be the most unlucky person on planet earth, but it's perfectly understandable that people get skeptical in cases like that.
As someone who's seen one cheater in 2300 hours, definitely agree with this and find it hard to take this seriously. I also have friends with 7.5k, 5k, 5.5k, 2k, 1k hrs who none of them have seen more than 2 cheaters playing this game. We are all from EU aswell which you'd think would make it more likely we'd see cheaters, since we regularly get matched with Russians
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40 is the highest I've gotten
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If I'm Bubba, facecamp them - If I'm not Bubba, 50/50, always watch the vod and pop in though. Met many good friends and found some lovely content creators through facecamping them on their stream, I've found it's a very easy way to judge what a person is like
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2009844#Comment_2009844
then we need to spread the word so everyone does it and it gets patched out.
Not really, it does actually take skill to do this reliably/consistently. The actual solution is to remove anything that can be a true infinite as a result of this.
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Shift tech is not what that guy posted btw, shift tech is where you use the fact you can queue a vault to your advantage as if you are not holding shift, you cannot start a chase. This is done by running, queuing the vault immediately, letting go of shift then walking until you are out of the killer's line of sight before sprinting again. This can create infinites, and infact does create ones without counter in funbus/Groaning Storehouse, also works at cow tree/shack if chased incorrectly by the killer. I've seen the funbus window vaulted 11 times in a row for example, can't be entity blocked because no chase.
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yes
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I usually get 95% easy free win matches vs babies, as of recently I've actually been getting difficult matches and many have 0/1 gens left, I've definitely felt a different matchmaking experience in the 1-2w or so
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It's still horrendous and is already negatively affecting new killers, they did fix the debuff meter aspect - but still the perk notifications/score events are buried in the top right where you cannot see them, now when the killer has Sloppy Butcher I usually only notice it when I go to be healed - individual elements are still mis-sized (item/addons too big, gen count too small) - customisation such as perk icons is still sadly gone but not as big an issue - the biggest issue by far though is the character portraits, the verticality is ######### but even if that has to stay, make thing stand out on them. Single best change they could make is using the adept white portraits, right now it's hard to slug when you can't really notice health state changes unless you focus, you never had to do this before. It's also awful with killer powers, infection/RBTs are kinda bad, Doctor is god awful because you cannot discern the difference between madness 2/3, the new killer aswell is really bad because it's hard to discern how lacerated someone is, aswell as the fact a portion of the meter is cut off by the portrait. The old UI allowed you to see health state changes, status effects at a glance, now you have to entirely focus on it and even then it's difficult - at this stage I have someone call out this information in a discord stream, but that's just stupid that the UI is so unnecessarily difficult to parse it has to come to this in the first place.
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It's not bannable, fullstop. Keep it up my friend
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@Salty_Pearl said:
https://forum.deadbydaylight.com/en/discussion/comment/1989608#Comment_1989608
Totally agree with this. All "timer" Killers (Pig, Plague, Freddy, Trickster, etc.) are negatively affected by the new UI.
I also can't discern madness 2/3 anymore - literally went in a custom match to test it and couldn't figure it out, unreal
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@ItzPixelYT said:
Seems to me that they made the new HUD for this new Killer with the lacerations effect bar or i could be wrong but might be why they were so ignorant about reverting it.
the irony in that is that you can barely tell how lacerated someone is without focussing, something that never happened on the new UI - the new UI is even making this new killer a much worse experience
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Pretty cringe post but 10/10 outcome, insidious Bubba best Bubba
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Dead Dawg Saloon, Azarov's Resting Place
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@PerfectlyPink said:
Alright, so this thread will be a lot of "lists" since that's easier to read.
I am a rank 1ish killer on PS4
I play with crossplay on
I've never broken rank 6 as survivor since I barely play it
I play solo
The most sweaty perks I used are Iron Will and Kindred
So I've been playing a lot of survivor recently since killer ques have been kinda wack, and I've just barely started to actually care to do the tome, and holy ######### does it suck.
Everything about survivor is painfully dull.
The gens are monotonous
The survivors are bad
The Killers are bad
The match making is bad
The items are boring
I'd like to break each of these things down briefly.
Generators are uninspired mini games that take 0 skill or mental capacity to do. It'd be nice if they had some actual mechanics to them, or at least different mini games in place of the "sKiLl ChEcKs"
To many people have already explained how awful solo survivors are, so i wont bother
The killers on the other hand... god damn. Most of them chase 1 person for the whole match, leaving the rest of the survivors to just sit on gens, catch them, then camp with NoED. People constantly get tunneled hardcore, meaning nobody gets any altruism points
Stop giving me rank 1 killers ffs
The items survivors have don't change your playstyle so you the items all boil down to hold m1 for less time, hold m1 but not on a generator, get tunneled out first, or mildly annoy the killer
Killers don't really on teammates, if you lose then it was probably because you made a mistake, or they just played better. As survivor, your skill does not matter since you running the killer around does not guarantee anything. The form of "Carrying" for survivors is to have the ability to sit on a gen
Killers each play differently and have addons to give them even more playstyles. For survivors, it's the same 5 perks and playstyle or you're basically throwing
It especially sucks since as a killer player, I go out of my way to make sure everyone enjoys the match. Then I play survivor and see that most killers try their hardest to make matches miserable
Why don't we have a bunch of different items? At least items of differing rarities.
Why have generators been the same thing for the past 5 years?
How come there isn't an effective tutorial?
How come the Meta hasn't really been changed since the release of Decisive Strike?
Why are survivors just recolors of other survivors?
Even though killers also haven't really changed in what they do in the past 5 years, they at least have different ways to play, perks that have synergy with their power, addons that change their playstyle even more
tl;dr
Survivors fun is based off the killer's ability to play well, whether the killer wants to play relatively nice, and the skill of your teammates, and even if all of these things align, it's still boring to have basically no difference in characters, viable perks, and items. As it stands, the base game is repetitive, frustrating, and unfair for survivors (unless you play in a swf, in which case, everything above is kinda moot).
Even playing as a 3 man SWF can be miserable and you can lose the game through no fault of your own, with the matchmaking system, your random is gonna be a worse player in 95%+ matches, sometimes it's a literal rank 13 who may as well have never played the game before, if I play duo queue I consider the game a 2v1, trios 3v1, you just cannot rely on random teammates to do anything - 4 man SWF is usually fun, but even then that doesn't eliminate the main reason I main killer and not surv, which is the fact the killer has all the power to dictate whether you can have a fun match - if it's a Deathslinger, Spirit, Pyramid Head, that's straight up a match I won't have any fun in, nevermind boring playstyles of killers. I'd probably main survivor if I could hypothetically always play 4 man, and never face a Spirit/Slinger/Phead again, but so many factors and control of the killer to give you a fun experience make it way more frustrating, whereas the only thing that frustrates me as killer are maps (which are the main reason I've not played much DBD recently - if I could remove all indoor maps + Mother's Dwelling from the map pool, I'd play legitimately 3x more.)
A lot of this is more of a personal rant from me, rather than supporting your post, but it does suck when the game is really fun at its peak but things like this ruin the experience, in recent months my avg playtime has decreased around 4x, and the fact this newly released patch is worse than all of the aforementioned really doesn't help.
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@jrinkwater said:
https://forum.deadbydaylight.com/en/discussion/comment/1957501#Comment_1957501
thanks for this. good perspective
Based on standard patterns you'd expect the PTB on most likely the second, which would make the teaser probably the 25th/26th, if no teaser by then, should for sure all be 1w after aforementioned dates
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@Xpljesus said:
Yeah, I really hate the fact many things that would make the user experience better are sacrificed because of things like game balance or bug fixes, it's an incorrect priority IMO, I'd much rather just give brightness options and more playable FOVs than ######### on the user experience to protect game balance, which I'm not even sure would be a big deal, Shadowborn makes the game feel way nicer to play but I don't notice real advantage from it, and I already use a brightness filter anyway (as can even console users at more of an inconvenience by turning up their TV/monitor brightness levels while playing the game) - Also want to mention fixing the bug where pressing escape allowed you to keep holding a button down (ex: m1) - now for no reason you have to actually hold the button, not difficult or gameplay impactful, just tedious & unnecessary, sadly with the objectively worse UI, literal years to add colourblind support lack of options in this regard, and said bugfix, it's massively portrayed to me that the user experience is among the absolute lowest priorities if not the single lowest priority to the developers of Dead by Daylight, and in likelihood always will be - and I actually hope this is the case, because if it's not then that's even more concerning honestly
speaking of horrible user experience, new chat filter announced that cannot be disabled, once again a change that unnecessarily makes my experience worse, at this rate I guess I've to just expect the game experience to get worse every patch until I just totally quit.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/1956945#Comment_1956945
Stretched res only increases vertical FOV and no, it does not allow you to see over loops unless you are playing at a really weird resolution like 1024x1024 which pretty much no one uses.
I strongly agree that there should be FOV slider for both sides, to the point where it doesn't break the game of course. Current FOV is too low for today's standarts and I'm sure there are many players who feel uncomfortable playing with this FOV, especially as killer.
99% of people have no idea how stretched res works and just saw one youtube video on it so they think all resolutions gain unfair advantages, no point bothering trying to reason or use actual logic/evidence, it just gets shut down for some reason
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@Mandy said:
you won't have the ability to turn it off no. You can still report people for chat offences, as we will see the actual words used, if you believe someone has used a bad slur against you or something.
Can we get it then? As someone who isn't offended by a single thing people say, and sees in every game that A) there are always false positives and B) any decent game does allow you to turn it off - all this has the potential to do is inconvenience me and make my user experience worse - no reason not to allow this to be an option
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Yeah, I really hate the fact many things that would make the user experience better are sacrificed because of things like game balance or bug fixes, it's an incorrect priority IMO, I'd much rather just give brightness options and more playable FOVs than ######### on the user experience to protect game balance, which I'm not even sure would be a big deal, Shadowborn makes the game feel way nicer to play but I don't notice real advantage from it, and I already use a brightness filter anyway (as can even console users at more of an inconvenience by turning up their TV/monitor brightness levels while playing the game) - Also want to mention fixing the bug where pressing escape allowed you to keep holding a button down (ex: m1) - now for no reason you have to actually hold the button, not difficult or gameplay impactful, just tedious & unnecessary, sadly with the objectively worse UI, literal years to add colourblind support lack of options in this regard, and said bugfix, it's massively portrayed to me that the user experience is among the absolute lowest priorities if not the single lowest priority to the developers of Dead by Daylight, and in likelihood always will be - and I actually hope this is the case, because if it's not then that's even more concerning honestly
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@Marigoria said:
The issue with the HUD isnt people not adjusting to it, most people will, but with what cost? Every few games I get an enormous headache from having to look everywhere on my screen, when it could all be together..
The animations just look like they're from a free mobile game, made by one person. They're too stiff and unnatural. If the point was to make more realistic ones, I'd say that wasn't achieved.
Me & some friends just play without the HUD anymore, as if it doesn't exist, it's so difficult to actually use it. Bonus points if you're playing Doctor because after 3 games I'm yet to discern the difference between madness 2 and 3 in the new HUD anyways
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Still bad, less bad though, surv portraits just don't stand out enough compared to the old colours on white, vertical portraits are just worse and take up more space, this also doesn't address the fact status notifications are too hard to see as they're tiny and hidden in the top right, you can't see your exhaustion meter very well as the red on red colours are too similar, item/addons are too big - no point having scaling when some things are too small and others are too large, individual elements need to be scaled for this to have any decent purpose, also no custom icons ingame really does suck but far from the worst of the issues
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@dspaceman20 said:
Is it really that bad?
It's genuinely the worst laggy hits I've EVER seen - https://prnt.sc/z8toku - this is normal now, every single game
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@yobuddd said:
I don’t want the HUD reverted, I want it customizable! Reposition and resize however I see fit.
Even better, most of the coding already exists for Mobile, so just convert it and use it! Quick, easy, effective.
Eh, I fear that maybe this just makes too much sense....
You realise the reason we are in this position is because their lead UI designer worked on DBD mobile UI and even mobile game UI as far back as 2011-12, they made a mobile UI for a desktop game and it does not translate whatsoever
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No actual decent purpose
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Plague is no different to me than she was in prior patches after playing her - however in prior patches I also had issues with puke not connecting, so basically it's bad but it isn't new
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@BaldursGate2 said:
RNG perks are a design failure anyway. They have no plan, how to create a slowdown perk, that is good but not overpowered.
Yeah as much as it's not even outright OP to run, complained about, or will get changed, I have to say Devour Hope is really badly designed, it's RNG based on whether it'll do literally nothing or potentially win you the entire match by itself
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Because the kill charts mean nothing about actual killer strength, literally two of the best three killers in the game are in the bottom two or so, Huntress worse than Clown bla bla, they are mostly about how easy a killer is to play and also their effectiveness vs bad players can be a factor (Red ranks are 90+% babies, Doctor is effective vs bad players due to detection ability, so he will perform well) - I'd honestly label atleast 90% of the 4 other players in my matches as anywhere from abysmal-okay in my games, that's because of this games matchmaking system being awful and basically random picking. Very blatant to people with actual hours of experience in the game that Doctor/Pig are nowhere even remotely close to Spirit/Freddy, unfortunately categories for 'good' or 'okay' players don't exist where you can see performance in evenly skilled matches, instead it's just the mess it is
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@VSchmitt said:
https://forum.deadbydaylight.com/en/discussion/comment/1930896#Comment_1930896
Yeah but now is WAAAAAY worse. Played 3 games AS SURVIVOR and we got 4 escapes every single match.
It's just 100% safe pallets everywhere.
At least before was a "bunch" of safe pallets, now is "all of safe pallets"
Played it 10x today, seemed the same as always, was always a very survivor sided map to me so not surprised to hear this result, it really was just all safe pallets beforehand
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It always did lmao
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I agree with this pretty much, there are two things though I have an issue with relevant to these topics
1: The UI scaling is useless to me ultimately, if I want my perks an appropriate size, my score events are so small, and already hidden in the top corner I basically can't see them, not really any point for me modifying widgets when I'm not happy with atleast two of them in any testing I did
2: In relation to Wraith's fixes, you now can't attack for like a second after ringing the bell, so using the bell to bait DH isn't effective anymore
Sadly the bad far far far outweighs the good in this patch, I think the perk change prospects of both this and next patch are genuinely well thought out and interesting, so they are doing a better job in that aspect
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@TotemsCleanser said:
https://forum.deadbydaylight.com/en/discussion/comment/1930536#Comment_1930536
This makes zero sense. The new animations didn't change the speed at which you run, nor the size of the survivors, nor anything like that. So how would it be an "illusion" if you're clearly getting hit from way further than you should be? People have been hit by killers from the other side of pallets and through walls. With no ping involved. Even some killers have said that they got hits they had no business getting. Something is up, no question about it.
Yeah ofc as killer you get a fair amount of bullshit hits, in terms of hits through pallets/windows it's about the usual, but today I've noticed just normal M1s seem to have a further reach, so many hits that clearly did not connect but I got anyway, 10x more than usual
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I've only played killer but I am getting 10x more unfair hits than usual