httpain
httpain
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Also this new design might encourage people start trying to take hits right after being unhooked which is problematic.
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Yeah, I wonder that too. Also, I believe, you could stun the Nurse even mid-blink back in the days of 2016-2017 DBD. No idea why it was removed. Pallets really could be at least a bit of a counterplay for Nurse.
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I've noticed that the ping is way higher on 2v8 than in 1v4. Like 20-30 ms difference from my usual ping for some reason. DBD's netcode is just not good, I guess, and you get higher ping the higher amount of players are in the lobby. Devs really need to do something about it.
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I've noticed that the ping is way higher on 2v8 than in 1v4. Like 20-30 ms difference from my usual ping for some reason. DBD's netcode is just not good, I guess, and you get higher ping the higher amount of players are in the lobby.
UPD: sorry, commented on the wrong discussion -
Definitely problematic since the first hit is basically free.
Why does Legion have to suffer 3 second cooldown while Ghoul can exit cooldown almost instantly while having even less counterplay in denying the first hit? -
@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036853#Comment_4036853
the ultra long log loop should be removed since every survivor runs to it since it wastes a ridiculous amount of time if you aren't running bamboozle or an add-on that does something similar
Usually these logs are in the corner of the map, so survivor is guaranteed to get zoned and hit after some time wasted.
I'd rather prefer their spawn spots adjusted, so they don't chain into other strong pallets/windows, rather than removing them. -
@ThatRyanB said:
Just popping in here to say that I'll be keeping an eye on this thread so I can pass folks' thoughts on to the team :)
So I've tested new changes on most maps and can say that loops after this update on average feel a lot better than in a previous patch. Some loops were reverted and some changed to be much better balanced. However, theres's still some really strange unsafe loops on some maps, and some loops weren't changed almost at all.
I've grouped my research into different realms (sorry if the quality isnt perfect, I play on lowest settings possible).
Macmillan Estate.
I love that many pallets have been reverted, such as most rock and pathway loops. However, the usual "junk" loops, which are some of the most widespread loops in this realm, still seem too unsafe and barely changed from the last patch. These loops were not problematic to begin with, and community at large was fine with them, even considering Macmillan to be the golden standart for realms.
These variations of junk loops still need to be addressed (preferably reverted to the previous strenght, or, if not possible, additional boxes and crates should be added). The names of these variations are LD01 and LD02:Most rock loops in Macmillan now are fine, striking the perfect balance between safety and mindgame potential, but there's one variation that seems a bit weaker than others. It doesn't need much changing, maybe a little tree on the side of the lower rock. The name of the variation is MD04.
Backwater Swamp.
Most of the Swamp wasn't changed from the previous patch, and I dont really have a problem with that (I still hope that Swamp visual update and rework is coming soon lol), but I've noticed a really strange discrepancy between so-called "poglogs".
So, poglogs are usually just edgemap windows that aren't bad and provide some safety in map corners. I don't think these should be changed at all.
This is an example of a normal poglog that still spawns most of the time on the Swamp:HOWEVER, there's a rare strange poglog variation that just doesnt make sense. The big log on the left of the window is completely absent, rendering the window totally useless. Variation name is CcX_HD_03. I'm not sure if this is a bug or intentional, but all poglogs should be the same, and there's no reason to have such strenght discrepancy between these tiles:
Autoheaven wreckers.
I'm glad that pathway car loops, the loop with a pallet in between 2 white cars, and the green trash bin loop have returned. But some loops still need some work, for example the variation with the red car nearby (name 2P) still seems too unsafe:And a different wariation of this loop (when the pallet spawns on the opposite side of 2 white cars) is also not very good:
Both of these 'junk" fillers need a bit more of tires and some other junk to make them more playable for survivors. Otherwise, Autoheaven is pretty decent.
Coldwind farm.
Coldwind fillers got heavily gutted in the previous update, and in this version it seems that nothing really changed. Some loops are even less safe then edgemap tiles on this map.
Pathway loops (StraightHD22) are still pretty unsafe, and since on Macmillan and Autoheaven these were reverted, I see no reason to keep them like that on Coldwind:Most filler loops (LD21
, HD21,
HD23
, LD22) need more haystacks around them, since in their current state they are super unsafe:This loop is not too bad, but needs a little more on its unsafe side:
The classic red tractor loop seems to be completely gone (correct me if I'm wrong but I haven't been able to find it at all) and replaced with this:
This just needs to be completely reverted, since this loop was quite unique and already nerfed in the previous update.
Asylum and Temple of Purgation.
These maps (and their respective realms) now feel a lot better and don't need many changes. There's only 2 cases in which, I think, a revision of loop strenght might be needed.
This pallet on Temple (LD02_Temple) needs to be a bit longer either on the left or on the right side:Similarly, this variation (1Р) on Asylum needs just a little tinkering to bring it in line with other loops in this realm:
Yamaoka estate.
I haven't had time to test Yamaoka extensively. The one thing I've noticed is that one side of the shrine pallet (Bd_Fence113) got significantly weaker (much smaller rock), which is strange since it wasn't a safe side before anyway: -
I've never understood the complaints about "unfair" low graphic settings, because highest settings can be even more advantageous. Ultra and High settings do have their own advantages, mainly it has to do with how shadows work. I can only talk from survivor's POV, but having an actual full shadow of the killer, not some weird little blob, is VERY huge in chases. For example, a shadow can work as a second red stain, and if a killer actually tries to moonwalk on a tile with no vision of him, like a single-pallet gym, you will be able to react to their large shadow approaching around the corner. The best example of this is on the farm maps: since everything is so lit up, you can discern killer shadow a lot better. Personally, I'd gladly trade better visibility on Low to the greater information on Ultra, but alas, my PC is not able to run DBD in 60 FPS on settings higher that Low...














