landromat
landromat
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Comments
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@BenihimeWrath said:
He literally says its working as intended based on the hitbox being tied to the camera, and then immediately turns around and says its a bug. Thats not how that works. It can't be 'working as intended' and also be a bug. So considering he said its working as intended first, I'm gonna go with that.
He said moving your camera during dash to avoid collision is fine. Starting dash already colliding with something allows you to slide and that's a bug.
Can you make difference?
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2819845#Comment_2819845
To be honest hug tech seems to me that players found the correct angle to position themselves in so they don't bounce but just skid along the wall. Also have the Devs actually came out and say it's a bug....so far the only people calling it a bug/glitch are Twitch and YouTube streamers.....what I have seen are survivors are mad that all the constant safe tiles they have I'm every map are no longer safe to be used.
When I chase survivors I'd rather deal with mindgamers than those who just run through every loop because the map spawns 2 jungle gyms, a window loop, and a god pallet right after each other.
This man developed blight's power
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2820173#Comment_2820173
Did you just hug tech'd?
No, they'll bump into it, not slide
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So hug teching blights are exploiters. I'm saving this post to put blight mains face in
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@Marc_123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2819495#Comment_2819495
You could easily record your side - as all inputs com from you.
As all inputs run through the server it has to be recorded somewhere there and transferred to you (maybe already happens as the game is on your side and after death you can already watch) so that you could watch all players after that.
as i said replays are very small. we're talking about kilobytes, not even megabytes. doesn't seem like a problem
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@GentlemanFridge said:
Because, as they have said multiple times in their Q&A’s, that would require the game to be built with that in mind from the very start.
In effect, a “replay” system requires the game to ‘record’ the match, in its entirety, for 5 players, plus a 6th ‘free’ PoV. Every single meter moved, every single input, every single skillcheck, recorded, AND made to function normally in-play. That’s not as simple as “just add it”.
that's not how replays work. They're not video files but files with each action recorded in them. When you start replay game just loads and repeats these sequences with it's engine. Replay file is actually very small in size because there is nothing but actions recorded in them
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@Altarf said:
No offence to the guy, but I take his balance opinions with a grain of salt these days. He thinks Billy and Deathslinger are both S tier in their post-nerf states, and that Twins are S tier because they stomped the competition in a tournament he was commentating on. A tournament where, if I remember correctly, COH, Unbreakable, and literally every Twins countering perk was banned.
But I do like the guy overall. Very chill compared to some other streamers.
Agree. seems like man is narrow minded and is making his opinions just from what he sees never thinking about a lot more aspects he could miss. And even if you tell him about obvious and serious problem he'll be like: Yes, you're right, but in last tournament that happened only couple of times so that's not so serious problem etc.
He's fun guy but his opinions can be very wrong very often
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Ring should recover 2 charges at max
Crow and rat gives you same amount of colldown penalty with each rush so you can't use them as often
Compound 21 rework. No aura reading please
Remove slowdown from iri add-on. Pallet breaking is enough
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I love Nemesis Legion Bubba and Wraith
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2818494#Comment_2818494
The issue is with looping auto healing is healing mid chase could cause survivors to become effectively immortal if it was at a strong enough structure.
Plus passively healing while on a generator is a powerful effect as it effectively lets you take two actions at once(Self healing/repairing) so it has to be less efficient then doing either.
Yes, that's why I think minute is reasonable
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Get ready to look at your cooldown bar 90% of the time because of survivors holding w and not allowing you to use your power
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@dugman said:
Assuming it doesn’t work in chase and it’s not necessarily near a gen you can work on, 60 seconds of doing literally nothing to heal yourself is too long. That’s losing almost an entire gen just to get back one health state.
Now what I could see, maybe, is a different perk which let a survivor heal slowly passively all the time such that they gain a health state every 60 seconds. In that case the survivor could opt not to spend time actively healing themselves at all but stick to gens, being chased, healing other people, etc, and as long as they aren’t getting re-hit by the killer over that time they benefit from periodically being healed for free. It would be slower than Self-Heal but have the advantage you can be actively doing other things the entire time which would make it better for multitasking.
Honestly good balanced solution for COH is to remove self healing part completely, But i went with gimmick replacement which is not very effective and can work sometimes but you shouldn't rely on it.
It's fun side effect now. Main effect is 100% healing bonus
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I think game should not be balanced around exhaustion perks. Any good survivor build includes one. 80-90% of survivors are running exhaustion perks. I don't like it. They provide significant chase advantage and their only downside is a cooldown (exhaustion status). Perks should not be a no-brainer pick in any situation. Some sort of downside or much bigger cooldown so you can't use it so often can help
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2818356#Comment_2818356
A one minute self-heal time within a certain radius of a boon is not a creative nerf. That’s an entire hook state.
yes it is. Either wait, find teammates, use medkit or don't heal, also you can boon near the gen if you're lucky. On the moment you complete the gen you're healed
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2817984#Comment_2817984
Ah, there’s the whole premise of this post I needed to see. “It should be ineffective”.
Of course. My whole post is creative nerf suggestion without completely removing self healing ability
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I whish them to continue with supernatural looking maps. Artist map is so cool
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Absolute total trash. Only 1 killer worse is Trickster
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I mainly play Bubba, Nemesis, Legion, Wraith, Oni. Everything else is just boring
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2818215#Comment_2818215
Yeah great -.- make the power spammable but easier to dodge.
Trickster is already such a killer loved by survivor players. /s
At least there is no bullshit in his power. You can see he was made with dedicated servers in mind
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2818164#Comment_2818164
Not this week but 2-3 days.
https://forum.deadbydaylight.com/en/discussion/comment/2818168#Comment_2818168
Before that you might get jailed or banned from the forum for spamming posts at this pace.
Edit: Also the only logical solution to your latency problem and giving huntress (and blight from the other thread) more counterplay would be making the tell of her throw even earlier and forcing the killer player to commit after it. This on the other hand would ruin the killer against every survivor player with a normal ping due to the telegraphed m2 tell.
Yes, i suggested reducing hatchet speed so she must throw earlier to get hit
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@anarchy753 said:
God, what is this, your 3rd thread this week whining about being hit by hatchets because your ping sucks? Get over it.
I'll get over it once changes are done
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Meta should be nuked every patch to keep game fresh If perk becomes too popular - change it
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@Gamedozer7 said:
You already made a huntress post earlier. And no. No game developer should ever design around bad internet. You bought the game that's on you maybe you should have done some research about where the servers are for an indi pvp game.
80 ping is crap and I would dog that lobby evertime I'm in it.
ok bye
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2818140#Comment_2818140
Deathslinger was because people were complaining about not being able to react even with good ping. There is zero precedence for going around kneecapping every Killer so Survivors with bad ping can dodge them.
Not least because, as was pointed out in your other thread on the topic, Survivors aren't meant to be able to dodge everything a Killer does. The game falls apart if you assume indefinite 1v1's are acceptable.
It was literally said by devs (Peanits, i believe) it was made because of latency
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@RainehDaze said:
The problem is that you want to make everyone else's experience worse to accommodate your connection.
Literally what was made to deathslinger. He was changed so people can react with ping in mind. As i said Deathslinger still needs more love but it was the right change
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2818122#Comment_2818122
The explanation I referenced talks about latency.
Oh ok. Im fine with current hatches if something else is getting done about the problem
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2818102#Comment_2818102
If you actually paid attention to the last time I gave you Peanits' explanation, you'd realize "proper sized" were scrapped because they didn't function properly at all. Survivor hitboxes are the way they are because of computational efficiency and not giving gameplay advantages to smaller/shorter survivors. For the hatchet to properly interact with that, it has to be a spherical shape because making it a flat rectangle means landing hits off the visual becomes literally impossible. BHVR has explained this before. Repeatedly.
... But we are talking about latency and not hitboxes rn. Or you just got triggered by "proper sized" wording?
Anyway that's not what my main post about. Thanks for another huntress hitbox explanation i guess
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@Senpai_J said:
https://forum.deadbydaylight.com/en/discussion/comment/2818108#Comment_2818108
this argument is biased just like your post;
You could literally turn it around and ask if it’s ok that a projectile doesn’t hit just because a surv has bad ping and on their end they already moved.
That's why validation could help. Let server check if hit was legit or not
If validation end up being terrible experience for huntress players, she sadly needs Deathslinger treatment. Remember his ads got nerfed because players can't react due to latency. While we can all agree his counterbuffs were not enough, but it was right decision.
Huntress can get max hatchet speed nerfs so they're easier to dodge with latency in mind. She can get Faster charge speed or more hatchets as counterbuff
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@SuzuKR said:
There will literally never ever be a perfect solution for latency in online real-time video games. It is not the game's fault people have poor internet. Yes, if you have poor internet, you are disadvantaged. No, that's not a problem with the game. The other alternative is punishing the players with good internet by making them have to literally predict an arbitrarily far-away future based off the person with the worst latency. This is literally why game design almost always operates off of favor-the-shooter. If you don't like that, either get better internet, stop playing real-time games/real-time games with very time-critical gameplay (for instance, super fast-paced gameplay/projectiles/FPS/etc), or get over it.
High ping doesn't mean worse internet, that means you're just far from server. You can have best internet in your country and still bad ping.
As i said. Latency is unsolvable, game just needs to adapt
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@Senpai_J said:
Cant agree.
With latency hit reg there’s always gona be one party the gets the desync, and I think it’s better if it’s kept the current way since like dead hard and pallets, this time it’s killers who are spending their resources, it would make more sense to prioritise their side of the hit reg.
I disagree. If huntress have higher ping than you you shouldn't get hit from meters away because of that
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@Zachcjjj said:
i believe that already happened and got reverted in like 2 days cause it sucked
All i can remember is devs changing her hitboxes to proper sized and then changed it back. It was before dedicated servers
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/2818075#Comment_2818075
"Terrible flawed and boring killers"
Your exact words. That's game design. It's not a killer issue when you get hit around the corner by a hatchet. I get nailed by terrible latency hits by all killers on the regular, it just seems worse with a projectile, but it's all the same BS.
THAT's the killer issue if i get hit around the corner by a hatchet. Latency isn't going anywhere so it should be considered. Huntress is an old killer from p2p times. she was great back then, but it's time to change now
Again, latency isn't going anywhere. Can't change it, so we have to change huntress
That's not game design issue. Huntress is flawed because of latency and Blight because of exploits
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/2816620#Comment_2816620
"Predictable is unfun" is the best thing I've ever heard. A statement diametrically opposed to the truth. The minute a thing becomes totally predictable, the last iota of fun has been drained from it. Which is why doing the same looping dance every game suuuucks.
Unpredictable hit boxes suck, tho. But that's not a killer design issue, it's a latency issue.
My whole post is about latency and exploits unpredictability. 0 words about game design
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@HagathaSimmons said:
https://forum.deadbydaylight.com/en/discussion/comment/2817965#Comment_2817965
It takes less than 6 seconds to heal yourself without a medkit with CoH….
Great! Use medkit. They're not infinite tho
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2816872#Comment_2816872
We are reaching levels of entitlement here that shouldn't even be possible.
Imaging demanding game to work properly
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@HagathaSimmons said:
60 secs is…quite a long time. I hate CoH but for this suggestion to be considered bring to time down to 20 sec (equivalent to the hem syringe).
75% bonus healing from others, 20 sec passive heal, disable self healing without a medkit.
and just to make it not so meh with the nerf, auras of injured survivors within the boon radius are seen by other survivors within 40 meters
60s is a good number i believe. It should be ineffective
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2816744#Comment_2816744
Bro, that's so ######### laggy.
That's how most people play dbd. And that's the reason we need hit validation in first place
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@[Deleted User] said:
Cool story
thanks
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@HacqSan said:
https://forum.deadbydaylight.com/en/discussion/comment/2817469#Comment_2817469
thanks I guess 😅
It should get better eventually (but never will)
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Welcome to dbd, new player hell
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2816788#Comment_2816788
I live in eastern europe third world ish hole and my ping is almost always around 50.
My internet is not that good either but I play wired so it is stable.
There is even more easter europe
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@egg_ said:
Blight per se isn't boring, blight players are
you can't blame them. They're using what they have
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@Cybil said:
https://forum.deadbydaylight.com/en/discussion/comment/2816636#Comment_2816636
Sounds to me like you've never gone up against a decent artist player.
Idk, i played decent amount of games as her and against her
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2816947#Comment_2816947
I'm sorry but that's the reality. The game doesn't resolve around your bad ping
If i have access to the game in my country it's developers task to make it comfortable to play for me period
And if they can't build me a server they should rework huntress so she's fine even with my ping
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2816938#Comment_2816938
These Killers don't have "issues", you do, more like your ping does
"You live not in the Europe you're the issue"
Oh get out
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@Senpai_J said:
https://forum.deadbydaylight.com/en/discussion/comment/2816928#Comment_2816928
If they’re good then maybe they get should be hitting those shots instead of getting invalidated because it missed on your end due to how the game handles latency.
Devs made Pallet stun and dead hard validation because hits look unfair for one of the sides. Why no validation for hatchets then?
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2816932#Comment_2816932
It's not. Ask anybody that even played an online multi-player PvP game and they'll say 80 ping is garbage ping
Garbage for online shooters. I believe dbd can adapt because only couple of killers have this issue
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2816928#Comment_2816928
You can dodge a good huntress hatchet, you just have to be good as well and not lagging. I don't think you can blame the killer when the problem is really a connection issue.
80 ping is not a connection issue
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2816928#Comment_2816928
You yourself stated you have 80 ping, which is bad. I'm not surprised you get weird hits, both as a Killer and Survivor. Someone with normal ping would get normal hits
80 is a normal ping
good for you if yours better