AStupidMonkeyy
AStupidMonkeyy
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I second this!
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@Peanits said:
It's almost midnight and I'm off the clock, but I'm still taking the time to respond because we do care about that game. We have always done our best to explain why things are changing. The Ghost Face changes, for example, were planned alongside the other changes in the PTB. With a deadline coming up, not all of the changes made it into the initial release and had to be saved for a hotfix. We made sure to announce this the same day so everybody knew what to expect. Feedback goes two ways; while your feedback might get implemented, feedback from people on the other side gets considered too. Inconsistent detection is also something we'd like to address. As far as viability goes, Ghost Face is currently one of the deadliest killers at rank 1 by a fair margin.
As for the Freddy rework, I would suggest waiting to try it before jumping to conclusions. You do not want to underestimate dream traps. Dream pallets alone are a guaranteed hit if you are asleep. I won't go into extensive details here because you have not had the chance to try it yet so there's no point debating.
The "hitboxes" are working as intended and have been for quite some time. There are two main factors that contribute to this; latency, and animation. In 3.0.0, we reviewed all attack animations and made sure they matched the size of the hitbox. Now they will more accurately reflect their range (smaller weapons in particular didn't look like they could reach that far before). With dedicated servers, we will be addressing the latency side of things. It's not forgotten, it is actively been worked on as is evident by the changes just two weeks ago.
Regarding exploits: Nobody who used a bugged perk or add-on from 3.0.0 was banned. I'm not sure who told you that people were being banned for it but it was not the case. We opted to fix them with a hotfix as soon as possible instead.
DC bans have been in place for a long time now and a stronger DC ban system has been requested many times by the community. While it may not be a priority for you specifically, there are plenty of people who are fed up with people leaving matches and want to see stricter punishments. We know where they're coming from and we're working on a new system right now. We'll have more info to share soon.
Prestige is meant to be purely optional. It's not necessary. It is there to give you something to do if you play the game a lot and need a goal to work towards. If there were actual rewards tied to prestige, you would be excluding a good portion of the players who don't have as much time to invest into the game.
As for rank, rank is used for matchmaking purposes at the moment. We would like to have rank rewards down the line, but they have taken a backseat to more pressing issues.
We do not make changes for no reason. All of the things you have mentioned are being looked at in some way, and we always explain why changes are happening. I would suggest taking a look through the patch notes and news section if you're ever unsure, we spend a lot of time making our communication as clear and transparent as possible.
@Peanits You are a god, Bro. Thank you for replying. Do you mind if I copy and paste your response about the hit boxes on my discussion? I literally tried explaining that in a post and I tagged you to see if you would verify it but this is more than enough. It's the 2 things that I said affected the hit boxes to make them look funny.
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@Johnny_XMan A slow down like 20% should be standard since you got an enormous alarm clock to wake you up whenever you feel like it. I wouldn't say 50% because that was a bit annoying but 20% is like a slightly stronger thanatophobia and a weaker Dying Light 3.
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@Johnny_XMan said:
Another one of these...
I couldn't even get through the first paragraph... but I will say if you actually listened, they did say that his add ons will allow for gens to go slower (They didn't elaborate further) but that is still a thing.
Again. Wait until the rework is here, test it out and then give an opinion.
@Johnny_XMan That's the problem. His power shouldn't be add-on reliant.
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@Kilmeran said:
@AStupidMonkeyy From what I saw today, I have several problems. On paper it looks like a lateral rework: nothing truly changes and he'll still be bottom tier.
Granted, like you, I'm going to wait until some hands on experience to draw a solid conclusion; but as of right now, I'm not that enthused.
@Kilmeran I'm glad that I'm not the only one who see's the faults already. So far, he's a shittier clown/trapper/hag with no real pressure because of the timer. He shouldn't even have a timer on the gen teleport.
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@Kilmeran said:
@AStupidMonkeyy Well, it's a base 45 second cooldown, reduced for every survivor currently in full sleep, and can be reduced further with specific add-ons. Meaning that as he sacrifices survivors, he'll get less of a full sleep cooldown reduction. So, effectively his power becomes less useful the more successful he is.
@Kilmeran Yes and that is why it should be base 20 seconds. I already have a few problems with his power but I'm just gonna wait to say anything about it for now. I will say this though. 1. His power should also stop interactions for 3 seconds (like a shock from the doctor) 2. his base power should be 20 seconds and activate for a survivor in 3 seconds, not 5.
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@Yohan He can teleport to gens every 20 seconds that aren't completed.
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Happy 4th, Boys :D
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@corrosive_fox If you are on PC, try verifying files through steam. If its console, delete and delete the saved data THEN re-download. It should work now.
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@fluffymareep said:
https://forum.deadbydaylight.com/en/discussion/comment/562324#Comment_562324
Wait, how do you teabag on the hook? o-o Also they spam window vaults 'cause either they want your attention to farm or they want you to chase them. Most of the time when I go over to see what they want, it's that they want to farm, though.
@fluffymareep When you are a survivor and hooked, another survivor will unhook you in front of the killer on purpose so you get re-hooked then teabag you and not unhook to be a douche. I got a video of it. Just survivors being ######### to randoms.
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Feng is the cutest. Choose her. Nea has the cool ninja outfit. Choose her. Meg has.. stuff. Don't choose her. XD
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If they make it like Doctor so the snare prevents vaulting and pallet throwing for 3 seconds also, he'll be top tier.
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I really can't wait for temp bans for leaving a match in progress :D
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@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/562319#Comment_562319
I am not talking about legion I am saying if one calls looping an exploit then with their logic moonwalking to hide your red stain would be an exploit as well since like looping it wasn't intended play.
@KillermainBTWm8 I agree. It's just evolving. Hell, survivors moonwalk now xD
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Players will play like they want. Just like survivors will teabag you on the hook or flick a flashlight at the killer or spam window vaults to annoy the killer. It's just part of the game.
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@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/562311#Comment_562311
True, but calling looping an exploit would be like calling the moonwalk strat an exploit as well.
@KillermainBTWm8 That was never an exploit, though? Walking backwards to do mind games was a thing before legion. Not his fault that it worked well in a chase with his power?
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Are they? Just had a game where it seemed like some sounds are missing. Cant hear breathing most of the times.
@Slayer They fixed certain sounds with headphones and now certain sounds like chasing is too loud as killer again.
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@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/558947#Comment_558947
Im starting to see that you don't know how to counter looping as killer so you just come here to call it an exploit over and over again.
@KillermainBTWm8 Looping was never meant to be a thing but I wouldn't call it an exploit. I would call it evolving.
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The windows are fine. I have plenty of videos of me missing window hits or a killer missing hits. If you see red, you are dead. That means if you see or the red stain is on your back after vaulting the window, you WILL be hit. You are in the hit detection range. Ping affects this. You might be 5 steps away but on the killers side, you are still in the hit detection range because of ping (latency). If your ping is over 60, expect a second delay on all actions. I have a video to show that too. Hope that helps. If you want to see my videos on YouTube, just ask.
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@TRB124 said:
Taking away pallets will only make genrush worse. Remember when healing was unnecessarily nerfed? Didn’t change anything and in fact made genrush worse as good survivors figured out healing is waste of time.
Secondary objectives are the answer. But high pressure killers like billy and nurse will need some tweaks as currently they can snowball hard in the right hands and have huge map pressure. Adding secondary objectives will only make the top tier killers even stronger If left in their current state
@TRB124 The reason there are so many excess pallets is because this game was about using them to escape and hide. Not loop 2-3 times then run to the next one. The game itself evolved and changed but the amount of pallets are pretty much the same. It needs to go. If you want to loop then fine but make only 15-18 pallets in the map for balance.
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@Centernova So you rather play against Spirit, Billy and Nurse every game?
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Her distance add-ons need a slight nerf and remove all of her negatives for her add-ons so she doesn't get penalized for not having a ton of extra blinks then replace the extra blink add-ons with something else. Finally, make 1 extra blink add-on an ultra rare. (Edit: A good alternative to pallet stun for her is, if you managed to pallet stun her in mid-blink, just force the pallet to push her the opposite way so that if she used 2 blinks, she won't get a hit but at the same time, you can't just slap her in mid-blink either.)
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How? Just.. how. Your game is the most bugged one I ever played before. This is a fact for the mayority of your players.
@Angelicus23 I'm just gonna say this. It's a game. It takes 1 letter out of place to break something. With millions and millions of line of code, it isn't hard to break something without meaning to. They do try their best. People bitched because they took too long before. Now they are releasing smaller, quicker patches.
You are bitching about it now. What do you want them to do? Take a month and a half to throw 60 bug fixes in? They could do that. Or do you want them to release some ones quickly that they know are fixes for some common bugs. They can't look at something and go yep. That's bugged. Let's just type this and fix it. It doesn't work like that. They have to debug it and see what actually caused it to do whatever it did in the first place then try to fix it then rework it after.
The fact that they are fixing a lot of bugs so quickly is really nice. I get that it can be frustrating. I remember 2 years ago, if you got hooked in the basement then unhooked, you would get rubber banded back to the basement immediately with nothing that could be done but to die. It didn't get patch for a month but we got through it.
Give them time. Show them proof that something is bugged. The amount of people saying windows are bugged (they aren't) and hits are bugged (they aren't) or how you shouldn't be able to get hit through pallets (you should be able to at certain points) is just bogging them down with unnecessary #########.
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Never again.
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@NullSp3c said:
https://forum.deadbydaylight.com/en/discussion/comment/560707#Comment_560707
Did you really read it all in 4 minutes?
The idea is that the Skill Cap is Ginormus to both sides.
@NullSp3c Of course I read it. It sucks. Why would I want a slower mend time? Just make it 20 seconds and make it so they can't do interactions except windows and pallets. Increase the vault speed for both to what it use to be. Make a self stun only take half the power away and make it only 3 seconds. Now Legion has legit stall, he isn't slow as ######### and can get a down without having to wait ages to do anything. What you propose is a lot of tedious ######### that doesn't actually do much but seems to add nerfs.
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I can feel the hostility of a killer who has been screwed multiple times by this XD
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@Peanits Just slightly increase the range and make it a square around the locker so a killer can't slide from the side to grab you out and make the range like 4 steps away so it accounts for latency and makes it more accurate of a hit. I mean, it IS an exhaustion perk. It should be powerful if its situational.
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@Black_Fence I play both sides so I just want to say this. This is coming from my survivor side. If you loop a killer or outplay a killer for too long and they finally catch you with 1-2 gens left, they'll probably face camp you, slug and follow you around like a puppy or wait until you bleed to death. I have screenshots of such things on my profile. I'm not saying, "Sucks to be you." I'm saying is this. You outplayed him. He got salty. He wanted revenge. He got it. I'm not saying that's nice but if you're a good survivor, a bad killer will always try to ruin your day. Trust me. I know.
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This all seems bad. Maybe someone else likes it but this seems to make him even weaker than he already is.
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I'm glad they took it away. It could make you spiteful in a discussion when someone asks you a question, you answer and then see a downvote immediately after. It made you want to downvote them back because you assume it was them. It was a nasty feeling. I know I did it a few times and had to backtrack it because I felt bad. I'm not usually like that but downvoting creates a monster that you, yourself may not be.
It was a nature of the beast and I'm glad for all purposes, that it is gone now. I much rather have a lol or something less viewed towards negativity. I don't get upset if someone lol's my post but if I get a straight downvote instantly after posting a reply, I just assume it was the same person. (Edit: I changed because to but because I got lost in my train of thought and had 2 different sentences in my head and together, made no sense.)
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I like this :D Except I wouldn't punish Spirit. Yes, she moves slightly faster but she has a 20 second wait period and it would be stupid to use it at any time other than in a chase.
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Hi hi hi.
@Haraak He is useless past Rank 12 unless you got survivors who don't pay attention at all. Myers is a much better option but he is only good to Rank 5.
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All of that seems to be nerfs to killers and buffs to survivors. Also, Ghost Face is trash past Rank 12. Without add-ons, he is a joke and I enjoy going up against him because he is easy to beat. He has a 30 second wait period to use his power. As long as you are watching, it's not hard to see him first. It's definitely not hard to break him out anymore without add-ons. I disagree with everything.
(Edit: I'm ADHD. It is not some kind of joke. Please don't make cracks at mental illness. In my videos, it's hard for me to concentrate longer than 10 seconds. I get easily sidetracked. It's why I sing a lot. It helps me focus. Something I learned to do as a kid. The lunge is fine. They even made the animation match the swing because of everyone complaining. Now someone is still complaining.)
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So is the whole letting the killer keep a theme possible @Peanits ? I wouldn't mind using shards or spending $2 on it. Every time you guys make a new theme with cool looking gens and hooks, let the killer choose one for his own match and instead of just getting rid of them, let us buy them to use whenever. I wish I could have kept the Margarita machines XD It was pretty epic.
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Same. 1 day.
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Try to get it off. If not, waste as much of the killers' time as possible.
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@Zertix said:
@AStupidMonkeyy
First of all, I literally posted my comment and went to sleep immediately and just woke up now. I didn't downvote you or anything. We are having a discussion, we are not enemies. Moreover, your opinion is not a fact, it is just ... an opinion.
Secondly, we are here to discuss your post, not my post from 2 months ago so let us focus on the topic.
In my opinion, the depip squad is an extreme example. I agree that 4 very good organized and efficient survivors are better than 1 very good killer (unless it is nurse). However, balancing the game around cases like this (which represent a very small portion of the playerbase) would only push solo survivors away from the game.
I am not gonna tell you git gud because I have seen your clips and you are very gud. Since you are rank 1 killer, that means you are winning most of your matches. I also admit that the gen rush is real when the survivors are decent. However, it is very rare to get decent teammates when playing solo (which according to the stats released by the devs represent most of the playerbase).
Killer queue times are already long enough. This is because there are more killers than survivors and this is not something that the matchmaking system could fix. If you keep pushing the devs to nerf solo survivors (which is already a frustrating and not so fun experience) more and more, you guys would sit in lobby simulators for hours without anybody joining.
@Zertix I will say this. They also played 50 games with perks, without perks, without perks AND without comms. They still steamrolled when they just did the objective and used the abysmal amount of pallets on maps.
The large size of it will also benefit the survivors since killers (have supposedly faster speed) are BARELY faster than survivors, contributing to dead hard, lithe and SB that gives them farther distance but killers, (fun fact) vault MUCH slower than a survivor that if there wasn't an entity blocker and they had enough distance, they could loop 2 windows for up to 5 times before you got even close enough to touch them. Vault a window in a chase and see how much distance a survivor gets. You get a slow vault speed while they get fast.
It doesn't take a scientist to realize that that just doesn't make any sense to slow a killer down and with the absurd amount of pallets, it's a lose/lose. It did show me that if you tunnel a weak link immediately (almost always a weak link somewhere), you can effectively take them out, retake them out (since they are the weak link) and effectively cripple the team to the point that you can kill 2 with 1 gen left, take the 3rd person and hook by the last gen pops and either camp the hook or look for the last guy.
(3 kills is a pip to me so I really don't care if I catch the last person) Compare this with super big maps, easy to reach pallets, jungle gyms, slow vault speed, SB and such, nerfed BL and other things, (not including perks or toolboxes) in a true competitive match, unless Nurse, YOU CAN NEVER WIN unless you tunnel and play viciously and even THEN, you may still lose horribly and get berated because you suck (when its really the imbalance) because survivors got big pp and killers got small pp.
That's how most of my end chats happen when I DON'T CAMP OR TUNNEL. When I do, almost no one says anything. Ironic, right? I will remove my dislikes and take your word for it that you didn't dislike my posts just to be spiteful. I just dislike people who do that.
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@Zertix I play both sides. I don't get up in my feelings as a survivor if I get tunneled because I know the killer is already struggling. I have plenty of screenshots of being face camped just because I ran a killer until 1 gen was left at Rank 1. Have a great day. (Edit: I remove a line of text that was updated)
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@Zertix Oh, another thing. Some more fun info. You know how you HATE Nurse sooo much at Rank 1? Get use to it if you think the current system is FAIR. Nurse is the only legit killer who can do great at Rank 1 consistently. No one wants to get steam rolled by good survivors who rush the objective. Nurse is the only one who truly can do something about that.
You don't like Nurse but she is FAIR against a good team. You want other killers to be played at this rank? Reduce the amount of pallets, the map size and the gen time (or an ACTUAL second objective that lasts longer than 2 minutes flat), otherwise, buckle up and enjoy them Nurses because that's all you'll mostly see at this rank.
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@Zertix said:
I am curious, if most of your matches are like how you described in this post, how did you reach rank 1 with the current ranking system?
If you are rank 1, that means you have been demolishing survivors match after match (because again, this is what it takes to reach and maintain rank 1 killer at the moment).
If you are complaining about a few matches that went wrong and forgot all the other matches where you dominated and won (because again this is what it takes to reach rank 1), then I really have nothing to say.
@Zertix If you are saying how I 3k to 4k, I tunnel immediately then rush. It's the most efficient way and then I depend on survivors getting greedy also. If 4 survivors REALLY wanted to just destroy a killer, you would ALWAYS lose without getting more than 1 person. You ever see the depip squad? Yeah. That was a real thing.
That's what happens when survivors are decent but do the objective without worrying about totems and anything else. They just do the objective and leave. It was a ######### storm. Nothing ever really came out of it. They released more band-aid fixes in terms of perks without any meaningful adjustment to the game. I'm a very competitive person. If it's 1 vs 4, the 1 should ALWAYS have the upperhand, otherwise, that would just be stupid. Oh, the 4 guys get guns but you sir.. YOU, you get a knife. Good luck. Doesn't sound very fair, does it?
The Depip Squad was there to show how many pallets and how useless a killer could be against the amount in each map and the loops that could be formed. ALL with RUIN active. All matches were over in less than 5 minutes, doors, unhooks and all. Just because a lot of survivors don't play the game efficiently at purple ranks, doesn't mean red ranks don't and WILL when they want to destroy you.
That's the problem. At red rank, you should have to prove your mettle. Not have 30 pallets in a match that can just be thrown down in 10 seconds or less and still have plenty of time to get to another. That's just stupid and bad game design. Ruin was a band-aid fix. Bamboozle was a band-aid fix for safe loops. If a good team wants you to lose, YOU LOSE.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/558214#Comment_558214
@AStupidMonkeyy The hit-boxes in DbD for survivors are silo-shaped. They extend significantly above the heads but are slightly thinner than the distance between the hands of the survivors when in the in-game idle animation. The face protrudes from the hit-box, and this is more true for male survivors. When in the red stain, the hit detection zone will register a hit, yes. The lunge allows the killer to cover the distance at a speedy pace to have everything line up as it should.
Issues arise when 2 things happen:
1) The killer hits a survivor at the end of the lunge. The killer is further away from the survivor at the hit registration time than if the killer hits a survivor at the beginning of a lunge. This makes things look strange.
2) There is a physical barrier between the killer's body and the survivor's body. This occurs at all vault spots, Haddonfield fences, and maybe one other place. The hit detection zone reaches past the obstacle, but the game can't move the killer to make the weapon visually connect. Therefore, it just looks like the killer misses and yet the survivor still loses a health state. If there were an animation for killers hitting survivors over obstacles that involved leaning over the obstacle, none of us would be having this conversation. It's the consequence of having a hit detection zone larger than the weapon reach and having the visual confirmation of hits be reliant on moving the killer to the survivor.
It's been made worse with the recent changes to lunge animations, which speed up killers on successful hits to reach the target. It honestly looks like The Nurse teleports 2 meters after her blink is over when she hits me. Additionally, it has resulted in too many instances of me teleporting back into the weapon if I'm being downed on the other side of a window. However, I digress.
There's nothing wrong with using hit-boxes that don't line up with the survivor's model. There's almost nothing wrong with having a hit-detection zone that doesn't follow the weapon swing animation. However, it becomes bad design when a player can hit another player over an obstacle but not have any animations register that properly because the hit detection zone is larger than the weapon reach.
@Kind_Lemon The Nurse has a normal lunge now. After she blinks, she gets the same 3 step lunge as every killer from a couple of updates ago. I never see hit registering that looks funny unless the ping is over 90. Then it starts getting a little weird. I've been downed 10 steps away from the killer but that's because of desync from the actual host' connection. Also, if you're playing past 90 ping, the hits are gonna look weird because the host always goes first through packets. By the time it reaches survivors side, it looks like you randomly got his 5-7 steps away but in reality, you were already hit, it just took awhile for the game to let you know. Once servers are up, you'll see the difference.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/558201#Comment_558201
Yes, and the issue is that the animation looked horrendous. It's the weapon, the visual representation of the hit detection zone, that we as humans base our judgement on whether something should have hit or not. If it doesn't look like it did, and the hit detection zone says otherwise, then of course the players are going to complain, because again, we cannot see the hit detection zone, we don't have a solid idea of what it looks like (generic cone shape), and any infinitesimally small meeting of the two near the broad part of the cone results in a registered hit regardless of anything else.
In short, we are talking about the same problem. I am calling it a problem, and you are not.
@AStupidMonkeyy @ashtongh
@Kind_Lemon All the devs have to say is this. If you see red (the red stain behind you without looking behind you), you're in the hit detection range and the HIT will DEFINITELY hit. The hit detection is 3 steps away. When you lunge, you close the gap VERY quickly. Also, survivors hit boxes are slightly wider and taller than the actual models. That's true even in Call Of Duty. It's rectangles. It's not easy to change it without causing a LOT of issues and with games like this, too small of a hit box makes a hit impossible in certain circumstances. Just like how killer slows down drastically by barely touching a wall or how you can get stopped altogether when going into certain basements while carrying someone or trying to chainsaw down a steep basement. It all has hit boxes. (Edit: My favorite hit box. If you play a tall killer like Trapper or Billy and walk under the crane, you actually SLOW down drastically without realizing it. You also CANNOT chainsaw someone under the crane. It makes you hit the crane.)
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/551387#Comment_551387
https://us.v-cdn.net/6030815/uploads/595/A15AWHB4HERH.jpg
Sure he's "close", but in all due fairness, the weapon shouldn't hit him.
To explain the picture, the light blue outline is where Quentin's hit-box is, roughly (it's taller in reality, but that doesn't matter for this).
The red loops identify the indicator that he's been hit at this precise moment and the position of the weapon. From the tip of the weapon to Quentin's right arm is essentially twice the length of Ghostface's arm.
The orange scribbles are where the arm is in the animation when the hit registered and where the arm (slightly extended) should be in the animation when the hit registers.
The darker blue outline is an estimation of where his hitbox might have been moments ago, considering he was in an animation. You'll notice that the weapon doesn't actually sink into Quentin at all.
The hit detection zone is not included because I don't know what that looks like, but it must be significantly larger than the length of Ghostface's arm. After all, the devs stated that they had to elongate Freddy's claws tremendously when lunging just so that the weapon could connect with a survivor.
TLDR; Why do the developers not consider the length of the character's arm EVERY TIME when making new killers? The lunge animations look bad and don't match up with the game's hit registration code.
@Kind_Lemon That's the problem. You are basing it off of the weapon. The weapon is just a skin. It's there to make everything look nice. A killer lunges but its the hit detection detecting the hit box that matters. You most definitely was close enough to get hit. I have plenty of videos of me missing window swings because I was too early. You were already in the hit zone during the vault. It was just making the animation look nice. (Edit: Here's to help know if a hit should have happened. IF YOU SEE RED, YOU'RE DEAD.) If the red stain is on you, you are close enough for a hit.
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100% agree that this is a great idea. Would love this!
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@KillermainBTWm8 said:
Is DeathGarden fun?
@KillermainBTWm8 It was until they added the "mercy" mechanic so now you can't insta-execute people. I was having a bit of a hard time as hunter already but after that, I just stopped playing it altogether. Now, Scavenger is a blast but the wait time is almost 5 minutes because of almost no hunters XD No one wants to be bullied by 5 scavengers and now they all get extra chances. It's why I stopped playing. I still play Scavenger sometimes but I can already tell they are making it easier for Scavenger so I just stopped worrying about Hunter at this point. Worth playing, though.
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/557815#Comment_557815
According to survivors exploiting smaller hit boxes to pursue a more optimal route to nullify the killer's speed equals skill haha chasing people from pallet to pallet with gens popping left and right is so frustrating
@DBDbuildsYT That's something that needs changing. In general, the game is still really unbalanced.
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@GhostlyFoxx said:
https://forum.deadbydaylight.com/en/discussion/comment/557809#Comment_557809
That's so cool! I love Pokemon, but we probably shouldn't be having this conversation here. I'm more than willing to have it though. I absolutely adore it, but I would prefer if we didn't change the topic of this! :D
@GhostlyFoxx Fair enough. Feel free to send me a PM since you're a mod and we can talk about it there if you'd like. I could show you the link to the game and help you with your journey.
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@DBDbuildsYT I'm not asking for much but I shouldn't be at the mercy of 30 pallets on a large scale map that is created so a pallet or 2 are always 10 steps away. That's just ludicrous. What skill is that?
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@GhostlyFoxx said:
https://forum.deadbydaylight.com/en/discussion/comment/557761#Comment_557761
Yep, it's Sylveon!
@GhostlyFoxx That's the best Eevee. This is me with some of my friends playing a pokemmo with our eevees lol
I'm Team Rocket. Second to the left. I was the only one with a Leafeon because it was rare and no one else had it.
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@DBDbuildsYT I don't mind looping but if they make a mistake, they shouldn't be rewarded with 2 more pallets 10 steps away to fix that mistake. That's what tilts me. Less pallets in a map, reduce the map size to medium only and make more unsafe pallets and shorter loops. The amount of pallets should force you to use window loops to not use them all up too quickly instead of just going to a pallet every 10 steps and going around twice for 15 seconds and throwing it down, knowing there are 29 more to go in the map. That just doesn't make any sense at all.

