yato
yato
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- yato
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@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053284#Comment_4053284
Apparently he was fixed does anyone notice any difference?
Nop, he is Injuring anyways
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@Xaerdy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051448#Comment_4051448
I meant no offence. This was a genuine question. In the OPs post I could say, maybe they collided and the registered later. But in Senaxus he does seem to be much to far away. So what hit them?
I think it’s just a lag/ping issue — from the survivor’s point of view he looked farther away, but on the server side he actually wasn’t.
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@Senaxu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051381#Comment_4051381
Good point but in the match where I recorded this, my ping was ~30 ms and the killer’s was ~60 ms (I grabbed a lobby ping screenshot too).
https://us.v-cdn.net/6030815/uploads/020DR9FTW5I3/grafik.png
My connection is stable fiber; I sit around 20–40 ms in general.
Yes, netcode can make things look weird sometimes… but 30 vs 60 ms does not explain taking a health state at clear distance with no visible contact, especially when I’m not vaulting back and I’m not hugging the killer’s model.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051448#Comment_4051448
Saying “it doesn’t happen in my matches” doesn’t prove anything except that you personally didn’t reproduce it.
Bugs like this can be conditional (timing, animations, server state, map geometry, interaction order, etc.). Multiple people in this thread have already reported the same thing, and there are multiple clips now.
Also: I’m not interested in turning this thread into a “teach me the exact setup so I can test it” situation. That’s how issues like this turn into publicly abused tech.
If this becomes widely known how to trigger it reliably, you’ll see exactly what happens in Dead by Daylight every time something is abusable: people flock to it, matches get miserable, and then suddenly Behaviour Interactive is forced to act.
I agree it’s sad, but that’s been the pattern.
Bro, obviously everyone only posts the clips that annoy them, and I’m the only one posting a clip that shows the opposite. But trust me, that’s how it is. I’ve also, while playing against the Ghoul, managed to pass through the body with no collision and vault the pallet again.
So basically, there is no bug. It’s one of his features, an action tied to his power, and nobody is abusing it. It’s something that’s been fixed, but in any case it’s still a bit buggy because it doesn’t always injure, so I’d say case closed. Some people experience it, some don’t.
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@Junylar said:
You know that by "removing the breakable walls" BHVR will understand it as to make them all solid walls instead, right?
Yeah, but it should be like on the other maps: just one wall, not 15.
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@Xaerdy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051222#Comment_4051222
Can you tell me what in Senaxus video is supposed to have hit them? I see not connection to the ghuls body or anything hitting them. So if you say it's not a bug, then please explain what hit them or how?
And now explain to me why, in my video, the survivor wasn’t hit with two attempts, in the same way it supposedly happened in the OP’s video
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It’s the tentacle, Maybe? But the devs have to explain btw
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@Philscooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051222#Comment_4051222
He didnt do this for 8 months since release.
Obviously, because before it was bugged. Now that they’ve fixed it, this power is working properly. And it’s not always like in the video: when it was released, the hit worked; then after the nerf where it lost stacks when breaking pallets, it got bugged and stayed that way until the fix in the latest patch.
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Why do you call it a bug?? It’s one of his features. It was bugged before, but when it was released it worked like this. Then it got bugged, and now it’s been fixed, but many times when you vault it doesn’t hurt you. It's a bug when it doesn't happen
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No guys, wait—there’s no bug, and no killer needs to be kill-switched or fixed. As you can see from Vecna’s perk, I recorded this video just a little while ago, and this survivor was not hit twice, exactly like in the video shown by the author of the post.
Here the video:
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@vol4r said:
Well, I kinda disagree with you OP.
My games are barely any entertaining and I don't really play s-tiers.
I just win as a killer most of the time and it's just not fun.I win too, but it’s honestly really tough even with killers like Nurse and Blight. And then we’re talking about high ranks — at high ranks it’s basically unplayable.
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@Thesevenspirits said:
Killer and survivors enter match without perks, offerings and add-ons, no tools box, medkit, map nothing.
Which side do you think will dominate under a standard match?
Give well structured arguments only
In a Dead by Daylight (DBD) match where both the Killer and Survivors enter without perks, offerings, add-ons, or items, the Killer has a distinct advantage. Here’s a structured breakdown of why:
1. The Killer’s Built-in Strengths
Unlike Survivors, who rely heavily on perks and items for efficiency, the Killer’s core mechanics remain potent even without enhancements. Key advantages include:
Inherent Map Pressure: The Killer always knows where Survivors will be (e.g., generators, hooks, exit gates). Survivors must constantly move and react, while the Killer can dictate the flow of the game.
Guaranteed One-Hit Advantage: While Survivors need two hits to go down, they have no way to heal themselves without a medkit or perks like Self-Care. Once injured, they stay vulnerable.
Hooking Survivors Is Unchanged: Without perks like Decisive Strike or Deliverance, Survivors have no second chances after being hooked. A Killer who gets a down always progresses toward a sacrifice.
No Tool-Assisted Loops: Without Dead Hard, Sprint Burst, or medkits, chases are entirely skill-dependent. The Killer’s speed and mind games become even stronger.
2. Survivor Struggles Without Perks and Items
Survivors rely on their perks and items for resilience. Without them:
No Healing: Without Medkits or perks like Self-Care, a single hit puts a Survivor in a dangerous state indefinitely.
Longer Generator Times: No toolboxes, Prove Thyself, or Resilience means generators take the full 90 seconds per Survivor, allowing the Killer more time to pressure objectives.
No Chase Perks: Perks like Dead Hard, Sprint Burst, and Window-related perks help Survivors extend chases. Without them, most Survivors will go down quickly.
No Hook Second Chances: Perks like Borrowed Time, Decisive Strike, or Unbreakable give Survivors counterplay after being hooked. Without them, the Killer has fewer obstacles to sacrificing players.
3. Exceptions & Edge Cases
While the Killer generally dominates in a no-perk, no-item environment, a few scenarios could challenge this assumption:
Map Dependence: Some maps (e.g., The Game, RPD) have strong natural loops. A highly skilled Survivor team could out-loop a basic M1 Killer.
High Coordination: SWF (Survive With Friends) groups can communicate and make strategic plays. Even without perks, a well-coordinated team can extend the match.
Certain Killers Struggle: Killers like The Trapper, The Twins, or The Pig, who rely heavily on their power and add-ons, may struggle more than straightforward Killers like The Wraith or The Hillbilly.
My Conclusion: Killer Dominates all the time.
as a killer main i say that killer are advantaged, bc the strongh of the survs are the perks, it's not swf but the perks, so many perks of second chances, first of all OTR, DH & DS… remove these from dbd, and it change the game as killer side… with this perks is totally surv side, without considering the borrow base kit devs gave to them
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741251#Comment_3741251
I have to wonder how many survivors you encounter who are running
- Dead hard
- Off the record
- Decisive strike
- Unbreakable
- Made for this
Just 1/2 for match, i'm high mmr so every surv is running always these perks together bc are too strongh
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@Sarrif said:
Because they literally only affect you if you are hard tunneling.
Yeah but ppl in SWF becomes tank, get fast healed maybe with "will make it" then run to get protection hits, force to use DS or get up with unbreakable and then bodyblock again with DH
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@yato said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738758#Comment_3738758
I know but ppl are abusing of this bug and they tank every hit with OTR and DS and then DH, four hit to down a surv it's a little crazy
but they nerf pain resonance and pop bc together are strongh -.-
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@VomitMommy said:
Doubt it, devs never really wanted to use kill switch on perks unless it was game breaking. Like turning invisible whenever you want...
I know but ppl are abusing of this bug and they tank every hit with OTR and DS and then DH, four hit to down a surv it's a little crazy
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@siro said:
Remove the ability for the nemesis to slide its attack, or fix how it has "hitbox detection"
The reason its that players intentionally hit an object to use the slide of the attack, even when the animation of the attack "M2" has ended.
Its not wrong in my opinion that the attack can slide, the thing is that when they do the "Hit" with the m2, the attack hitbox stills detecting even when the animation of the attack ended, like a milisecond extra, idk.
I dont think thats so fair. It reward the player for attacking objects intentionally, the player doesn't attacks the survivors, instead it attacks a wall/rock/what ever loop you want to take in example. Doesnt makes sense for me.
Before this, remove the speed boost after the first it then
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@yauniqua said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339389#Comment_3339389
you cant.
you can only block.
u can't either do that lmao
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i played with the Hag that i don't play her for 2 months, i met a premade full of 7k hours, and this premade played already some games bc one was a streamer... i really don't know why they touch this search system, but it already knows that when devs touch something, it will be broken and goodbye fun.
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I repeat, I don't know what evil mind this idea came from but it's bullshit, almost worse than adding dedicated servers that don't work
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it's not true this MMR stuffs, bc with Clown i met ppl with about 3k hours and with Spirit-Piramyd 200-800 hours that are the most i use, so i think this isn't true, idk what there is behind but i still think that this is a bullshit, i played with Nurse and i met some 800-1k hours premade and is the killer that i use less since her brutally nerf, with Clown some good looper with 3k, with GhostFace and i met people with 4k, premade as well, and then Spirit and Piry with people that only run forward or at the board of the map... idk what are you meaning with "fix mmr system" but this is a broken & uncomfortable stuff, i think there will be never a mmr fix 'till maybe they can make a mmr system with ppl with the same hours versus each other "5k vs 5k people" or "the summed hours of each person's premade"
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why is it intentional?? survs can switch, killers not? i think this is a totally bullshit, hope they "fix" this, it is really uncomfortable
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@DWolfAlpha said:
https://forum.deadbydaylight.com/en/discussion/154455/whats-going-on-with-the-devs
Do remember that all the devs are working at home right now, so it's harder for them to take care of rising hackers.
maybe u're right, but many have a lot hours, as i said, and some i reported with ticket and videos
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EAC seems bugged
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next time i hope the killers won't move anymore :c
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the cheaters i met are the ones with Lag switch and God/speed/levitate hacks - this in answer for who questioned about what cheaters i met
Thanks for the answer Mr. Peanits, i hope u will fix as sonn possible this problem with the cheaters, good work ^^
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Totally agree, this game is a bullshit, games last 4-5 mins bc gens are so fast xD either with Mori u lose, this tell that this game is totally umbalanced and survivor side, i don't ######### mind if u "broke" god loops (even i feel there is no totally some nerfs to loops) but i want really to change the genrush or something, because with only chasing a noob that wait on pallet and drop down it when killer come, it cost anyways a waste time for killer breaking the pallets, and not only... u can catch someone early, but the distance from hook to who is doing gen is so long that it being completed during u come to that gen, this is completely wrong... i hope devs listen the rank 1 killers and not the rank 20s, i'd like some change to genrush and some nerf to SWF modality, it is so boosting
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Just delete the Dedicated Servers and DS, i think this will balance the game once at all... i play both side, and play surv is more relaxing: sit a gen (without the old ruin) and M1, a killer comes to you, loop and throw the pallet and slow him a little bit... then maybe u die but at least u did the pip or not lost... with killer you have to tryhard everytime, even if someone doesn't DC or does not have the DS, bc genrush is almost uncunterable with the most of killers
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@Apple2o said:
Pips don't really matter anyways. You can start off a game with IF billy, slug everyone in the first 30 seconds of the game, and depip for it.
Take the DCs as an honor, because you dumped on them hard enough they ragequit.
i'd like when someone DC for rage, but for ppl who wants to rank and never reach rank 1 what have to do? xDD
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Is this normal? 3 istant DC, the last that escape with the Key (i closed the hatch bc spawned under me) and lost pip bc of no points with emblems xDD pretty good job!
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and this is a part, the other part when all the team DC and happen that u lost pip too

