Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
I hit a survivor when a pallet comes down but they don't get hurt.
I lunge at a survivor. I hit them they scream as if they were hurt and then they slam the pallet down
I get stunned and they receive 0 damage
so what's going on here? is this a feature?
Comments
-
They fixed it in the last patch. If the killers ping is bad they no longer get hits they shouldnt have. Its now based on who has the best connection to the server - which is how it should have always been.
9 -
but they screamed so I clearly hit them
8 -
With more reason it will force the killer to respect a pallet in the looping zone.
1 -
Pallet validation unsurprisingly not working correctly. Either give me the hit or remove the sound effects. Simple as that.
7 -
Though respecting the pallet often results in a stun regardless since the Nemesis update, which makes the whole 50/50 rather annoying.
0 -
BHVR made it so that a hit gets cancelled if you should've been stunned when your client registered the hit.
If the survivor's client communicates to the server that they stunned the killer before the killer's client communicates the hit, the server overrules the hit with the stun.
The fact that you're seeing the hit and hearing the scream is a bug, and they've already said they know and are working on it.
7 -
It does not feel tied to ping at all, played a lot of games as blight today where both I and the survivors had 40 - 60 ping max and this happened to me so many times while hitting out of rush. This change just makes pallet camping completely safe for the most part, haven't landed a hit through a pallet all day.
1 -
Probably coming on the bucket list of sound bugs, nurse problems, blight slipping, plague fake infection hits and the new huntress hatchet pallets.
0 -
They got the huntress hatchet treatments and killer finally can have the same feeling. /S
From my point of view they were always bugged since the beginning. Often you simply ran by a pallet and would stunned without getting shoved away, so it showed that the physical body wasn't even close to hitting you.
0 -
Now you know what it's like for survivors who throw pallets and get hit through them when the killer is a mile away.
8 -
That'll because all animations and effects like screams and blood would be client side, so you would hear the scream even if the server decides otherwise.
4 -
30 ping, yep, my internet just sucks.
11 -
Yep, that's how it looks now, soo much fun!
0 -
Survivor had the better connection than you.
3 -
same happened to me, this is just poor way to fix anything, especially with the hit boxes by pallets. It’s going to be literally impossible to hit a pallet camping survivor as any m1 killer even with spirit fury enduring, they still going to gain distant and now know you have spirit fury enduring and can easily counter it.
whats next? survivors become immune while vaulting lol
0 -
She had 60 ping. Normally I wouldn't whine about it but she had a higher ping than me, walked away from the pallet, got hit before the animation even started. Gave me feedback for the hit and ran off.
Personally, I wouldn't mind if I didn't get feedback for the hit in 99% of situations, but this one is really stretching it for me.
2 -
A survivor screaming despite hit rejection is working as intended
0 -
In a nutshell anyone who live near servers now will always have an advantage over others
And it sucks
3 -
better result than killers who install net limiter and make their ping 250 having a significant advantage over others.
4 -
I would not say it is intended, more like, this is how it works right now, because this is how they build their system, long before something like this Pallet Hit Validation was a thing.
And IMO, they should remove the Feedback that the Killer got a Hit when it was rejected. It is good that Hits now get rejected if they were not meant to hit, but the Feedback is really confusing and can be frustrating.
Even tho, I think it is funny that it feels like Killers are complaining more about being "robbed" of their Pallet Hits than Survivors complained in the last 5 years about getting hit through Pallets...
0 -
So you think this solution is not biased and it does work perfectly by not giving any advantages to other types of players?
0 -
Years*
1 -
As far as I'm aware this isn't actually a bug but intended behaviour - basically, both sides get instant feedback to the action, so the killer gets the hit but then if the server rejects the hit the survivor remains in the previous health state. The problem seems to be that there's no further notification to the killer to advise that their hit was rejected.
If every action had to go via the server first prior to giving the notifications, then there'd be massive delays in the game. As it would be "killer swings, server checks whether the hit is valid or not as it connected for one side, then gives the hit notification or denies it".
2 -
Of course it doesn't work perfectly, but it's a big improvement over the previous state of the game, players with better ping should be at the advantage as better pings reduce desync which improves the over all experience of the game.
Obviously getting false feedback is not ideal but you need to stop looking at it like you got "robbed" when it happened. You have to change your mindset to, "I shouldn't have been able to get that hit in the first place."
One minor thing that could improve the system slightly is some kind of audio notification when a hit gets rejected, like a gong or buzz, to tell a player their hit has been rejected to help increase player understanding.
There are other things that could be improved too, like a higher tick rate for the servers, which could reduce desync and result in hit rejections happening less often.
1 -
I would call this a big middle finger for killer (if I would go for pallet hits). They get the visual conformation and for example decide to take their time to break an easy pallet but after the animation notice that they lost the chase completely.
In my eyes the previous system didn't have such a hefty flaw. Survivor either got hit through a pallet and continued to run any way (except for tbagging or partial self heals) or the went down and couldn't do anything any way.
It didn't really have a impactful influence on their decision making like this visual conformation problem might have.
5 -
I'm not saying that this is not an issue, I do think that there should be some notification that the hit was rejected even though the killer had the visual notification of a hit connecting.
The system is designed to be fairer than the previous one, where the person with the highest ping used to get the hit and survivors used to get hit through pallets constantly as on their screen the pallet was completely dropped for example. Now the player with the best connection to the server is prioritised and that could be either survivor or killer, which I do think is a much fairer system.
4 -
I play pretty nearby to the server where I live and I still feel like this isn't a great implementation of the idea.
I know certain people will complain that "Survivors has been experiencing this for years!", but making it so the other side suffers from unfair connections doesn't make things fair or better.
Do I like the fact that pallets feels safer? Yes. If I play Survivor, yeah. But I don't like the feeling of hitting someone, getting confirmation of that hit connecting, and then getting cucked by the server saying "Nope, you were a milisecond too late."
There has to be a buffer zone for both sides. So it looks fair. Or at least tweak it so the Killer doesn't feel like they got robbed of a hit that felt like it connected.
Overall, it is a multiplayer game so it is never going to be perfect. But at least make it so that both sides don't feel like they've been robbed of a hit or an escape at least. It's that immediate instant feedback that makes people dislike this kind of system. That feedback that you did get it, but got hit anyways. Or didn't get a hit.
2 -
A specific and distinct sound that plays only for the Killer if the hit is rejected would be nice.
0 -
Agreed, I will make suggestions on this, because I do think some feedback is needed.
2