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zarr
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Sure thing.
Tournament DbD really is a fairly different sphere. For something that you will notice right off the bat perhaps, as opposed to trying to play as efficiently (riskily) in chases as possible by trying to conserve resources, they will instead try to play as effectively (safely) as possible and use resources liberally, and despite what that may seem like on the surface, there is actually also a lot of skill involved in consistently trying to play as safely as possible, certainly against some of the best killer players in the world.
Tournament DbD might not be interesting to everyone, and it surely does not help that BHVR is not doing much of anything to develop that sphere of their game (if anything they sabotage it frequently with various bugs, such as the most recent update removing the spectator HUD), but I think it is an often and much underappreciated section of this game that is interesting in its own right. I hope more people will grow interested in "comp DbD", and that it will stop only being used to argue in tired old balance discussions. Like I said, in tournaments killer vs. survivor balance itself does not even matter all that much because that is not what decides the winner, both teams play both sides. You can still totally have thrilling games where you root for your favourite team or player even if they are playing... someone like Clown. Because even 1 kill can be enough to win - you just have to get more than the opponent's Clown!
Dead By Esports organizes events with some of the best teams and cool prize money frequently, and has for quite some time now. You can find out all about them here: https://www.deadbyesports.com. But there are many more tournaments being held all the time, by streamers and other organisations, all over the world even. It is a little unfortunate that there is no place where you can really get a good overview of the tournament scene, I have been following it for like 3 years now and I only know as much as I do because I constantly seek out information. But a good start is joining the team Discords of some of these top teams, as they will usually announce if they have matches scheduled and such.
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/2302670#Comment_2302670
Peak clown world when people are arguing that even though a killer just got curb stomped it's not balanced because they aren't 1v1ing and are actually OP. Like even in your 1v1 matches survivors have already proven that they can delay spirit for long enough for the team to do gens. There is literally no scenario at top skill levels where spirit wins. 1v1(lel) or 1v4.
TrovoThese are the currently two best teams in the tournament scene in a final, just a day or two ago. Both Spirit games ended in 2 kills, with 7 and 10 hook stages respectively. The hook stages mean that Spirit actually won those games, like, Samantha was 2 stages away from a 4k. And in the past, both Oracle and Trauma have been 4k'd by Spirit on various occasions, against each other and otherwise. Also note that all add-ons are banned on Spirit above yellow rarity.
Yeah, literally no way Spirit can win.
Further note: Both Nurse games (on a corn map no less) ended with 8 hook stages, one 2k and a 1k; Blight games with a 2k with 8 stages and a 4k. It seems at the top level the game is actually decently balanced. Of course, there are perk, item and add-on restrictions in place for both sides, and Nurse, Spirit and Blight are the strongest of the killers (I think a fair few killers should be buffed), but it's not like players can't play Nurse, Spirit and Blight 100% of the time in matchmaking if they so desire. There are players that have 4k Nurse streaks of around 500 games. Literally killing 2000 survivors without a single one escaping, in a row. And I don't think any of the tournament killers have ever actually lost a public game as Nurse, Spirit or Blight after they got to that level, that is, had more than 2 people escape by gates.
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@Alionis said:
https://forum.deadbydaylight.com/en/discussion/comment/2303022#Comment_2303022
You should probably have another look into the log files, the wiki's information is literally how the speed curve is defined.
I'm not saying I know for certain, but that is what the log actually says about Dead Hard's duration. I tried to count frames in clips of Dead Hard, but it is difficult to say when the interaction actually starts and ends. If we go by the "Dead Hard" prompt disappearing to the point of the Exhaustion status effect popping up, I only counted around 300 milliseconds worth of frames, whereas if I tried to time it from prompt disappearing to approximate end of animation, it was around 800ms, though it has to be noted that the Dead Hard animation does not actually start to play instantly upon the prompt being triggered, there is a delay there, of a good 100+ms. So yeah, I'm pretty confident that it actually does only last for half a second.
I do remember that the devs clarified on the speed curve at some point, I think it was McLean on a dev stream perhaps? But I'm not sure whether they were actually very specific about it or whether they weren't like "I think it is roughly such and such". Either way, I have a hard time believing the wiki is accurate on this, because if we take 250% speed (10m/s) for 200ms plus another 200% (8m/s) for 800ms, we get a distance of 8.4 meters traversed, and that's just not at all the distance you make during Dead Hard.
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I know many people won't like to hear this, but tru3talent is not as good a killer player as Oracle are survivor players. I would even argue he is fairly far from. I don't even need to go into details of the many fairly basic and more advanced mistakes he made here, it suffices to look at the fact that he missed basic attacks multiple times. He's an above-average killer player, but also not too much more than that from all I've seen.
Oracle has been 2-4k'd in tournaments plenty of times. Nurse, Spirit and Blight (at least prior to the flick nerf) consistently 2-4k in tournaments, and even a variety of other killers are still viable enough given that they also usually can kill around 2 survivors, with 3 and 4ks not being impossible. It also has to be noted that while survivors in these tournaments have perk restrictions, there are also severe add-on restrictions for most killers.
At the very top level of tournament competition, the game is certainly more-so leaning toward still being survivor-sided, even despite the consistent, substantial balance shifts benefitting killer play that have been happening throughout the past years. That said, even at that very top level it is not nearly as survivor-sided as people make it out to be, whatsoever. Again, two to four kills happen frequently in tournaments, I have personally taken stats on more than 10 tournaments and the average was slightly above 2 kills in most of them. Map and killer selection as well as perk restrictions do obviously play into this, some of the killer characters are absolutely too weak and deserving of buffs, but the fact of the matter is that tournament DbD is being played at a level that is... almost non-existently rare to be seen in public matchmaking. A one-in-a-million-matches-type of situation, or something thereabouts. So for around 99% of actual gameplay happening in this game, this survivor-sidedness of top-level competition holds almost no meaning. So much so that the game is in fact considerably killer-sided in its main, public matchmaking mode. The stats clearly show that, it can also be seen by the fact that competent killer players almost never lose public matches (on the contrary, they can go on 4k killing sprees of hundreds of games in a row), and even top-level players themselves think the game in public matchmaking is laughably killer-sided. They play crossplay-off EU matchmaking if they play matchmaking at all, and even there where they queue into a decidedly more "competitive" pool of players, they win their killer matches most of the time.
Only around 5% of all public matches even have parties of 4 players, and of those 5%, an even smaller portion is actually even using voice communications - and of that smaller portion, an even smaller portion is actually even composed of 4 skilled players that play in ways even comparably as efficient and effective as those tournament teams, coordinating their loadouts and strategies, having practiced call-outs, and such. It's exceedingly rare.
And here's something else people usually don't recognize about tournament play: the performance ceiling for survivors in tournaments grows by a tremendous amount, whereas the killer perfomance ceiling does not really change whatsoever. What separates a killer playing in a tournament from one playing outside of it? Basically nothing. It is still 1 player playing a specific killer, with whatever perks he chooses to, making all his own decisions, applying all his own skills. Sometimes killers will be in voice chat with their teammates and that can obviously help, since they can brainstorm macro-game decisions and some micro-game plays, but that is not the norm in tournaments, most killers just play for themselves, and sometimes aren't even allowed to talk to teammates. What separates a usual survivor lobby from a tournament team? Basically everything. First of all their combined individual skill is something you will almost never see in public games, then they can coordinate their loadouts down to the last add-on, they practice together all the time and have prepared strategies and developed natural synergies, they use voice communications in highly efficient and effective manners, their teamplay is exponentially better than that of just any random matchmaking squad, they regularly even know beforehand what killer they will go up against and on which map. These are all things you will basically never find in a matchmaking match, it's not like these tournament teams actually go and queue into public matches and let alone then play like that. The killers on the other hand? You will get a tournament-level killer side in a match every time such an individual decides to queue into public matchmaking, and they will actually usually play to win.
More simply put, any individual player can in theory become a tournament-level killer player, but no individual player can even come close to presenting a tounament-level survivor side - for that you need 4 individual players coming together who all are not only tournament-level skilled individually, but also have that degree of practice and coordination and so on as a collective.
So the fact that killers can still compete in tournaments despite the fact that survivor teams gain so much more from the tournament setting in terms of performance potential is if anything impressive, and shows how strong killers can be if the player is really good at the game. And just to note, in tournaments, killer vs. survivor balance does not even matter all that much, because the real competition is in performing better than the opposing team's killer/survivors, it is not about killers performing better than survivors or vice versa in itself. For instance, if the killer is Wraith and one team manages to get 6 hook stages with one kill, that can still totally be enough for a victory if they manage to give the opponent's Wraith less than that.
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Rites of Judgment takes 1 second to charge, and you move at 92% speed during it. The tentacle only takes 0.35 seconds to ready, and you move at 95% speed when holding it. However, after that first second, Pyramid Head moves at 110% movement speed while holding Rites.
Cancelling Rites takes 0.5 seconds, cancelling the tentacle 1.5 seconds (but you move at 105% speed during those 1.5 seconds).
This means that Nemesis can use his ability more reactively than Pyramid, thanks to the much faster charge time. E. g. if a survivor fast-vaults a pallet (1.1 seconds interaction time) or window (0.7 seconds interaction time), Nemesis can charge his attack and land a hit during this fast-vault interaction, whereas if Pyramid does not already have his Rites active when the fast-vault interaction begins, he at best can go for a prediction shot shortly after the vault animation has played out.
On the other hand, Pyramid's zoning potential is much greater than that of Nemesis, since not only does he actually move faster than a survivor while holding Rites (as opposed to Nemesis who moves slower than a survivor while holding his tentacle), but cancelling Rites is much faster than cancelling the tentacle, and can therefore allow for follow-up basic attacks much more effectively.
Punishment has a base range of 8 meters, and this can be increased up to 10.5m with the use of two add-ons. Tentacle Strike only has a range of 5m, up to at most 6m at tier 3, and there aren't add-ons that affect it. Punishment has a hitzone width of about 1-1.5m, Tentacle Strike only of 0.16m (however, you can physically move during the Tentacle Strike attack and this will widen its hitzone thanks to the hitbox of the tentacle lingering for 1/3rd of a second, which can be useful in a variety of situations, although it does not make it equal to the applications of Punishment's width).
Considering that Punishment also goes through anything (apart from holes in the ground) and can travel downward as well as hit multiple targets at once, you will be getting a lot more mileage out of it than Tentacle Strike. The tentacle can hit over objects, but the hit detection of it interacts with objects in such a janky and unintuitive way that you are usually better off just playing Nemesis as an M1 killer until you can get guaranteed tentacle hits, which mostly means when directly facing a survivor at a window or pallet. If an obstacle is only around waist height and you stand right up against it, you can more reliably land tentacle hits over it, but this also depends on the specifics of those obstacles (e. g. Autohaven materials have weird invisible collisions that can intercept your strikes), and survivors can also crouch to avoid these hits, so even then you are much of the time still better off simply looping normally until you can land clear-line strikes. Punishment due to its range, width and ability to go through anything reliably enables you to go for much crazier shots with it and use it much more often than Tentacle Strike.
Punishment has a cooldown of 2.75 seconds during which you move very slowly, Strike has a cooldown of 2.5 seconds and I think you also move a little bit faster during this cooldown, so survivors make less distance on you after a strike. Although this might just be my perception - since you will usually strike a survivor at a closer range than you will "punish" them, the different distances they have after the respective attacks might be mostly due to that initial difference in distance. It's possible that they move at the exact same speed during those cooldowns, meaning that there's merely a 250 millisecond difference between them, which would be negligible in terms of distance made during that time.
Punishment in many respects is numerically better and just has a lot more potential to be oppressively strong in chases (and more useful elsewhere too, such as hitting multiple survivors right after unhooks, or sniping them off gens and totems). Strike in a lot of senses has to be treated as merely an extended lunge that can go over pallets and through windows.
On top of that, Nemesis is huge and can be tracked rather well both by his model and sounds. Contamination and Tormented are about equally useful (or useless), since both mostly only make it slightly easier to track survivors and that's it. Although, Nemesis obviously has to first contaminate survivors before he can damage them with his ability, a pretty notable downside that Pyramid does not suffer from.
Between the zombies and cages, I would say the latter is a much more reliably useful secondary ability. Not only is the zombie AI wonky, leading to them getting stuck frequently and ignoring or otherwise not managing to get to survivors even on gens right in their vicinity, but even if they do end up at a tile you are chasing a survivor at, at a hook, or a gen, it's not like they are regularly very impactful, as survivors can play around them and the killer cannot really proactively make use of them. Even if you manage to zone a survivor right into a zombie, if it's not literally a chokepoint they can still relatively easily avoid the hit. At gens if a zombie is harassing survivors, they can keep dodging around the gen (especially if it's a gen in the open), and so at most their progress will be slowed down a bit, rather than actually being forced away from those gens. At hooks zombies are at their strongest, as survivors will have to first draw them away to be able to unhook safely at all, which is obviously not possible all the time. But I think BHVR changed the zombies such that they won't just stick around hooks and literally facecamp like they did in the PTB. The map-wide tracking that zombies provide is lackluster in my experience. They will "chase" survivors with their arms up even if those survivors are long gone and like 20+ meters away. If I use my zombies to actually try and find a survivor that will not seldomly set me on a wild goose chase. And I also suspect there's a glitch where zombies will sometimes raise their arms without even having "spotted" a survivor in the according vicinity, so basically they can even be trolling you.
Cages on the other hand have no such wonky, unreliable aspects. They allow you to very quickly hook (or kill) a survivor without having to leave your position. The time saving on that is considerable, and the fact that you don't have to physically move to a hook is also impactful since you can be right back to pressuring survivors around your position. On top of that it of course circumvents a whole bunch of perks and mechanics associated with usual hooks, such as most notably Borrowed Time and Decisive Strike. Pyramid was the strongest camper and tunneller in the game due to this, so much so that his cages had to be nerfed in two big ways (removed auras, cage now changes location if Pyramid is camping it), and yet he is still totally lethal with his ability to camp and tunnel, especially if you choose to hook a tormented survivor on a regular hook, which allows you to both camp and tunnel them with impunity.
Both killers have pretty ######### add-on sets, but at least Pyramid does have those range add-ons which are very good, whereas Nemesis does not have any add-ons that make him considerably more lethal with any reliability.
Landing Punishments through walls, on multiple targets, or at max range is much more satisfying than any type of Strike you can land. In fact, since the Strike mechanics are so wonky and unintuitive, it's a much less gratifying and more annoying experience using it. To basically be restricted to use it in clear-line scenarios makes it much more of a boring one-trick ability, whereas the hit and therefore also zoning potential of Punishment is practically unlimited. The only thing that negatively affects the feeling of playing Pyramid is the weird sensitivity change when holding Rites.
Overall, I think it's fair to say Nemesis is pretty much strictly worse than Pyramid Head. He's not awful, sits at around upper mid tier, but he is certainly deserving of even substantial buffs. I find him relatively comfortable and enjoyable to play precisely because he does not have as much potential as Pyramid, meaning that you do not have to think as much when doing so, but he would definitely be more exciting and engaging if he had more compelling abilities.
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If you are up against a survivor's back, your lunge will connect if they use Dead Hard. I've done that often enough.
The wiki is wrong about Dead Hard. It does not last for a second, but only half a second: "DeadHardDashSpeed Curve Duration 0.500000", "DeadHardEffect [...] LogInteraction: Interaction time: 0.500000" - taken directly from the game logs.
Since they are wrong about the duration, they are probably wrong about the speeds too. Dead Hard does have a speed curve, but we do not know the specifics of that curve.
That the lunge manages to catch out Dead Hards can easily be demonstrated though: In a custom game, stand next to each other and actuate Dead Hard and a lunge from a static position, and you will see that the killer's position comes more than close enough to the survivor (keep in mind that the weapon extending forward means the actual hitzone for the lunge is even longer).
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@hailxsatanxeveryxday said:
https://forum.deadbydaylight.com/en/discussion/comment/2291094#Comment_2291094
Another problem with that would be that moriing everyone would be an automatic loss.
Moriing everyone would require the killer to have hooked 8 times though, so it would still be a killer victory, just not as decisively one as a 12-hook round. Devour Hope rounds could be more problematic under that win condition, but there could be special concessions made for it given that it is pretty much the only perk that can create such scenarios. And for Myers' Tombstone add-ons, I guess, but those honestly kind of need a rework anyway.
The main problem with that system really is the fact that survivors can enter the next hook stage without being hooked again, and of course both killers and survivors can "abuse" this. In a hook-based win system, the hook timers could simply be removed. The killer here has no incentive to camp anymore anyway since they want to get as many hooks as possible rather than camp for kills, and survivors obviously have incentive to unhook other survivors since they are otherwise down in manpower.
Hell, a more substantial change to the game within such a hook-based system could be that hooked survivors are actually transported to a sort of "sacrificial realm" and have to struggle their way out of it back into the trial, which could take 30-60 seconds, depending on how well they perform whatever tasks it would be that are required to struggle one's way out. On one hand that means other survivors do not have to spend time going to unhook them of course, but on the other the killer gets to take survivors out of the round for a guaranteed amount of time with every hook, whereas hooked survivors otherwise can potentially be unhooked instantly and be back to contributing to the round much earlier. Plus having to struggle their way out of such a realm would obviously be much more engaging for the "hooked" survivors too. And it would combat tunnelling to an extent as well, as the killer is obviously unable to chase that survivor for the time they are in the sacrificial realm (and that survivor could also re-enter the map at a random spot, making it harder for the killer to find them, as opposed to knowing exactly where they were hooked). Whether survivors would automatically be sacrificed if at any point all 4 are in the sacrificial realm is another question, it could make for an interesting game if they weren't, since then matches always would come down to whether the survivors can finish all gens before each of them has been hooked 3 times. Oh, and dying state bleedout timers would probably have to be reworked too.
Either way, whichever changes would have to be made to the game, substantial or not, I think a hook-based win condition could be much healthier for the game, creating a more chase-centric and dynamic gameplay, and making killers feel like they've won even if they did not kill every survivor. Of course, it would also lose a variety of aspects of its current gameplay, and not all of them are bad through-and-through (camping and combatting camping for instance can also yield interesting, engaging and fun gameplay), but I think overall it would be a better direction.
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Absolutely, his add-on set sucks. Then again, Pyramid Head's does also (apart from a very few select ones), and he never got a change, so I suggest nobody hold their breath. At most there'll probably be (very conservative) number changes to existing add-ons and they'll call it a day, when he would need an actual add-on "pass" with reworked and wholly new add-on effects, and particularly ones that affect his tentacle strike.
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A training mode like that to explore maps and practice killer and survivor mechanics would be really great, and it should be incredibly easy for BHVR to allow players to load into a custom offline match alone. Maybe they are afraid people will spend too much time there rather than queueing, otherwise I don't know why they never did this.
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I find it's a cool "tech", and since I take Nemesis to not be a particularly strong killer to begin with, I welcome much of anything that makes him stronger. That said, I would rather the tentacle actually rewards good flick aim and prediction shots than allow players to abuse the lingering hitbox to increase its hitzone tenfold. But it definitely needs other buffs, such as an increased range, not granting speed boosts on a contaminating hit, being able to hit multiple targets at once, having a more sensible hit detection over obstacles. Notably, Nemesis has no add-ons that affect his tentacle strike, and his add-ons are painfully underwhelming anyway. So there could be add-ons that improve his active ability too, such as increasing speed after breaking a pallet with it, increasing range, decreasing cooldowns, and so on. Hell, maybe even add-ons that increase the duration of the "lingering" hitbox, if it is decreased at base.
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I think so. In RE3, Nemesis gets faster with increased difficulty settings, so it's completely thematically appropriate.
In their current form, Nemesis' mutation tier power-ups are underwhelming. One obvious improvement that could be made is to increase the tentacle strike's reach with the tiers further, such as 8m in tier 2 and 10 in 3. I think that would be the best buff Nemesis in his current design could get (more ideally he would also get a unique secondary ability, however...). But I did read a dev on here say that the strike reach is as short as it is because they ran into technical difficulties with the ability. So, another easy way to improve Nemesis in his current design state would be to simply increase his movement speed with the tiers. Not only would that tangibly buff him, but it would also do more justice to the magnitude of this collaboration and the unique threat of this character: he would be the first killer in DbD to constantly move at a base speed above 4.6m/s.
What that would look like specifically is more of a balancing act, but a quick idea would be 4.6m/s in tier 1, 4.7 in tier 2 and 4.8 in tier 3. If that turns out to be too strong, it could be 4.4, 4.6 and 4.8 per tier respectively instead, i. e. paying for his strong top speed with a slower starting speed.
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Bite The Bullet is a pretty laughably bad perk, the interaction where you heal mid-chase against a Stridor Spirit was the only real argument it ever had going for it, and it wasn't even a strong argument at all, since not only would you be using a perk that is more or less useless and strictly worse than Iron Will on the off chance of going against a Stridor Spirit, but even in those scenarios where you do, it is not at all guaranteed that the Spirit won't get you despite not hearing you (also you still have breathing sounds with BTB, even if Stridor is not in play).
That it does not actually work through Stridor renders it completely a non-perk. And I won't even talk about Self-Preservation - if BTB is laughably bad, Self-Preservation is god-tier-comedy bad.
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Definitely, tunnelling is often simply optimal strategy. The impact that getting the first survivor out of the round as soon as possible has cannot be overstated, it's immense. Even if it takes you 3 or 4 generators to tunnel that first survivor out, once in a scenario with only 3 survivors left alive, it is incredibly easier to apply pressure, snowball and outright win games, with things such as camping and slugging and 3-genning.
For every player truly struggling to perform well as killer, one main advice of mine is to start tunnelling. That means you commit to a chase on a survivor until you down and hook them, and then as soon as they get unhooked you drop everything that you might be doing to seek out, chase and hook that survivor again. Until they are dead. I guarantee you will see much more success with this strategy.
Now the thing is, if you are an even only halfway competent killer player, you won't need to "abuse" tunnelling against the vast majority of lobbies matchmaking will give you, red ranks or not. I for one even completely go out of my way not to tunnel, and yet I still kill 3-4 survivors much, much more often than 2 or less. And since I know that tunnelling is not fun for most survivors, nor being in an essentially "unwinnable" 3v1 after I tunnel the first survivor out, I see no reason why I should tunnel. Most survivors don't last long in chases or do gens with any dilligence, if I tunnel, the first survivor will regularly be dead before 3 gens are done, and from there it is boring to win, pretty much just going through routine motions at that point. I much prefer a more dynamic round where I chase whoever I find and only start sacrificing survivors toward the late mid and late game.
I don't dislike tunnelling, not even from a survivor perspective. If you get tunnelled as a survivor, you still get your chases in which you can apply your experience and skills and play well to save your life, or at least to help your team survive by prolonging your death. The only type of tunnelling I dislike is the farming-off-hook type, where the unhooked survivor gets downed again before they ever had a chance to get into a fair chase scenario. That should truly be made impossible at a base-game level, and not "worked around" with perks like Borrowed Time. Other than that, I would say feel free to tunnel, and if you want to kill as many survivors as possible as consistently as possible, indeed you should tunnel. Only if you care to have longer, perhaps more "challenging" or "close" rounds and for your opponents to also have more fun should you consider to go out of your way not to tunnel. This is also a decision you can make round-to-round, based on your opponents.
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@WiiFitTrainer said:
https://forum.deadbydaylight.com/en/discussion/comment/2296006#Comment_2296006
Her VERY forgiving hatchet hitboxes make her a good bit better than she really is.
Obviously it isn't the sole reason that makes her good, but it can't be denied it isn't a huge advantage to get hits when you otherwise shouldn't with proper hitboxes. This is the problem with her, people feel cheated when they are hit by these absurd hatchets that visibly aren't even close to the survivor body.
You always have to factor latency into this. Due to the killer latency advantage, that is what makes for the really absurd hits. On the killer's screen your model is a latency period in the past, yet when they land hits on that model those hits count no matter what. So the higher the latency between you and the killer player, the further in the "past" they can hit you.
If you want to see how forgiving the hatchet hitbox is mechanically without latency playing into it, go into a custom match and throw hatchets at a static survivor. You will still be able to land hits "next to" the survivor model, but it is a noticably much smaller area around the model within which hatchets still register.
If you play against a Huntress and you both have <50ms latency, there will only be very few cases where you think she's ridiculous, and since she is not even an S-tier killer, I think in that environment most people would then also not feel her hitboxes even need change. So more than hatchet hitbox changes, we need server authority on hit reg, regardless of ping.
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I agree. I was excited for the chapter in a way I hadn't been for one in quite a while, and given the magnitude of the collaboration and the iconicity and personality of the characters, I had hoped for many great things from it. Weighed against that excitement and those hopes, the chapter is painfully lackluster. Perks are mediocre-at-best for the most part, Nemesis is derivative and not compelling, nor even particularly engaging or fun to play as or against. The chapter content overall is of pretty solid quality, but it's just nothing remarkable, and particularly in terms of the gameplay just nothing at all spectacular, the only unique gameplay thing it brought is the zombie AI and that is plagued with issues. Chapter is not awful at all, but definitely underwhelming.
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Hitboxes (for the most part) are not bad at all in this game, in fact the underlying hit system is surprisingly solid even on projectile hits for a game that had initially never been designed with such things in mind. When Huntress released I was impressed by how well she functioned, I had expected it to be quite a hit-and-miss mess.
The real issue is latency, and specifically, the fact that latency favours killer clients completely one-sidedly on hits. If either a survivor or killer player (or both) has a latency above 50ms, the survivor is at an increasingly stark disadvantage (and it becomes really ridiculous at latencies of >100ms).
This is something BHVR could and should change, by making the server the authority on hit registration rather than the killer client. And while it is de facto balance-relevant, the hit system should never be a "balancing" tool because it changes wildly between players, matches and entire regions, given the different latencies. If two players with sub-50ms latency meet, the killer has next to no tangible latency advantage, you can see that on Korean servers where players usually have around 10-30ms. Yet when players with high latencies meet, the latency advantage can downright make it impossible for the survivor to do well.
If kill rates then change significantly, BHVR can use actual balancing tools to implement compensatory buffs. Or they could pay for more server locations such that the majority of players is around a maximum of 50ms, putting any region where this is not feasible back onto the peer-to-peer architecture (like they said they would).
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The hatchet hitbox is a sphere with a diameter the size of the hatchet model. That obviously does mean its hitbox is significantly larger than the model itself. BHVR have tried making the hitbox match the actual model before, but it did not work out well, for some reason. But what they could do is simply reduce the size of the sphere.
Personally I don't think her "forgiving" hitbox size is too much of a problem, she is still a fairly balanced design and survivors can play around the timings that come with said hitbox size (albeit they need experience against it of course, so it is not very new-player-friendly). What is much more decidedly a real issue is the killer latency advantage, where every millisecond of latency between a killer and survivor will benefit the former, which exacerbates how ridiculous hatchets hits (and hits in general) can be, and it is something players can never really play around. This is something BHVR could and should remedy.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/2291159#Comment_2291159
You are correct consoles are all locked at the Ultra setting. I've read on many PC performance-related threads here that is usually the first option to change in an attempt to reclaim some fps. Sadly we do not have this option at all.
Absolutely, the performance difference between Low and Ultra is immense. I for one would definitely not be able to play the game on Ultra with my PC, but I can run it (reasonably) well on Low, with a stable capped 60fps (although I still get the occasional microfreeze, a few select maps - mostly reworked ones, like Campbell's Chapel weirdly enough - have my framerate fluctuate between 40-60, and then there are performance glitches such as Twins causing massive freezes the longer the round goes on if I'm facing them). I also believe the game has memory management issues, akin to memory leaks: it starts at around 1.5GB RAM usage but grows to around 2.5GB after an hour or two, and the longer you play, the more sluggish the game response especially in the menus gets (and I have 16GB RAM, so it's not like it's putting my system anywhere near capacity; I think that DbD with time is just using more RAM than it is meant to and using it very inefficiently as a result).
I don't know why graphics quality options are not a thing on consoles. I know that it has traditionally not often been a thing because games are supposed to already be "optimized" at a default quality setting and set framerate for console platforms, but that is obviously not the case anymore. With various older and newer-generation consoles on the market as well as a wide variety of differently-spec'd devices, having one quality setting (be that actually "Ultra" or some other standard, in DbD's case) is not really feasible anymore. I know that other console games do have quality options these days (for example, Assassin's Creed Valhalla has a "performance mode"), so I don't think console manufacturers are actually forcing game developers to stick to one quality. And if there's a game that needs it, it's DbD.
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I know the worst performance issues are mostly being experienced on consoles, but for any PC player wanting to improve their performance, I advise you to run the game in true fullscreen mode. BHVR unfortunately enough have never added this option to the in-game menu, but you can enable it manually from the GameUserSettings.ini file, by setting FullscreenMode=0, LastConfirmedFullscreenMode=0, PreferredFullscreenMode=0. Make sure AutoAdjust=False, ScreenResolution=100 and FullScreen=True are also set. Set your resolution using ResolutionSizeX and ResolutionSizeY (e. g. ResolutionSizeX=1920, ResolutionSizeY=1080). I also suggest you disable VSync, with bUseVSync=False.
Usually the game runs in windowed fullscreen mode, yet the performance in true fullscreen is a lot better, with higher and more stable framerates as well as lower input latencies.
Adding this option to the in-game menu would be an easy way for BHVR to help a lot of its customers achieve a better playing experience, since I suspect it's still a minority that is aware of how to do this manually from the files. And for console platforms, there's also a seemingly easy way for BHVR to improve performance significantly: offer graphics quality options. As far as I'm aware, it is for some reason not possible on consoles to switch between the Low, Medium, High or Ultra graphics settings.
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I think the most commonly considered win condition is 0-1 kills = survivor victory, 2 kills = tie, 3-4 kills = killer victory. This is also what MMR should be based on, I don't understand why BHVR thinks it's not practical.
That said, I think it would be healthy for the game if it shifted officially (meaning in its scoring system and match result messages) to a hook-based win condition, with 0-5 hooks being a survivor victory, 6 hooks a tie, and 7-12 hooks a killer victory. But obviously there would have to be some changes to the game in order for this to work, e. g. survivors would have to be forced to unhook other survivors such that they can't "win" simply by all getting 1-hooked.
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Obviously you want stuff to heal yourself with since you need to be healthy in order to be able to use FTP at all. So Self-Care, Inner Strength, a Med-Kit.
Bond, Empathy and Aftercare allow you to position close to chases. You obviously don't want to trail after the killer because that way you would be wasting much more time than FTP even in the absolute best-case scenario could make up for; these perks however allow you to try and work on objectives closer to chases, or at the least to know when chases are happening close enough to you that you can potentially intervene. Aftercare is particularly neat with FTP because not only does healing someone with FTP activate Aftercare's effect, but given that the other survivor can then see you too, they can play in ways to benefit from your FTP if they are smart.
The best times to FTP someone in chases are if they got downed behind a pallet or window, as in those scenarios you both have the possibility of making distance while the killer breaks the pallet or vaults the window or goes around them. But if the survivor that is being chased has more hook progress than you, it can also be beneficial to try and get them back up even at the cost of you going down for it. Since in those cases it is not seldom that the killer will slug you to tunnel the other survivor, Tenacity and/or Unbreakable are further synergies for FTP. I would say Tenacity is the better synergy since it is more common that the killer will slug you for just a brief moment in these scenarios, which the increased crawling speed can allow you to use and lose the killer. Soul Guard is worth mentioning, but only really if you are playing with friends so that you can all be using FTP plus Soul Guard.
Dead Hard can allow you to try and dodge a hit in these scenarios, so as to perhaps not go down yourself after healing someone else up.
With Resilience you get a small benefit while being injured due to FTP, and it also makes self-heals a little faster. This perk is neat with FTP because it gives you at least some sort of upside when using FTP on someone that is not in imminent danger, merely to heal them faster.
Deliverance can be a possible sort-of-synergy. You unhook someone and FTP them to protect them from being downed again instantly (which also helps your Deliverance activate in the first place), and then if the killer downs you instead you get to unhook yourself and the Broken timers of both perks overlap.
I'd suggest you just mix and match any combination of these things. Best to bring a Med-Kit instead of healing perks, to have more slots.
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There's the tentacle, and then there's also the entire audio design and the animations. BHVR would have to change all of these things significantly to suit X, otherwise they would reduce him to an awkward cosmetic "costume" that exudes more a sense of lazy money-milking than actually doing that character and its source material justice.
Given that legendary cosmetics cost around 15-20 bucks, I already think it is lazy that they do not change animations, sounds, names or icons (the latter two things will apparently change in the future, however). For a chapter one pays around 7-12 bucks, and it includes wholly new characters with unique models, abilities, animations, sounds, perks. Legendary cosmetics should at the very least then slightly adjust those aforementioned things to suit their respective characters.
Maybe they will replace the tentacle with a belt strap for X or something, lol, but yeah, rather than a cosmetic I would hope that they will release an X "paragraph" DLC. They most likely won't, but not only would X as a cosmetic be kinda lame even if they don't just simply throw it over Nemesis awkwardly, but it would also mean BHVR's room to make Nemesis' ability set more interesting is more limited (though I already kinda suspect that they designed Nemesis as underwhelming as they did in order to be able to fit cosmetics on top of him more easily...).
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Signed. Show all players' pings in the lobby.
This is in fact the absolute least they could do.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2244791#Comment_2244791
And the killer can do what about it? Hit the air somewhere infront of the survivor?
First of all, this would only really affect laggy killers. If you have a latency around <50ms, you will basically never even notice anything has changed as killer. In the 50-100ms range you would maybe have an overruled hit a handful of times in a multiple-hour playing session, depending on how ambitious you are with your lunges and such. Only once at 100ms and above would a player really have to make sure they aren't going for the last-pixel lunges and closest-call hatchets/shreds/saws/hits through windows and pallets/etc.
Obviously having something first connect on your screen and then having it overruled by the server a split-second later would not be cool, but neither is being hit 5 steps after having vaulted a window. Currently latency favours killers on hits completely one-sidedly, in a server-authority environment a player's latency would be to their own detriment on both sides, it would be equally unfair in that sense. Not only that, but the impact latency has on whether a hit happens or not would actually functionally decrease in that case, and lag compensation could also be used to further combat said impact. It would also be much more secure against intentional abuse and outright cheating.
But yeah, again, if you aren't a high ping gamer you basically shouldn't notice a difference as killer apart from edge cases.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2244737#Comment_2244737
Because where the killer is swinging is where the survivor is on their screen. Hit validationis taking what tick the clients are on, finding the positions and validating thats where the playets were.
Hit validation would overrule certain hits of laggy killers because it would come to the conclusion that the survivor at that point was too far away from the killer to be hit; it would take the actual survivor position at that time into consideration as opposed to the killer client which can only do hit detection based on the latency-delayed positions on their end. If hit validation simply looked at what happened on the killer's screen it would not be hit validation and would make no sense.
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@Kate_Main_01 said:
https://forum.deadbydaylight.com/en/discussion/comment/2243640#Comment_2243640
I thought that the matches were still working entirely off of the Killer-side of things. I genuinely had no idea that they'd supposedly made any improvements on the hit boxes. Thank you for your response I'll continue to hope that they will improve things right along with you because it is rough out there still.
I actually watched a Survivor vault from a window and get the downed animation midair with their feet being about a yard away from hitting the ground. The Killer was still on the second story. That's just one of many, many examples I've had lately.
There are dedicated servers now so not everything is done on the killer player's machine anymore, but the hit system is indeed still entirely working on the killer client-side of things, ridiculously enough. The killer client runs hit detection and if they register a hit on their end, the server accepts it unconditionally. This means any latency in either players' connection benefits the killer on hits, since the more latency there is between a killer and survivor, the further in the past that survivor will be on the killer's client, meaning the more ridiculous the hits they can land on them. I have faced and watched enough killers with connections in the 100-250ms range, and they hit the most ridiculous things consistently, and they never have any of their hits overruled by the server. In fact, I have never seen even just a single instance of an overruled hit anywhere (except hatchets which I have to believe are a special case). So yeah, while they say they have enabled server-side hit validation (at high killer pings), that hit validation either is not enabled until killer pings get ridiculously high (300+ms), or it doesn't function altogether.
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/2244042#Comment_2244042
This is what I mean, Nemesis is just a flat-out better reskin of plague with some differences, but that's it. They didn't do NEmesis justice, its sad really. I saw an interview with a dev. He was asked how would you feel about adding TWD, he said that they would never add a licensed chapter unless they can do the characters justice. They literally contradicted what they said they were going to do.
Yeah, your previous post in essence already captured most of what I wanted to express. But as opposed to you I'm not so impressed by the perks of the chapter either, at all. I really don't think they will have a notable or lasting impact on the gameplay, and that is precisely what these characters' perks should have, and of course, what most of any good perk should. They also didn't bring any new items with them, like guns, or something for survivors to break breakable walls with, or just anything to yield new and exciting gameplay. Well, there is the perk-based flashbang grenade, but that's actually just a glorified firecracker, so again nothing new, nor particularly interesting. That it doesn't give the killer as obvious a warning before it goes off is neat, it will make for some fun insta-blind plays, but that's also what it mostly is, a fun perk. It's far from a strong perk, it has no real hope to lastingly affect the meta.
Plague's ability is actually better than Nemesis' tentacle whip. It has a much longer reach, can be curved over a wide variety of structures, obviously has a much larger hitzone, can hit multiple targets at once, she moves faster while holding it, can charge and cancel it faster, loses less distance on missed and successful hits, ... But of course, it's only really stronger if it is Corrupt Purge, and so given that she needs surivors to cleanse at fountains for that and to then manually activate Corrupt (ignoring add-ons of course), I do agree that Nemesis is pretty much a rather-similar-but-overall-slightly-better Plague, a rather derivative, uncreative and uninteresting gameplay design. Plus if we include add-ons, I would say Plague might actually have a slight edge. Nemesis' add-ons are almost all lackluster, and most notably, he does not have a single add-on that affects his active ability whatsoever. Plague on the other hand has a bunch of add-ons that consistently make her notably more dangerous and lethal. On indoor maps the zombies could actually prove to be pretty oppressive, but that's obviously situational. I guess Nemesis + indoor map offering might be comparable to Plague + good add-ons, then, lol.
He's definitely far from the spectacle I and I would assume many RE fans hoped he would be. And same for the perks, on both sides. I hope they will at least buff the tentacle strike significantly, also giving it more tangible power-ups with the mutation levels as well as add-ons. More than that, I hope they will at some point also add a secondary active ability, for which there is obviously a wide variety of possibilities for crazy, cool, engaging and compelling stuff to choose from even in the source material. I also hope they'll improve his sound design a little, for that matter - I want to hear him scream across the map, for him to scream the iconic "STARS" more often, and perhaps to have some of the more intimidating sound effects we can hear in the original. And I hope they'll also significantly buff all of the perks, which I however know they won't.
I do wonder what they meant with "novel ways to sacrifice or survive inspired by the renowned franchise". I guess the wording could be stretched to be talking about the zombies?... Whatever it was, it obviously didn't actually work out, the gameplay loop of the chapter is the same old through-and-through, but it would be interesting to know what their working concepts for this were. That could have potentially made for some really exciting stuff. Alas, we'll have to make do with another fairly unremarkable release that doesn't bring much of anything riveting new with it and will drift into "obscurity" as the weeks and months pass and the perks and killer will be seen less and less often. Which is pretty sad for an RE release.
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@QwQw said:
I feel like I'm the only one who's a tad disappointed with this chapter...
You're not the only one, obviously, but I do find it curious that there isn't a larger voicing of discontentment with the chapter. Well, maybe that will come once the chapter actually releases, but given the PTB and what we've seen of it, and given that most of the time most of the things don't change much at all from PTB to live initially, certainly not in substantial ways, I think there is plenty reason for disappointment.
Visually I think the chapter is completely competent and of good quality. Leon is pretty much identical to his remake model, as is the map from what I can tell, and I like the "Entity's touch" on it well enough. The corrupted statue in the main hall looks really cool particularly, it's a sort of symbol for the iconicity of this collaboration. Jill's model is fairly different from her remake model, and I suspect this is due to the fact that her remake face was modelled after a real person. I prefer Capcom's Jill, but I don't dislike her BHVR face, it looks just a bit odd perhaps, not necessarily in a bad way however. Her posture and outfit are not completely polished, but eh, good enough I guess. Nemesis is actually also fairly distinct from the remake model. I don't know why they did this (his face is not modelled after a real person, or at least I hope it isn't, lol), but I have to say that I surprisingly even like their Nemesis model. I would say it's equally as good if not even better than Capcom's. One interesting difference I noticed in particular is that while Capcom's Nemesis has a completely white eye that is embedded in a surrounding structure consisting basically entirely of scar tissue, BHVR's Nemesis' eye area is more defined, as is the eye itself, with an iris and even pupil. This allows to see the human origins behind Nemesis more clearly, and with the nose that Capcom had given the remake model they already wanted to show this humanity more, presumably to play on this disparity of human and monster. Especially in the trailer BHVR's Nemesis looks really cool. For trailers the artists always touch up the models (and sometimes so extensively that they are very distinct from the actual in-game models, such as in Yui's case), but his in-game model is still fairly similar to the trailer one.
The audio design is also good for the most part and might even still be improved upon - as far as I know that's one of the last things BHVR works on and in PTBs it's usually not finalized.
But other than that, the chapter fails to hit the heights of expectations that come with a collaboration of this magnitude. Resident Evil is the biggest and most prominent franchise in horror game history, the characters are iconic even well beyond horror fans, and I think their gameplay implementation in DbD does not do them justice. To begin with, the perks pretty much all fall within the range of bad to mediocre, none of them are true metagame-changers by much of any stretch. Now while that unfortunately has long come to be expected with new releases in this game, these characters are known to be fighters that are particularly notable in their strengths and resilience. It was already going to be strange and a bit of a letdown to have Resident Evil without guns, so at the very least these characters could have come with notably strong perks that pay tribute to their prowess in fighting back, or of course on the other side to how relentless and imposing of an enemy the Nemesis is. And the thing is, even guns could actually have been implemented as well, there's a variety of ways in which they could work, be it by them merely being able to slow killers down for a moment, or even by only ever being in play against Nemesis. BHVR did say in a press release that this chapter would come with new ways to sacrifice and survive, and while that is obviously not the case, imagine if it actually did introduce a new gameplay loop, such as one where Nemesis is completely overpowered and survivors thus get these guns to fight back, or one where survivors are basically guaranteed to die but can win by achieving other objectives, or yet one where survivors have to survive by hiding from and evading Nemesis until a timer runs out. These just as ideas for how interesting such new ways to sacrifice and survive could be, and how even guns could play into that. This is the type of exciting stuff that I assumed RE fans would expect or at least hope for from an RE chapter in DbD, so that there isn't a new gameplay loop nor even any particularly gameplay-changing perks should already be a huge letdown.
And then there are Nemesis' abilities. Or ability, I should say. The AI zombies are a fairly fun and cool and certainly a new thing for the game, and while there are still issues with the AI that will become all the more apparent once the chapter is live (zombies getting stuck, not reacting properly, being able to be evaded around gens, etc.), my issue with them is that they are not a reliable or engaging part of Nemesis' kit - they are a glorified passive ability that can randomly benefit the killer but overall is not something the killer can proactively make use of. That leaves us with the tentacle strike, or more accurately, the tentacle whip. I can't see how this ability isn't strictly worse than Pyramid Head's Punishment. From what I've seen and experienced, I would say it puts Nemesis around the upper mid to lower high tier in comparative strength, and that's just not cutting it for such an iconic and conceptually "overpowered" character. But even regardless of its strength, the ability is pretty boring. It's just another ranged hit ability with slightly changed mechanics. Nemesis in the original is a crazy package of powers that literally blew people away, particularly the ability to use weaponry. They could have used a wide variety of special abilities, even without necessarily introducing a flamethrower or rocket launcher (which could however also totally work in DbD), even the ability we see in the trailer would be a lot more impressive than the whip we got. Between those weapons, the various uses of the tentacles such as throwing people and slinging himself around, the dashes and jumps, the screams, the infecting of zombies with the tentacle parasite to turn them into more dangerous creatures, there could have been so many exciting and engaging abilities to equip Nemesis with that the whip is just such a painfully lame excuse for. It doesn't make him nearly oppressive or intimidating enough to face, it doesn't make him all that engaging or exciting to play, it completely fails to translate his imposing persona of a brutally relentless and over-equipped super soldier, the tentacle strike with its literal whip noises is actually pretty silly.
What's also silly is the tentacle whip's range, hitzone, hit mechanics over obstacles, and the laughably lackluster ways in which it changes with the mutation tiers. Being able to break pallets with the ability is certainly neat, but since it takes about the same time as a regular pallet break and merely allows Nemesis to move very slowly during this time, it's basically akin to a Quality-of-Life feature more than an actual powerful ability - an ability that a variety of other killers have available at base, at that. And then at the final tier the range increases by the enormous amount of one meter... and that's it. The entire tier system is pretty silly to be honest. It is certainly integral to Nemesis in the original that he mutates and gets more powerful as the game progresses, and so this is what I suspect BHVR tried to replicate with the tier system, but it is again a lame excuse for as much. Nemesis does not get noticably more powerful with the tier-ups, and the "mutation" is just his forearm growing some pest bubbles.
Nemesis should have a much more enagaging and compelling ability set, that also makes him more uniquely impressive and threatening. I can't see how any RE fan can look at this Nemesis implementation and not find it to be a fairly sad one. (And I mean, RE: Resistance exists, an asymmetrical arcade-style multiplayer action game by Capcom that also features Nemesis, and his gameplay implementation there is just objectively better.) More than that, any fan of exciting and unique gameplay should be disappointed with this Nemesis implementation. Yeah the zombies are unique and can make for some pretty funny or cool gameplay situations, but for the most part that's a novelty gimmick that will wear off pretty fast since it isn't player interaction. Nemesis himself with his whip is not an interesting and exciting killer to play or face in much of any unique way. That doesn't mean he isn't at all fun or engaging to play as and against, ranged abilities always make for fairly fun and engaging gameplay, but he is not out-standingly exciting or engaging to play as and against, not particularly cool or fun in doing so. And again, not out-standingly strong either, which also inherently makes him more forgettable, not least due to the fact that he will just not be played that much and therefore not seen all that frequently, after a few weeks and months.
I had hoped for much more of a bombshell of a chapter given the scale of the collaboration as well as the fact that the previous two chapters had already been fairly lackluster in terms of gameplay design, so I do have to say I'm disappointed with what we're set to be getting. I will still most likely buy the chapter, play Jill and Nemesis a good bit, and it will not be "unfun" or boring to mess around with some of the new perks, with Nemesis and the zombies, with the new map, but yeah, it just won't be anything too special or remarkable either.
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There are three options for you, albeit none of them add "support" for ultrawide aspect ratios, they merely work around them:
- Change your desktop resolution to something with a different aspect ratio, such as 16:9. If you don't like the stretched look, set your system to display black bars to keep the aspect ratio proportional.
- Run the game in windowed mode, again enabling you to set an aspect ratio that doesn't cut off your vertical FoV but without the need to change your desktop resolution or set black bars.
- Run the game in exclusive fullscreen mode, which does the same thing, again without the need to manually change your desktop resolution every time, and also coming with performance improvements.
Maybe BHVR will at some point add ultrawide support alongside addressing increased vFoV "abuse", by fixing the FoV regardless of aspect ratio. It would still look slightly stretched then on ultrawide ratios, however, depending on what the fixed FoV is, which presumably would still be based on the 16:9 standard.
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Balanced Landing is pretty much strictly worse than the other Exhaustion perks ever since they tied the stagger reduction to Exhaustion, and given that it cannot effectively be used alongside those other Exhaustion perks any longer either, it is pretty much a non-perk.
It absolutely was an overpowered perk when the stagger reduction had no cooldown whatsoever, it made various of the already-strong structures in this game downright oppressive against various of the killers. But now that the stagger reduction is tied to Exhaustion, it is a once-per-chase effect that is merely a necessity for the perk to function as an Exhaustion perk at all, as otherwise the stagger would eat a good part of the 3-second sprint - and in fact, since the stagger reduction is still only 75% anymore, those remaining 25% of stagger do still eat a bit of that sprint, making it even more stricly worse than Sprint Burst and Lithe.
BL is not so good on a variety of maps and against a variety of killers, even back in its heyday of no-cooldown stagger reduction people most of the time used it alongside other Exhaustion perks since they provide much more reliable and consistent value. Those other Exhaustion perks would be what people proc'd most of the time, BL was only added because sometimes its sprint effect can be good, and because in the scenarios where you were playing on certain maps with certain structures against certain killers, the constant stagger reduction was brokenly strong.
That the stagger reduction has not been reverted to 100% now has to be regarded as an oversight, that's the very least they could do to even make the perk function as-intended as a standard 3-second 150% movement sprint perk to begin with. More ideally, they would bring back the stagger reduction on a separate, flat timer, of perhaps 30 seconds. That way it would not be possible to abuse the perk nearly as much as it used to be the case, but at least it would have an argument to be used at all. A bit more extensive of a rework idea would be to take away the sprint effect altogether and just make it a 100% stagger (and falling scream) reduction on a flat 20 second cooldown, similar to Quick & Quiet. Both of these changes come with the benefit that BL would again be able to be used alongside Exhaustion perks, thus bringing it back on the map of viable perk options since it wouldn't have to directly compete with them for slots anymore.
If they ever buff it (which is not at all guaranteed, it's not like there aren't a ton of perks that are even worse than BL and are never buffed either, and others that have been buffed but aren't even as strong as BL after those buffs), I hope they won't just give it the Smash Hit treatment of adding a second to its sprint duration and calling it a day. Smash Hit is just categorically worse than other sprint perks, and as is BL - the additional second did not help Smash Hit have an impact on the meta at all, nor would it for BL.
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Making a bad perk less bad in a scenario where the game is already pretty much lost is not a strong argument for an additional perk slot, but I understand you are not even trying to make a strong argument for Sole Survivor, you're just saying it isn't completely anti-synergetic with Object. I say not completely because even in those scenarios you might still want the aura reads on the killer, might still be able to hide in lockers, and you might not even be the Obsession in those scenarios to begin with. So they don't necessarily yield synergy either.
Sole Survivor does by design have the issue that it only becomes at all useful in games that are already "lost", that is, it plays on the disparity there is in this game between the fact that in order to "win" overall, survivors have to be regarded as a team, yet every single survivor is still or can still be a lone player that only cares about their own survival, even if the overall game is lost. But Dying Light was a by-design "unhealthy" perk in a similar way that BHVR then simply reworked, so I see no reason why they couldn't rework Sole Survivor to also already apply based on the number of other survivors that are in the injured, dying or hooked state, rather than actually having to be dead.
Preventing aura reading altogether is not a very strong effect at all, to an extent that even if Sole Survivor prevented your aura from being read by the killer at any range, from the beginning of the game and at all times, it would still not be a meta perk. It always was and at latest now that it has lost the one synergy with Object that made it remotely interesting is in dire need of a buff. Then again, so are tons of other perks, I'm not holding my breath.
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No, there are unfortunately no recent updates anymore on this important topic. The last we heard is that BHVR supposedly enabled their implementation of server-side hit validation, but that implementation is at best flawed and at worst not functional altogether. Flawed because it is only enabled if the killer has a ridiculously high ping below which their latency advantage is already more than unfair for survivors, not functional altogether because even at the highest of pings there are no cases of overruled hits that should be commonplace if the system actually functioned.
I do still hope they will at some point move hit detection to the server entirely, or at least have the server validate hits regardless of client latency, but I highly doubt it. Maybe there isn't the network coding expertise at BHVR to do this, or maybe the current server architecture cannot handle doing that many hit calculations and is already being operated at or close to its limits, i. e. BHVR would have to pay more for severs which they don't want to.
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It's going to be year 6, it has been year 5.
But yes, BHVR can and does say a lot of things, but when or whether those things will actually happen and of what quality they are if they do happen is another question entirely. And they indeed don't have the best track record on making good on many of those things. Performance optimizations, improved matchmaking and hit registration authority are three incredibly important things that have been talked about for years but nothing much has come of it.
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Hexes are still very strong, and if anything BHVR has worked to hide totems better and better - on most of the new and some of the reworked maps, totems are more than well-hidden enough. While my go-to combo for gen control on most killers is Corrupt plus Pop, Ruin plus Undying is still absolutely an S-tier combo as well (and can obviously be used alongside the former too). Undying might have been overnerfed a slight bit (having aura reads trigger on Hexes still would be nice), but it's still comfortably one of the best killer perks in the game. It literally means you have two Ruins, just that their effects don't stack but on the flipside you get that dull totem aura reading. Devour Hope, NOED and Haunted Ground are also worthwhile perks that can have a huge impact on the game (although I think Haunted Grounds should be buffed, the second Hex totem should remain active after the first one is cleansed, ready to trigger another 60 seconds of Exposed upon being cleansed).
That said, most of the other Hex perks do not have a notable-enough impact on the game to even be Hexes to begin with. Huntress Lullaby, Retribution and Blood Favour are downright awful, Crowd Control and Third Seal have niche usage and some potential but are still in need of buffs too. Thrill is a special case, it's not a particularly strong perk but any buffs to it - similarly to Undying (and especially of course given the possiblity of using both) - have to be made with keeping in mind the strength of the Hex perks it is supporting. If nothing else at the very least it could have better secondary effects that don't make it harder to get rid of totems, but perhaps grant other benefits based on how many totems are standing, such as a 5% increase in pallet breaking and vault speeds for every totem.
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Legion: Reduce Frenzy fatigue duration back to 3 seconds. Maintain collision fully during fatigue. Both of these are important to allow Frenzy to have utility in chases even if the survivor is already injured. A lot of add-on changes; pretty much all of the add-ons affecting Deep Wound are worthless and should be reworked to affect Frenzy mechanics, such as movement speed, notable and most importantly chase-relevant downsides to survivors when hit with Frenzy, like Exhaustion, Undetectable (no red stain + dark Deep Wound VFX makes mindgames much easier), Hindered (maybe 2-3% slower, until mended), maybe more fancy effects that change the gameplay rather than enhance it, like a brief speed boost after Frenzy fatigue. Incapacitated until mended and Oblivious or Blindness until healed would also be interesting - "until healed" effects could make for impactful Legion add-ons if they set strong incentives for survivors to heal and thus make Legion's ability to injure them with ease much more potent of a stalling tool. Add-ons that reward Legion for chaining Frenzy hits on multiple survivors, e. g. increasing speed boosts per chained Frenzy hit, decreasing Frenzy fatigue duration per chained Frenzy hit, maybe an Iri add-on that causes Exposed on any survivor highlighted with Killer Instinct for 30 seconds after chaining at least two Frenzy hits, or one that causes Exposed for any survivor highlighted by Killer Instict within ~5m of the edge of its detection range. Buff Cold Dirt to 1 second, Joey's Mix Tape to 0.5s and Julie's to 0.3. Lots could be done with their add-ons which are currently painfully lackluster.
Trapper: Start with 2 traps and a carrying capacity of 3. Traps can be "picked up" from afar by looking at them and using the secondary ability button, with a cooldown of around 30 seconds between pick-ups (which add-ons could adjust). Chances to escape bear traps per attempt for survivors outside of your terror radius decreased significantly. A lot of his add-ons could also do with buffs or adjustments. One particular peeve of mine: the setting speed add-ons only affect the "arming" animation which is however sandwiched between the crouching-down and standing-back-up animations that are not affected by the add-on, thus having an underwhelming effect on the actual time spent setting a trap - make these add-ons apply to the entire animation of setting a trap, not just the arming bit. That way setting traps mid-chase with these equipped would be much more potent of a tool. Oh, and also make it so he can avoid stepping into his own traps by lunging across them - this would still allow for Trapper to be punished a bit by bad trap placement and for him to accidentally step into his own traps, but it would prevent ridiculous scenarios where a survivor for example somehow vaults over a trap or Dead-Hards over it while Trapper is forced to go around it or pick it up.
Ghostface: In my opinion he's one of the comparatively weaker killers, alongside Legion and Trapper. But I don't think about Ghostface much so I don't have any real suggestions to quickly drop off. Although when Ghostface first was released, I thought of a slightly different way for his power to work that I still think could make him a more compelling but also stronger design: instead of breaking Ghostface out of his Shroud mode, looking at him would merely prevent him from building stalk on the respective survivor looking at him. This would make for a new chase dynamic where a survivor has to keep looking at Ghostface as much as possible while leading the chase to prevent becoming Exposed. A few more changes would obviously go along with this, such as Shroud then being on a timer of its own and adjusting the "spotting zone" to make it easier to and clearly noticable whether you are preventing him from building stalk on you. This chase dynamic is fairly fun and engaging for both sides, and in general if the power functioned this way Ghostface would expose people much more reliably and consistently.
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Survivors can absolutely end up getting grabbed in these situations, so it's not that there's "zero consequence" to this. Moreover, the player with the worse connection is at a disadvantage when it comes to grab interactions, so it's also not like survivors are usually actually trying to make failed grabs happen (and if they are they are playing with fire), but they try to bait a hit. The only situation in which survivors can intentionally abuse grabs with any reliability is if they have cheating software to manipulate their connection in order to lock the killer into grab animations for prolonged periods of time.
As opposed to hits (which unfortunately still favour the killer completely one-sidedly on latency), grabs appear to be governed by the server. So whether a grab happens depends on whether the server first (or at all) receives a survivor's data saying "I ended the interaction" or the killer's saying "I grabbed them". The fact that killers are locked into grab animations if there is a lot of latency in the connections also suggests this, because the killer client is made to wait for the server call on whether the grab happened or not. So, latency for grabs does not actually favour any side in terms of the underlying networking system; it can be equally unfair for both sides, depending on the connections. If a survivor has a bad connection, they can end up getting grabbed well after having let go of an interaction on their end.
What is however unfair about grab interactions is the fact that even if a grab fails, killers are locked into the grab animation for a brief period of time. Usually this doesn't make much of a difference as they will still get the hit shortly thereafter, but it can also create scenarios where the survivor does get away without being hit. The fix is simple: failed grabs (grabs that do not end in the survivor being on the killer's shoulder after a certain short period of time) should autmatically be turned into successful hits.
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As for grabbing survivors off of unhooking interactions specifically, I actually think rebalancing is in order. First of all, the fact that a hooked survivor cannot be unhooked for as long as the grabbing animation lasts is a bullshit bug that has been in the game forever and should have long been fixed. The killer already got an easy down out of it, that other survivors are then also unable to rescue the hooked survivor is too punishing.
And for a larger rebalancing, I would actually want for unhook grabs to be removed entirely. Unhook grabs are to a large degree a luck-based mechanic that is vulnerable to latency and can randomly be to the detriment or benefit of either side. They also encourage the hardest of camping and lead to ridiculous, awkward situations of dancing around a hook with the killer refusing to hit the survivor and the survivor being scared to commit to the unhook. As a more general and larger rebalance approach even well beyond that, I would much prefer if the camping power of killers were to be nerfed, and in turn other, more fun and engaging aspects of killer gameplay buffed instead, such as their chase strength, map control, and slowdown capabilities. I have a wide variety of ideas for such buffs, and of course many people here and elsewhere have presented various such ideas too. And hell, with the right approach even camping could be made more fun and engaging of a gameplay aspect in its own right, allowing for more interactive play around hooks.
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I'm not hoping for much of any of the things I want because realistically I know they won't happen. They haven't all through these years.
But MMR and server hit authority are two really very important things BHVR have at least said they are working on, so I hope they can be improved upon and finalized this year. But it's already been more than a year for these too, so not holding my breath either.
I'm really rather excited for the RE chapter though. We haven't had a wholly new map in quite a while, and the last two chapters while not bad, weren't particularly exciting for me personally whatsoever. I'm really hoping for cool, iconic RE characters with interesting new and engaging abilities and perks, as well as a map that feels like RE. Nemesis is on top of my wishlist - he's certainly one of the coolest and most iconic characters from the RE universe, and he has a whole set of features that could each in their own right as well as in any combination make for unique and intriguing special abilities: tentacles that can pull survivors in and/or sling Nemesis around, screams that can stun survivors, a flamethrower that could do a whole bunch of stuff like AOE damage, residual on-object damage, burning pallets, breakable walls, windows and gens, a rocket launcher that would be an adventure to balance but not at all impossible either, mutations... and that all is of course on top of his speed and strength that could make for interesting passive as well as active abilities too. Apart from the gameplay mechanics, there's his height and stature that could break the boundaries of what we have seen in the game thus far, which would also be cool to see. His sound design could be spectacular too if they take it directly from what Capcom has done.
Mr. X and a good bunch of other RE foes are also not at all uninteresting, and ultimately I will care more about the gameplay they yield than anything else, but Nemesis would make me excited for the content even just on the basis of his persona alone. There have been some speculations that this could even be the first multiple-killer chapter, and that would truly have me on the edge of my seat, but I just can't at all see that happening. I think my hopes for the chapter will already end in some form of disappointment as it is, multiple killers is decidedly beyond the scope of what I think is feasible.
For survivors I'm mostly hoping for Jill, Leon and Ada, but more than that I care about perks. Survivor perk releases have been pretty mediocre (at best) for more than quite a while now. The protagonist characters in RE are known to fight back hard, so I'm hoping for strong, impactful perks that ideally even play precisely on this idea of fighting back, i. e. make for directly interactive mechanics. Hell, maybe they will even finally bring new items with them? Like an actual handgun or something.
BHVR have even alluded to there being new ways to sacrifice and survive with this chapter, so maybe the entire gameplay loop will change in interesting ways whenever the RE killer is in play.
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I find Wraith extremely fun to play as and against, always have. It is true that while in the past many or most players usually decided to remain uncloaked in chases which obviously makes for fun gameplay if you enjoy barebone chase gameplay, now with the movement speed changes more people have caught on to the fact that recloaking is objectively the better play (it usually was prior to the buff too, especially given the use of certain add-ons of course). But the chase dynamics of a cloaking and uncloaking Wraith are still similarly as engaging and thrilling as those of a barebone chase, and in some respects arguably more so.
Here are some pointers:
If Wraith cloaks and tries to get in front of you to block your path to a pallet or window, you can try to swerve to bodyblock him to prevent him from being able to get around you before you get close enough to that window or pallet. This is actually a super fun interaction between you and Wraith, like a racing game.
At windows, you can often force Wraith to go through the uncloaking action and vault at the last possible moment, wasting more of his time.
If Wraith uncloaks in front of an active pallet, you can stall at the pallet and this opens up a lot of possibilities (make sure you stand close enough to the pallet that Wraith cannot bodyblock the pull prompt). Generally, Wraith will want you to drop the pallet so that he can cancel the uncloak, break the pallet and uncloak right on your heels. You can abuse this likewise by delaying the pallet drop as much into the uncloaking process as possible, that way you get a second or two more out of every pallet. Then if you do drop the pallet and see that he cancels his uncloak, you can try to vault over the pallet before he is able to break it, thus forcing him to again go through the uncloak action until the last moment, at which point you vault over the pallet again. At that point he will be able to break it faster than you would be able to vault back over yet again if he spams the command, but this will have still gotten you yet a few more seconds out of the pallet.
From there, more possibilities arise. Since Wraith will expect you to drop the pallet at the last possible moment and therefore cancel his uncloak action at the end preemptively, you can opt not to drop the pallet at all. That way you can get another loop around the pallet before you are back in the same situation, rinse repeat. Of course, the Wraith can call your bluff and actually go through with the entire uncloaking action and hit you through the pallet, but that is a risk you are taking, whereas the risk for the Wraith of course is that you actually do drop the pallet, either stunning him or at least having forced him to uncloak fully, which will cost him some time having to recloak again after breaking the pallet, giving you more distance.
Further possibilities present themselves: Anticipating that you are looking to drop the pallet at the last possible moment, Wraith can try to use his uncloaking speed boost to rush around the pallet loop to catch you out as you are stuck in the dropping interaction, depending on the size of the loop. This however can give you an opportunity to get more loops out of the pallet if you don't actually drop the pallet. Something that helps with this are bait and bait-and-switch pallet drops as well as late pallet drops. Standing at the pallet facing it with your back, you can turn around to bait that you are going to drop the pallet - for the static pallet drop animation, survivors will always face the pallet, so turning your model around manually is a good way to fake the drop. If you are facing the pallet directly, you can still crouch to try and fake the drop. This might cause Wraith to cancel the uncloak early, resetting the situation, or it might initiate him to try and rush around the tile, you then being able to get more loops out of it since you didn't drop the pallet.
Since Wraith is then however presented with the possibility of only faking rushing around the loop, turning around part-way and actually rushing through the pallet, bait-and-switch and late pallet drops are a good tool to also be aware of. Bait-and-switch means you first bait the pallet drop like mentioned above, then make to turn away from the pallet, only to then actually drop the pallet. This can lead to pallet stuns quite often. Late drops are just where you utilize the full prompt range on pallet pulls to delay the drop to either draw the killer into the stun or to have just a split second more time to decide on whether you want to drop it at all, which can also be combined with bait-and-switches. Of course, from there bait-and-switch-and-bait plays open up... and so on.
Pallet interactions in general have much more depth to them than people usually assume, and while it is true that cloaked Wraith takes some of this depth away, these tips should show you that there is still gameplay involved. And it is pretty engaging still, and actually really fun if you can pull something off like vaulting over the pallet to prevent cloaked Wraith from breaking it. Laughs guaranteed. Of course, the less safe a pallet loop the more of an advantage for Wraith, and Wraith has some really good add-ons that can make it more difficult or downright oppressive ("All Seeing" - Blood plus Coxcombed Clapper, Shadow Dance plus The Serpent, stacked Swift Hunts...), but there are enough sufficiently safe loops and tile setups on most maps to be able to still have non-repetitive chase interactions against Wraith, if you're smart about it. Plus on the flipside, flashlights and firecrackers make for some really fun Wraith counterplay too, by burning him. And if you manage to stun Wraith while he is cloaked, his stun animation will last extra-long.
Good and fast reactions help, as always. Low-latency connections on you and the killer do as well, because latency favours the killer either way unfortunately.
My suggestion is to play some Wraith yourself. Not only is he really fun to play, but you will quickly realize what you as Wraith struggle with, find situations you are not confident in, things survivors do that throw you for a loop, figuratively and literally. This in turn will help you play better against Wraith as well.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/2204161#Comment_2204161
SC is bad because you can take the value of all those things you said about SC, throw it out the window, equip a med kit. Get the exact same value for half the time spent healing and run a perk that's more useful.
Most stacked med kit is 4 heals.
Purple kit 2 heals. 16 charge addon 1 heal. Syringe 1 heal. Many matches you won't even need more than 2 though. 3 you will need some matches, 4 is pretty rare.
Also it's not like the other items are useful. Flashlight saves are pretty reliant on the killer making a mistake. Very stacked toolboxes are good but only the most stacked toolboxes are better than even a brown medkit. Maps are only good for cleansing totems but at that point you can bring inner strength which would be more ideal than SC if you have map. Keys are strong but let's be honest they're gonna get nerfed soon.
Franklin's is also very easy to play around once you know about it and I don't know what it's like in korea but I only rarely see people run franklin's and when they do it's usually over keys not medktis.
If you always are able and willing to bring a Ranger with Dressings and a Syringe, sure, I can totally see more valuable perks to use in SC's place then, as I also alluded to in my post. Having or wanting to heal more often than that can still come up, but indeed not often enough that other perks aren't then more worthwhile than SC, I agree. However, again, that relationship changes the less heals you can get out of the Med-Kit you bring. Franklin's is not all that relevant to my argument, I just thought it would be relevant enough to at least mention in brackets.
As for other items, well, I also agree that Med-Kits are overall the most valuable items to run. But flashlights are fun, and apart from rescue plays there are a bunch of other things you can do with them as well. Blinding at pallets and windows can reliably have value in chases, for one thing. Toolboxes are so-so for gens, but I enjoy bringing sabo-boxes then and again. Maps can be nice, but are then indeed usually better paired with Inner Strength. Keys are keys.
Either way, what I'm saying is you won't always have those Ranger Med-Kits, won't always want to equip them especially in solo queue where the chances of losing items are fairly high, and surely sometimes you'll just be wanting to bring other items instead.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2204189#Comment_2204189
Hit validation IS server sided, but it favours the killer. Just as every other game validates the hit of the player making that hit, on the servers. because as I've just explained, anything that doesn't validate the hit according to the player making that hit, becomes unplayable.
There is no such thing as 'neutral', it's a binary equation. It's either survivor sided or killer sided, and survivor sided doesn't work.
Hit validation does not favour anyone, that is the opposite of what it is by definition designed to do. Client-sided hit registration favours the client, hit validation is then meant precisely to combat the unfair advantage a client derives from latency due to this fact, by comparing the positions of all clients from a neutral - or, indeed, at least much more neutral - perspective, namely the server perspective. Validating a hit "according to the player making that hit" is a contradiction in itself: that would be a confirmation of a hit, not a validation.
Hit registration in DbD is done on the killer client authoritatively and exclusively, BHVR have stated this multiple times. The server is supposedly now used to employ hit validation to help, but as BHVR themselves have also stated, it is only enabled at high killer pings, and from my experience and experiments, that ping limit is either set absurdly high, or their hit validation implementation does not function at all. Killers with bad connections (100+ms) would sometimes see hits that on their screen first register but then are overruled a split second later by the server, yet I have not ever seen just a single instance of as much. On the contrary, players in the 100+ms range get all the same ridiculous laghits they have always gotten. Ridiculous laghits are a constant occurrence in this game that the internet outlets are flooded by with evidence of. To an extent that players from remote regions are prohibited from participating in tournaments, for instance.
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I would not forgo using Bamboozle. Leatherface melts away pallets, and with Bamboozle you often force survivors to have to play pallets. Plus with how his chainsaw first has to accelerate, windows often make it difficult if not downright impossible to land chainsaws on survivors, whereas you can usually pre-rev on pallet loops and still catch up fast enough such that the survivor will have to drop the pallet to avoid the saw at latest on the second rotation.
Enduring and Spirit Fury are really nice on Bubba. Good survivors will try their best to stun you with pallets because if they don't you just saw the pallet and they barely make any distance. With Enduring however, it doesn't matter if they manage to stun you. And Spirit Fury can obviously grant you free downs. But these perks are not nearly as essential as Bamboozle. They are nice to have and fun to play with, but their impact is not reliable enough, especially considering what you said about survivors dropping pallets early and the fact that as Bubba you can also play around pallet stuns rather well, all the more so if you have good add-ons. So given that they are not essential and would occupy 2 perk slots, I'd recommend not using these unless you are playing in cruise control chill mode.
And unless you are really keen on the Barbecue Bloodpoints, my suggestion for a tracking perk would be Tinkerer. It not only helps you keep track of generator progress but can also result in free or at least easy downs. Tinkerer pairs magnificently with Ruin of course, so that's the next perk. Fourth perk is then debatable. I usually go with Undying since Ruin is just that valuable, but you can go with Pop if you prefer that. I'd advise against using Corrupt with Ruin since that is just a recipe for survivors that are then running around in the early game to find that Ruin, so unless you also have Undying and/or Haunted Ground, not something I'd wanna do.
So there: Bamboozle, Ruin, Undying, Tinkerer.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2203179#Comment_2203179
Hit validation has to be on the killers side for the game to work at all. All competitive games validate the hit based on the hitter, not the hittee.
If it favoured the survivor, then you wouldn't be able to hit anything as the killer, because you would never know where the survivors hit box 'actually' is. You can see the survivor on your screen, but you will know for a fact that they're actually in a different position on their screen, and thus hitting survivors will be reduced to flailing wildly in the dark hoping you land on something.
If for example the survivor has latency and is actually 0.5s behind where they should be, then you as the killer will need to be swinging 0.5s ahead of where the survivor is at any point. This would require you to walk through the survivor in order to swing at where they're going to be in 0.5s time. Collision doesn't allow that.
Hit validation can be and is usually done from the most neutral perspective, which is the dedicated server. Games a lot more fast-paced, precise and competitively viable than DbD use server-side hit validation and even entirely server-sided hit registration altogether, and it does not render those games unplayable whatsoever.
In fact, given that in DbD only 1 client does the hitting and 4 others are merely receiving, it is even more unfair that hit registration is done client-side than it already is in and of itself even in games where all clients hit each other. In those other games at least all clients benefit unfairly from latency, it is as such "equally unfair", but in DbD only the 1 client benefits from latency on hits, to the detriment of 4 others.
Hit registration should not be survivor or killer-sided, the server should judge whether a hit happens. That would not only reduce the impact latency has on whether hits happen or not altogether and mean that bad connections would be to the detriment of the player that actually has the bad connection, but it would also allow for networking techniques like lag compensation to be used to further even the playing field.
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Self-Care is a hard meta staple in Korea, and Koreans are some of the very best players of this game.
How valuable a health state is cannot be overstated. People talked about how OP Mettle Of Man was and how strong Exhaustion perks are, yet also seem to think you can "just stay injured" as if it would be a waste of time to heal. You can take a hit "for free" if you are healthy, and it slows down the killer while giving you a speed burst - It's Mettle and Sprint Burst in one, every single time. Being healthy allows you to aggressively pressure generators, hooks and other potential objectives, which is regularly either impossible if injured or at least very risky. It enables you to play much more boldly in chases as well, and best case you get rewarded for those bold plays while worst case you merely take a hit and sprint off. If you are injured to begin with on the other hand, any bold play is a risk that can cost you your life. You can try to force basic hits even against killers like Leatherface and use that to your advantage, not least because you can 99% your heal and bait them into basic attacks. You can take hits for other survivors, another thing that can have a huge impact on games. And generally, the more survivors are healthy, the harder it is for the killer to snowball; Twins, Nurse, Spirit, Hag should have long taught people how fast games can spiral out of control if they keep people injured, and the same is true (if to a lesser extent of course) for all killers. Against stealthy killers you will obviously want to be healthy whenever possible as well, else they'll not seldomly down you without there having been much you could have done to prevent it.
Self-Care more than any other perk allows you to reliably and consistently heal up, on your own, no matter where and when, even if you are in the middle of a chase and have to finish a heal. And it is actually not more time-consuming than having someone else heal you, either: it takes twice the time it would take someone else to heal you, but in the latter case it would obviously be two survivors occupied with the heal, so in terms of time efficiency, Self-Care comes out even. And in a lot of cases, SC will actually be more time efficient because getting someone else to heal you requires you to run around looking for other survivors (then necessarily also leading to survivors clustering up, which can be detrimental). Not to mention of course that sometimes it is altogether impossible for other survivors to heal you.
Med-Kits are definitely great to have, but not only does that mean you have to bring an item every time and cannot bring any other type of item either (and are vulnerable to Franklin's Demise), but even the most stacked Med-Kit only comes with 60 charges, which only gives you 3 full heals. In a lot of games 2-3 heals can be enough, but it is also not seldom that you are in a position where you have to, ideally want to or at least could benefit from healing more often. Plus you won't always want or be able to be using the rarest Med-Kit and best charge add-ons to begin with - pairing a lower-rarity Med-Kit with Self-Care can give you between 1 and 3 fast heals while still providing the ability to heal as often as needed beyond that. It's also particularly nice a pair-up with Syringes and Styptics on a brown Med-Kit, as you can then get 1 full fast heal out of it and still have charges to spare for the add-ons.
I think one reason why Self-Care is not popular anymore in the "Western" meta is that more people play SWF. If you are playing and more importantly communicating with friends, coordinating heals is much more reliable and efficient than it is in solo queue/without communications. While I think that SC is still valuable even in an SWF setting, at least then I can actually see arguments that other perks can be more valuable. Since a lot of the better players in Western regions regularly play in SWF, I assume the opinion that SC is "bad" has trickled down from that setting to the general playerbase. Either way, if a player is actually using critical thinking when deciding whether and when to heal and knows how to utilize health states, SC is absolutely a great perk.
That all said, I don't think SC needs a buff (or nerf for that matter). It is in a good spot where the healing time is not prohibitively long but does reward killers by slowing down the rounds if they can injure survivors consistently.
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Absolutely, the sheer amount of subpar perks for both roles is quite ridiculous, especially so when compared against the small size of the pool of viable perks that actually have a reliable impact on the game. And most of the perks in that small pool have been around for years and years, not few of them since the game's very launch.
Perks are only really worthwhile and fun when they can consistently have an actual impact on the gameplay, and DbD particularly benefits a lot from perks that mix things up in notable ways because the base gameplay loop is lacking in variety. Those subpar perks should be brought up to snuff en masse to create a much more diverse perk metagame. The few perk adjustments BHVR does do are just not significant enough most of the time.
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The killer client is the authority on hit registration and that is one of the biggest problems still plaguing this game. Killers benefit from latency completely one-sidedly on hits, no matter whether that latency stems from a survivor's or their own connection. The hit validation system either does not work at all or is only enabled at ridiculously high killer pings below which there is already more than enough room for bullshit hits.
I really hope BHVR will at some point make the server the actual authority on hit reg, either by moving hit calculations to the server entirely, or applying hit validation regardless of ping.
That said, this one was a very close call, even in a server authority environment this could have very well been a valid hit. There are much, much more ridiculous laghits that happen regularly.
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The original HUD change was eerily similar to the HUD in RE: Resistance. And the combine harvester tile on the reworked Coldwind maps has a peculiar comic-style rendering to it that can be seen in Re:Verse.
The gameplay synopses for those games are the following (from https://residentevil.fandom.com):
Resident Evil: Resistance is a team-based cooperative game, with sessions consisting of a maximum of five players. Four players are "Survivors", who are given tasks to complete while being attacked by monsters. The fifth is a "Mastermind", who can manipulate the facility, watch the others via CCTV and send mutants to fight them. The Survivors can obtain "Umbrella Credits" during the course of each stage, which is used to purchase recovery items or new weapons. The Mastermind on the other hand depends on a mana system which is used to spawn new creatures, traps, or arm the CCTV camera with a machine gun.
The Survivors must work together in order to escape the Umbrella facility within a given time limit. When a survivor takes too much damage, they get in a downed stated, and a teammate can revive them if they get there in time. If they don't get any help, the player will respawn elsewhere but a chunk of time will be lost with each death. Each survivor has their own set of skills and a label that defines them as "Damage", "Hacker", "Support" and "Tank". Weapons picked by the survivors consist of not just firearms but melee weapons like 2x4s or Steel Bats.
As the Mastermind, the player must watch the survivors via Security Cameras and prevent them from escaping, impeding their progress by locking mechanical doors, placing traps, or summoning creatures and even controlling them.
and
Resident Evil Re:Verse features third person over the shoulder multiplayer action with characters from the Resident Evil franchise. Four to six players take part in 5-minute deathmatch battles, using weapons and items found through the map, with the player scoring the most points at the end of the match winning.[1] Each Human character has their own set of skills and weapon loadout.
Humans that are taken down transform into powerful Bioweapons that can change the tide of battle, with players able to upgrade their Bioweapon transformation by obtaining Virus Capsules.[1] Once the Bioweapon is killed, the player will respawn as a Human.
So I would not be surprised if those "new ways to sacrifice and survive" are inspired by the gameplay loop of those games.
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I have been having similar issues both as killer and survivor. Definitely something on their end because nothing changed on mine. Running Steam in -no-browser mode helps a bit, however, so it may be a bit of a cuprit as well.
Something people particularly on newer hardware could try: add a -DX12 launch parameter to DbD - it will run the game in DirectX 12, which can lead to improvements in stability.
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If you look at the video covering all 60-something chases (https://www.youtube.com/watch?v=1Ca5XPVfY48), you will see that it's a different story.
On average, a chase only lasted around one minute to a minute and a half, not three minutes. And that is with an ability-less, perk-less killer on one of if not the strongest map for survivors in the game, with the survivors being able to recklessly use all of its resources in a single chase, and those survivor players being very experienced.
Cowshed is absolutely too survivor-sided. The main problem with the map (now that the main building has been addressed with the breakable walls) is the fact every single pallet spawn on it is safe. A bunch of those generic pallet tiles should be adjusted to only be semi-safe. (Personally a way I would find interesting to make safe pallet structures less safe is if there were ways to go over the structures at some points. That would create some interesting new gameplay.)
But other than that, this video is not indicative of much of anything. Killers do not play on the very worst maps every time, they don't play without perks or abilities, they don't play against survivors of this caliber very often, let alone 4 of them, and they play 1V4 matches, not 1V1. Otz wins some ~90% of his killer matches, including those on Cowshed, and that even as Trapper, one of the comparatively weaker killers in the game. If Otz should teach you anything, it's that if you think about and practice the game to try and actively improve, you can become good enough as a player to win the vast majority of your killer matches.
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Funnily enough, the RE8 main foes could make for fairly sensible legendary cosmetics: Deathslinger - Heisenberg; Blight - Moreau; Twins - Donna; Miranda - Plague/Huntress; Dimitrescu - Plague; Dimitrescu daughters - Nurse.
Of course, this is highly unlikely not least given that they would have to take a fair few creative liberties with those designs to actually work as cosmetics for the respective killers. But it is funny how well they fit at all.
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@Altarf said:
https://forum.deadbydaylight.com/en/discussion/comment/2196905#Comment_2196905
They changed Twins a while back, but didn't mention it in the patch notes - I believe it was the Clown midchapter, or around then. That was the patch that gave Charlotte camera control while waking up (this was already a thing, don't know why BHVR said the most recent Twins changes added it), and made you able to see Victor's aura on a survivor for a few seconds while waking up. I believe this was also the patch that made incapacitated survivors unable to unhook.
Of course, nobody plays Twins so I wasn't able to go against them and find out for myself, but I had lots of times where incapacitated survivors wouldn't unhook, even in front of my face - they'd just stand next to the hook and start removing Victor, then stop, then start again. This happened frequently enough, and I never saw an incapacitated survivor unhook, that I rightly assumed it was made impossible. As it should be, unhooking with Victor on your back was a bit silly.
I'm certain I've unhooked people with Victor clinging to me long after the Clown update. Most people seemingly just assumed you're unable to do so and as such never even tried, at least that's what I observed in my games as and against Twins. McLean said the Incapacitated status effect functionally was based on the Madness status effect, and you can unhook people in Madness III.
I'm not sure it should be impossible to unhook when afflicted by Incapacitated; Twins' ability to essentially hard-camp hooks while still being able to apply pressure around the map at the same time is a controversial aspect of their gameplay as it is, this interaction makes that aspect of their gameplay even more potent. Survivors can crouch up to the hook to at least prevent the killer instinct notification on Victor, but for one thing he has quite the range on that, and for another you regularly won't know whether Victor is around the hook before you hear him, at which point the first killer instinct proc will already happen, so you would have to crouch up to the hook preemptively from an even greater distance. I don't think the way to go with Twins is to buff their camping potential, or to buff Victor altogether, but to buff Charlotte while making them excel a little less at slugging and camping in the process.