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My Average Ping is 63 Vs 120 on P2P
Yet, why does Dead Hard work even worse than it did on P2P? GAME. AFTER GAME. AFTER GAME.
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hit it 0.5seconds sooner and it will work, nice meta build though
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Does not always work even when I hit it 1 sec sooner.
Yes I use some meta perks due to potato teammates at red ranks.
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Try a different exhaustion perk if you don't like it, nobody is forcing you to use it.
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Don't be one of those people using dead hard to dodge a hit. It's so silly. It does so much more if people just put some thought into how to use it.
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The only time I used DH to dodge a bit was in the last picture where I save the guy off the hook being camped.
If you look at the first two pics, first one I tried to make the white fence-vault. The second one I tried to make the cow-ring pallet.
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How is that a solution? I know I can use other exhaustion perks.
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First, you are using DH wrong. Dodging a killers attack was risky even before dedicated servers. Just because it's what the Devs had in mind when they designed it doesn't mean it's the best use, simply.because latency exists.
Second, P2P had lower effective latency because it was a direct connection. Dedicated servers have higher effective latency because, while you may have 60 ping, the killer also has 60 ping. This means that it is effectively 120 pings worth of difference between all 5 people in the game (yes, even survivor to survivor). The Devs have said they are working to fix this, but in the meantime.maybe don't try to misuse DH and just stick to DH for distance. As someone that deals with meta builds all the time (like almost everyone that played killer) I can tell you that DH for distance is a far more reliable and annoying strat. Survivors try to bait an attack and get m1'd, even back in P2P. This isn't a latency issue, it's just how the game is played.
Third, melee hits (but not hatchets, redeemer or purge hits, for some insane reason) are resolved entirely on the killers machine so they do not have to constantly guess where the survivor ACTUALLY is while colliding with a hitbox that will not register a hit. This has always been the case, even back in P2P days, because the game would be genuinely unplayable otherwise. In fact, if hits were server sided, killers would literally be unable to down survivors that simply ran in a straight line, because they would be colliding with the survivors 'fake' hitbox on their screen and thus being forced to move at 4m/s to try and catch up with something else moving at 4m/s.
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You missed the reply where I said I was using dead hard to get to the vault.
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From the screenshots it doesn't even look like you were close enough to reach that with Deadhard, regarding the position where you were downed.
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Yeah it’s kinda funky on the picture with Pig cause as soon as I hit DH I seizured on the floor and spun around for some reason.
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Then each time, you got outplayed. The killer can just wait a little before lunging, which is why you do not DH for distance while they are at your back. It's identical to baiting out a DH and, once again, has nothing to do with servers. I assumed you were going down before DH was activated, not after, because that's the only latency problem DH has.
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just use lithe its way better.
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It looks like your intent was to force the killer to swing and then make it to the vault/pallet, because in both screenshots if you deadharded from where you are on the floor, you'd move to a bad position and still get hit.
You definitely weren't getting the cow pallet - at the cow tree DH would have pushed you past the pallet which is then already blocked by the killer after they lunged, so you wouldn't have been able to drop it; your only choice would have been to go for the vault or another loop around the short side. Either way you should get hit, unless the legion cuts corners too wide.
With the fence it's hard to measure the distance to the fence, especially since your character spun around after getting downed, but from memory if DH worked it would have pushed you right where you need to take 2-3 steps to take the vault. Depending on the killer's ping it would have been a 50/50 whether you get hit through the vault or not, because they would definitely have enough time to recover and swing again.
The point is in both of these scenarios even if DH worked the way it did before it still wouldn't have guaranteed your safety. Im not trying to be mean - with dedi servers you need to anticipate in advance where exactly you're going to need to use DH and choose your pathing accordingly 5-10 seconds before you actually have to use the perk.
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If you dont mess up, you dont need Dead Hard to carry you, git gut and stop using it yo
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I sometimes get hit during the dead hard animation. My average ping is 90
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P2P was a direct connection the the host ie killer. The game just had to try and calculate latency between you both as it was a direct connection.
Dedicated servers well your ping may be 60 but the killer could be 80. The servers then add an extra step so while you press the button the server has two sides to look at and tries to calculate if the killers hit was done before you pressed DH making it worse.
The servers need a lot more work as right now they are not giving a better experience.
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I was using DH just fine before the switch to dedicated servers, in fact I probably have mor experience using DH than most of you replying on this forum. My point is it now acts differently than in P2P and wanted to know why.
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Thank you, this answers my concerns.
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the killer might have extremely high ping with the servers, which would increase the latency and make you get hit when dead harding
its why dedicated servers suck because you cant tell anybody’s ping except your own, like thanks game i already know my internet is fine lmfao
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