DEAD HARD VALIDATION? YES PRETTY GOOD JOB SO FAR, SURE DEVS
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That clip is from 21 hours ago tho
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Previously, Dead Hard's invulnerability was calculated on the Killer's client, which led to survivors needing to anticipate the killer's swing to an unreasonable degree in order for it to work. With hit validation, the server will decide if the hit would have landed and reject it if Dead Hard was active without relying on the Killer's client.
IS THE SAME THING NOW WITH OTHER KILLERS , now is like pallets no matter if you hit it , they have like a shield now XD
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The clip is 21 hours old and the update rolled out like 3 hours ago
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is the same now with other killers i told you
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I saw some other videos of his with red and yellow pings, so he's probably a super lagger that got hit validated. Hit Validation is so lenient; his ping must've skyrocketed, but why is this news? Survivors endure fake hits all of the time.
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Since Viktor is different than an M1 attack it may be working differently. We already know Huntress hatches and Deathslinger spear isn't calculated at killer side so why not this too.
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min 3:09:33 VERY GOOD JOB SO FAR ? PLEASE TELLME MORE
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CHECK THE NEW TWICTH IN THE MIN THEN I GIVE YOU THE NEW DEAD HARD WOW
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HOPE SEE THE NEW VIDEO AND TELLME YOU EXCUSE
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Regardless of what video. The end result are hits where you hear the scream and possibly them hitting the floor. Next moment they running away like nothing happened.
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And not a singe kill switch has been flipped that day
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I bet you weren’t complaining when your hits shouldn’t have hit when they used DH, but they did anyway.
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sure sure,anything else?
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Yikes
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What do you want us to do? We're not the developpers.
And stop yelling at people, it won't solve anything. Kids, this days...
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I've just got dead hard validated as a killer the last match,
you hit through dead hard,
survivor scream on my screen,
the survivor continues to run like nothing happened.
Pretty good job with validation.
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Its possible hes using a VPN to get faster games outside of his region. I have no way of knowing that though.
VPNs can cause all sorts of trouble online...
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I love how almost everyone cried over Dead Hard and wanted it to get nerfed. And now it got a buff instead lmao
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It’s not really a buff but okay.
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I mean, fixing a broken perk so it works more consistently is a type of buff in the right light. Which means DH has only ever gotten buffed, if you squint.
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What do you want to happen? Do you think because you hit a survivor on your zero-latency client that it should prevail at the expense of the Survivor? The sever decision is the fairest and balanced thing they could do. It shouldn't be killer or survivor-based. Alternatively, how many times have you hit a Survivor that on their screen they were too far or got away, and yet your hit was permitted?
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Good fix, but now maybe it need a nerf/rework.
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You will dodge a hit more often now because of this change. How is it not buff?
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I expect this works exactly same like pallets, I play with <25ms and I get pallet hits denied quite often anyway, so it's not just high ping killers...
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You just kidding. My ping is 30-40 ms. Survivors should not scream and remain uninjured on my screen.
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Survivor Mains don’t understand simple, terminology… or perhaps they don’t want their fragile egos hurt. They couldn’t possibly be getting carried by a perk, right?
Buff (video gaming), a change to a weapon or ability that deems it more viable for game balance.
By making Dead Hard “work as intended”, as they innocently put it, this perk now becomes insanely more viable. There are no ands, ifs or buts here - this is a straight up buff.
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30 to 40 is still 30-40x higher than zero, lol. Of course, the client will provide instant feedback; otherwise, hits would appear to have missed while it's being validated and then eventually strike, and you hear a cry. There is always going to be latency, especially when things are getting checked with the server. I don't know why you think a hit should prevail because you saw it happen with zero latency.
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It's a fix, Dead Hard wasn't working as intended.
However, I think the take-away here is that the Developers have looked at Dead Hards data and instead of changing it or nerfing it, they fixed it. Which means Dead Hard isn't out performing other endurance perks. If it was, then they would have reworked it instead of taking the time to fix it.
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The problem is when people play a game that has made them the server for so long, and things begin to shift to a more neutral, secure, and unbiased fairer authority (like a server), they cry about it. Killer players still get the edge on hits per the devs: "...hits are still handled on the Killer’s end as they were before..." so not everything has to be killer-sided. DH and pallets are server-based, not even Survivor-sided, and that is apparently too much. The tremendous competitive advantage involving everything being killer-sided is finally moving towards server-based checks so I understand the crying.
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i doubt that endurance perks are outperforming dead hard. If it did i would've seen endurance perk more often then dead hard which i know i haven't.
they should've rework or nerfed it first while adding the validation hit on to it.
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Have you thought that may you see Dead Hard all the time, because there is constantly threads about how OP Dead Hard is and how much it needs a nerf.
I've always been a fan of Sprint Burst, but after coming to these forums, I was like, my god Dead Hard must be the end-all be-all of survivor perks. I tried it for a while and realized it's like any other endurance perk.
Balanced Landing is my go to perk for multi-story stages. Sprint Burst is my generic goto endurance perk. Lithe and Dead Hard are there when I get bored of the other two. Heck, there are even times I play Smash Hit and Head on. As someone that uses all the endurance perks, I would say Sprint Burst is the over-all best and Head on is the bottom of the barrel with Smash Hit being very close behind.
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I always knew that if developers misused the term fix instead of buff regardless of the fact, that people would still pretend it was just a fix. Thank you for proving my theory correct. I was 99.9% sure of it. But it is great to see evidence of it, and from my favorite group of gamers, nonetheless!
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So it is fine that survivors scream on my screen when I hit through dead hard and continue running? Are you saying this perk now has to be fair for the killer only when I am inside the data center playing the game on the Dedicated Server? Otherwise, sorry?
Is it clear this is an online game and latency has to be taken into account?
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You didn't even address my point, which manages your initial one. Now you're just repeating the same issue. Yes, it's fair that the server is rejecting your hit vs. DH. Just because YOU see something on your zero-latency client doesn't mean it is prevailing. Another player sees something different, so rather than let either side determine the outcome, the server will decide in this narrow circumstance. Otherwise, your hits are still handled on the Killer's end, aka what you see is what happens, and it doesn't matter what happens on the survivors' screen.
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Every game i've played had more then one dead hard..
Also all the endurance perk have limits or requirement to get any use out of them. Soul guard only get it when recovering on the ground for a 8 seconds, mettle of man needs 3 protection hit to get it and borrowed time only work on the unhook for 12 seconds.
Dead harddoesn't have any limit or requirement that make the perks fair. Being injured is only one requirement to use it and the exhaustion is just a cooldown that only goes down while working which aren't enough for it strength.
Personally i think all exhaustion perk (except head on as it is a perfect example has how an exhaustion perk could be) need to have a stricter requirement attached on them (adrenaline is one of the worst case when it come to this) that make them fair and isn't just something that can be used with little to no effort on their part (this will depend on how strong the perk is)
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The survivor most likely DHed coming out of the pallet vault. But from your perspective there was a little time because your game is always delayed due to you needing to get information from the survivor, validated by the server, and sent to your client.
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You just demonstrated your failure to grasp video game terminology while simultaneously insulting people. Congrats.
Fixing a bug is not a buff. Full stop. Just quoting a sentence from wikipedia doesn't change that fact.
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I’m merely talking about the definition of the term “buff”.
The change is making Dead Hard more reliable, therefore more viable, which fits the definition.
^ This is an objectively unbiased statement.
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Was this not a change to improve the viability of a perk? Perhaps you’re the one who doesn’t understand the terminology.
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The fact is the devs have always stated DH needed to be reworked in light of the servers. This is bringing DH aligned with that vision. The term you use to explain it is ultimately inconsequential. If validation changed the perk to meet its intended target, I wouldn't call that a buff. However, if buff somehow makes people feel better about it, it was buffed to be fairer, which is a net gain for everyone. We should all want fairness for both roles. It's never going to be perfect due to latency, but we should applaud efforts to close that gap, not try to label it as an unfair buff to Survivors.
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Stop trying to "gotcha." It's bad form for debate.
It did not change a numerical value, nor did it change core functionality. All it did was make the game actually take into account the i-frames during an attack.
If a computer AI was playing DbD, the bug fix would not alter the conditions in which it would attempt to DH. Ergo, not a buff or a nerf.
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That's of course assuming one side wants the game to be fair for the other.
That statement is indiscriminate in who it applies to.
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As a killer main, as in a play killer 99% of the time, I actually like this change/fix. Most of the time it shouldn't affect most killers as you either bait out the DH, or swing and take a miss, that's how it's supposed to work. There's been a few times, not many but a few where I've hit through a DH that I wasn't supposed to, and it never feels great doing it. And usually I'll call it out that I should've missed.
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I have no idea why they would add this too, when they can't fix sound effect feedback for killers. It's so annoying, that from my POV I was supposed to get that hit, but server said ######### you.
I usually play with less than 25ms, so they really have no chance to try blame high ping on me...
They can't fix failed grabs (you can miss that attack for some reason) and they are not able to fix killer's feedback, then why would they make it more often? Fix it first...
I wonder, will they use validation for doctor too, or that is only survivor's thing? That would be fun to watch, just pick up pallet, because they were not supposed to be able drop it.
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If they wanna fix anything, what about to start with that sound effect feedback for killers?
Fix failed grabs would be nice too, because for some reason you can miss that auto-attack. I really hate that change, it usually just makes it worse...
I wonder if killers can get it too... #ValidationForDoctor
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How do I address your point if there is no point? I know what I see on my screen, and this is definitely a hit. And then the hit gets rolled back.
I do not know what the survivor sees on their end. Do you? Maybe they see me somewhere on Everest or maybe they also see my successful hit and laughing "ha-ha, get hit validated!". I see the hit, I hear survivors scream. That's a hit.
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It's because you don't understand how online gaming works and don't seem interested in learning about it. So I'll leave you thinking that your client is always the authority.
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i mean this is exactly what the rollback is like regardless of if the clip matters. Garbage game
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I know I am not as experienced in online gaming as you are, and definitely healing my depression after each validated DH takes all my spare time, so I just cannot learn about it; so please explain to me this simple point, which, yes, I am repeating over and over again:
How is that correct that I get a hit, hear the scream, but in a second the game tells me... you know what... no, that hit was kinda shady in my opinion, so no hit bro.
Yes, this is an online game and everyone has a latency. But why now this latency is stealing my hits?
Just when something works in your favor -- it is always the right thing. When something is broken on your side -- it is definitely a huge unfair bug, "BHVR, hear us! We are exhausted on the ground".
Just admit that hit and scream and then rolled back hit is a bug, not a feature.
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