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  • @Mandy said:

    Can confirm that this is not a bug. We are conducting some ongoing tests with some players, and we're always looking to improve the player experience within the game. We will be monitoring the feedback closely on this.

    Sorry but is this in the beta testing tab? If not, why did you even implement it if not for these small tests to which people might want to participate in ?

  • @zarr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529924#Comment_3529924

    The thing is that the "validation system" for pallet stuns was fairly easy to implement - rather than the server having to do any advanced hit calculations, it can simply look at whether the pallet stun happened prior to the killer's reported hit event, and overrule the latter if so. Or even more simply, it could just ignore any (basic) hit events happening for Xms after a pallet stun. It hasn't stopped working altogether by the way, but they did seemingly "nerf" it, as even on good survivor ping hits through pallet pulls have become more common again. What I think may have been changed is that while it used to be handled on a first-come-first-serve basis (if the server registers the pallet stun even just one tick prior to receiving the hit event, the latter is void), now the server will actually look at client timestamps and compare when things happened on the respective clients, which can still benefit a laggier killer because the survivor obviously pulls pallets in reaction to them. Or maybe they've added a buffer where if the hit event arrives within the first 50ms or so of a stun event, it's still valid. Who knows.

    Anyway, implementing hit validation for window vaults is not nearly as easy because there is no simple binary logic there (if killer = stunned, hit = invalid). It would require the server to do actual general hit calculations based on the character locations and speeds and such, something BHVR seemingly refuses to have the servers do, for one reason or another. The only times where the server will employ some sort of such a general hit validation is if the killer player has a ridiculously high ping of 300+ms, and even then it won't do so very reliably.

    Regarding your second paragraphs, yeah I know. It's a similar reason to why you can get hit after the pallet drop animation is over if the killer is laggy enough to not register the dropping of the pallet in time, and he's too far away to get stunned (hence triggering the server check)

    Clip for reference, I can't find my personal one where it happened the same thing (vs a blight).

    https://twitter.com/Scooteybootey/status/1697038819336303083?t=FhpJ08KltpPPeSG_BfCHCA&s=19


  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529265#Comment_3529265

    The problem with 'getting hit so late being a latency issue', is you can't tell a laggy/VPN region swapping/region mismatched killer in the lobby. You load into a match, and you never know if they are using a VPN for lagvantage until it is too late. If there was a ping indicator in the pre-game lobby I wouldn't have a problem with this. As is though, it sucks to have Killers intentionally cheating the system, or getting put on the wrong server and not knowing/being made aware.

    Even then, the current ping indicators aren't good enough. I saw a Mikaela in my lobby with red ping (and not on the other 2 Survs), then when I loaded into the match my ping was even worse than her ping, and I had no indication of my own lag in the lobby. It clearly put us in the wrong server, but there was nothing I could (legally) do to fix the game's problem because it refused to keep me informed while I could do something about it.

    The thing is I find it absolutely surreal that they can't implement a decent hit validation system for vaults like they did with pallets (that somehow stopped working anyway)

    How can they be so utterly bad

  • @Boons123 said:

    If any survivor had his voice changed, I would choose Yuichi, not Jonah

    No? Don't touch yoichi's voice

  • @Shroompy said:

    Thing is the 3% Haste is not the issue, the issue is the Endurance status that comes with it like its a value pack at a discount you find at Walmart.

    It messing with muscle memory isn't really an issue, especially with the example you gave with new players. They are probably the last people who are getting value out of this perk since they don't know how to properly loop properly, nor are they going to be going for risky plays like committing to a heal when the killer is coming. MfT gets the most value the more experienced the user is and doesn't necessarily act as a crutch since those people were/are playing just fine without it.

    Also FtP and Buckle Up is not a bugged combo since Buckle Up doesn't require you to be injured unlike MfT.

    Disagree entirely. The 3% IS the issue

    It's like dead hard all over again, bad players (the majority?) won't make it anywhere with DH for distance, but good players will know how to use it very well, and considering how unbalanced maps are, that haste effects does make the difference

  • @Alice_pbg said:

    I have broken many 3 gens. Oh the audacity...

    Not with a knight or skull merchant. Because I never even see them.

    Saw exactly 1 sm. She didn't 3 gen.

    I feel like every time it happens each of the 4 survivors comes here and creates a post. So it looks like it happens more than it actually does. Cause if it's this rampant, why am I not seeing it at all?

    "I never see a 3genning sm so the problem doesn't exist"

  • Dev blog for what exactly? Xeno doesn't really need that many changes, bug fixes will be written in the patch notes, and you're in full-on copium if you think they'll add some unannounced balance changes, especially because it's not a mid chapter patch

  • Reminder that devs decided to waste company time and resources reworking this map when mother's dwelling, borgo and joy exist, and eyrie of crow too btw

    Or, since we're talking about farm maps, rotten fields.

  • @egg_ said:

    Like seriously, it's a pointless waste of time and it promotes lobby dodging or targeting. The moment you press ready from your "offline" lobby and you get matched, you load into a game immediately. Why is it not already like this?

    Literally this

  • I guess you didn't grasp the inherent sarcasm of my comment. Yeah I escaped but I was very close to just going next, then I found a commodious toolbox in a chest and being 99ed with resi I was able to sneak a push on a gen. Map was haddonfield btw

    Was it for me, the killer would be killswitched already if not totally deleted from the game

  • image.png

    Just break the 3 gen, doesn't matter if it takes 25 miserable minutes :)

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/388984/delete-the-mid-game-lobby

    It doesn't work that way for multiple reasons:

    1) DBD is a setup game- Due to DBD lacking a lot of environmental interactivity, we're meant to be more focused on tailoring gameplans as killers based on what we can see survivors holding. It's the only information we get about survivors so just jumping straight into a match means you need to run builds that often just boil down to all round meta to just cover generic bases which sucks. For survivors it gives them a chance to finalize or change their builds and communicate with each other since they can't communicate mid match.

    2)The way matchmaking is handled- The game when you click the button to find a match isn't just trying to throw you into a lobby anymore. It trying to stick 4 folks together then send them to a killer then it backfills as necessary. If you want to have the game skip that process and go straight to the map you should get ready to have teams with bots more frequently or spend time re-queueing when people inevitable just drop out mid match load.

    3)The game actually isn't even made yet when you queue- There is a decent amount of procedural generation that needs to take place in the background that is most likely being done partially while everyone is in the lobby.

    4)Chances to back out are good actually- While people hate when it happens, giving players the chance to back out if they don't feel up to playing with certain people is a good feature to have. Especially in a game that doesn't make use of a drop-in matchmaking feature like this one. Sometimes you queue up for a game as a survivor an see you're on a team that has a partial swf and your previous experiences playing with setup hasn't been great so rather than make it impossible to back out at all just let that person leave before the game has even started. Killers dodge lobbies for many reasons and while they may not be valid in some folks' opinion it is better to give them the chance to back out and be replaced rather than them DCing mid load and everyone going back to the queue anyway just with extra wasted time.

    1) Yeah point already addressed, it's not fair that killers can see survivors prior to the lobby. You want to play chill? Not fair you can pick your lobby based on YOUR type of gameplay but survivors need to adapt to however the killer is playing or get rolled. Being able to see the survivors prior to the game needs to go.

    2) Huh?? If the game goes directly in loading screen to throw the people into the match, the only way to dodge would be to crash the game, just as it is now. The game would be cancelled then, exactly as it is now.

    3) Again huh ???? The only thing I can think of is allocation of space in the server, which can be done during the loading anyway. Other than that, any procedural generation happens after the timer ran out and the offerings have been burnt, because offerings affect the generation too: spawn points, map choice itself, and all these offerings can be changed during the lobby time, so to be honest I'm quite sure you're pretty wrong about all this

    4) Literally same as 1

  • @Skillfulstone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523903#Comment_3523903

    I assume the Killer wouldn't see the Survivors's perk, he did say "teammates".

    Seeing teammates's perks would be awesome, but if both sides could see each other's perks it would just devolve into "who can last-second swap better?".

    I did also mean survivors shouldn't see other people's perks before the game because again it would promote lobby dodging or possibly pettiness in game ("oh they're running sole survivor let's leave them on the hook they're useless" when the player was playing normally and not just hiding and waiting for the team to die)

  • @BlightedTrapper said:

    That's a good point, not sure why it isn't already like this. The only reason I'd keep the current system is if they finally allow us to see teammates' perks before the match.

    Which is something I'd rather avoid too because again it will promote lobby dodging

  • @humanbeing1704 said:

    unpopular opinion but I genuinely think this is a time where they need to killswitch a killer till they get reworked

    "unpopular"

    It would be really a shame if some dev purposedly introduced a gamebreaking bug involving her so they had the official excuse to kill switch her without creating a precedent where they basically admit their failure

    I'ìm not syaing they have to do that though.. unless 😳

  • Remember guys: killing players fun = they want to remove my cheesy way to get easy victories

    Starstruck nurse with double range was fun too... To play.

  • "Killer is practically impossible, unless your playing one of 6 meta killers with meta perks in game with 32+ killers to choose from."

    If one feels like they really need full meta perk builds while playing the 3 S tiers and the strongest other killers to compete, while playing normal random matches, then the problem is not swf but their (boosted) perception of your own skill

  • @NoOneKnowsNova said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520431#Comment_3520431

    Yet people complain that MFT adding 3% to survivors only while theyre injured is too much...?

    In fact both their proposal and MfT are terrible things

  • @[Deleted User] said:

    Killer was the easiest it has ever been during the Eruption/CoB/Overcharge/Pain Res meta. Killers had first hook moris and some other wonky stuff years before that, but so did survivors. Yeah, you could Mori after the first hook, but survivors had DS on the first pick up and 2 health state instas.

    I wouldn't say killer is the easiest it has ever been now. You can legitimately lose a game on A tier and below killers if the survivors are good. There was zero reason to lose a game during the Eruption/CoB meta. You had to fumble so hard.

    This ^

    Also the introduction of totally not broken (I run it because it's fun /s) perks like MfT genuinely made the game a lot harder

  • Depends on who has the better ping, but we all know asking for a functioning hit validation system is too much

  • I don't remember the last time I died against a wraith, probably when BT still wasn't basekit and was affected by TR

  • *Checks spreadsheet*

    Uhm yes apparently Swift Hunt is overperforming

  • I honestly feel the same. I get much more excited by mid chapters with tons of balances changes than new chapters. Sadly most killers released in the past few years are just horrible to play, play against or both.

    And yeah I'm one of those that support the idea of reducing the amount of yearly chapters from 4 to 3

  • Literally don't unhook someone who's trying to get out of the game, it's really that easy, cuz if they don't want to play that match, they won't anyway

  • Best: Felix/Gabriel

    Worst: Haddie

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511589#Comment_3511589

    Yeah man. When I want to chill, I just say "I'm gonna play some DBD killer." s/

    That's exactly what I unironically think, for once because I'm good enough to win most of my games, and second because my source of stress in game comes from the blatant misplays of my team mates that throw a whole match, while on killer if I lose I can only blame it on my mistakes

    Killer is definitely a lot less stressful than survivor

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511169#Comment_3511169

    I guess the solution would be locking lobbies and not allowing players to dodge them.

    The solution would be to remove entirely the game lobby. The moment you press ready in the normal lobby, you will be queued for a game and immediately thrown into it without having to go through the middle one, which is a useless waste of time

  • If you lack game sense playing nurse or any stronger killer won't help you, you'll just noob stomp a bit more easily

  • @averagemikaelamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507600#Comment_3507600

    Killswitch her 3 gen addons then,please. They arent useful anywhere BUT 3 genning. Nobody will miss them.

    The whole killer is designed to 3gen, it's not like the add-ons play a major part in it

  • @[Deleted User] said:

    That's the way I play her. She works with that playstyle, but it requires a brain, and a lot of players gravitate towards the easiest possible build/playstyle that allows them to win. In this case, boring survivors into submission with 3 gen Skull Merchant.

    How does that play style require a brain? I'm sorry but chase merchant is just a brainless version of clown: shut the loop with the drone (at least clown has to decide where to throw the bottle, aim a bit?), survivor needs to leave cause they'll get exposed, they get hindered while the killer gets a speed boost, free hit

    Fun and entertaining. Sure it's better than 3gen merchant, but let's not pretend that requires more skill or it's in any way more engaging

  • Only nerf she needs is light born back, and perhaps re enable stun into fatigue when getting pallet stunned

    Other than that, skill issues

    @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510706#Comment_3510706

    Yeah, you are right about it. This is indeed unpopular opinion.

    Because even your best Blight build won't be stronger then normal Nurse build. Blight can't ignore sone pallets and vaults but Nurse can ignore anything she want.

    Basekit, nurse is stronger. But when using all the strongest stuff available, blight is far stronger than nurse right now

  • I don't think so considering the amount of stuff to be reworked. Besides, if people want out, they'll leave one way or the other

  • @AhoyWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509054#Comment_3509054

    Why even spend resources on nerfing things that don't need a nerf, this logic doesn't make sense, if changing numbers takes little to no resources why it takes years to buff / nerf simple stuff that should get that treatment???

    Do you really expect a reply when you point out their very own fallacies

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509120#Comment_3509120

    Nah. Not really. This addon is a pub stomper. In the highest level of play you won't see a Blight that runs this addon anymore. Because then it's all about that speed.

    In a public game you are going to get a good amount of hits with your power and getting it back immediately is kind of ridiculous.

    In the highest levels of play (i.e. comp) you won't see that addon because they all know it's stupidly op, and it will never not be banned

    "It's all about that speed" yeah, there's blighted crow for that. The value you get by using crow+ ring is much higher than crow+rat

  • @Mandy said:

    The simple answer is some addons can be reworked quicker than others without factoring programming time, QA time etc. Simple changes can be done by the Design team with little to no resources from other teams. Larger changes made to addons (or anything else), requires substantially more resources which need to be factored in and slot into the production calendar.

    Take your time guys, it's not like the community has been mentioning this for years 🥰☺️

  • Yeah, MFT is a huge problem and no, survivors are NOT allowed to have such good perks, and yes, it's literally like old dead hard. Just because the majority of solo queue survivors sucks at chases it doesn't mean this perk is fine

    And yes, there's plenty of terrible killers that make tons of mistakes and then blame it on survivor's perks. Does not mean the perk is fine

  • The "I have no game sense" perk by definition

    Cheapest users: nurse players (along with floods of rage)

  • The answer to your question is simple: she doesn't need one

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501142#Comment_3501142

    99ing the gates holds strategic value, as it allows survivors to get rescues without the added pressure of a timer.

    yes right because 2 to 4 minutes aren-t enough to save someone + you don't have to deal with dying literally on the edge of the gate cuz 99 while being chased by the killer

    open the gates

  • It's fine like this. It's time for survivors to start opening gates instead of 99ing them

  • "shorten hook endurance"

    We had that, Bhvr was kinda forced to increase the timer. Guess why?

  • We're back to those forever Freddy times where a killer takes 0 effort for maximum value, which is not good design

  • Agree

    Also consistently getting hit by blast mine (especially when all people in the group had it) wasted so much time that it lost games to those killers who would just drop chase to kick gens

  • @jayz666 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456754#Comment_3456754

    Artist is on the same level as knight we don’t want anti loop we want chase powers the perfect killer in my opinion is wesker not a complicated boring hold w power or a 3 Gen power just things to help him in chase slow the survivors down

    Artist would be on the same level as knight if the crows started chasing you

  • It's intentional and it's stupid. The problem is they don't want you to complete a heal in general, but "gather 16 heal charges" on someone else. When healing with other survivors, you heal the injured survivor for less than 16 charges, because there's the contribution of your team mate

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459350#Comment_3459350

    "It removes build variety" when all I ever saw was Pinheads using Franklin's. Like it wasn't build variety because it was in every single build, and I can guarantee the same would be said for Larry if they didn't make these changes.

    Don't worry, you'll still see hags using it, those 3 times a year you'll verse them

  • Worst chapter? Let me remind you of:

    • Binding of kin
    • Resident evil (first one only)
    • All kill
    • Forged in fog
    • Tools of torment

    First two due to the immence amount of bugs that made the game ######### unplayable (+ also the killer released with binding of kin). Other 3 just for the killers or content in general

    This chapter isn't perfect but it's FAR from the worst

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453963#Comment_3453963

    Wow. So apparently you WANT to drive killers into only the tunneling playstyle, as basically everything else is dead.

    I mean if ur bad :shrug:

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