averagemikaelamain
averagemikaelamain
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@Annso_x said:
It seems I've finally lost all hope in the devs and the future of the game.
I've barely touched the survivor role for a hot while because solo q is a pain, and to no one's surprise nothing is done or even planned to improve things.
On the other hand killer will be in the best spot it's ever been when the MFT murder comes through, and I'm already bored after three games because it's literally just free 4k after 4k (and I'm not even that good).
Anyways, yes MFT deserved a nerf but BHVR proved once again they can only produce either busted or useless perks.
BHVR still stands by the calm spirit and pharmacy "buffs", there's better chances of Pig and Billy being nerfed than Blight (who of course will stay untouched for an other six months at least), and all the "map balance changes" do is adding a bunch of unsafe pallets everywhere because the devs apparently think it's peak gameplay when both sides dislike it. Chapters are not worth buying because the perks are either already bad or they're way too good and will nerfed to the ground anyway, and the whole cosmetics FOMO thing is tiring.
Finally, that trickster buff. I have no doubt it will be changed before it goes live but just the fact that it was planned, made and approved before being presented as "we know survivors think he's annoying so we've made him a whole lot worse" did it.
That was the last nail in the coffin. Just the fact that the devs think it's fine and worth testing made me realise I've given them too much credit and maybe the people who claim BHVR barely understands their own game were onto something.
In any case, I'm playing Demo and Dredge until I finish the rift and will uninstall the game when it's done. I also won't come back here, so good luck to everyone (especially the mods). Don't forget to have a bit of fun.
Completely agree. I cant enjoy either role. SWF is mostly too easy when you have 4 competent people,solo queue is unplayable with all the killer buffs and the anti-solos design of healing and modern perks. Killer is just too easy to win on now that it's not engaging anymore.
This developer update just signifies the direction of "swf and killers are the only valid roles" being the one they keep. I'm tired and I'm maybe going to play DBD still a little bit,since there's no game like it,but I haven't booted the game up since the moment I read that developer update.
It all goes back to 6.1.0 for me,tbh. 5.3.0,5.7.0 were great midchapters. Nothing since came close.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575880#Comment_3575880
Yeah sure would be nice, but if I have to chose between broken and garbage I would rather have garbage.
I dont know,broken sounds more fun than having nothing to use and leaves the game at least feeling more fresh and casual when there are such options on both sides
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/395831/is-this-developer-update-a-joke
For the maps I would wait until we can see them, the fog in the picture might be just promo or whatever.
Yeah MFT got gutted, but then again the perk was busted so that's fine, still weird that it particularly hurts Legion now or is only usable with deadhard... Theoretically it adds a bit into the anti tunnel spectrum, because if you get hit off of hook you are now in deep wounds but faster... Same with off the record, so I guess it is at least something? But I agree they could have come up with a better change.
Their map track record has not been good at all and the visibility issues are still just getting worse so I am of little faith.
I dont get the attitude of "this perk was OP so it being absolutely garbage now is fine". I want more usable perks in this game. We have enough terrible perks. Should never settle for garbage instead of strong. i.e Ruin.
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@AmpersandUnderscore said:
There was a bug for wesker during the last event that they pushed up in priority to fix so he'd be playable during the event for players.
Let's hope they do something similar for this bug too.
Considering the event is over in a few days and we already had both hotfixes.. Guess we're just screwed
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@KaTo1337 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572862#Comment_3572862
They will fix it. Things take time. Other things than a vault-bug need more time
Blud what is your point? That BHVR takes a while to fix bugs? Yeah we know that's why I want more time for the event so I can play Survivor without getting hit from space because like 15-20% of the survivor skill set (angling and spacing for fast vaults) is completely gone.
Like for the love of satan what is your horse in this race? Dunking on survivors because half the roster is nigh-on unplayable?
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@mca240 said:
I am not talking about the damage it does, but more so about the radius. Especially on bigger maps (most of them) you hardly get any value from the perk (32 meters). The 8% is not that much, I wouldn't mind them increasing the range.
Now 2 floor maps are hit by it fully. This would need a big nerf to its verticality.
Jolt is a fine perk.
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@Chaogod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572457#Comment_3572457
"Ur just bad lolol"
So like do you have a counter argument or? I am certain my MMR is higher than yours.
You have no understanding of game balance and it shows. If you have nothing to say to refute what I am saying and can only misdirect then you have no argument.
You do understand MMR is almost meaningless? The soft-cap is so low you can reach it in a few dozen games.
You really need to swallow your overbearing sense of pride and understand you're assuming you know way more about how this game does and should function. DBD players only become averagely experienced in the 1000h+ range.
Please,just stop assuming everything is the game's fault. No,it's not a problem that once you lost all your gens (an objective YOU'RE SUPPOSED TO PROTECT) Survivors have an advantage. That's natural,you screwed up and lost the game. Literally complaining that the game doesnt give you 2000 safety nets after you screw up,which is what you accuse Survivors of having.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572441#Comment_3572441
sloppy is an anti-healing perk. it is suppose counter self-healing. it is working as intended. med-kit were way too strong vs mangled before.
by that logic circle of healing was fine. it was meant as a healing perk,working as intended,by allowing survivors heal fast
200 IQ moves here
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@Chaogod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561626#Comment_3561626
I have 170 hours but okay. You don't want to talk because you have no argument besides deflecting. So that is a mutual feeling.
Your constant complaints about how hard killer is makes a lot more sense now. You're just bad,I'm sorry.
You misunderstand how to play this game fundamentally and blame it instead of your mistakes. Killer is in a great spot right now,if you're struggling it's due to your opponents outskilling you.
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@KaTo1337 said:
Just play male survivors.
Imagine if half the killer roster was unplayable during an event and we just told you to play the other half. Y'all would be kicking and screaming for the next 80 months.
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or simply dont let the gen get 99'd.
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Medkit rework really was one of the laziest things ever. Nothing interesting,just number nerfs to everything,even Butterfly Tape (seriously what did that 5% do to you BHVR) and SYRINGES DIDNT GET CHANGED.
Crazy. Medkits in solos versus sloppy are almost useless.
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We had this Buckle Up. It was ass.
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@Devil_hit11 said:
i don't think issue is not doing number changes. it is what to change number to and what perks should be changed. for example, you have list perk to change then suggest what change should be listed to. Like Stridor is 25/50/50 with 0/0/25% louder breathing. Maybe the perk should be changed to 25/50/75 with 15/30/45%. you would have make a post saying you want Stridor changed to these values for example.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569574#Comment_3569574
I disagree. new changes keep the game fresh. It can always be reverted if it is too much or what not.
I mean yes,but the point is that more perks should receive such treatment because simple buffs and nerfs with number tweaks are obvious,can be done easily and safely + keep the game a lot fresher,help it strive for balance.
Yet we see them..once per forever.
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@KaTo1337 said:
Well, they need 2 years for the Twins to give them some addon-changes and some bugfixes instead of a rework and X years for fixing Freddy while at the same time 6 months after release Skull Merchant received a massive Rework.
The priorities seems... different.
In 12 years we might see every terrible no good addon we have in the game get some meaningless 5% bumps finally.
Alas,data driven only changes for 99% of the time shall remain the BHVR policy it seems.
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@Batusalen said:
I think this video by one of the creators of Fallout would make you understand why things like that happens not only with DbD, but with the industry as a whole:
Yeah,sorry I'm not taking the time to watch a whole video essay. In regards to the whole industry analogy,what other live games do you see explain "we didnt do more than two design changes to perks and addons because our programmers were all collectively busy working on fixing Nurse. despite us saying that even these changes required no programming time."
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569569#Comment_3569569
They did revert this with boil over, within 2 weeks of the change.
And as far as making minor changes and then reverting them, did you miss the enormous uproar over the Xenomorph tail move speed during a miss cooldown? They literally changed it from 1.2 to 2.0 between PTB and live, then reverted it and people raised hell. (Although the bug that made it have a 4.6 move speed made it feel like zero cooldown at all, which didn't help either)
Boil over wasn't a number change,though? The issue was that they added a flat +25% bonus. The wiggling itself was adjusted very slightly and way later.
As for Xenomorph,oh no,people got mad that the Tail got a cooldown from no cooldown for missing it. How tragic. It's an objectively good change you should be at least somewhat punished for missing a tail attack.
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I genuinely don't understand why anyone wouldn't want changes to arrive faster in this game when the complaint for 7 years has been that BHVR takes forever to change anything even obvious.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569707#Comment_3569707
You'd be okay with seeing addons get buffed/nerfed by similar percentages or perks get similarly small changes more frequently?
Because those are the changes we're talking about. Small number tweaks, those are the changes they can fit in to other updates without taking too much dev time. I don't really see any reason for them to slap those in to even more updates, it'd just feel arbitrary to me.
Yes! Yes I'd love that,it'd make the game an actual live game and lead to faster design iteration and for the game to arrive to a better balance faster. It also would give me more to experiment with more frequently.
Lots of things in this game are trash or OP due to their numbers being bad or the cooldown being too long.
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@jesterkind said:
Is there much reason to do them more frequently?
People react pretty negatively to them when they do happen, just look at the changes to Deathslinger's addons in the most recent patch. I don't see any reason BHVR should change things more frequently than their typical schedule, personally; either they're things that are important to fix and will therefore take time and effort to code + test, or they're minor extra things thrown in alongside bigger changes, in which case it kinda doesn't matter.
Also, it'd be extremely sloppy and not very fun to experience for them to rapidly change the same thing back and forth between single patches. That's not a positive outcome, it's a negative one.
Because seeing twins addons get nerfed by 0,4% every 3 months is sooooo much better. Yeah. Seeing perks remain the same,garbage self for years is sooo much better. Come on,what the hell are you on about
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@TheBoop said:
From last update with Furtive chase we can tell it's actually not that difficult. That was full rework of a perk from nothing to update in three weeks (with other changes being made).
It is most likely just a corporate issue. It might be easy for dev to change many perk by % changes, but they are not allowed to do it. They work on things management want to do. There also has to be (should) someone to overview balancing, basically create changes, then dev is allowed to make it happen.
Main issue is it doesn't get them money. So they will not used more resources than needed. They will use just enough so there are some changes and players don't scream too loud. Only when it gets really bad, they will actually work fast like Furtive chase.
Yeah,I figure that it's some corporate stuff.
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@dbdthegame said:
Killers will get 12k BP if survivors split gens and pop everything inside 4 minutes. Incentives are fine.
and that happens how often...? oh yeah like once a year because thats like 1% of swfs which make up 3%
skill issue
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@TheeSpongeman said:
Playing a killer alot, I can say a full survive with friends groups feels like an impossible uphill battle. There needs to be some solo play, otherwise they would either have to buff the killers or weaken the survivors.
A full SWF 50% of the time is memeing. If you're losing a lot of the matches,I can assure you,it's not a SWF,or Discord dragging you down,it's a skill issue. It's empirically proven that SWFs are very rare to verse.
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@theresagameinmybug said:
I’ve played this game for years. I didn’t start genuinely grinding until recently - I’m by no means a strong player, plenty of skills/strengths to build.
But all I’ve learned is that this is impossible with dbd. I don’t have friends to play with and I’ve had little luck finding any, but I also like to play solo.
Either way, this game clearly has insanely low capacity to ensure that solo players can have a positive experience or equal opportunity to succeed compared to SWF’s.
tunnelling, camping, hex perks, strong abilities that alter match conditions…I am always let down by the fact that I can’t communicate with teammates and by the fact that fellow survivors don’t know how to play around those various challenges.
Of course camping, tunnelling etc. can be worked against…but none of that matters if the other survivors stand around not knowing what to do, and none of us have enough opportunity to really improve - our games are consistently the same and so many players just don’t learn.
Literally what is the point? Why continue to play hard in games when the clear issues never get addressed and the devs make zero effort towards making the game viable for solo players?
this new anti camp attempt may slow the process down for killers, but will it change anything? How do I know other players will play around that any better?
yup. 6.1.0 and onwards the game told solos to get the hell out and SWF are the only part that is considered,despite being such a tremendously low % of matches.
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@jesterkind said:
Barring for very specific exceptions (like a team with all good toolboxes who spawn on separate gens from the start), if your gens are flying super fast, it's probably your fault. That's not an insult or a condemnation, it should be a relief- if it's your fault, you can fix it.
Considering how much control the killer has these days over the speed of their gens, I do genuinely think there are probably things you should be looking at yourself. If the survivors don't all have top tier genrushing tools, you've got a ton of room to exercise your skill and slow down the generators yourself.
Your build is a good place to start. Slowdown perks are useful, but more important than just having them is them working as part of a coherent build. You can get away with just one slowdown perk if it works cohesively with your other three perks and your playstyle, after all. Then you can look at your macro play, and how well you're spreading your pressure, to see if you're maybe getting tunnel-vision on chases that take too long or on one specific survivor at the cost of giving the team uncontested generator time.
The cumulative changes that have happened to generator time, to slowdown and speedup tools, to chases, and to maps really do add up. The state of the game is really pretty good when it comes to your skill giving you good returns regarding generator time.
This. I play with little to no slowdown and while the first few gens can go by fast,which is natural,as at that point,the Killer has 0 pressure,afterwards the gens slow down to a halt and the survivors are usually scrambling to get anything done.
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552190#Comment_3552190
Because theres a huge difference between a blight carrying an aura read across the map, and a regular killer carrying the aura an extra 5 meters.
Then again, back to the original point, if carrying aura read around is "problematic" then survivor aura reads like Bond, WOO, Deja Vu , etc will obviously need to be toned down too.
You can't make an argument to nerf a perk thats only up for 5 seconds, requires a non-regressing gen + limited range is a problem, but refuse to acknowledge that survivor perks more often than not contain stronger effects for absolutely free, and no, loading into the map to activate perma aura on teammates and Windows+Pallets is not a valid requirement.
You do understand,right,that there is a difference between seeing resources and teammates,versus the opposite side. That's why blood amber is so strong. You're comparing wallhacks versus teammate infos that is 90% of the time provided by discord.
Be serious.
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@caipt said:
on blight UW is definitely broken and should be changed in some way to accommodate that, or even reworked if thats not possible. but NTH? its 5 seconds of aura reading that only procs on kicking a gen. come on.
I've played against a few Nurses with Lethal recently and them being able to kick a gen,then triple blink and have 7 seconds of full wallhacks in a 24 meter range? Ooof. It really also doesnt make sense thematically. It's supposed to be punishing people hiding around gens,not the person you just movement ability'd to in 4 seconds on the other end of the map.
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547230#Comment_3547230
Be real here, what killers can actually carry that 5s aura far from the gen? Nurse and blight...? everybody else doesn't get much value outside of the generator's vecinity.
NWTH is fine as is, info perks generally speaking are perfectly fine.
If we go by "Well players shouldn't be able to carry wallhack abilities around" then undeniably we'd have to nerf a plethora of survivor perks like WOO, Deja Vu, Bond,empathy etc etc.
Also I don't even understand,if nobody else besides S tiers gets much value from carrying the aura,why are you even complaining about this? Perks will get nerfed essentially only in the problematic areas and be fine otherwise
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@OneAutmLeaf said:
Distortion counters nowhere to hide.... Calm Spirit counters ultimate weapon, maybe counter build instead of complaining?
I thought Killer mains didnt like being forced to run tons of stuff to counter overtuned perks from the other side? If you concede that running exhaustion perks vs MFT makes MFT balance then I can agree with a take like that. If you dont then you're just being a hypocrite.
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@TheTom20 said:
the survivor hud updates provides a huge amount of info an you don't even need a perk for that. number of gens being worked on, progress, who's in chase, when to get ready by an exit gate switch, whos cleanings, recovery progress
I think we can let killers have a bit of info with the huge amount of survivor info we get :)
Soo.what Discord already gives? Yeah sure. Be serious
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@BugReporterOnly said:
They removed the hit validations because killers were getting false positives on hits. Basically they would see the hit animation just to realize the validation went to survivor and they weren't injured. The only thing is they never made an announcement on it.
They were meant to address that in 5.5.0 and in general this is solved by asking the server if you hit the survivor,not your client deciding that. But I guess that'd be too complex and might explode the already fried servers.
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@Chocolate_Cosmos said:
+7% Permanent Haste for the rest of the whole end game while not effected by Exhausted or anything really is too strong.
It makes any M1 Killers technicaly -45% slower to catch up and any 110% Killers almost as fast as them.
You can stack it with other hastes and you can pair it with any Exhaustion perk as well.
I think it should be max 5% and while not exhausted.
Its end game perk yes, it might not get value every game yes, but when it works its almost free escape.
Alternatively,just dont let all the gens get done.
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@MikeStev said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549661#Comment_3549661
yeah my bad, still on PTB
The "Ultimate Weapon" Killer perk no longer applies to Survivors hiding inside lockers
Oh,right,that makes more sense. 3 more weeks of Lockers being useless it is <3
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@LapisInfernalis said:
I only know that Hit Validation exists in some cases, but I remember pallets being one of them. When the feature was added, it was said, that the server would reject unrealistic hits. But what happened here then? This is a situation which happened to me recently against this Bubba. The icon shows the killer has over 200 ( or even 250ms ping; can't remember the numbers). I checked my connection and I was at 40ms. I predropped the pallet and he still hit me. You can literally see the latency when he kicks the pallet and picks me up. This should not happen!
See,pallet validation USED to exist. Around 5.1.0 when they added it,it was PERFECT. There was visual feeedback,that the killers did get mad about,but it was,in fact,perfect. Nowadays you can get reversed and get hits that dont connect even on your end as KILLER!
I dont know what they tuned about it,but it's just non-existent anymore. General hit valdation was also something they said they added many,many times,but killers with 400 ms ping still hitting you from Mars speaks to the contrary.
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@MikeStev said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549658#Comment_3549658
not anymore, latest patch they changed it
Might've not fixed it entirely. Around 3 days ago it still occured for me.
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@MikeStev said:
- Calm Spirit but still get Blindness
- Locker (don't know if you still get Blindness)
In a locker you scream and get blindness. Fair perk
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alternatively,juts dont look into the bloody light
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Do not exist on the map and do not play survivor. Countered.
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Merciless is still bugged. It's skillchecks dont always work. Me and my friends often hit them directly in the middle of the skillcheck and it misses.
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i would really appreciate transparency and clarity on these tests and ways to opt in and out. All of these changes without announcements and options lead to confusion and only serve to gaslight players.
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Or,you could not miss. DBD isn't real life.
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@Boons123 said:
Why do they release a perk that has high requirements and then release another perk that offers the same benefits as the previous perk, but with lower requirements and is very easy, or vice versa?
This is a problem that no one talks about
I will give an example of a killer and an example of a survivor to clarify my words further
For the killers:
THWACK!
-You need to put the survivor on a hook to activate it
-The next time you destroy pallets or a breakable wall, any survivor within 32 meters of you will scream and reveal their aura to you.
Ultimate Weapon
-Just open the Locker to have it activated for 30 and any survivors within the Terror Radius will scream and suffer the blindness effect for 30.
For survivor :
Teamwork:Collective Stealth
-Another survivor must heal you, and then you have a cooldown period of 140 seconds. You must also stay close to each other at a distance of 12 metres ,also, if one of you is injured by any means, perk will be deactivated, and all this is just to hide the scratch marks.
Boon:Shadow Step
-Bless Totem only so that everyone will benefit and hide their aura from the killer and hide the scratch marks as well. All you have to do is find Totem.
Developers should stop doing this contradiction: "Why are they so careful not to let perks get out of control and kill them with restrictions and numbers, and at the same time create perks with the same benefits, but with easy or even very easy requirements?"
My guess is that there are too many cooks in the kitchen.
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547230#Comment_3547230
Be real here, what killers can actually carry that 5s aura far from the gen? Nurse and blight...? everybody else doesn't get much value outside of the generator's vecinity.
NWTH is fine as is, info perks generally speaking are perfectly fine.
If we go by "Well players shouldn't be able to carry wallhack abilities around" then undeniably we'd have to nerf a plethora of survivor perks like WOO, Deja Vu, Bond,empathy etc etc.
Except none of those perks reveal the Killer's aura,do they?
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@WilliamSN said:
If you really think NWTH, a perk that lasts for 5 seconds, requires a non-regressing gen to activate and has a limited range of 24m is "OP" I wonder what you think about perks whos only requirement to activate is "get hit" and give permanent speed and action boosts as long as you're injured.
As a side note, UW weapon has a variable CD of 30-60 seconds (or more because it takes time to walk to a locker + do the search) since it only triggers once per survivor when in the activate state + requires a locker search to activate, and realistically, all the perk does is tell you theres a survivor "somewhere over here".
(Not to mention both can be countered/Deleted with Distortion + CS)
Notice how I didnt say anything about the idea of the reveal and their requirements..Only about the reveal lasting in a radius that is attached to the killer as they move...
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@UndeddJester said:
Less convinced on Nowhere to Hide being a problem because you can only use it on a gen that is in the repairing state, it's got a small 24m radius, and it's such a short duration. It's application is effectively locating survivors who are hiding around gens, and doesn't extend much beyond that.
It doesn't allow you to walk most of the way across the map and cover everywhere you could ever want. That said I'd stop being vocal about UW if it was 30s centralised on a locker or was only active for 6 seconds on the killer. These seem like reasonable nerfs to make the perk a "I know someone is hiding near this location, let's flush them out" detection perk.
My point exactly. Nowhere to Hide gets too silly only paired with Lethal Pursuer and on strong killers,but gets silly nonetheless. It could get buffed in range,but should get tied to the gen.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546293#Comment_3546293
So you played 1 game against it, against a killer who didn't secure a single kill? Likely doesnt know what they're doing to get a 0k. Hardly a concrete argument.
This perk is so good on any strong chase Killer and is especially punishing vs. SoloQ. The fact you can proxy sweep areas and have it pretty much whenever you want is so valuable, I'm surprised anyone argues that "it's just a weaker than BBQ & Chilli info perk".
On very large maps like Borgo it's certainly not as strong as it is elsewhere, but on any smaller maps, it's a God Tier nearly always up radar that makes all your decision making trivial.
Unless survivors take Calm Spirit, you can: -
- almost always ensure you chosen gens are covered just by sweeping nearby.
- almost always ensure you catch whoever comes for an unhook with a trade, or sometimes totally intercept and slug underneath hook to increase your pressure.
- almost always ensure you can find your dead on hook target by listening carefully to the voice of screams.
- almost always find your recently unhooked target and prevent them from being healed/ tunnel them out.
- blind the whole team easily so they can't even use Kindred, Bond, Empathy or any other aura perks to see what each other are doing to try and work around you.
It's so versatile as a tool, I genuinely dont understand how anyone defends it with a straight face. Usually it boils down to "survivors have MFT" or "survivors have anti camp charges coming" as a legit defence... which means the conversation is over.
All of this is correct.
Ultimate Weapon does way too much,for way too little. It replaces Barbeque,Infectious and Lethal Pursuer all in one package on top of ignoring Distorion and OTR. Also it screws over solo queue more than SWF with it's Blindness. How this perk got released is crazy to me.
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How is this still not fixed
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531469#Comment_3531469
Dude, I would only say that DbD changed to a dedicated server infrastructure years ago. They still left some authority to the client side, and that's why they were able to create those hacks, but as far as I know they have already changed a lot of it too and that's why we don't see as much hackers (or at least, as much hacking such as insta finish the game) as before. Also, "validation server"? Do you mean that the dedicated server that is running the game validate player input as any other game server does? Because if not, that term is incorrect in this context and makes me think that you have some base on networking, but not applied to gaming.
It makes all the sense in the world that survivors got free escapes because of their lag when the game was still P2P as the killer was the host of the game, ergo, the killer didn't had any lag as he was the middle point for the rest of players.
And of course, "Favor the shooter" is absolutely fine for a game like DbD as any action game is about reaction and other games are doing fine with those lag compensation techniques and ways. I won't argue that maybe BHVR needs to tune up it so it handles better high lag situations, but again, it's an industry standard for games like DbD to work this way.
So, yeah... keep on going if you want, but you are wrong.
They didnt fully transition to a dedicated server model and saying so is frankly misleading. They added some validation and used them as a medium to stabilize ping. Client is still almost the sole authority for killers in almost all cases.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530566#Comment_3530566
Tell me you don't know anything about gaming networking without telling me you doesn't.
The server favors the "PoV" of the killer because that's how any game with a minimum of lag compensation works. It's called "favoring the shooter", as it was something designed mainly for FPS.
What this does is prevent the cases where you would shoot someone during 2 seconds without dealing any damage and the other person would be able to kill you because their info got to the server before your info, even if you started shooting first. That's why unless the difference of time between the two packets getting to the server is abysmal (or in other words, one of the players is lagging like hell) and assuming there isn't a problem with packets getting lost, the server analyze the situation and says "Oh wait, this player shooted the other first" and corrects the situation on both ends. This can also provoke what I call "Corner-turning bullets", where you try to get behind a wall while someone is shooting you and even if you see that you get there you got killed anyway. But, in a FPS this is something that you have to endure knowing that when it is the reverse situation you would be the one favored.
Now, all this is how it works in a dedicated server architecture. But there is also another problem, specially when games were P2P (peer to peer), as in that architecture even if there is a host acting as middle point, every single player (peer) was responsible of receiving, processing and sending their info to the other players (hence, "peer to peer" connection). What do you think would happen if when one player sent to another the info that he was shooting him, that other player had so much lag that the packets just get lost and never receives it? That's right! He would be invincible and not receive any damage, as his client never get the packets that said he was getting hurt.
That's why back in the day one common form of hacking was using a "lag switch", because having lag was an advantage in many cases. And, that is most than probably why the survivor in that gif wasn't getting hit when he should have: Because he was lagging, and his client never received the packets that indicated that he should have being hurt.
So, it is you and the ones that thinks like you who should stop coping, as if the server said that you have being hit then most than probably it's because you have being hit, as in the end it doesn't matter who had the lag in the first place as the server compensates for this. Also, I'm going to bet that is one of the reasons they removed the "new" fast vaults, as the lag compensation wasn't working as intended and survivors got instant immunity the moment they started vaulting.
The server literally doesnt below super high ping values and even then not consistently but sure Jimmy. Tell me how in Counter Strike you'll get an advantage from playing on 300 ping. (Which psst,gives a HUGE advantage to Killer in DBD)
You clearly don't know how terrible BHVR's networking is and presume this is a sensible system to feel all smug about it.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530519#Comment_3530519
Yes you are, but you are not conscious of the range the killer has, as someone posted a vid where obviously he was in attack range but he said thought he isn't just because he was away from the window.
Also, how it works, it is your dry ping what is making you not seeing it as the server is doing it.
The game literally doesnt reject the Killer's POV at all. It's not server sided below a ginormous ping. Even if I have 30ms ping,which I often do,the Killer can still hit me from space if they switch to their McDonald's WiFI with 150ms ping. Stop coping,the hit interactions have been killer sided for a long,long time. Even the stun vildation got super broken because too many killers whined about it while it was mechanically fair.