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dont_ask_me_again

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  • I like vs’ing hag if they’re a good player... I don’t find her “fun” to play but I feel less disappointment playing her than bubba but he’s more fun... then again it sucks losing.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/860466#Comment_860466

    I never cared about Adrenaline as it rewards the team for doing well or gives u a chance at EGC when hatch is shut, but I personally feel NoeD is a good perk used by bad players who haven't really got a handle on the game. It literally rewards failure like Rancor, Bitter Murmur, Tinker, and Fire Up does. Anything that rewards you for playing badly imho is a bad perk even with a good concept.

    I mean I feel the same way (but still say play what you want to have fun) but tbf... did the person who has adren during the hatch close absolutely play “well”? Sure they could because of bad teammates but other perks don’t give that benefit of the doubt.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/860434#Comment_860434

    Can we please break this whole crutch perk and condescension for people's builds.

    If someone wants to run adrenaline or no one escapes death they have all the right to you shouldn't judge them based on what build they run.

    If you don't like a perk that's fine but you should never actively try to go out of your way to make people feel bad for running it

    I don’t care if people run it, it is their choice, but when someone says they want it to work unfairly against my build(s) I feel pretty cheated.

    They are powerful perks when they work so to the average deck it’s pretty overwhelming.

  • @MightyDwight said:

    https://forum.deadbydaylight.com/en/discussion/comment/860411#Comment_860411

    To be fair; all the gens complete when the Killer closes the hatch.

    I see what you're saying, but I still don't like it. if I bring NoED, I want it to pop if I close the hatch, because if the hatch is open, what Survivors will complete generators instead of taking the free escape?

    You win... I didn’t take a crutch therefore yours should activate ¯\_(ツ)_/¯

  • @MightyDwight said:

    https://forum.deadbydaylight.com/en/discussion/comment/860388#Comment_860388

    What? You want them to turn off once a gate is opened?

    ...Adren is timed anyways, so I don't think it'd even be affected by this change, but NoED would become garbage.

    1) A totem would need to survivor until endgame

    2) The Killer would have maybe 1 minute to enjoy it before a gate opens

    3) It could also be cleansed between gen being powered & gate being opened.

    No way. This is a huge nerf of an idea.

    Err no... changing the condition to: they don’t activate unless the last gen is completed means:

    no noed or adren if the killer closes the hatch... noed and adren will only work if a 1 gen remaining gets finished.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/106636/noed-adren-work-in-end-game-collapse-still

    They state when the exit gates are powered. During EGC the gates get powered.

    Maybe change it to “when the last generator is completed” since adrens meant to reward for doing gens and noed is meant to punish for rushing them/not getting totems.

  • @MightyDwight said:

    ..What would be the point of NoEd or Adren if they did not trigger when they are set to trigger?What would they be changed too?

    I mean during 1v1 hatch phase... it’s just cheap if you run neither.

  • Bubba’s not dumb, just lazy, he knows how to trick people even in the films.

  • Myers is the last killer that can be turned into an M1 killer with no power (was trapper too)... since he can run out of stalk... I defo feel like this should get fixed.

  • @Almo said:

    We removed efficiency buffs and debuffs from all items. They remain on perks. Efficiency buffs on items were just a weird way of altering the number of charges, so we removed them.

    With perks it makes more sense since they operate on more than just an item, so it may need to give different raw numbers of charges. For example a perk affecting both toolboxes and medkits would need to give different numbers of charges. But an addon only works with one item, so we can simplify that and make them just mess with the charges themselves.

    I don’t get this with Behaviour... they make items only good if you SWF or if it is good for a solo player then there’s huge downsides. Why not just make items have a desired power-level for a solo-player that’s weak at helping others? Isn’t there some survival of the fittest element to the game where you just look out for yourself first? Sure you can help teammates but I don’t think there should be added bonuses excluding perks that add those bonuses.

  • @twistedmonkey said:

    With Legion having DW as his power any inherent change to one affects the other and on turn then affects BT which is the perk designed to aid with camping.

    Legion imo needs a total rework away from the same mechanic as BT uses to start with. Maybe even a complete rework of their power as it seems to be the main reason as to why they keep being changed.

    BT being the anti camp perk also needs changed with the new undetectable status as while this was a needed change for stealth killers it makes the perk less worth while when that mechanic allows them to more easily camp negating what it was designed for.

    It’s one of the strongest perks in the game though... you can beat someone who camps without BT... facecamping no - but the killer won’t pip. So you just save when the killer isn’t looking and go on the hook instead.

    BT isn’t well designed and makes solo’s lives hell sometimes... that person who just farms you immediately for a pip.

    As for the killer... BT in swf gets abused from anti-camping to crutch... the killer can see a survivor’s scratch marks, follow them and then they save a person who’ll tank the hit etc.

    I main survivor btw. OG BT would be better for the game in the current state especially since the wounded buffs... but it shouldn’t work on the rescuer if the exit gates are powered and just the rescued. 1 time perk but before that works for both players.

    The killer isn’t better off with current BT since the person who came off the hook can always tank a hit... as a killer I’d happily take 2 hits for the trouble if they insist by bodyblocking for each other.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/853490#Comment_853490

    I have, but that's still very situational. You need to use it, do something while it cools down, then start sprinting and not stop sprinting. You've gotta' go find the killer and get them to chase you, and that whole time you're doing nothing to help the team. The end result is you get a slightly delayed Lithe effect.

    I’d always be on gens during the cool down when I was still using SB, and just hide if the killer was coming (running spine chill so I’m ahead of their pace to do so)... it can work with the right build but moved onto dead hard for the resilience synergy. Definitely needs specific builds though - SB.

  • Bubba’s my favourite killer to vs but not to play - he’s so bad since the BT buffs lol.

    They just need to buff his power/nerf BT abit... let him have nice things like insidious but yeah people who play him will derank if they exert all their energy into camping and not try to down a lot looking for that right moment to let the insidious out. Lol.

  • @Peanits said:

    Personally, if used correctly:

    1. Dead Hard
    2. Adrenaline
    3. Lithe
    4. Balanced Landing
    5. Head On
    6. Sprint Burst

    I know I'm probably going to get some heat for saying that about Sprint Burst, but A) I love Head On, and B) You get the same effect if you run 1.5 seconds earlier, and it's just not worth walking around constantly to save it.

    Have you watched aaronplay’s vid “why sprint burst is better than dead hard” ? I think it’s called on youtube... he shows how when you get sprint burst to work at the right time you mega-extend a loop where dead hard couldn’t.

  • Bubba’s the most fun killer to vs until he catches you though... he will not be denied.

  • Was insidious buffed? Good perk now???

  • I stopped playing the game for i think 3 months? and just come back... based off what I seen and What I just played.

    Nurse/Spirit/Oni

    Hag/Huntress/Billy/Demog/Freddy/Ghostface

    the rest somewhere under.

    When this new killer charges their power and they see you, you’re pretty F’ed ngl... it’s like EW3 myers but they can sprint... anyone will take that over what myers can do for the minor penalties.

    The new killer has built in tracking, it’s not difficult to collect blood and his ability lasts for ages.

    The downsides are he can be looped and if the survivor doesn’t get hit... yeah they can kinda screw over the killer early.

    But, I think he’s the best killer because you can just stack slow down game perks for that first chase or just take spirit fury. Once you have 1 injured the snowball starts and he gets good slug pressure/map pressure.

    Am I saying he needs a nerf? I think people will find out if he does once they have all the perks for him. I like that he came strong so killers could play him while they don’t have those perks but yeah... I think duration is just abit too long of his ability... feels like it lasts forever and I’m not sure how you get away from him with pallets. So yeh. :P maybe I’m missing something idk but he can just break pallets when in rage with no real draw back as he’s very fast.


    edit: when Oni camps there’s absolutely no saving the person on the hook like in the endgame because of how long it lasts if he has it on.

  • @SteelDragon said:

    https://forum.deadbydaylight.com/en/discussion/105665/if-your-going-to-nerf-anything-about-the-oni-please-dont-nerf-the-flick

    he wont be nerfed, in his current state he is a MUCH weaker billy, think of if billy had to get gas for his chainsaw from the survivors. that is the oni in a nutshell. C tier at best

    He’s mostly billy but has built in tracking and his power is easier to use when it’s active from what I saw. He’s either billy tier or better upon first impressions.

  • @JurinkoSvK said:

    ,the whole thing is just sh't, i got 4k hours in that game , and in 2 months or when , am gonna look same like some fuc'ing 200 hrs player or something , the exclusive skins showed you something like : hey , that guy has an exc skin so he is one of the better players (not always) . I am on competetive discord server and there are so many messenges from people who wasted thousand hours on the game and they want to sell / stop playing dbd.Scaming is in every game , same with dbd, people will just steal whole accounts than codes. And idk , i never heard any concole player complain that he cant run around with 130$ claudette pans.

    I owned the game from release but didn’t get legacy... got given the bloodpoint equivalent for all of it and now you’re in the same boat as people like me... to which I can say... I’d rather it was none exclusive if BVHR can refund people.

    Really if you like something you should be able to pay for it to be exclusive in that sense but other people should have access to it. Freemarket after all.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/822720#Comment_822720

    Honestly the more I think on it removing collision may be the solution..think about it..not only does she stop running randomly into people but she will need to exit phase early to hit her target granting some reaction time as well as nerfing prayer beads grabs with the same need to exit early, I think they should try this..it may just solve nearly all her grievances

    I feel like removing her collision could just kill her... I don’t think you see that what I propose adds a buff to the spirit also but removes her ability to randomly/luckily find the survivor.

    You could play spirit like you normally do but if you look away from the survivor as the spirit you can’t hear her... that’s a powerful tool in place. It’s both a weakness for tracking and a strength for mind-gaming (when the spirit is likely going to track).


    Her husk is still non-directional meaning the survivors won’t know where she’s coming from but they will know if she’s facing them.

    I think base spirit powerlevel is fine... that’s why I see a more of a rework of her basekit in order than just a nerf.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/822707#Comment_822707

    Only difference is pine chill tells you 1 direction..a turning husk? Shed lose so many tiles from it..

    The idea for the husk is that it’d basically be spine chill but audio based only when she’s phasing. It’s not like a “directional husk” since you no longer hear the husk as the survivor if she’s not looking at the survivor.


    This makes her distance hard to guess but then again... she’d probably definitely need collision removed since she’d kind of have built in prayer beads for spirits at a really high skill cap level... if she knows where the survivor is/intends to go and prayer beads could add collision as an add-on.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/822698#Comment_822698

    That would not likely work..and even if it did...it would just make her stressful as you dont feel fluid in your movements..and out in the open that straight up wouldnt work either..its just too much and negates her entire powers purpose

    You still have her speed to utilise as the killer aswell as invisibility... it’d just be like vs’ing a survivor with spine-chill... you’d just have to choose your mindgames... which just adds to mindgaming. Maybe it’s too much with collision gone but pretty sure built in spine-chill gives enough information to survivors.

  • @immortalls96 said:

    Collision removal would indeed remove the edge hits and force her to phase out before she reaches the survivor..but if her husk showed you her direction it would make her lose all pallet mind games and make escaping way too easy..you cant design killers for 1v1 because its 1v4...a single survivor should have 0 chance alone..because anything less and that creates the current issues with the majority of the cast..however I do concede your trying to he productive

    See my above response to fixing that.

  • @Rin_is_my_waifu said:

    You forgot to say: "In conclusion, NERF her"

    Not really... if you “know” where the survivor is you’d turn around to mask your directional husk to juke the survivor.

    And if you were going to stand still at a pallet mind game and phase you’d make sure to stay looking in their direction the whole time type thing... it may need a husk sound when she stands still for that to work though. (While not in phase).

  • It should deactivate when the killer is in stealth mode... devs made it so it no longer works in lockers so - same idea of removing freebee information but this time on the killer.

  • @MrDardon said:

    The second picture shows the entitlement of both sides. One side uses up their crutches in form of insta heals until they get nerfed, the other side uses Omega Blink and an Ebony Mori which will hopefully get nerfed alongside with Keys. Then the game will be in a better state for once.

    If they rework keys they should make the hatch-game more fair... I’d actually love if the devs made it so the hatch no longer spawned against 4-man swf and the conditions get better from there down to solo-survivors where it can’t be closed against the last one.

  • Decisive Strike, Adrenaline, Unbreakable and that new totem self heal perk... try to activate them all in a match for fun.

  • Will the instaheals stack? (Hoping they will) or if not... maybe rework the syringe to give 2 health states but with fair time till it works? The purple seems more useful than the red otherwise.

  • @Peanits said:

    The sound is a placeholder. It'll be changed for the proper release.

    Something like this?

    https://youtu.be/x3SxEOvAOEg

  • Oh yeah and Nurse’s ultra rare for 3 blink should have the downside removed... if it’s ultra rare it’s fine but the kinda issue with that is that the devs made a common into this add-on so everyone has hundreds of it... they just need to resort from a previous higher tier.

  • His basepower needs a buff... spirit’s base power is fine but some add-ons aren’t (they make her a lot more powerful faster)... nurse needed a basepower tweak (but successful hits should be unaffected).

    Syringe instaheal has been overnerfed too.

    DBD devs overnerf the skill-gap of stuff and don’t tell me getting value from a syringe was easy... I only pulled it off maybe one in 20 syringes. The killer basically had to slug.

    Flashlights have been overnerfed also.

    I can see the devs killing iri hatchets and alsorts later on. Ultra-rare has lost it’s title.

    This is why i moved on to R6S even as a controller player... the skill-cap of utility is majorly higher (you can do several different things with them to get value).

    Take a really weak piece of utility on R6S:

    Ela’s Grizmot mines (they concuss/disorientate the enemy by making them move a tad slower, they can’t sprint during this and there’s a loud bang but do no damage)...

    Her mines can be thrown pretty much like grenades (which can also be shot), they can be set up as AoE traps, they can be used to deny a defuser plant if well timed and they’re incredibly useful for killing Montagne (an operator with a tower shield who can’t be shot if his back is in a corner and needs 1 enemy to punch him and the other to shoot where an opening gets created - the mine makes him drop his shield quickly giving the opportunity to shoot him).

    That’s just a lower piece of utility, a more complex (maybe has the most interactions atm):

    Finka boost: gives herself and teammates +20hp for a short duration, decreases the teams ADS time and decreases the recoil. Also faster reload time.

    Against pulse (with a heartbeat scanner), the range of his scanner is increased against enemies that are Finka boosted.

    Yokai drones and concussions (Ela’s Grizmot mines and Zofia’s concussion launched grenades) - Can cancel out the finka boost... but if affected by these previous - Finka boosting can cancel their effect.

    Lesion traps - if they hit someone finka boosted they cancel out the effect.

    Finka can’t use her ability in range of a mute jammer.

    Smoke’s gas deals twice the damage to enemies that are finka boosted.

    Finka boost also removes any disorientation effects from breach charges/impact grenades

    Finka boost can pick up downed but not out teammates but left with 5hp (which can counter caveria)

    I can’t remember exactly but Finka boost might also counter flash grenades (need to check this - I looked it up and yeah it says 50% less effect).

    Movement is increased through barbed wire.

    Think I made my point but yeah - it’s like if stuff could be used for multiple things in DBD it’s seen as “toxic” and it just makes the game unplayable while this is still the mentality. It’s great that you can use things for multiple purposes imo.

  • @PickCollins said:

    https://forum.deadbydaylight.com/en/discussion/comment/746231#Comment_746231

    That's one map with one killer.

    Even if what ur saying is true that makes all the other killer/map combinations that end in 3 gen strats the Surviviors fault.

    That’s a hasty generalisation. No I just chose an obvious example... if even 1 situation could occur it was proof enough since gens I believe have a max/min distance spawn type thing.

  • My only complaint is that the syringe does 1 health state and not 2... there’s 8 seconds for the killer to react and they’re ultra rare... on paper the styptic agent is better.

    BVHR tonnes down mechanics in a way that doesn’t reward good play...

    Why not:

    The nurse doesn’t have a cooldown on a successful hit (same idea sent other to other killers - the concept is carried over)

    Successful use of exhaustion perks means you don’t have to stand still for them to recharge (giving vigil some value again but it’ll be high skill) - i.e. if you dead hard and the killer did swing then you recover in 80 seconds running or 40 seconds standing still (not sure how to balance the other exhaustion perks in that way - used mid-chase? Idk)

    Everything feels balanced around rank 10 with rank 1 left in the dark... people who have played longer want newer mechanics to master/take advantage of but they get hard taken away.

  • A nurse could easily force it on Azarov’s resting place due to her mobility and situations come up all over the place.

  • @martin27 said:

    If they remove that 3 second delay for a successful hit that would be great, it would mean killers have to be more patience and chose when to blink.

    People say her basekit was fine... but nurse was/is overwhelming in 3-gen strats (until the change hits ofc)... so she does need to slow down in terms of map pressure but yeah... after 2000+ hours I can say that a successful hitting nurse isn’t too overwhelming in this way since we’ve dealt with her for every time she actually missed and recovered no problem.

    I’d actually consider playing her if she wasn’t punished for successful attacks but had this cooldown otherwise because it is as you said - makes you perfect yourself... I do speedruns on R6S and that’s how I see every error I make... I overcome it to save time.

  • Base kit wasn’t fine because in a 3-gen strat nurse was abit too much like doctor... what I think the change needs is to not punish for successful hits.

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/731024#Comment_731024

    Hag is not a top tier killer. If her power weren't so hard countered by flashlights, or by simply crouching, then she would be a monster. personally I find the top 4 too be Nurse, Spirit, Billy, and Freddy. New Freddy is just a monster at red ranks, especially with slow gen builds.

    You know hag has the highest win rate out of any killer tho last stats showed? Dunno why people say flashlights are a problem with her... survivors can only burn so many traps and you get a free notification each time. If survivors couldn’t crouch she’d literally be uncounterable but a patrolling hag may as well be that anyway.

  • Prayer Beads is fine (ultra rare)... Speed add-ons + prayer beads is not fine... speed add-ons in general are not okay... -> nerf the speed add-ons imo.

  • I just looked it up and SB was 4th/5th on console but PC yeah wasn’t in the top 5... still probably following up close though.


    Edit: I’m wrong again... the data was for all platforms (the cuts were for different ranks not different platforms) and yeah SB was rank 5-12... but yeah BL not on the list. Still pretty sure SB isn’t too far behind in R1-4.

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/732310#Comment_732310

    I didn't see Sprint Burst in top 5 in ranks 1-4, just in ranks 10 it was so high.

    Sprint Burst was 5th or 4th (think iron will was the other whichever SB was).... it was rank 10 where BL was sitting.

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/732213#Comment_732213

    Balanced Landing is really good on a lot of maps. Shelter Woods is the only map where is almost useless.

    Huntress is literally at disadvantage in 80% of the maps. That's why she fall in the tier lists.

    Most people still consider Billy top tier. He is put as 3th-4th killer by almost everyone.

    BL showed in win-rates to not be that good for R1-4 level survivors... Dead Hard and Sprint Burst were the real go to exhaustion perks when the devs last released stats. It’s very map specific and maps that give it a few jumps aren’t even good enough for the perk.

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/732159#Comment_732159

    1 There is nothing balanced in the fact that you can literally loop for minutes a Huntress around certain buildings like the ones from Wretched Shop, Rancid Abbatoir, Disturbed Ward, etc. Jordirex himself told me that he wants to DC every time the survivors loop his Huntress with Balanced Landing on Haddonfield.

    2 "Maps that favours him", yeah, Huntress has like 2 maps that favours her, while the others are from bad maps to "DC worthy" maps.

    3 Literally nobody called Billy a bad killer, idk why you bring him in the discussion.

    BL is an exhaustion perk that: is really bad on a lot of maps or it’s overpowered on certain maps so not really an optimal perk but yeah you get people who’ll run BL with a map offering. Yeah Haddonfield isn’t balanced but you know who else sucks on that map? Nurse. So it’s not really a point of comparison on killer strength. When I mentioned a disadvantaged map I wasn’t talking about the most extreme but ones with more regular loops but still a lot of LoS block. Jorderix could make sheltered woods a cakewalk but Torment Creek it feels like you have a chance and Jorderix is still hooking and killing.

    There are people who think billy isn’t top tier and people say the same about huntress... I see them at the most potential at around even strength but sitting below nurse and spirit abit.

  • @Marcus said:

    I know you are a over 2000 hours Huntress main, but you must admit it, Huntress is anything but not consistently good. I mean, seriously, there is a good map for Huntress that isn't Blood Lodge ?

    I versed Jorderix a lot in the past... his huntress on a disadvanced map feels like a balanced match (it doesn’t stop him countering loops) but when the map favours him then GG, no hope, you’re gonna get sniped. He knows every opportunity with her that from the survivor pov every even tiniest opportunity you give to him - he’ll capitalise on. Huntress can slug as good as nurse on the level he plays and if you imagine well timed fully charged hatchets (when they’re undodge-able) always connecting then the map is all survivors really have to keep LoS of them.

    Alot of people say Billy is bad but if his chainsaw charge timing is on the level of the optimal huntress windups that I see (which i have on some billies) then there’s no reason billy is bad... the moment the survivor believes the killer can’t make mistakes is when they start to screw up more because they push themselves into linear routes.

  • Hellraiser - Pinhead, shoots chains at survivors who need to wiggle out as they’re slowly dragged to him... getting out puts you injured/perhaps mangled too and getting caught simply means you get carried to a hook... can counter him by keeping objects infront of him and you so he can’t drag you completely in his hands... you only get injured instead.

    Doctor Who - prolly something there

    A flying killer.

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/668618#Comment_668618

    RS6 is a shooter. Reacting to someone isn't really a thing when you die in an instant. Shooters are proactive games, where you predict the other players. You can afford to have those delays in a shooter as you aren't reacting to someone else. No need for an instant response and no need for very fast pings when you need to predict everything before they happen.

    Plus in shooters you have lag as well. Getting shot after going behind cover is one massive complaint. But that isn't all that bad as it is a shooter. You couldn't dodge bullets anyway and you could have been shot from some odd angles, some games you can even shoot through cover. So you likely never notice any delays or lag until it gets REALLY bad!

    The only real personal example I can give though is Planetside 2. A FPS MMO that clearly uses servers, but as it depends on clients doing work lag can be a real problem. Your lag leads to others rubber banding and easy kills, others lagging leads to your instant death as all their shots land at once before they round a bend.

    DbD though is a melee focused game built on reacting to other players ASAP. Try using a melee weapon in a RS6 (if there is one) and you'll quickly find it hell or filled with massive handicaps to overcome server delays. Making melee attacks in a shooter overpowered to overcome how bad melee is.

    Melee needs extremely quick response times. You aren't just predicting someone, you are more often reacting to them. Look at Mortal Kombat or Street Fighter. Those are prime example of melee focused games and in them you do NOT want ANY delays at ALL! Seeing the start of an animation and going for a block/parry. Seeing a brief opening and punishing it. Melee gameplay is all about reacting to the other player. Any delay at all makes reacting to the other player impossible and in turn makes the gameplay crap button mashing. So they use P2P to limit any delay as much as possible by making it as close to a direct LAN as possible.

    Outside of Huntress, DbD is basically a 3d fighter. Adding a server makes it a middle man, adding a delay to every interaction. And any added delays makes melee gameplay all the worse.

    Servers do have their place. But that place is for BIG projects. A lot of players needing data from everyone at once such as a shooter. The game having multiple background systems such as a MMO. An RTS with possible countless NPCs to account for. Servers work when you have a lot of work to do.

    DbD is frankly a 1v1 game. 1 Killer going against 4 Survivors, but it isn't 1v4. It is 4 1v1s mashed into a single game. P2P is king for small games. Less delays, less costs, and as close to LAN as you can possibly get.

    https://forum.deadbydaylight.com/en/discussion/comment/668725#Comment_668725

    Bulls*** and you know it.

    Killer attacks are client side. It being on a server wont do jack against a lag switch when the Killer's client still controls if he deals damage or not. Wont change anything, a server will just make normal gameplay worse as you can see for yourself in the PTB forums with how many people complaining of "hitboxes" being worse. It's client side processing, adding a server wont change that in the least without making EVERYTHING server side. Adding even more delays to everything.

    DCs are already tracked in P2P. The devs know when you click leave game and they can tell the difference between your ISP kicking out or you pulling the plug based on game inputs and how often the events happen. A server would make it more easy to punish someone, but it is in no way required. The game already tracks your data and it already has a ban system in place. Everything needed is in place already. The devs just wanted to wait for "reasons". Likely not wanting to waste all the effort put into making dedicated servers, not wanting to add even more work for themselves by doing manual bans, and nor do they likely not want to make even more work on top of all that improving the ban system when

    Finally, personally attacking me isn't going to do jack either. I just want fair gameplay.

    There isn’t lag on R6S... it’s just better... if i can que with people and we all have 10-30 ping... it’s just objectively better... and R6S is significantly more competitive than DBD by miles... they make hit-reg important in that game especially with there being no auto-aim.


    DBD is far from 1v1... it’s mechanics vs mechanics... i.e. use bamboozle or borrowed time.

  • The 16 meters to 8 meter audio on window blockers though... I checked out DBD again after a few months and after getting cucked by that... nope.

    getting cucked by something with no feedback or no way to lessen the effect is a joke lol

  • Adren - should be 3 seconds (if the killer meta was gonna be balanced at the same time - knowing bvhr they won’t)... that’s about all I agree with.

    But nurse add-ons need a fix and the spirit fury/enduring combo needs to die.

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/668501#Comment_668501

    I agree with this.

    But the truth is that dedicated servers are simply not going to work in DbD. I could type yet another wall of text as to why, but you can see for yourself in the feedback sub forum and it boils to more or less 1 thing.

    Servers double the delay between Survivor/Killer interactions. Doubling the lag and making any problems people assuming blame on "hitboxes" twice as worse.

    Vault a window in P2P, the Killer gets that in just your ping's worth of time. Vault a window on a server, and the Killer gets that data after you ping that to the server and THEN the server pings it to the Killer.

    Killer lands a hit in P2P, the Survivor gets that data in his ping. Killer lands a hit on a server, the Survivor gets that data after the Killer sends it to the server and THEN the server sends it to the Survivor.

    Any and ALL interactions between a Survivor/Killer on P2P happen on their pings to each other. K-S and S-K, a single link between the players. And as Killer is host. This is how it works for ALL interactions between the Killer and ALL Survivors! But on a server any and all interactions must go through the server first, combining both the Survivor/Killer pings together. K-Serv-S. It now takes 2 links in the data chain adding both pings into a total sum for lag between them.

    Like it or not. But dedicated servers just do not belong in Dead by Daylight. They wont work no mater how much you want them to because of the laws of physics. You can't double the length of a rope without having it take twice as long to walk it.

    They work on R6S but people get like 12 ping... least I do - I have no clue why it’s so low and I don’t know if this is BVHR’s eventual goal. (Or atleast 50 ping is probably good enough) - on ptb I was offered 110 ping each lobby search or more :P but pretty sure on previous dedicated server tests it has been green/50 ping before.


    Saying that deathgarden felt alright with no problems when I played it.

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