dugman
dugman
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- dugman
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If you’re not having fun play something else, it’s not like there’s a shortage of video games to choose from. You can also always come back after a while if you feel like giving it another go. Or just play less often and don’t even bother looking at grades or thinking about MMR. Either way.
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I’m definitely more excited about Ringu as an IP than I am the Resident Evil or Silent Hill IPs. And I suspect they’ll be trying to do something different with her ability to make it involve “curses” I’m curious what that will be.
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@BenihimeWrath said:
https://forum.deadbydaylight.com/en/discussion/comment/2714035#Comment_2714035
I changed the way I play precisely because I didn't care to take the game seriously. If I took the game seriously I wouldn't care about sweating because winning would be all that matters but I would prefer to have fun. The pocket of survivors I find myself in seems to be good players that don't care about escaping. So essentially we are playing the same playstyle, casual, but only I, as the killer, am being punished for it.
You’re the one getting seriously upset that you’re unable to win playing badly but still losing to players of your own skill level. You’re saying you can only have fun if you can play against weaker players so that you can win without putting in any real effort to beat them and then coming here to rant about how the game is badly designed because if you don’t try to win against other players who are as good as you are you lose.
If you really didn’t care about this you’d just play the game and if you lose then you lose and not worry about it. Your MMR would go up or down regardless, sometimes you’d win and sometimes you’d lose, but you’d just play the builds you like and not care if you lost because they’re not optimal and the opponents are good. That’s how I play, anyway. 🤷♂️
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Just for reference Pig’s head traps used to be activatable after all the gens were done and the devs intentionally nerfed them so that couldn’t happen.
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Midwich is one of my favorite maps.
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Hag is unusual because she has both a low skill floor and a high skill ceiling. Anybody can play Hag out the gate by dropping down traps and spamming teleport to get quick hits and do sort of ok. But to beat survivors who know how Hag works you have to use more advanced tactics and have really solid game awareness and a sense of what survivors are going to do when they get into chase and such.
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@BenihimeWrath said:
https://forum.deadbydaylight.com/en/discussion/comment/2713958#Comment_2713958
First of all, I'm 'throwing' to not face super sweaty sweat squads so I can actually enjoy playing a game. Get over yourself its not that serious.
Secondly, just because I'm doing it intentionally doesn't mean it doesn't happen to killers who are still trying their best. So I ask again, why does a killers objective hurt their pipping so much more?
Doesn’t sound to me like I’m the one taking the game too seriously.
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I’m not sure why you’re expecting sympathy when you’re saying you throw games so you can go against lower rated players.
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I like map variety and the only issue I have with RPD is sometimes I get a little lost on it. Otherwise it seems like an ok map, the pallets are mostly gameable and the aesthetic is decent.
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I’d love to see a Supernatural DLC pack. Winchesters as survivors, a Demon as the killer, map is he bunker. Demon could have a Possession type ability where they briefly control survivors’ action.
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@GannTM said:
Already don’t want the ring because I’ve already heard a few people say they’re ditching Spirit for her.
Which is silly because they probably won’t have similar abilities at all.
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2710397#Comment_2710397
If you're talking about ranges then that applies to everything in the game with a range...
I specifically said “ranges of area effects”. Not everything is an area effect.
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Remember though Pinhead’s 1v1 chain is actually the weak part of his kit, it’s the Chain Hunt that’s the strong part. If you make chains last longer, etc, it also buffs his Chain Hunts.
I don’t know what Pinhead’s stats are currently like behind the scenes, but my guess is they’re not too bad based on what the devs have said so far. But who knows?
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I just never really cared much about charms either way. The only charms I personally use are the ones I earned for finishing Rift chapters since at least I feel like I did something to earn them. Not that charms look bad but… 🤷♂️ I never pay attention to them personally. So I do kind of wish there were something else alongside the current crops of charms in these rifts.
Overwatch has emotes and sound effects, something like that would be kind of cool for killers and survivors maybe? Earning a special emote or sound effect you can play during the match might be fun. Hook a survivor, do a little dance and move on for instance.
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I don’t give hatch mainly because I personally don’t like being given pity points so I don’t give them to other people either. I try to treat players like I want to be treated so that means no free hatches.
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Huntress, she sound SO ANGRY!!! 😄
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I asked in a thread this week if people were using Exponential, the overwhelming response was basically No outside of maybe memes (and playing Jonah for Adept)
@dugman said:
Out of curiosity is anybody using Boon: Exponential? Prior to its release there were a bunch of people shouting about how broken it was going to be and other people (including myself) saying it probably was ok but not great. So I’m wondering where things have shaken out with this perk? Are you still using it, does it work great, or did you try it and it was only kind of meh? (As a killer I don’t slug that long that often that it probably doesn’t impact my own matches much either way.)
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She’s definitely less popular than she was before her nerf. That’s not to say she’s necessarily less popular than the average, keep in mind there are almost 30 killers so the average is only seeing a given killer about every 30 games. But she’s clearly not one of the most picked killers any more, I think Blight might have taken her spot.
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To be fair, I get why they nerfed the instant shots, but I do hope they at least speed up his turning rate while aiming. He just doesn’t feel fun to play now, it’s like walking through tar while aiming.
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I’m addicted to Bloodhound. I realized I had a problem when I was using it on Legion at one point even though they can’t see blood while using their ability.
One day at a time though….
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Ho, Ho, Ho, Kids!
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Not on PC, but on DbD Mobile I lost a game or two as killer against bots. DbD Mobile is great except that it is VERY hard to control the killer compared to PC! You move with your left thumb, turn the camera with your right thumb, and also attack and use abilities with your right thumb. But that means you can’t easily turn the camera and move and attack simultaneously, so unless a survivor is running in a straight line when they juke you either have to turn the camera to keep facing them and forgo attacking or attack but be facing the wrong direction. Plus there’s a lot of times I’ll be strafing but just suddenly turn the wrong direction because of how auto-aiming works.
I really like DbD Mobile other than the controls on killer, I wish I could get past them. But as is it’s super frustrating chasing a survivor, knowing 100% I could easily down them on PC, and just be unable to do much on mobile.
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I think just making the yellow bottle ammo separate from the pink bottle ammo might be a good buff to try. It would allow you to more freely throw a yellow on one end of a dropped pallet and a pink on the other and be able to catch the survivor if they stay at the loop.
Either way, my general thinking personally is Clown could use a slight buff to his base kit in some form still, but also along with that his Pinky probably needs a nerf or revamp. That particular add-on is just too powerful, it’s simply not that hard to hit survivors with bottles to get an instant Exposed down. It’s so objectively better than every other Clown add-on it’s kind of crazy. (And to preemptively reply, no, red add-ons aren’t usually intended to be “the best add-ons”, a lot of them give a powerful effect but with a difficult to meet condition or with a handicap. Meyers’ Tombstone lets him kill survivors but greatly increases the stalk time, for example, or Blight gets instant downs but only if all the tokens are spent, or Pinhead gets free injuries at the cost of some chains, etc. Pinky is along those lines, powerful effect but it’s supposed to be tricky to do.)
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I like how little eyes sometimes poke out of Krampus’ basket. 🙂
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An interesting one to try on Spirit is Predator since it can really help her zoom straight to where a survivor is while phased. It’s one of the few instances Predator has decent synergy with the killer power so if you’ve had that perk and been wondering when to try it out maybe give it a shot on her for fun, especially if you don’t play her a ton and just want a leg up on finding people while phased. 🙂
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@impulse_90 said:
https://forum.deadbydaylight.com/en/discussion/comment/2712758#Comment_2712758
Yes DS got a nerf but did you read what I actually said?
After DS activates and this is always the case at higher ranks the person with DS will try and run around with the new survivor that the killer is chasing in the attempt to bodyblock.
Now you might say this is a good thing because that's 1 more survivor off gens but think about it from the perspective of gen speed. High ranked survivors know that they can play like this and attempt to bodyblock because they're aware 1 or 2 other suvivors are doing gens anyway which is more than enough considering how fast gens fly by.
This in itself is where the issue is because to get value out of DS survivors feel like they have to do something while the buff is up which is esentially abusing it. This essentially means that the killer needs to slug that survivor with DS and thus giving the new survivor a chance to gain some distance and potentially escape or bite the bullet and eat the DS.
You may think DS is fine and perhaps for killers that tunnel it's a good thing but it really does give survivor an unfair advantage at higher ranks because it's literally a free hook state. Gens aren't really relevant in this discussion because they go by so quickly anyway so why can people not see how busted that is to be able to freely run around and take protection hits even if it downs you purely because you know your'e safe thanks to DS?
Perhaps it doesn't need to be nerfed but it does need to be reworked because currently it's too easy to abuse for good survivors.
I did read what you said and was pointing out that using DS as an example of the devs not nerfing survivor perks is incorrect because they did in fact do a major nerf to it from the way it originally worked. I get that you think it’s still a bit too powerful even now, but your paragraph was intended as showing that the decs totally ignored DS which isn’t true.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2712759#Comment_2712759
Except that the buff is unhealthy to the game. Imagine a survivor with a flashlight gobbling up Clown's clouds from afar. A survivor with a flashlight disarming Trapper traps from afar. A survivor stopping a running Hillbilly in his tracks or preventing him from revving in general with a flashlight. A survivor pulling Myers out of T3 with a flashlight. Blight being unable to dash further. Demo's portals gone in the blink of an eye. Plague either getting pulled out of her Corrupt Purge or survivors being able to remove infection with flashlights. Survivors waking each other up from the Dreamworld by flashing each other. Victor being slowed down/unable to jump when survivors aim a flashlight at him. Cenobite being unable to teleport to the box/unable to activate the box for a chainhunt if he's being lit by a flashlight. Or at least similar things to this that make it worth running a flashlight against essentially any killer.
Would you think that's a healthy buff? Because that's pretty much the only way you could buff flashlights to make them useful when Lightborn is in the game. I dont think that's a healthy buff.
Changing Lightborn would be the more healthy option.
Flashlights are high risk, high reward items. Basically the reward for a successful flashlight save is high, it could potentially mean one less hook that game or even one less kill. A flashlight save could lose a killer upwards of 30-45 seconds by forcing them to redown someone they already downed assuming they immediately restart the chase after the stun. It’s risky though because the save is tricky to pull off and requires the survivor to be off the gens ready to do it, taking time away from the total gen progress.
I don’t necessarily know that flashlights need a buff, it all depends on if the average time spent getting a save times the average chance of a save landing is roughly what the survivors gain in terms of time lost for the killer. If you look at it as the survivor gaining back a health state then it’s maybe weaker than a medkit, but then again the flashlight does have ancillary side benefits too like removing Hag’s traps and stunning Wraith and Nurse and removing Artist’s crows. (And pallet blinds are free bloodpoints although I don’t like balancing things out with those.)
But even if flashlights could use a buff, there’s more than one way to do it besides lengthening the duration of the blind. You could for instance give the flashlight a side effect like if you shine a flashlight other survivors in range see your aura. Or that if you shine a flashlight you can see auras of various props in range. Plus buffing the flashlight in that way would mean Lightborn making the killer immune to blinds wouldn’t entirely remove the flashlight’s other benefits.
So no, I disagree that Lightborn needs to be changed just because you think flashlights are weak. If flashlights are actually underpowered then you could buff them in different ways, some of which aren’t even impacted by Lightborn which is generally already considered underpowered itself.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2712750#Comment_2712750
I agree that the effect isnt strong, it's the design around it that's straight up insulting since flashlights are already super weak.
Like, unless Flashlights, Flashbangs and Event Crackers get an insane buff where it ALWAYS disables the killer's ability rather than just Hag, Wraith, Myers, Ghostface and Artist. Giving it a secondary use essentially, Lightborn is a bit too much of an insult(let alone that it doesnt even activate one of Billy's addons. It's like OoO and Sole Survivor no longer working together, those are both also just an insult in design).
And you can see why making flashlights an offensive item against killer abilities in general is not exactly a healthy change.
It's not about Lightborn being strong, its about flashlights being weak already.
Sounds to me like you’re arguing flashlights need a buff, not that Lightborn needs to be changed.
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- “Boon totems” are fine in general, the only problematic one currently is Circle of Healing. Also they’ll probably be doing Mikaela’s balance pass next midchapter which is when we might see Circle of Healing toned down.
- Decisive Strike already got a major nerf, they made it so you lose Decisive Strike when you work on generators, heal, cleanse, bless, etc. (It used to just last a minute after getting unhooked no matter what you did.)
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Just… no. Being immune to blind is perfectly fine, it’s not even that strong an effect. Hell, the perk actually could maybe use the buff of not making it obvious you aren’t blinded.
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Hex: Crowd Control is significantly more powerful than Bamboozle, but it’s a Hex so it can be destroyed. Therefore the question to ask yourself is do you mind risking losing a Hex for a better effect or prefer an ability you can’t possibly lose?
For reference Crowd Control is better than Bamboozle in a few ways, including
- It lasts longer (20 seconds blocked versus 16)
- It can block an unlimited number of windows simultaneously (Bamboozle can only block one at a time)
- It blocks passively, you don’t need to spend time in a chase going through a window yourself to block it
- It can block multiple survivors going through different windows simultaneously
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Let the Bodies Hit The Floor
- You can drop a carried survivor 75% faster than normal
- Dropped survivors recover 20/30/40% slower than normal
- If you drop a survivor within 1 meter of a dropped pallet or breakable wall the object is destroyed
- If you drop a survivor within 1 meter of a generator it begins to regress as if damaged
- If you drop a survivor within 1 meter of a survivor who is healthy or injured they are damaged one health state
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@Gigante said:
https://forum.deadbydaylight.com/en/discussion/comment/2712575#Comment_2712575
What the hell are you talking about? I don't care about 4k, I care about having fun. I liked to test builds, play with not so strong killers, make the match last and be fun for both sides.
But since the arrival of SBMM it doesn't exist anymore because everyone only cares about destroying their fingers on generators using only meta perks that everyone here knows very well what they are.
Lately I'm having to sacrifice my soul to get 1 kill or at most 2 because all matches are extremely fast.
Nothing is preventing you from playing how you want. But why would you expect to win against players as good as you are using gimmicky builds and strategies? It sounds like you want to win, but not try to win, but get upset when you lose because you’re not playing against opponents who aren’t as good as you are. Not to mention if you lose a couple games your MMR goes down and you’ll be against easier survivors on average anyway.
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Doctor - I love his tracking since it keeps you in chases the entire game, and his Shock isn’t bad at loops. Also his passive Madness effects are interesting
Freddy - I like his teleport, and the aesthetic of the Dream World. Also even though snares are a little more effective I always use fake pallets because I never get tired of getting free hits on survivors who try to stun me with them. 😄
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No doubt it’s a popular perk because it’s so effective.
What makes it potentially overpowered currently though is that it’s actually working correctly because of hit validation. Now survivors don’t need to predict when the killer will swing to avoid a hit, they can react to the swing animation and in principle avoid the hit every time. Baiting a survivor to Dead Hard early can fool a survivor who isn’t careful, but hypothetically a good enough survivor can avoid the hit every time. (And yeah, there’s supposedly people who cheat with an auto-Dead Hard now but that’s more of a tangent. It’s hypothetically possible to perfectly dodge now even without a cheat.)
My guess is because Dead Hard allowing for perfect dodges is a solid perk on its own, and the extra moment Dead Hard gives on top of that is also a nice effect, the combination is probably too powerful relative to other Endurance perks. If they reduced or eliminated the extra distance Dead Hard gives it would still I think be useful at this point solely because of the dodge, it just might not be so obviously better than the other perk choices.
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Yeah, I never really understood why they lock the perk slots. Maybe it’s intended to keep cheaters from just making a brand new account and having four slots right away? 🤷♂️
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In case anybody’s curious, here’s Otz’s take on Boon: Exponential. Basically he thinks it’s decent but not as good as Unbreakable because the killer can more easily work around it.
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It could just be her regressing to the mean in terms of pick rate. There’s almost 30 killers so the average pick rate is about 1/30 (some killers more, some less, but that would be the average). Barring a killer being really, really awesome they should typically regress toward that average after about a month or so.
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@SOULWARRIOR71K said:
I’ve seen it used to it’s maximum impact twice. Both times I was going against sweat squads with the full stack of second chance perks and boons. Was damn near impossible to keep them injured and/or downed. In both cases, getting them to the basement was the only saving grace.
That’d be an interesting video to watch if you had it recorded, I’d love to see a good killer go against a good group of survivors using Exponential.
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This actually does make me curious what data or testing they did to reach the conclusion that Wraith’s lunge was too long? I’m assuming it’s not an arbitrary decision, because hypothetically if Wraith had too high a kill rate there are numerous ways to tweak him, but this lunge nerf is very specifically targeted at the lunge. So they must have had something behind the scenes they looked at which told them the lunge seemed to be too long.
I’m really curious about how that process actually works, like what data do they even look at? Do they survey a whole bunch of Wraith matches and track how often the lunges hit and compare it to normal lunge attack hits? Do they compare Wraith lunge hit percentages to other special attack hit percentages? Was Wraith actually a higher than normal kill ratio killer overall prior to the change and where does he land now? Just the data guy part of me is honestly interested in how that review process worked exactly, it’d make for an interesting read maybe.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2711625#Comment_2711625
no, COH helps heal faster from dying anyway
I kind of figure that’s what most people will say.
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Everybody saying “just bait Dead Hard” is only partially right. Yes, you can try and fake a swing bait it out, but ultimately the survivor does in principle have the ability now to react to an actual swing in time to Dead Hard it 100% of the time. The ability to react to a swing to make it miss is quite powerful.
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@Tr1nity said:
I mean how else do I get jonahs adept
Lol, ok aside from Adept and rift challenges. 😄
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@Michi said:
Work in progress
🤘 🤘
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Two things I’d love to see if they’re possible would be
- Have the server monitor movement speeds and altitudes for impossible ones. If a player moves too fast for too long or floats magically in the air then immediately automatically given them a time out and forward it to customer service for review. Looking for impossible numbers during play through movement speed validation could be a way to detect cheaters regardless of what hack they’re using to actually get those impossible results.
- Lock aspect ratios to set values. The stretched res exploit to look over objects at loops is only possible because they use weird aspect ratios. If the game could force specific ratios, if necessary cropping or using black bars on unusual ratio monitors, then it would presumably get rid of this fairly common cheat.
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/2711585#Comment_2711585
No worries :) It is a genuinely interesting question and if I have the time I'll test it later and notify you of the results.
That’d be great, I’ll be curious to hear the results, thanks!
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@lagosta said:
Then you should probably test yourself and post the results here and notify the Wiki curators. I tested the Haunted Grounds vs Undying iteration here and posted here a while ago and someone in the forums notified them to update the corresponding page.
I’m not in a position to test it myself. And this seems like something someone else might already have tested or have the answer to, hence why I asked the question here.
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I actually never found bodyblocking by BT survivors to be all that effective against me. It only really works if they happen to block a narrow passage, otherwise I still catch the other survivor. And even if they do somehow get an effective block I just hit them which forces them to mend while I chase down the other survivor who didn’t get a speed burst so I’m still keep two people off gens simultaneously for a bit.
That said I certainly wouldn’t have a problem with BT survivors having no collision. 🤷♂️
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@lagosta said:
You should check the Wiki for a general idea but do not trust the numbers completely. I am not sure if that page was updated after the changes.
I did check the wiki and couldn’t find an answer
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2710577#Comment_2710577
Yeah, ai though along that same lines. But you don't need any kind of imagination to see that this solution, again, leads to a bucket full of unfair situations; the blade wiping animation without any payoff is so punishing and every time it happens my heart sinks and a shake my head, while telling myself "this is fine, its just a game". But still, its very, very frustrating, and I wish that something, anything, could be done about it.
I mean, we have teleporting survivors after hit validation or downs all the time, so couldn't the server just end the killers animation with a prompt if it detected that our hit was, indeed, a miss?
That’s actually a good point about the movement slowdown on a revoked hit. Technically the killer’s slowdown should also be revoked or at a minimum cancelled if the hit is cancelled.

