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Can we please change the way hit validation works
I get the purpose of it but I'm kinda tired of hitting survivors and having them scream and being totally fine afterwards. At the very least it should change to where they don't scream. With DH it's worse because instead of whiffing they just get hit for nothing
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They dont know how to fix false hit feedback so they wont do anything about it. It sucks but only option is to get used to it....that no hit you got was actually hit even if you heard and saw it happen that is
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Sorry but that is inaccurate.
The problem with the killer receiving feedback from a hit that is then rejected by the server, is known by the team. The issue is that the killer receives feedback immediately - so that there are no delays, no pause waiting for the server to decide if it's a hit or a rejected hit for example. I think the pause would feel an awful lot worse than the current system.
It's not about now knowing "how to fix false hit feedback" - it's about implementing a system where there's no pause in gameplay from the killers side.
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Mm.
This sounds a bit like a 'tomato tomahto' situation - the issue is that, to my understanding, this essentially shifts the validation issue from the survivor side (DH 'failing') to the killer side (fake hits). It doesn't really sound like there is a way to fix this as there has to be validation somewhere. Naturally, I could be misunderstanding this.
I guess the problem is that DH was the most meta of meta perks before this change, which unfortunately amounted to a buff to an already very strong perk. It can feel overwhelming: fake hits almost always result in a dropped chase as, in the moment, you can only act on the information you receive from the game and when the game tells you that you got a hit, you move accordingly.
I'm not sure if there is a solution here. But I'm no netcode expert, so fingers crossed.
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Tbh I look at the status icons a lot so it doesn’t affect me.
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It's not pushing it to the killers side - it's completely pushing it onto the side of the server...which is where the issue lies, the server receives the information and which ever is received first is the one that counts. Now that could be down to a mixture of things, whoever did the action first, who has the best ping...example being, say I have 120 ping to the server as a survivor, but the killer has 50 - me being aware that my ping is relatively high to this server, will drop pallets early, will dead hard early, thus the Server will likely receive the information first.
And yes I do agree with you, that Dead Hard being a contentious perk has probably made this issue bigger than it first appears. Whilst I personally have no issue with Dead Hard, I understand how frustrating it can be to play against especially with the result now being server sided.
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Same, I pay more attention now to the icons than I ever did
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The solution is to make survivors charge up Dead Hard like a Demogorgon shred or a Victor pounce, imho ;) as that would solve hit validation
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Okay, maybe just make it as Borrowed Time works "Endurance"?
So Killer hits, Dead Hard trigger.
If dead hard was faster - it's usual animation plays. With Endurance effects.
But if killer was faster - as Dead Hard animation ends, survivor is downed where they are after Dead Hard.
Or I just don't get what's the problem is?
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I suppose this may be the way to play, but yes - you hit the nail on the head. It feels wonky, especially when it seems to 'eat' powers.
Okay, I see.
It's contentious because in the hands of a less skilled survivor, it generally doesn't do much. However, in the hands of someone that can time it well, it's a bit of a nightmare. When it is used properly, it's annoying - as survivors that know how to play around it and are, for example, extensively abusing the Haddonfield 'House of Pain' pseudo-infinite feel nearly uncatchable. Otz had a survivor run him for almost 5 minutes in there at the end of game - and he was on Nemesis: a solid anti-looper.
Woof.
Again, I'm not sure what to do.
He actually brought this up a bit back in that survivor perks have very little risk/decision making innate to them for the most part - which actually makes playing survivor a bit less compelling. This articulated something I'd been feeling for a while quite well (I'd never thought of it that way before), and why I prefer the killer role.
I'm very curious as to how this is going to end up being fixed.
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yeah, being exhausted on the ground is more fair.
I'm of the opinion that overcome is just fair dead hard.
maybe Dead Hard should give slightly more distance, but not give I frames.
alternatively, using Dead hard should make you broken and exhausted for 60s (minimum).
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How about resolving hit condition after animation is triggered and distance traveled?
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sure.
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Occasional scuffed hits through pallets/dead hard were less of an issue than the false hits killers are dealing with now.
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You have it right saying it's a contentious perk Mandy lol. I'd rather have the wiff hit than the current animation bug. But as many of us has said we are not coders all we can do it just let out our frustrations in the forums to get it out. In reality you guys at BHVR can't and will not please everyone and that's the sad truth.
You guys will always have a few over zealous Killers that won't see anything in their favor while you will also have Survivors that think the game revolves around them and Killers are their plaything. There are still major balance issues that can be worked on to make the game more enjoyable for all and talking about a animation bug isn't one of them.
Sorry I kinda went off on a tangent there lol, in short I hope you guys can figure out a solution to it.
*pssssst* I would look at map balance next
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now hear me out, what if instead of the complete technical nightmare version of deadhard we have, instead of dashing, it gives a small burst of running speed?
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I have been using Unrelenting and it helps counter the missed hit from validation.
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the only time i don't understand what the validation is doing is when im throwing knifes with Trickster at someone and the game says "No you didn't hit him" and refunds the hit. Because what is actually going on there? Is the game saying he is behind the wall and thats why it didn't count? So our clients are out of sync and somehow he got priority on it? tbf thats a super niche example i think it has happened either once or twice so its not a regular occurrence but when it does its mad frustrating.
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Occasional? It was like half of them
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