zarr
zarr
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Penti is good. Use it with Thrill so blessing totems takes an eternity, and then stuff like Ruin, Devour, Plaything that survivors basically have to get rid of. Plus Boons aren't even hard meta, not even half of the people I face at high MMR use one. Penti makes a gen take almost two minutes to complete, if you have Ruin up at the same time the game stalls to a halt.
Three of my games, two on Cowshed and one on the new map, playing Wraith without chase-relevant add-ons. None of the games got past 3 gens completed, in two of them I got Penti up at 5 gens and kept hit and running and they got nothing done. Gave the last survivors hatch as I usually do.
I'm a fan. Pain Resonance is good too, Grim Embrace while not awful should be better. Either way, between Deadlock, No Way Out and now Penti and Resonance, I'm really enjoying the introduction of viable alternatives to the staple game delay perks of the past, and that they encourage at least somewhat new builds and playstyles.
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I'm thrilled that they actually reversed the first two effects on Penti again, I do believe it is seriously worth using in this form.
Even ignoring that random survivors will still cleanse dull totems for no good reason, and that not nearly everyone is running Boon perks and will therefore at least still regularly cleanse Hex totems, I think Thrill Of The Hunt even more than Plaything guarantees Penti payoff.
Consider a build of Pentimento, Ruin, Undying, Thrill - In order to "counter" Penti against this build, survivors will have to either leave Ruin up all game, which is obviously not good for them (and also not something random groups are even able to agree on of course), and they have to do so just on the off chance that the killer is running Penti since they do not know beforehand... or they have to bless at least 2 and up to 3 Hexes at 48 seconds per blessing (well, 24s if Ruin is the last one, since Thrill will be gone by then). Even if you aren't interrupting them doing so (which is likely), they are spending 96-120 seconds on this. Two minutes hoverhanding totems, with Ruin in play all the while, and that's of course not even mentioning the time they take to locate those totems in the first place.
And if they do cleanse totems (at 20+ seconds per cleanse), now you can set up Penti which will also be protected by Undying and/or Thrill, with Ruin still up as well.
Alternatively, replace Ruin with Devour and leaving the Hexes up/spending 48 seconds blessing them becomes even less feasible.
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She has a fairly high skill ceiling on the killer player side, but a pretty limited one on the survivor player side. There are only very limited ways to try and play around crows in tileplay, usually you will be looking to manage to leave the tile instead. Which can still require skill against a good killer player, especially depending on the map, but yeah, it does not make for very nuanced mindgamey or micromechanical counterplay opportunities. But again, there are still some of those, and so I find it's mostly fine that she enables more skill expression on the killer side.
I think she's comfortably A-tier, and I do think she has the potential to achieve S-tier lethality with add-ons in the hand of a really skilled and experienced Artist player. But it's still early.
The "idle" crow nerf was definitely needed, otherwise she would have been way too easy (and linear) to play with even less counterplay available. That said, I do wish she would have had a secondary ability of some sort, such as being able to teleport around the map manifesting from crows.
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@GrayEyes said:
https://forum.deadbydaylight.com/en/discussion/comment/2664047#Comment_2664047
Ik you can't watch his vids but most of his games go like this as you heard him say in he vid that was the 3rd game in a row where gens where done I'm 4 mins
They other vids he posts where he stomps he hand picks his vids and wins just like every other YouTube to look good come on now that's obvious
I never said 150 wins was ok I said he was the best pig in the world and be is so when the best in the world struggles to get a single kill that says something don't you think
He crouched for maybe 15-20 secs really dude? Are you saying pigs should never use the power they were given
After he hit Jill he looked for Leon because she was running to main building and both God pallets were up so that would've been a 50-90 sec chase I wouldn't call that a mistake definitely wasn't gonna get a rbt trap on before the gens popped and even still what if she also gets it off first try?
I agree that was a really suspicious game but I'm not confident enough to call them cheaters
I doubt it's most games, but I accept the possibility that it's not a rare occurrence for him. What contributes to my suspicion that he usually does well is that he's an experienced, competent killer main that is not afraid to camp and tunnel, and most of the killer players at that level do well much more often than not. That is to say, if I could go through his stream VODs, I would expect to find he averages more than 2 kills and often ends games with gens left standing.
I agree that games like that are a problem. Ormond is a problematic map, it should be adjusted more; Pig is a relatively weak killer, she deserves buffs. Some mistakes and some bad luck contributed as well, but I do think even a sort of "early game collapse" phase would be healthy for the game, such as simply blocking all gens until the first chase begins. But this one match also cannot be used to argue the game is totally out of whack, just like matches where he wins decisively don't prove the opposite. 150 wins in a row on the other hand is an absolutely ludicrous notion in any even approachingly competitively balanced game, it's very damning that it was possible prior to MMR (and there were other players with even higher streaks, such as Dowsey's 199 4ks as Twins, or CardClasher with more than 500 Nurse 4ks). The absolute best players in the world in much more competitively viable and historied games like Starcraft couldn't even dream of having win streaks like that. That the introduction of MMR has made such streaks more or less impossible in DbD is not a change for the worse, even if it means that sometimes even the best players get beaten (my opinion on whether he is actually the best Pig player in the world notwithstanding).
He crouched instantly in the beginning and kind of roamed around hoping to stumble into someone, but as I pointed out, it would have been better to make sure they are not already on the uncorrupted gens on his side. After that he could have then tried to use the stealth ability to get the jump on someone, but doing so at the risk of giving up gens for free is not worth it. Like I said, usually it won't really matter and you probably will stumble upon someone running around and get a more or less free hit which is good value, and that's probably also why he's in the habit of playing like that. But against players that actually play efficiently, you unfortunately can't always start the game off like that without it costing you gens.
Main building only had one good pallet left, he broke the first one against Claudette, committing to Jill there would have totally been the right play. Plus even if he had found Leon, that was shack, not really a better place to chase. He was looking to tunnel Leon I suppose, which is understandable, but in that situation it was just a more than suboptimal gamble. Of course, Jill's Syringe was BS, Syringes (and Styptics) deserve further nerfs IMO.
In the past I would also be much more careful to call cheats, but these days I would really not be surprised if around 2% of players in the high MMR pool are cheaters (1 cheater every 10 matches). I've met cheaters much more frequently in my killer and survivor matches recently, and gen progression appearing out of nowhere was one thing I particularly noticed. But yeah, as I've said, what happened in this video is not strictly impossible, so I'm not saying they are definitely cheaters.
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As far as I can tell, this video shows 1 game, and in my humble opinion that cannot be used to say "every game". Unfortunately this player deletes his stream VODs so I can't look at how his games on average go, but my sneaking suspicion based on some of his other youtube videos is that he usually has games that last longer and result in him winning, and that despite maining one of the comparatively weaker killers at high MMR. I could post one of his other videos where he slaughters survivors with multiple gens left standing and also entitle it "This is high mmr", because it is. How about his most recent one? https://www.youtube.com/watch?v=eDy_H6gydJQ - All survivors dead with only 2 gens completed, game only lasted around 6 minutes proper before it had reached a foregone conclusion, total game duration around the same 7 minutes that the one you posted took.
I also find it funny to read stuff like having a 150+ win streak is completely fine, but the MMR world where a player cannot kill 600 players in a row without even just 1 escaping through the gates (again while playing a lower-tier killer), is the "dark times" side of the game's history.
Ormond is definitely an imbalanced map that even after its rework still favours survivors, certainly against "M1" killers. But he also made a few time-inefficient mistakes here. He spent too much time crouching around, the map is just too big for that and it while it will usually not matter against your average survivors, against players that actually pump out gens you can't be wasting time like that. Likewise he kept breaking off chases, which was especially weird after he hit Jill at her gen. He saw her run toward center map but for some reason decided to check a corner of the map where there wasn't even a gen. I suppose he was hoping to find Leon? That's an unnecessary gamble to be taking there. Had he committed to the chase he might very well have downed her in time to RBT her, weasel a gen and get something more going from there. Her Syringe obviously didn't help though, neither did the fact that Leon got lucky and got his trap off first try (usually Pig benefits from big maps at least insofar that it takes survivors a fair bit of time to traverse the map to get to boxes). The survivor spawns also seem to have been rather unfortunate here - his Corrupt obviously blocked gens on the other side of the map, yet it seems the entire team spawned at shack, on his side. I would say it's still a mistake of his not to instantly check his side and the uncorrupted gens, especially given that shack spawns are very common on Ormond, but either way, he got unlucky with his Corrupt/survivor spawns too, and as a result barely got value out of Corrupt which otherwise can easily delay the first gen pops for a minute or more.
I also want to point out that it's not unlikely that there was actually cheating going on in that match, as he himself suggests. The first two gens must have both been the Claudettes duoing, but then in the barely 2 minutes that followed, they managed to finish another two gens despite one of the Claudettes having to save Leon, Leon having to take his RBT off, the other Claudette having been chased and then healed, and Jill being chased in the meantime. And then they seemingly trio'd the last gen. Kinda suspicious, especially considering the time it takes survivors to traverse the map to search for and get to gens. But not absolutely impossible I suppose, if they have perfect pathing, knowledge and coordination to get to every gen and only spend time on gens rather than multiple people going for a save and whatnot.
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It can definitely be difficult the better your opponents are, and there are problematic things left in the game that can skew the odds of matches significantly, such as certain maps and items/add-ons, but then again, that goes for both roles. Good killer players win the majority of their public matchmaking matches relatively comfortably and decisively day in and day out and have for years (you know, throughout the years where killer gameplay was objectively in many ways in a worse spot than it is today), and even in tournaments killers perform perfectly well - 4ks happen frequently, the average kills are slightly above 2, with the strongest killers even averaging around 3. In fact just today there was the first round of an "everything allowed" tournament (think 4 DH 4 DS 4 Styptics etc.), and kills averaged out to 2.3.
The game is far more balanced than many people here and elsewhere make it out to be or want to believe, and the outcome of matches is in fact very dependent on player skills. People don't seem to like that idea because then they have to accept that they maybe just aren't good enough, but that's unfortunate because shouldn't gaming precisely be about looking to improve and enjoying precisely that improving process? That's the most gratifying, rewarding thing about competitive games. Back in the earlier days of competitive gaming the mentality of "gamers" was different, people would not usually blame game creators for a game being too "difficult" or complain that a game should be changed to make it "easier", it was more accepted that people need to practice, improve, get better, that people should first and foremost concentrate on honing their skills. DbD as an asymmetric competition is of course a special game format, but nonetheless that DbD does reward skills a lot is just an obvious, objective, observable fact - how else do we explain that on the one hand there exist players like many of those on these forums, that complain that the game is unplayably difficult and impossibly stacked against them as killer, yet on the other, players that prove day after day, year after year, that they can dominate as killer in around 80-90% of their matches? Or how else do we explain that in tournaments, there are and have for years been specific teams of survivor and killer players that have been hugely disproportionally successful - are they just consistently more lucky than other players? Of course not, they're more skilled, and that affects outcomes consistently.
That said, I do believe SWF is a glaring balance issue that of course only really affects the killer side of that equation negatively. It has to be kept in mind that actual 4-SWF teams only make up around 5% of the total player pool, and that of those 5%, even less are on voice comms, let alone all super good at the game and trying super hard and such. But still, nerfs for SWF are long overdue, the game blatantly has not been balanced in mind with the idea of voice communications and the coordination of builds and strategies that SWF groups can produce. I also think various killer characters should long have been buffed, quite a few of them are just objectively and strikingly subpar compared to some of the stronger killers, and I see no reason why they shouldn't be brought up to snuff. That doesn't at all mean those weaker killers are not "viable" however - every single killer is absolutely viable in public matchmaking, even at high MMR. Personally I play lots of killer, face lots of good and experienced opponents, and still average between 2 and 3 kills, and that despite often playing lower-tier killers and often refraining from camping and tunnelling (the most effective killing strategies). 2ks are entirely feasible even with the weakest killer (Legion) against the majority of random groups if you camp and tunnel, and you can even regularly get 4ks. Sometimes I play perkless Legion and try hard to 4k to challenge myself, here are two from today:
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One thing I imagine they could do is implement advanced analytics. It may be difficult to detect cheat software itself, but it should be trivial to detect the effects of certain cheats in the game. Speedhacks, gen progression hacks, attack cooldown hacks, hacks to hit survivors across the map, all at once, to kill everyone instantly, hacks to blind killers on command and indefinitely, to go from hooked to unhooked 10 times within a second, all of this type of stuff can quickly be identified just by having some intelligence in the game that can distinguish between things that are physically possible according to game rules and mechanics, and those that are not. A survivor is running at 4.1m/s or a killer at 4.7? There's nothing in the game that could allow for that to happen. Mark them for a ban. And that's obviously just a simple example where no extra intelligence is needed to make that call, just something to monitor movement speeds.
They wouldn't necessarily have to instantly ban on the grounds of something physically impossible happening of course, sometimes bugs could cause them to happen. Depends on the amount of intelligence in the detection system too, but either way they could mark the players, and if it happens more than 3 times or whatever, then ban them. Or they could simply mark them for further inspection.
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If you would record some of your gameplay I'd be happy to point out things you could maybe improve on in your chases. The basic tip is that you should zone survivors such that they cannot simply run away after dropping a pallet, thus forcing them to play pallets at which you can potentially outplay them, or at least then breaking the pallet without the survivor having made as much distance/having easy access to another tile. Also, Brutal Strength is a great perk.
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I like evidence-based discussion, but there usually is none to be found here. With streamers however it's really neat because their playing experience is literally recorded evidence. His argument: Most of his games are super stressful, end in 4-5 minutes regularly, and he has to sweat just to often only get 1 kill. Let's look at the evidence!
Game 1: Duration: 10 minutes; kills: 3
Game 2: 12 minutes; 4 kills
Game 3: 9min; 0k
Game 4: 13min; 2k
Game 5: 10min; 4k
Game 6: 9min; 1k
Game 7: 9min; 1k
Game 8: 10min; 4k
Game 9: 10min; 4k
Game 10: 10min; 2k
Game 11: 10min; 2k
Game 12: 10min; 4k
Game 13: 5min; 0k
Game 14: 7min; 3k
Game 15: 12min; 0k
Average kills: 2.2; average game duration: 9 minutes.
He had a single instance that would fit his description of a match that is over too quickly and barely gave him much to play with. It was match 13, on Haddonfield, and he even only got 1 or 2 hooks in it. But other than that, all of his games lasted around 10 minutes, he overall killed more survivors than survived, and even in the matches where he did not get 2 or more kills he usually had at least 6 hook stages on them. Worth pointing out: He did not use a single slowdown perk. He also does not usually camp, tunnel or slug at all, which are the most effective killing strategies. He regularly goes for ambitious, fancy or tricky hatchet shots. I would not describe his build and playstyle as "sweaty" whatsoever. I would also not say he seemed very stressed during the gameplay, he seemed relaxed enough, talked to his chat casually. Of course he is the better judge of how stressed he actually is playing the game, but there are also physiological responses of the human body to stress, none of which I could identify he went through (profuse sweating, jitteriness, uneven breathing, unfocused sight, restless body movements, disconcerted speech, nausea).
In my opinion, this video of his is similarly hyperbolic over-dramatization that disagrees with his actual experience playing this game as much of the stuff that can be read on here. But I do like that his conclusion/suggestion based on his opinions expressed in it is not "make generators take 3 minutes each to repair" or something of that sort which people here seemingly actually believe would be in order, but that he acknowledges the game is more or less balanced in public matchmaking, only the type of gameplay "needed" to achieve that balance is not to his liking, and he therefore wishes a "casual" and "competitive" mode to be implemented. I can see upsides and downsides to such an implementation, but I am not fundamentally opposed to it. (Although I can guarantee that people would still pick the competitive queue and yet complain about everything in it.)
Disclaimer: I play in central EU and have since 2017, said to be one of the most "sweaty" regions, with lots of SWF, most of the players in the tournament scene are from the regions that play here, Russians and Middle Easterners are particularly perceived to be "tryhards" and they too get funnelled to these servers. I play killer regularly at high MMR (I can tell because the majority of my opponents have at least 1k hours, often 2k+, not seldomly there are comp players among them), and I average more than 2 kills. I regularly play non-top-tier killers like Wraith and Nemesis as well and I usually do not camp or tunnel. I don't record my games but I have thousands of screenshots to prove it.
I'm not saying the game is perfectly balanced, SWF with voice comms is a real issue, the coordinated loadouts and communications are not something the game is really balanced in mind with, various killer characters deserve notable buffs... but the game is much more balanced than people here make it out to be. The idea that killer would be impossible and unplayable is just ridiculous nonsense. In a scenario of a skilled killer against four skilled solo survivors, I actually think the game is rather reasonably balanced and does absolutely enable games to last around 10 minutes and result in 2 kills and around 6-8 stages, with better results being entirely feasible for both sides. Of course there are problematic maps, perks and items and weaker killers, but there are also stronger killers, add-ons and maps that are problematic for survivors. Both should be addressed, but also with keeping in mind the reality of how the game is actually played and being reasonable about it. And the reality is that in public matchmaking (i. e. 99% of the actual matches being played in this game), a good killer player can win most of their matches, even on the most survivor-sided maps and with the weakest killers, and there are many who do. And as we know, even the average killer performance globally is above 2 kills.
I think the only glaring issue left that should have long been addressed is the power of SWF. Limiting the perks and items they can bring is an obvious and in my opinion necessary adjustment. Various killers should also be buffed, but unfortunately BHVR does not seem to agree with that, since they've recently nerfed Wraith and Slinger and aren't touching killers like Legion for years. Mind you, I can still understand why these changes have been made, and that BHVR cares more about the player experience of the majority, which is players with 50-200 hours, and more still about retaining the newer players to even get to more than 5 hours in the game to begin with... But yeah, Wraith did not need nerfs, Slinger at the very least deserved notable buffs in other aspects of his gameplay to compensate for taking away quickscopes (such as a movement speed buff to 4.6m/s), and various other killers have for years been strikingly lackluster. Although again, that doesn't mean you can't do well with them. Good players can win most of their matches even with Legion.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2654033#Comment_2654033
I mean I could post my own vods where it averages 4-5 minutes now but that's generally a no-no to advertise.
Peoples times are going to be based off region and time. For instance no one you posted there is from my region. Zubat is East coast. Doesn't tell me much about prime time West coast queues. Maybe it's just west coast that is having this issue because people post "well I don't have this issue" but don't post the times they queue or the region. I am in US West, in Southern California, and my queues between 7 pm to 1 am average about 5 minutes now on week days.
Even Scott Jund posted a tweet a day or two ago about his survivor queues being way longer suddenly, and he's in the same region as zubat. He simply argued it was caused by some unknown issue and not from people leaving.
I'm sure posting a link to a VOD of yours is completely fine, especially if it's done in the context of providing material for a discussion.
I haven't been playing lots of survivor these past few says, it's possible something did change and queues are longer now, but then I would also suspect it having to do with BHVR tinkering with things in the background rather than anything else. Other stuff doesn't happen overnight. And either way, those times I posted are all from streams within the last 1-3 days. And times differing with specific regions is well and all, but then it all the less supports the idea that it's due to people not playing killer.
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My survivor queue times are usually short, killer queues usually take noticably longer for me. Depends on time of day and night too, sometimes it's reversed, but I have not had 5+ minute survivor queues in ages. SWF queues are usually a bit longer, but also only very rarely hit 5min. I would not be surprised if there are still more people playing killer than survivor at high MMR.
I would like to see evidence of people having long survivor queue times. Whenever I watch streamers it's the same for them, they have pretty fast survivor queues, in regions across the globe. Maybe survivor queue times at lower MMR are worse though.
TrU3Ta1ent (UK) solo survivor queue times: 1min10s; 16s; 1min10s; 1min; 1min45s; 2min; 1min30s; ...
ZuabtLEL (CA/NA) solo: 10s; 40s; 30s; 30s; 12s; 35s; ...
Hens333 (EU) duo: 45s; 1min; 1min20s; 1min10s; 1min30s; 1min; ...
Can you show me VODs of people actually having upwards of 5 minute survivor queue times?
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I wouldn't describe those flights of stairs as U-shaped, but yeah, you seem to be talking about the "house of pain", or as I like to refer to it, the survivors' basement.
Contrary to what's been stated however, it is not actually unchasable. Yes, it is a really strong structure that should long have been adjusted, but against most survivors you will actually be able to get hits and downs there reasonably well. (Un)Fortunately, just how strong the structure is depends on the RNG of its window spawns, which you will have to identify first and which will change the way you would ideally want to approach it. But regardless, here are some of the basic pointers for chasing at that building that will work against the majority of survivors:
You almost always want to force the loop rotation such that the survivor will have to run up the stairs leading out to the garage area (https://mobile.deadbydaylight.com/wp-content/uploads/2020/06/Suburbs2-980x551.jpg). From there, they have no access to any of the side or back windows leading back into the basement. They still have the windows which can spawn on the upper floor, but trust me, most survivors are not good enough to know the pathing and make quick enough decisions to abuse them from here, and regardless, they don't have super good options from there even if they do. As long as you make sure you don't chase them in a direction such that they can simply run up the other set of stairs, you will always put them in more awkward situations that at the very least allow you to close distance to them a lot faster and force the pallet drop a lot earlier.
The pallet downstairs cannot be mindgamed against any even somewhat aware survivor, at least not without playing a killer with an ability that allows for outplay potential there. This is because the stairs have gaps in them which enables survivors to see what you are doing, whereas you regularly won't see them if they stand behind the pallet (or crouch behind the boxes on the non-pallet side). I do want to note here again that an average survivor is not very aware at all, which can quickly be seen by the fact that they won't even stop to abuse the fact that they can see through the stairs. But anyway, usually you do not want to attempt to mindgame this pallet. However, once you have forced the survivor to leave the pallet and they are on their way up the stairs, mindgame potential opens up. If the survivor does not wait to check whether you are actually following them (which costs them a fair bit of distance and can even get them hit if they don't have fast reactions and/or aren't good at getting close-quarters and angled fast vaults), you running back up the other set of stairs can easily lead to you cutting them off as they come around either of the two sides of the building. You can also simply wait downstairs for a moment while hiding your red light, such that the survivor will hesitate or even run back down assuming you have run back up the other stairs, so if you then come around the corner with a delay you can often catch them out. And finally even if you do follow them up the same set of stairs they left through, you can hide your red light as you round the building corner, which can either allow you to get closer as they wait to check for whether you are following them, or it can even lead to a hit because they double-back into you. To mix it up you can obviously also actually run around the other side once upstairs, such that they won't expect that you just always hide your red light. Here again you can also use the "stand still" mindgame of making them think you are running around and then coming around with a delay.
Against really experienced and good survivors some of these mindgame attempts can come at too big a risk (especially if they get strong window spawns), as they will quickly be able to adjust their pathing in accounting for multiple possibilities of where you are and might even leave the tile entirely, but the majority of survivors will not be comfortable playing against these tricks at all and more often than not panic and run into you or drop the pallet way early and leave the structure. And even against the best players you still reliably get mileage out of mindgames where you simply hide your red light as you round corners since they don't lose you any distance even if they don't work out. And forcing loop rotation against their favour works just as well.
I like complex structures like this because they provide a lot of nuance in both sides' prowess of approaching them and their interactions at them, they reward experience and skill a lot. But of course we cannot look at structures in isolation, they are both part of a larger map (which might already be strong for survivors' chase potential, which in Haddonfield's case is definitely true, and which of course also allows survivors to simply leave said structure altogether) and part of a larger trial which is 4V1 and not 1V1, and the time budget of that may simply not allow for too complex structures to exist.
House of pain is definitely too strong and adjustments are long overdue. Haddonfield altogether is long overdue to be receiving changes. I don't know why they are not addressing it, I can't imagine that the license agreement prevents them from doing so, because they have more than once changed stuff about it before, such as fence and hedge lengths (which are however still a problem), and window spawn algorithms even as recently as last patch (Myers house now only spawns 2 windows upstairs anymore, and only useless windows downstairs).
They've even already shown that they know perfectly well how to make this structure more fair: on Badham, you cannot see through the stairs, and there will also be a breakable wall at one of three locations in it, at least two of which favour the killer outright. Beyond that, I would want them to introduce pallet spawn RNG to this tile again. It used to be that a pallet could spawn by the truck in the garage, and at the entrance doorway next to the garage. Enable these pallet spawns again, and make it so that only one of the three can spawn, such that survivors won't always have the downstairs pallet which is the stongest of the three (the others are safe pallets too, but they cannot be used in combination with the structure's windows nearly as well). They should also limit the amount of open windows that can spawn in this building to a total of 3 (there are 7 possible spawns total, of which 4 can be open currently), and make it impossible for certain windows to spawn altogether (namely the windows leading out back - the one that leads out of the basement when running up the stairs should always spawn offset to the right such that it is more difficult for survivors to get a fast vault, and the one that drops back into the basement should never be able to spawn open).
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Some less obvious/more advanced tips:
One of the best things about his tentacle is that its damage box lingers for a third of a second. Sometimes survivors will just run into it in that time, but what you really want to do and what I assume Bloodshade is also referring to with "dragging hits" is strafing left or right while unleashing tentacle strikes. This technique allows you to increase the tentacle's hitzone a lot and make a lot more hits happen. It's especially good to strafe hits around corners since most survivors will not see it coming.
If a survivor is not already infected and playing a pallet, it is not seldomly beneficial to try and actually avoid hitting that survivor with your tentacle and break the pallet instead. If the survivor gets infected they get a speed boost and can potentially leave the tile, however if you just break the pallet with your M2 you might very well guarantee a down with an M1. In order to do this, you want to aim for the very corner of the pallet, such that even if the survivor vaults it, the tentacle will impact on the pallet first, breaking it. You can also aim next to the pallet and then again drag your tentacle into it, which will also ensure it registers on the pallet before it can a survivor vaulting it. Usually you will only want to do this if the survivor is already injured, but if you have Save The Best For Last or an Exposed perk of any kind active, this can obviously also be beneficial against healthy survivors. Keep in mind that sometimes it is still better to infect the survivor in these scenarios even if they are already injured, depending on what they have available other than that dropped pallet, because if you cannot follow it up quickly with an M1 and the chase continues, obviously you will be much more threatening if the survivor is already infected.
In order to hit survivors over obstacles with your tentacle as reliably as possible, you want to stand as close to those obstacles as possible.
Enduring is a great perk on Nemesis. Since you can destroy pallets quickly and get easy hits on survivors on dropped pallets with your tentacle, you really want to force them into scenarios where they are trapped at a dropped pallet. Without Enduring, the stun time can allow them to make it to another tile, which is why good survivors try their best to get a stun on Nemesis. With Enduring, you can not only get the pallet dropped asap, but then the survivor also won't regularly be able to make it anywhere else and is forced to play that pallet on which you can then hit or zone them really well. You can add Spirit Fury into the mix for fun, but it's not really needed.
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If they were to move the screams to the server authority, the killer client would always have to wait for the server confirmation that they've actually hit someone before playing the scream. That would result in the killer player having a delay between every hit and the according feedback, and the bigger the latency between the killer client and the server, the bigger that delay.
I think it is better to have false information on the rarer instances of overruled hits than to have delayed information on every single hit.
However, one thing they could do is give a visual and/or sound notification that a hit has been deemed invalid by the server, so as to avoid some of the confusion that can happen in those moments.
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Blight is a special case anyway. How the hell does the single-most mobile killer in the game (that also can and does use his ability in chases for like 90% of his hits) get to be 4.6m/s while a bunch of others are 4.4? Ridiculously, his post-rush fatigue is much shorter than Legion's and his ability even recharges faster.
And his add-ons are also clearly overtuned. Alchemist Ring is the most busted thing, but stacked speed add-ons are also very powerful (compare that to Billy's Engravings which come with a significant downside whereas there's no downside to Blight's at all, and they are stronger than Engravings to begin with), Compound 21 is sick (Vanity Myers had to creep around the map and be even slower to stalk in order to get the same aura read, Blight gets it while zooming around, and while it locks Myers out of tier 3 there's again no downside for Blight), and then there's Compound 33 that breaks pallets faster than anything else in this game in terms of distance the survivor can make on you (and it's funny that Blight can break pallets with his ability at base at all, something various other killers can't and Nemesis has to "earn" first).
Don't get me wrong, I don't want him to actually be as weak as Legion (various other killers should be buffed instead), but it's very obvious that when they made Blight, they specifically set out to create an S-tier killer. It makes sense because he is an integral character in DbD's original lore, but still, it's ridiculous just how much objectively better he is in so many regards than some of these other killers.
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How long the first chase takes depends a lot on the skills of the killer player and the survivor player involved in said chase, artificially limiting that would not be good design.
Another issue with the idea of somehow implementing something to make sure the first chase cannot last long is that then killers can simply camp the first hook and are well on their way to a win much of the time.
And if the issue is just the amount of resources on maps, well, that does not only affect the first chase but the entire gameplay flow of matches overall. Some maps definitely do have too many resources (Cowshed, Gideon), but that's a problem with specific maps, and again a problem that affects more than just the first chase.
One thing I do think would be healthy for the game is basekit Lethal Pursuer for killers and basekit Kindred for survivors. Killers regularly cannot spare a perk slot for Pursuer, but early pressure is very important. Not only that, but knowledge of survivor spawn patterns is something even veterans do not usually acquire just by playing, you'd have to go into custom matches with 4 friends and Pursuer (or in the past communicate spawn locations), generate maps over and over again and figure the patterns out that way, and that's just not something you can expect from most players. And even then there's still a certain amount randomness to it. It's an unintuitive element of the gameplay that has too big of an impact, giving everyone the Pursuer effect is sensible IMO. Maybe decrease the duration of the aura reveal a bit though, such that killers like Nurse and Blight cannot benefit too much. And you'd also want to notify survivors that they are being revealed.
On the survivor side, people just factually do not run Kindred often enough, and coordinating rescue plays as well as combatting camping are two of the biggest issues survivors face when they aren't 3-4 players communicating with voice chat. I'm not sure the aura reveal on the killer should be baskit though, maybe that should only activate if the killer spends more than a handful of seconds around the hook.
I also still like the idea of an "early game collapse", even as something simple like all generators are blocked until the first chase starts. As opposed to the basekit Pursuer thing, this still allows stealth gameplay in the beginning where survivors can try to cleanse Hexes or set up Boons, scout the map for generator locations and the spawns of chase-relevant structures, but it does make sure that survivors cannot put in actual progress before the killer has a chance to start getting progress too. And survivors even benefit a little from it themselves, as they can tell that someone is being chased as soon as generators become available.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2631846#Comment_2631846
Yeah I gotta say the trailer models for not only him but the other characters were actually very, VERY well done. Especially the survivors. They all looked PERFECT. The only problem I had with the trailer is that all the characters animations were pretty bad. But Nemesis actually looked pretty sweet. The jaw I mentioned to someone else here, this is how it should look. If they wanted to be more accurate that it. I wonder why they had to make completely separate models for the game itself. Honestly I'll just take these models any day because the trailer models were absolutely phenomenal.
Yeah, the animations seem a little rushed in the trailer, but the models are definitely much better than what ended up in the game. As for why they are different, well, I assume they usually start work on the trailers rather early into the chapter development, so they either work with early models from BHVR, or they have to come up with their own models entirely, merely based on concepts and art from BHVR. Most of the characters in the game's history have looked very different in trailers, with many of them clearly having completely different models altogether. Yui is one of the glaring examples of as much. But part of it could also be that DbD's models just don't look nice enough to be featured in trailers, ha.
For the RE trailer specifically, it's pretty obvious that the artists at Player Two used models from Capcom and tweaked them. Pretty sure Jill, Claire and Leon are almost 1:1 REmake models, for Jill they only really changed the eyes. Not sure how they came up with their Chris. Nemesis does seem to be a mix of the DbD and RE models.
I don't know why they don't just use the models from the trailers for the game, I'm sure they would work in DbD, modders port all kinds of models into DbD all the time that not seldomly do look better than BHVR's character models.
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DbD's Nemesis falls a little more on the human side of zombie soldier than REmake Nemesis, what with the slightly more defined facial features, eye area, and the eye itself having an iris of sorts rather than being completely white.
I like DbD's version well enough, and some aspects of it even more than REmake's, he looks cool. Although I think one kinda notable difference in "visual personality" between them is that DbD's seems a little more like an angry zombified human, whereas RE's Nemesis feels more like humanity merely glimpsing through a zombie shell, there's but a vague intelligence in those white eyes, and the "angry" and menacing appearance of his design seems more to be just a condition of him being a super-zombie, rather than an expression of human emotion. I think what most of all makes for that difference though is that RE-Nemesis' eye never conveys much emotion, whereas the more defined eye of DbD-Nemesis does. But that's of course not saying either of the two makes for a better design, both the idea of a human with a zombie soldier body as a weapon and lots of rage as well as that of a zombie soldier weapon with the barest amount of human intelligence embedded to bring that weapon to its purpose are plenty scary. Albeit the latter does fit in more with the original design philosophy behind Nemesis.
Either way, I think the model they made for the trailer is a cool hybrid of RE and DbD Nemesis. I'm pretty sure the artists behind the trailer did actually use a (perhaps early) version of DbD's model as a base and added some touches and details to it, such as crooked teeth and different eyes, some of which taken from the RE model.
They did really fine work on the trailer, would love to have that model in the game too.
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A good way to do it is to just stand somewhere and let them search for it. Sure you don't get to feel like you have "given" them hatch as a sort of act of mercy, but then the question becomes whether you are actually giving them hatch because you care about how they feel, or whether you are mostly doing so to feel better yourself. If you let them get hatch on their own, sometimes they will even feel as if they've escaped rather than you letting them escape, which can be an even better feeling for them.
There's the risk that they will stall even if they find the hatch, or that they will act gleeful in post-game chat about having gotten hatch, but at least if that happens you know they are a pesky person, and imagine if you had actually carried such a person to the hatch yourself - they don't deserve that!
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I refrain from camping and tunnelling most of the time, I even regularly go out of my way not to do so. And I do have to say that in my experience, I also find the majority of players are not very appreciative of it, even if it's clear that camping and tunnelling would have been an optimal play for me multiple times in a given match and likely would have allowed me to kill them all, which I might not have ended up by not doing so. Like, I can be Leatherface, get a down and hook in basement within the first minute of a match, never camp it, and people will still not seem to appreciate that I just handed them an actual game from what otherwise would have pretty much been a guaranteed boring and easy win for me. The Steam profiles of killer players that regularly camp and tunnel are chock-full of angry or otherwise disgruntled comments from players that died to them, it's clear that most players realize how effective camping and tunnelling are and that it takes a person going out of their way to play "nicer" when they actively refrain from doing so.
And yet it is not common that survivors will say thank you for the fair play, or well played. Sometimes they even do the hole waiting/teabagging/flashlighting in exit spiel, although that is not all too common either. I do often give the last survivor hatch and do usually end up getting a "ty" for it. I also often get "gg". It also has to be kept in mind that many players will leave before the round has concluded, so they won't even be there anymore to say anything (you can check whether they are still there on the game details screen btw.). Positive comments about people being good/fair killer players also aren't rare on profiles (although not nearly as common as negative comments, but this has to do with less people playing "nice" as well).
Anyway, while I frankly don't understand why people are not more appreciative of my fun, fair and dynamic playstyle (I myself often make a point of saying ggwp or ty for fairplay if a killer played well and in fun ways), it's not like I play like that in order to garner gestures or comments of appreciation. Yes, part of the reason why I play like that is because I know camping and tunnelling can be boring or frustrating for players on the receiving end, and I'd prefer if the people in my killer games also had a better time, but ultimately that's just a plus - the primary reason why I play like that is because it is much more fun and engaging for myself. Chases are what's fun to me, and chasing as many players as many times as possible is the most fun I can get out of a round, it's the most interactive, engaging, skill-based aspect of the game. Killing people is not fun in and of itself, I don't care that I don't kill as many survivors as I possibly could playing that way (and I still average between 2 and 3 kills).
So yeah, that's my tip: If you prefer not to camp and/or tunnel, do not make it contingent upon whether your opponents appreciate you for it. Also keep in mind that even if players don't outright thank you for playing in fair or fun ways, or don't even understand or recognise that you did, they will still have had a better time, so if you care about people having a good time, you can still be glad you play in such ways.
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I for one would not even be opposed to the idea of simply kill-switching all Exhaustion perks for a month and seeing how that affects things. They have been ingrained in popular play since the game's very launch, and I'm all for meta shake-ups.
That said, most of them aren't really all that problematic and also encourage fun and interactive gameplay, the problem more so being that there is a pretty clear power difference between them, and since they cannot sensibly be used alongside one another, the best ones see a lot of play and all the others barely any. I think Smash Hit, Head On, Balanced Landing and Lithe if anything deserve slight buffs, Sprint Burst (perhaps with a slight nerf) is in a reasonably good spot and around a level that the others should be brought up to, and Dead Hard deserves to be nerfed/reworked.
For a larger rework of the Exhaustion mechanic itself however, I think it could be interesting to replace Exhaustion with a token-based system: Every "Exhaustion" perk starts with 1 token, and this token can be spent to actuate the perk once; in order to reacquire the token, survivors would have to do stuff like spend time repairing generators or get safe hook rescues. Since there is only so much gen work and rescues to go around, and since players will frequently already have a token at that time, the amount of times per trial that "Exhaustion" perks will be able to trigger will decrease notably. However, the amount of possible triggers will naturally increase with the amount of time the trial lasts, the amount of generator regression going on, the amount of hooks happening, which is fair. Just an idea though, it would obviously necessitate reworking all these perks as well as a variety of perks and add-ons that apply to the Exhaustion status.
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I play lots of Wraith and usually still do well, averaging between 2 and 3 kills, likewise consistently going against players at 1k hours and above. With add-on combinations such as Windstorm + Swift Hunt, Swift Hunt + Swift Hunt, Swift Hunt + Shadow Dance, Shadow Dance + Serpent, Coxcombed + All-Seeing, his chase game is really solid even without dedicated chase builds (though Bamboozle should usually still be used). I also don't always use Ruin or Pop, for a long while I was using a semi-memey build of Devour, Undying, Haunted, NOED, and lately I mostly use Bamboozle, Corrupt, Deadlock, No Way Out.
That said, I do agree that the lunge nerf hurt, and I also think it was wholly unnecessary, and indeed something done much more so with a lower level of play in mind. Revert it please BHVR. Oh, and if you aren't removing the lightburn mechanic (or giving us an add-on to do so), at least reduce the stun time. Same for pallet stuns while cloaked. Wraith is really not strong enough to warrant having these uniquely punishing downsides.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2625229#Comment_2625229
So we care about what represent the potential strength of a killer, but ignore the potential strength of a survivors?
Survivor is not harder to play, but there is multiple players involved. It's easier to have one decent player than 4, that's why lower MMR is killer sided. 1 bad survivor can result in all survivors killed.
I don't really care about OP, I saw incorrect comment and I didn't like that, that's all.
Again, I never did nor now do ignore the potential strength of survivors. I already said I think the base game balance does favour survivors (with the caveats mentioned), despite live balance favouring killers.
We agree on the second statement. I also suspect that since any singular survivor player's skills and performance can in theory only have partial ("25%") impact on a given round, while a killer player's skills and performance constitute 100% of their potential impact on the same round, on average the game will favour killers. But that live balance is what actually matters, since it tells the story of the actual matches actual players are actually having, rather than speculative base game scenarios where everyone is equally skilled and experienced and whatnot. To quote an old argument of mine in this regard: "I will go as far as to say core game balance with the competitive premise in mind that both sides should be equally skilled practically *has to* be tilted in survivor favour for the game to yield a balanced live experience given the fact that it takes 4 survivors to each match the skill of only 1 killer. The killer side will much more often have the "skill advantage", so to say, and this has to be accounted for in live balance."
Either way, I'll concede that my 60-70% average kill rate statement is not accurate in MMR anymore and I did not communicate that clearly in my original post.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2624639#Comment_2624639
No, it doesn't.
If it proves it, then it has to prove that Nurse is worst killer.
You can't choose what you like and what you don't from stats and ignore arguments how you want.
You wanna ignore avarage skill of survivors that can explain higher killer rates, but you wanna talk about avarage killers for Nurse?
It shows that Nurse on average does not perform as well as the other killers. The reason likely being the higher skill floor than all of the other killers. Why should we assume that an average player's performance would represent the potential strength of a killer?
I don't ignore that the average skill of players could explain the kill rates. But they are global, average kill rates, so why should we expect that players playing survivor are on average worse at the game than average players playing killer? It would necessitate that conclusion if we explain the killer-sidedness of global, average rates with skill factors. That would in turn mean survivor is harder to play. I for one think skills are more rewarded on the killer side, that the fact that you have 4 survivors with varying levels of skill skews the live balance to favour killers whose skills will have more notable of an impact on matches, but I didn't intend to go into stat arguments or speculation as to why they show live balance to be favouring killers. Just that they factually do.
I don't see what point you are trying to make arguing with me. Even if I were to agree that global stats don't mean much in terms of balance (they do in terms of live balance, they are literally what live balance is, and I did already distinguish base game balance from that), they were never what I primarily was talking about anyway, I more or less off-handedly mentioned them in my larger argument that good killer players win most of the time.
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@Shenlong1904 said:
https://forum.deadbydaylight.com/en/discussion/comment/2624647#Comment_2624647
I said it was a missed shred cool down tho. Read it again. I said it's not hit cool down, it is a miss cool down
No, you did not.
"That is not a missed shred cooldown, but instead a lunge cancel similar to when auto aim makes you miss a lunge."
That's a direct quote from you. You literally say it is not a missed shred cooldown. Maybe you communicated your point poorly, but either way you never corrected anything I said.
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@Shenlong1904 said:
https://forum.deadbydaylight.com/en/discussion/comment/2624502#Comment_2624502
I think we both misunderstood, because you corrected my already correct answer, and then I corrected your already correct answer. We both head empty
"That is not a missed shred cooldown" is what you said and what I was correcting.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2624442#Comment_2624442
59.86% is less than 70%
I like how you try to compare my maximum with your minimum, that's not how it works
Nurse doesn't have above 50%
It's not balancing argument, it's stats argument. Also you have more bad players than good players and everyone knows killers are better on low MMR, which I don't think are players you should balance around.
Again, I was talking about past stats with the 60-70%. But even now in MMR some killers still average around 60% even globally.
Nurse is the only one below 50%, and it's because the average player is not good at playing her, she has a higher skill floor than any other killer. Well, Trickster was the only other killer below 50%, though I think that was prior to the recent buffs.
I don't care to have an argument about the specifics of stats, it suffices anyway to say they too show that the game is killer-sided in its live balance, with the average result being at least 2 survivors dying.
As for the bad player good player argument, again, the players I talk about and highlight who 3-4k all the time are at the top of MMR. If they are not regularly getting good opponents, nobody is.
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@Shenlong1904 said:
https://forum.deadbydaylight.com/en/discussion/comment/2624369#Comment_2624369
Again, that is not hit cool down, but instead a miss cool down with cancelled momentum. If it was a hit cool down, demo would screech and hold its arms out, claws facing upwards
Either I am somehow totally not understanding something, or you are. Yes, that is a miss cooldown, rather than a hit cooldown, which was precisely my point. The statement that prompted me to reply alleged that he would go into hit cooldown on rejected hits, arms out and screeching and all. Which is not the case.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2623512#Comment_2623512
"That global and per-rank kill rates have always been around 60-70% is not a coincidence"
Yeah, that's not true.
Last Kill rate stats were between 42,98% - 59,86%.
And that is avarage... high MMR will be way lower.
Also don't forget that number is boosted, because it's not based on 0-4 kills. It's usually more like 1-4, because it's not hard to secure 1 killer even when you are bad killer.
...Yeah, because 59.86% is so far away from 60%. And the 40-something is only for Nurse, for whom it is obvious why the rate is that low. Everyone else is above 50%, as is the global average. And in all of the the past stats (the stats I was more so referring to, hence "rank"), they were actually between 60 and 70% every time.
That the kill range is more 1-4 rather than 0-4 also isn't somehow not a balance argument. Why would it be "boosting" stats if it is much more likely for killers to get at least 1 kill? That the game favours killers to often at least 1k even in bad games is affecting stats in a completely valid way.
That high MMR stats will be way lower is pure speculation. I think they will be significantly higher, and in the case of Nurse for instance it's obvious that they would be. Red rank stats in the past were also always even higher than the already above-50% global average. And I mean, all the players I talk about that almost always 3-4k are obviously high MMR.
I don't want to go into another discussion about stats though. My original post was more to counter the narrative popular around these forums that killer is hopelessly impossible and getting kills is an exception. Which is just not reality. For the best players getting escapes is an exception.
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@Shenlong1904 said:
https://forum.deadbydaylight.com/en/discussion/comment/2622273#Comment_2622273
That is not a missed shred cooldown, but instead a lunge cancel similar to when auto aim makes you miss a lunge
The cooldown we see is a missed shred cooldown, rather than a successful shred cooldown. That the lunge gets "cancelled" because it hits on the killer end but is rejected by the server is not what I was contesting.
@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2623539#Comment_2623539
This has everything to do with your point as if I wasn't going to hit the survivor it should brake the pallet but dh eats it. And it literally only makes it fair for one side its actually extremely unfair to add more seconds on to a chase because the validation just decides to eat a killer power. If you want to point out one problem you have to take into account all of them otherwise your cherry picking and it really defeats the purpose of the conversation
Someone argued it's unfair that killers go into successful hit cooldown on rejected DH hits. I countered saying that that's not true, usually they will go into missed hit cooldown. That was the point, nothing else.
But... I did actually address the issue of DH vali eating attacks that otherwise might have still done something. In my very first post. It is an issue, but it is not actually "extremely unfair", extremely unfair was the completely one-sidedness of it in the past where the survivor would die every time if the killer hit them on their screen, even if they had actuated DH more than early enough, even just because the killer has a bad connection. That same extreme unfairness still exists for all hits that don't happen around stuns or DH too, by the way.
As I also said, solving that issue with validation is probably impossible, but perhaps BHVR can implement client-sided checks that at least allow a killer like Nemesis to still break a pallet if a hit gets rejected.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2622273#Comment_2622273
Nemesis is a good one i go to hit a infected survivor with a m2 they dh and my m2 goes into cooldown. What should of happenf is I m2 they dh and since there is no survivor to hit anymore I brake the pallet. Dh eats m2 instead of braking the pallet
This has nothing to do with the point I was contesting however, which is about distinguishing between successful and missed hit cooldowns (for which there's actually no difference in Nemesis' case).
As I agreed, instances of DH validation "eating" attacks that could have otherwise continued to hit the same survivor, another survivor, a pallet or breakable wall, are unfortunate, but they are an unfortunate compromise of making the hit system more fair. In the past in all of those instances the survivors would have just gotten hit despite actuating DH in time.
But perhaps BHVR can actually implement special rules for cases like this, e. g. one where the killer client upon receiving a rejection of a tentacle hit will check whether there wasn't a dropped pallet in the tentacle's hitzone that can be destroyed retroactively, instead. Hell, in my opinion they could even buff Nemesis such that at least in tier 3 he can register tentacle hits on multiple targets simultaneously, which would automatically solve the validation issue too.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2623126#Comment_2623126
I'm confused my your 70% killer but saying you mostly 2k that yould put your win rate about 50ish. I also mostly play killer and I've got about 500 hrs in killer over the last 4yrs. I've seen infinites and insta heals and 20 second gens a decent team of survivor solo btw can easily dominate a match against a good killer and that is not ok. Can you get a 3-4k often if they don't know how to play sure but thats because bhvr just hands bad players tools and tell the people that have put time and money into the game sorry it sucks for you but we only care about new bad players.
70% is 2.8 kills on average, so I 2k much more often than I 4k. That's just from my recent ~50 games, overall I'm probably more around ~65% killrate; I 2k most of the time with a tendency to 3k, but I regularly give the last survivor hatch, so that pushes my killrate down too. I have 5k hours total, around 2k of which I'd say I spent on killer. My point was just that I don't usually really try hard to "win" (kill 3+ survivors), and still have fun playing killer despite usually not "winning". The type of players I talked about are the extreme end that almost always win, and do so decisively, and I used them to showcase that it is provably possible to become good enough to do so, but of course that is not required to have a successful and enjoyable time playing killer, even a 60% killrate for example is already good and should usually make for a good experience. Also keep in mind that in a balanced outcome, all generators are supposed to get finished, and regularly at least 3 survivors should also still be alive at that point since securing at least 1 kill in the endgame is all but guaranteed. So don't feel like you got demolished just because gens got finished and people escaped, that's not actually as big a loss as it might feel like.
The base game balance does lean toward favouring survivors to escape, but it's really not nearly as far off as people like to make it out to be - if you have a group of solo survivor players against a killer player all five of which are equally experienced and skilled at the game, a 2k outcome is actually completely reasonable and within expectation. Of course there are balance-relevant aspects such as killer character, map, perks, items, add-ons, offerings, some of which are still problematic, but that goes for both sides. SWF with voice comms is definitely a blatant balance issue though, I would like for SWF to see perk and item limitations.
Live balance however is actually favouring killers and always has, as both official stats and stats like those that I provided have gone to show time and time again. That global and per-rank kill rates have always been around 60-70% is not a coincidence, not least because 4ks are much more common than 0ks (securing at least 1 kill is almost certain, whereas 2 and 3 kills often snowball into 4). I would definitely like to see rates for the different MMR brackets, but I would not at all be surprised to see them still well above 50% even at the highest bracket.
500 hours over 4 years is really not a lot at all, maybe you should change your outlook on the game and don't expect to win most of your games decisively (i. e. end games before gens are done). If you change your expectation to killing on average between 2-3 survivors, 1-2 of which in the endgame, I think you'll be less bummed out about your results.
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The devs have gone on record multiple times saying they are not looking to increase generator repair time. Which is good.
But I do agree that there should be some "quality of life" improvements surrounding the generator mechanics. And particularly the regression mechanics because kicking a generator vanilla (without perks that apply to it) is only awfully rarely worthwhile. For one thing, I think base generator regression should be .5 charges per second, like Ruin. Having to spend a second repairing a gen before its regression is actually stopped is also a sensible change, but not more than that (perks could however in the future interact with this, increasing said time).
Another neat QOL improvement would be to look at gen interaction "authority": when a survivor is actively repairing a gen, it is impossible for a killer to kick said gen, and this can lead to scenarios where a survivor is preventing the killer from being able to kick an almost-finished gen by tapping it, letting go whenever the killer tries to grab them off of it. The killer should have the authority to interrupt the repair interaction with the break interaction. (This same authority should also apply to picking up or killing survivors in the dying state that are being healed, for that matter - the killer should be able to pick them up, interrupting the heal.)
For a more major change, I've always thought removing the spotlights from generators and randomizing their spawns more would be a good thing, as that way survivors consistently spend more time searching for them. But I assume BHVR is not too keen on doing that given how bad it would be for newer players.
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Almo (game designer) and MCote (game director) are both killer mains, they have streamed their matches frequently. Former gameplay devs Horvath and McLean mostly played killer. Pretty sure Peanits mostly plays killer, he did so on stream anyway. Not_Queen used to mostly play killer, I think?
I don't think I know a single person at BHVR that's actually a survivor main. Not that it would matter, to believe the decisions they make as a hundred-million-dollar company with hundreds of employees are informed and let alone dictated by them playing or preferring one role or another in the game is childishly naive. And even regardless, just look at the patch notes. They buffed 3-blink Nurse with their last update. All but destroyed keys. Left Alchemist Ring, Mother-Daughter Ring and Redhead's Pinky Finger untouched. They created Dried Cherry Blossom. No "survivor main" in their right mind would do any of that. And that's just one update out of hundreds over the last years that have consistently brought with them significant changes to benefit killer gameplay.
Live balance is actually in a fairly good spot. Yeah some killer characters fall a bit short, some even a bit too short, but others are in a great spot, and a few actually overshoot the mark of being balanced. The game has only grown and is more popular now than it has ever been, certainly in terms of player numbers. For the many things BHVR fails to do, they surely are also doing a fair few things right. And if anything the attitude of players to complain about the game a lot also goes to show that those players are notably passionate about the game and find something in it that they just can't let go, otherwise they'd just stop playing and not spend so much time and energy conversating, discussing and ranting about the game here and elsewhere.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2622580#Comment_2622580
And what about the rest for the player base with out 2-5k hours and play the game for a job?
Only two of the people I posted stream for a living, one of which I'm not even entirely sure about. They are again also only a fraction of the people I know and watch that dominate most of their killer rounds and have for years.
Also, I'm sure life playing killer is okay even without dominating in 80+% of one's matches. In fact, I know it is because I play killer regularly and usually play pretty chill and have fun just committing to any chase I can get, and I still average around 70% killrate (which however means I 2k much more often than I "dominate"). Plus it's not like those players and the many others like them just suddenly started being successful at 2k hours and found it "impossible to do anything" for the 1999 hours beforehand - they were already winning many of their matches 1k+ hours in. Besides, the concept that you'll have to practice and improve and spend hours on the game in order to become good enough to consistently be able to compete and eventually dominate should not be discouraging, the opposite if anything.
Doesn't mean I think killer is in a perfect spot, various of the killer characters are definitely deserving of buffs in my opinion, and I have advocated for as much frequently in the past, both with regards to specific killers as well as global killer buffs... but it's just a fact that good killer players have a fairly easy time in public matchmaking more often than not. Like, many of the matches are so laughably easy for them that pub matches have become a joke among them. There's multiple 4k streaks spanning hundreds of matches. MMR has made things more challenging, but it has not changed too too much about the average experience of these players either, especially because there's a cap in place.
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All the good killer players that try hard to win that I watch still 3-4k 80+% of their matches just like they used to prior to MMR. Now they might have a challenging match 1 time out of 10 rather than 1 out of 100 though.
MMR has a pretty low cap that even average players can and do reach sooner or later, and the matchmaker also seems to throw together survivors of random ratings regularly. If you're good at the game you will still win the majority of your pub killer matches relatively comfortably.
To provide evidence for this rather than just be one of the thousands of voices here merely saying things, I will go through the latest VODs worth of matches from some killers from a few regions:
Russia:
XAHTEP - Demo 3k; Twins 4k; Doctor 3k (hatch); Trickster 1k; Pyramid 3k; Trickster 4k; Trapper 4k; Nemesis 1k; Myers 3k
Mulder - Wraith 4k; Twins 4k; Twins 4k; Twins 4k; Slinger 1k; Wraith 4k; Bubba 3k (hatch); Bubba 3k (hatch); Ghost 1k
iPiC - Freddy 4k; Blight 2k; Blight 4k; Nurse 4k; Huntress 3k (hatch); Trickster 2k; Blight 2k; Blight 2k; Trickster 3k (hatch); Myers 4k; Blight 4k; Blight 3k; Blight 4k
Korea:
sal_gu - Legion 4k; Legion 4k; Trickster 4k; Myers 4k; Nemesis 4k; Hag 4k; Huntress 4k; Pig 4k; Spirit 2k; Slinger 4k; Demo 4k; Nurse 4k; Clown 4k; Billy 4k; Nemesis 4k; Twins 4k; Billy 4k; Pinhead 3k (hatch); Wraith 4k; Spirit 4k; Trapper 4k; Plague 4k;
chumbo1026 - Oni 4k; Oni 4k; Blight 1k; Nurse 4k; Plague 4k; Pinhead 4k; Myers 4k; Nemesis 4k; Billy 4k; Twins 4k; Huntress 4k; Trickster 3k (hatch); Demo 4k; Bubba 4k; Legion 1k; Doctor 4k; Trapper 4k; Pyramid 4k; Pig 4k; Freddy 4k; Slinger 4k; Hag 4k; Ghost 4k; Wraith 4k; Clown 4k; Blight 4k
EU:
Kaiizoru - Trickster 4k; Huntress 4k; Nurse 4k; Blight 4k; Pyramid 4k; Nurse 4k; Nurse 4k; Bubba 4k; Trapper 4k; Nurse 4k; Pig 4k; Twins 3k (hatch)
Lionnek - Trapper 4k; Clown 4k; Nemesis 4k; Ghost 0k; Trickster 4k; Pinhead 3k (hatch); Pig 4k; Freddy 3k (hatch)
And at this point I'm tired skipping through VODs, just like I usually get tired of watching players like this stream because they are only seldomly even challenged. The trend is clear, and these are just very few examples of countless VODs from countless streamers that have shown on a daily basis for years that if you are good at the game, you win most of your killer matches. Like, I'm sorry so many people on these forums find the game to be impossibly hard and apparently can't even regularly kill a single survivor, but there are millions of hours of recorded evidence that good killer players aren't just able to compete, but dominate the vast majority of their matches, and that even when playing the "weakest" killer characters.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2622246#Comment_2622246
My ping was not high. I'm sure I could go back and look in my VODS. But it's from personal experience as both blight and demo. Demos shred 1000 % made you have the hit animation. Just as blights cool down from a hit is different then his miss. But validation plays the hit animation
As I said, I could believe that in very high-latency or loss/choke edge cases the killer client could be going through successful hit cooldown because it does not receive the validation message in time or at all, but I have yet to see such a case.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2622234#Comment_2622234
Your information is false. Sadly.
I edited my post before you replied. But I'll post it again...
If you hit a shred attack with demo. The animation is DIFFERENT and LONGER. Then a shred that is MISSED
When a shred is validated...You are forced in to a hit shred animation. And NOT a missed shred animation/cool down. THAT is the problem
I have indeed seen instances of rejected Demo shreds, but those too ended up giving missed shred cooldowns rather than successful shred cooldowns. Do you have any videos, or are you speaking from personal experience? Is your ping particularly high?
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2622210#Comment_2622210
You're still not understanding it seems. So I'll try again.
If an M1 is invalidated..You get validated. But you DO NOT go through the cool down/blood wiping. A missed attack is a seperate animation with a MUCH shorter cooldown
If an M2 is validated. You go through the COOLDOWN animation as if you hit...Instead of the animation on if you just missed your power....Which is significantly shorter.
Do you understand now ?
I see what you mean, and I think you have incorrect information. There might be edge cases of very high killer pings where the client goes through successful hit cooldown because they do not receive the server validation message in time, but usually and in all cases of validated DH hits I've seen and gotten, the killer has gone through missed attack cooldown, both on basic and special attacks.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2622019#Comment_2622019
A server rejected m1 hit is how dead hard worked before servers as intended.
A server rejected m2 hit stops dashes and projectiles which it didn't use to.
You could hit someone through a deadharding survivor with huntress for example. Not anymore.
I'm all for fixing the perk. But making one of the already strongest perks even stronger is iffy
This is not entirely correct. It is still possible to hit someone "through DH" after their DH plays out, instances where DH validation "eats" the dash or projectile come down to specific timings that depend on both players' latencies as well as the time of the attack and DH actuation. And prior to validation, in those timings the survivor would have died every time despite having actuated DH on their end. But I agree that this is a particular issue with rejected hits which in a latency-free scenario might have continued to hit the survivor after the dash (or at least a pallet or even another survivor). Just know that any scenario where you in the past hit a survivor after their DH played out on your end is unchanged - the only times where validation will come into play is if you actually hit the survivor before they DH on your end, which again, in the past would have resulted in them simply dying without you ever seeing them DH in the first place (at most you'd see them teleport on the floor).
Unfortunately I don't really see a way how that "phantom hit" issue can be solved with how DH currently works. They'd need to rework DH, such as by replacing its invicibility (and dash) with Endurance for instance.
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2622080#Comment_2622080
I hope you know you're 1000 % wrong here. It's actually worrying you believe there is no difference. Want me to tell you the difference ?
The m1 hit is "refunded" and you don't go through cooldown and can hit again shortly after. When your m2 is "refunded" you go through COOLDOWN. They make a TON of distance in that cooldown that you should NOT be going through.
If you can't see how that's an issue. I don't know what to tell you really
If DH is used to successfully dodge a special attack, of course the killer goes through the associated cooldowns, just like they go through missed attack cooldowns on basic attacks in that case. Remember that rejected hits due to validation mean that in a latency-less environment, the survivor would have simply dodged without the killer seeing a successful hit happen.
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I agree, it is pretty unfortunate that huge playerbases such as Russia (and Middle-Eastern regions) are routed to Germany, with latencies starting at 80ms and ranging up to 160ms even just based on distance alone. Validation for hits outside of stuns and DH does not actually exist, so facing killer players from those regions does consistently make for a worse experience (and survivor players from those regions consistently suffer from latency).
The problem is that BHVR is using Amazon's "GameLift" services to provide these servers, and Amazon does not have datacenters in Russia.
Here are some options of what could be done:
They could use a different server provider for regions in which Amazon does not provide servers.
They could put regions in which Amazon does not provide servers back onto the peer-to-peer architecture (which is actually something they originally said they were going to do).
They could implement actual general hit validation, or even more ideally, move the entire hit system to the servers, such that latency does not benefit one side unfairly.
You could use a VPN to play on UK servers - since UK servers are obviously further west than German servers, Russian and other more eastern players do not regularly end up on them. You'll have around 20ms increased latency yourself, but that's not so bad.
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You average 2 minute chases? I would like to see those recordings, might learn something myself!
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Good suggestions in here. A secondary ability that allows you to look at a zombie aura from afar, destroy it, and then look at a generator aura the closest hook around which the zombie will respawn at is the best solution I think, because it not only lets players identify and solve the issue of zombies getting stuck themselves without BHVR having to create another function in the system that could come with more issues, but it also gives the Nemesis player some control over the zombies, more agency in the round and just a more interesting skill set. If you do not point the zombie toward a generator within its respawn time (at base 12 seconds) it would just respawn at a random hook. There wouldn't need to be a cooldown on this either, I don't think.
Zombies, Nemesis, his add-ons and perks could all do with a variety of improvements, but this would already go a long way and solve something about this killer that just downright does not work, as zombies get stuck everywhere all the time which they clearly are not supposed to.
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@dugman said:
I think killers aren’t actually that bad off honestly. A lot of the complaints about gens stem from a misconception that whether or not the Exits open should be a 50/50 coin toss if both sides play well. But in reality the game is balanced around some survivors escaping and some being killed most matches, which means most matches the gates will be open even if the killer isn’t messing up. So it shouldn’t be a surprise then that the gens are completed most of the time in matches between equal opponents. It’s not an accident or a flaw, it’s statistically the reasonable outcome.
Now if the most common result at high level were that 3-4 survivors almost always escape then that would be a balance issue. But if the average is 1-3 escaping then it’s not. I don’t have data one way or another to comment on where the actual stats lie other than the off the cuff numbers from the devs indicating kill rates for all killers average just slightly over 2 per game, but basically if you are seeing most of your matches as killer in the 1-3 kill range that’s where it should be. If most of your matches are 0-2 kills then that’s an indication something is wrong.
This is definitely something people are seemingly unable or unwilling to realize. In a balanced match, all generators are supposed to get finished. Not only that, but since the killer can almost always guarantee at least 1 kill in the endgame, a balanced match is actually supposed to see all generators be finished with at least 3 survivors still alive at that point.
Sure, the matchmaking (and game itself) doesn't have to be, cannot be, and in reality isn't made such that every match will be perfectly balanced, let alone in a way that every match results in a 2k - the reality is more that you will win some and lose some (winning more consistently the better you are at the game), but on average you should see all generators be repaired more often than not. Yet people seem to think the game is already lost at that point and unbalanced because they take a balanced match to be... what, killing everyone at 1 gen left? Likewise there are players that do not realize that a game of survivor is not lost just because they themselves died - if 2 other survivors escape it's a draw, if 3 do it's a win, and the things they contributed to that round will still have mattered despite dying.
I guarantee that even at the highest MMR brackets kill rates are still above 50%. I have taken stats on various streamers that play high MMR and even despite some of them regularly using lower-tier killers, suboptimal builds and strategies, they still average kill rates of 65% to 85%, some even higher. I myself average around 70% kills, and I almost never play S-tier killers (I main Wraith and Oni, and while I rotate through various killers frequently, I almost never play Nurse or Spirit, and have not put much time into Blight), I almost never tunnel or camp, and almost always give the last survivor hatch. The game and matchmaking always have and even now in MMR still do reward people for skills and smarts a lot, and particularly so on the killer side. The best killer players only very rarely have someone escape through exit gates in public matches, let alone 2+ people. The best survivor players also escape much more often than they die, or at least much more often lead to 2-3 other survivors escaping. Their success rate is not as high as that of the killers, for that they would need to always play in SWF with 3 other players around their caliber, but it's still noticable even in solo queue that skills and smarts matter the most in terms of success rates.
So with regards to the larger topic, people should be looking to improve their ability to play the game well rather than spend their time complaining that the devs should make the game easier for them. There is concrete evidence that improving in this game, getting more skilled and experienced and thinking more about it, is rewarded a lot, on both sides, and again if anything even more so on the killer side. Yeah the best players have like 5000+ hours, and it'd be unreasonable to say just play that much and those problems will stop being so problematic for you, but it's also not like those players weren't already winning consistently 1000 or 2000 hours in. I think one thing people don't generally accept but should is that this game actually has a fairly high skill ceiling and that around 1000 hours are needed to be able to start becoming really good, and since becoming really good also involves being good at both roles, you are more so looking at around 2000 hours. And not everyone is equally able to become better at the game altogether of course.
Obviously there are still real problems in the game (on both sides), and complaining about them can lead to changes, but the best thing one can do is just play more, think about the game more, practice more. That is a better time investment with regards to the improvement of one's experience of the game, not least because the devs are clearly making decisions mostly based on their own opinions and conclusions, even the most complained-about things are usually only gradually, slightly or not at all being addressed. And as OP also points out, unreasonable complaints can even hurt the possibility of reasonable complaints to have an effect.
I guess for a lot of people complaining is also more so about letting off steam, venting frustrations, a cathartic thing, especially if they find likeminded individuals that share their frustrations.
With regards to Deathslinger and Boons specifically though, I do think some of the complaining is rational. Quickscoping was a pretty dumb mechanic to play against, but it was also what made Slinger uniquely fun. At the very least, he should have gotten considerable buffs alongside with the ADS nerfs. For example, I actually see no reason why he could not be a 4.6m/s killer now. Instead he even got a terror radius nerf on top. Right now he's really kind of a "worse Huntress". And Circle of Healing is too strong. There should be nerfs, albeit reasonable ones. Snuffing Boons could destroy the totem, or at the very least make it impossible for the survivor that blessed it to bless it again for the remainder of the trial. Circle specifically is already strong enough in that it enables every survivor to heal themselves at default healing speed of 16 seconds, it really should not also add the 100% healing speed boost on top of other means of healing.
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You can absolutely still end up on the ground despite having actuated DH, if your connection to the server is worse than the killer's.
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It's frankly (pun intended) ridiculous that they are buffing the add-ons that made for the worst piece of game design they've ever released, bringing that "gameplay" back to an extent. Yes, those add-ons were completely useless ever since Legion was reworked, but the solution to that is to also rework those add-ons. While I don't think that they are actually hugely problematic since it does regularly just take more time to down a survivor with them than it would take to just down them normally (against your average opponent anyway), of course it would be preferable to have those add-ons be reworked into something worthwhile that promotes actual interactive gameplay. One idea would be that they make it so Deep Wound does count down in chases, however the the mending speed is increased by a lot, such that the chase game becomes about the survivor trying to find little moments to mend mid-chase, with the killer trying to keep them from doing so. Of course the specifics of the bleedout timer and mend speed would have to be experimented with to find numbers that actually promote healthy chase interaction. But that just as one idea of many.
Either way, Legion is the weakest killer in the game and has long deserved buffs, and there are some really easy things they could do to significantly improve things. Decrease the post-Frenzy fatigue time back to 3 seconds (is 4), with the respective Mixtape add-ons still being able to shave off another second. That way Legion can actually use Frenzy as a chase tool against already-injured survivors, allowing them to catch up faster without losing all that ground again in fatigue. Give Legion add-ons for Frenzy movement speed again and improve collision in post-Frenzy fatigue such that it can actually reliably be used to block survivors off from pallets, windows and pathways. Make it so that already-injured survivors hit by Frenzy suffer additional afflictions, such as a decreased action and/or movement speed, until they are healed - Legion's ability to injure survivors with ease becomes much more worthwhile if those survivors are actually incentivized to heal up again, because then it can cost a considerable amount of survivor time.
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Math:
A Commodious with Spool and Scraps is 52 charges worth of +50% increased repair speed. On its own, that means you get to repair one generator in 52 / 1.5 = 34.6 + 28 = 62.6 seconds - you save ~17 seconds.
If you use Built To Last once with this toolbox, you get another 51.48 charges out of it, for a total of 103.48 charges. This lets you repair one entire generator in 53.3 seconds, saving 26.6s, as well as 7.8 seconds on a secondary generator repair with the charges left over. A total time saving in generator repairs of 34.4 seconds. Since you already save 17s with the toolbox itself however, and spend 12 seconds in a locker for BTL, the actual on-paper time saving here is only 5.4 seconds, and that's of course not even accounting for the time spent going to and from the locker as well as going in and out of it.
If you use BTL another time, you go up to a total of 137.8 charges. That is again one entire generator in 53.3 seconds, and then a second one in 60.7s, saving a total of 45.9s. Again, you save 17s at base, and this time you have spent 24s in lockers. The on-paper saving is now only 4.9 seconds, again not accounting for now twice the time spent travelled to and from and in and out of lockers.
And using BTL a third time comes out to 154.96 charges, a time saving on two gens of 51.6s. At this point, you have spent 36s in lockers, which added to the 17s base time saving of the Commodious means now you have actually wasted 2 seconds using BTL even just on paper.
Conclusion:
BTL is not worth it in terms of pure time efficiency. Even if we ignore the time it takes to go to lockers and back to generators and the animation time of entering and exiting them (considerable time investments), the BTL Commodious combo at best saves 5.4 seconds if you use BTL once, while at worst actually costing you 2 seconds if you use it three times.
If we add Streetwise into the mix the numbers do improve, but they still don't improve enough to make up even for just the enter and exit locker animation times, let alone the time spent traversing the map to and from lockers. Not only that, but the time saving here would only matter if you actually do get to repair at least 2 generators from 0 to 100%, which is of course not at all a given. You are also spending 2 perk slots as well as an item on this, forgoing other strong perks and items the "time saving" impact of which cannot be easily quantified (think of how much generator time a Decsivie Strike or flashlight save can translate into for instance, because rather than being able to push other survivors off of gens while having one on a hook, now they have to chase that survivor).
I don't think the BTL toolbox combo is an issue, and Streetwise is if anything necessary to make this combo at all worthwhile in a solo scenario. What I do however think is an issue is a coordinated team abusing this combo, with multiple toolboxes and multiple Streetwise, not least because Streetwise stacks with other instances of itself. If you have a group with 4 toolboxes, 4 Streetwise and 4 Built To Last, that promises to be ridiculous. Throw in some Prove Thyselfs and perhaps Brand New Parts and you actually get something that deserves to be complained about as a "gen rush". That is one of various reasons why I think there should be perk and item limitations for SWF groups. Any perk and item should only be able to be equipped once in a given SWF group.
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@FellowKillerMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2593400#Comment_2593400
"Latency has always and still does favour killers on hits, because hit detection is run on the killer client."
Didn't they change this to the server's discretion in December/January? The whole point of hit validation was to put that determination on the server.
They said they did, but general hit validation definitely isn't a thing. Hit validation's sole job is to overrule invalid hits that have happened due to latency on the killer side, and with stun and Dead Hard validation, we do actually see overruled hits. Outside of that however, overruled hits never happen, even at ridiculously high killer pings. So yeah, general hit validation is either non-functional or non-existent, unfortunately.
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Latency cannot be a balancing tool even if one were to entertain the - frankly asinine - argument that it should favour killers. Latency varies wildly between different players and entire regions, and even in a single trial can be inconsistent. Some killer players benefit tremendously from this latency advantage due to having a bad connection or living in certain locations, while others only benefit slightly or not noticably at all, unless the survivor they are playing against happen to have a bad connection or live in certain locations. Furthermore, it is an exploitable advantage due to the possibility of connecting to remote servers via the use of VPNs, as well as that of artificially inducing latency with laghacks, bad WLAN configurations, putting strain on one's connection, and such.
Latency has always and still does favour killers on hits, because hit detection is run on the killer client. That means their perspective is the sole authority, what they see counts. Only for stuns and now Dead Hard the server will decide whether a hit was valid or not. Having the server decide on these things is the most fair solution because it is neutral - the player with the worse connection will be at a disadvantage. Mind you, they will be at much less of a disadvantage than survivors always have been, since only their own latency will work against them, and only by as much as it is higher than that of their opponent, whereas for survivors the total sum of their own plus the the killer's latency works against them on general hits.
Shifting hit authority to the server is not favouring survivors, the actual equivalent to the unfair latency advantage that killers have always enjoyed and still do enjoy for general hits would be shifting the authority to the survivor perspective, i. e. anything that shouldn't hit on the survivor's screen actually wouldn't, even if it only didn't connect on their screen because their own latency is putting the killer further away. Then killers would have to adjust for survivor latencies like survivors currently have to try to adjust for killer latency (and that without even being shown what the killer's latency is). Then people would actually be justified in complaining, it would be completely ridiculous. On the survivor side, players have had to deal with that completely ridiculous one-sided latency disadvantage for years, and still will have to.
Having the server as the neutral authority is the most fair way to do it because it is equally unfair, both roles would have to adjust for their own latency and accept that sometimes their latency screws them over. Alas, again, the killer is still the authority and benefits from all latency on all hits, apart from stun and DH hits.
Now as for actual balancing tools... I do think DH is too strong a perk if one is facing multiple copies of it. I think a good way to combat it and various other problems with the power levels of perks is to limit the amount of times they can be equipped in SWF groups to 1. If only 1 player in a given SWF group can use the perk, it would instantly stop being nearly as problematic because against solo/mixed groups of survivors killers are usually already in a good spot and don't suffer as much from facing things such as multiple DH, and those groups of course do not coordinate their builds to begin with.
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@Nicholas said:
@Ohnoes It amazes me that few discuss such a wide impacting issue. Maybe most are just accustomed to the frequent fake hits from a mile away. I wonder if Connection-Based Matchmaking is what the game needs; SBMM has some ambitious goals about making matches "fairer," but if The Killer has a significant advantage, exactly how fair is it anyway?
@Dennis_van_eijk The competitive ping advantage works one way, in favor of The Killer. If both The Killer and Survivor have high ping, things will get wonky as some hits may get rejected or validated. However, we're discussing the tremendous advantage of The Killer on a high ping versus a survivor player who has excellent ping. When these two meet, The Killer has the advantage. The exception seems to be an incredibly high ping - perhaps 501+, that number is unknown, but it is pretty generous.
@JawsIsTheNextKiller What are you saying? Your ping as The Killer is always low, and survivors with higher ping have an advantage over you? That sounds highly unusual, especially since the server still favors what the killer player sees. The only exception is when the killer players' ping is "high."
@zarr Good points, I agree. Pallet Stun changes were significant initially; pallet stuns felt crispy and responsive. However, they probably changed it due to complaints because it feels back to day one, still getting struck through pallets. The fact that we don't see myriad videos and complaints about rejected hits likely indicates that hit validation doesn't exist or is exclusive to a small segment of killer players on other planets.
I have been "raving" about this ridiculously unfairly one-sided hit system for years, but unfortunately to no real avail. Back when they first started implementing the dedicated server architecture I was elated and convinced that with it, a server-authority hit system would finally enter the game. I mean, that's the biggest reason to switch to dedicated servers for to begin with, to not have the game server be run on one player's PC anymore, since that creates unfair advantages and exploit potential. Yet as it of course turned out, the hit system (one of the most integral game functions) was and still is being run on the killer client exclusively and authoritatively. More than a year after the switch to dedicated servers, they finally started talking about wanting to implement server-sided hit validation, and I again got my hopes up. It took them roughly another year to get to a stage where they started testing such a validation system in PTBs, and then more months of intermittent live tests before they finally said they would enable it on live servers for good. But apart from some weird bugs that prompted them to disable the system again for some time, nothing changed.
That said, while I do think that there's simply not a single line of code actually doing anything in terms of general hit validation and that they more or less lied about it (I assume initially they did actually implement something they thought could validate hits server-side, then saw that they couldn't make it work, took it out, but never took back their statements about how hit validation was now in the game), stun-specific hit validation does actually seem to work well still. I have had overruled hits as killer myself and as survivor still frequently get pallet stuns I know I would have gotten hit through in the past (and sometimes my opponents are streamers and I can even confirm that they actually got their hit overruled). I would not rule out that they've since added a killer ping threshold to it though.
Either way, precisely because stun-specific validation does work, it is clear that general validation does not. And I don't believe there's a threshold for that, not even an unreasonable one (and of course, anything above 100ms would already be unreasonable). I have had lagswitching killers that got hits literal seconds in the past, so yeah, at that point not even players from other planets would be subject to validation, ha.
Like you, I find it pretty crazy that this game has had this ridiculously unfair and unhealthy hit system that benefits the killer for any latency in their own as well as their opponent's connection for years, and without constant backlash from the community. The introduction of dedicated servers has in fact made it even worse, since now there are entire regions without local servers the players in which thus have to connect to remote servers 80+ms away, whereas in the peer-to-peer past they could obviously connect to each other at low latencies. Russia and Middle-Eastern regions for two huge examples.
I've had people tell me that killers should have this advantage, but that is of course the most ridiculous stance. It cannot possibly be a balancing tool because the extent to which a killer player benefits from it ranges from not at all to tremendously, the worse their or their opponent's connection is. And then it is also exploitable by artificially inducing latency (VPNs, laghacks, etc.) or artificially injecting hits, and it isn't even something survivor players can account for because they do not know what the latency of the killer is. The hit system has to be as fair as possible, and that can only be achieved if the server is the most neutral authority judging whether something should or should not connect. Yes that means killer players with worse connections will have to get used to more frequent overruled hits and going for less ambitious, last-pixel lunges on their end, but survivor players with bad connections will still suffer as well and will still have to account for their latency too - it will be equally unfair.
I'm not holding my breath though - the implementation of stun-specific validation was a nice surprise, and I'm glad it's here, but it's obviously only a small portion of the hit system; they seem to have given up on making the system overall fair, and that after years of saying they were trying to. The very least thing they could do is give survivors a ping indicator for the killer (in the lobby or at the absolute least in the trial), but they won't even do that. So yeah.





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