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Why does dead hard have hit validation
I get hit over windows and pallets constantly and the device do jack about that hit validation but no let's had hit validation to dead hard a perk designed as a invincible perk for a few seconds why make have hit validation because all it does it give killers a middle finger and matchmaking is still bs.
Comments
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Because people complained that it sometimes seemed to arbitrarily fail (the 'exhausted on ground' issue).
However...
Dead Hard felt like it was balanced around these quirks, and was still the most common survivor perk by a mile. Now it's just horribly overpowered and if the new validation issues (fake hits and eating certain killer powers) can't be fixed, the perk will need to get nerfed pretty hard to account for these.
Honestly, remove the iframes at the start and end of the animation. Let it be a dodge, not a third health state.
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Personally it is the invulnerability that really seems to make me feel like this perk is far stronger than intended.
You thought I was standing still but it was me, Dead Hard! YEETS over pallet and moonwalks away
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DH used to fail and you'd be exhausted on the ground thinking what happened. It wasn't very common (at least in my experience) but it did happen from time to time. It was mildly frustrating and sometimes inconvenient while still being really strong and in almost every build. So they fixed it so now its stupidly strong and in every build.
So killer used to get occasional free hits from deadhard screw up from 1 survivor. Now they never hit but still get a false hit validation, a scream, blood splatter, a hit cooldown and powers eaten and lose a bunch of ground usually across all four survivors at least once (sometime twice) per match.
I guess that's working as intended. Go for balance. 👍️
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It was actually very common to be exhausted on the ground with Dead Hard because it went off the killers connection not the survivor who had the perks connection.
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Fair enough I don't have the data and if it was glitching then validation needed to be changed.
I understand that you'd get a cool down for swinging and missing, but I wish the false hit feedback would be fixed its really misleading.
You have to admit also that DH appears, at least from a player perspective, to be over represented in survivor builds because of how strong hit validation has made it.
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It was overrepresented before the 'fix'. Now it's omnipresent.
Especially when people use it to bypass traps or cause Nemmy's tentacle to miss them and fail to break pallets (Demo's shred has the exact same problem).
When one perk is so common that you basically have to play as if everyone had it at all times, that perk probably needs a tweak (prenerf DS and current CoH are also good examples). I can't think of a single other killer perk that has ever been as common as DH is.
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Pre-nerf Undying was pretty much everywhere
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The funny thing is with undying people said it took to long to do bones. Looking at boons now it doesn't seem like it woulda been that bad if people adapted.
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There's a difference between booning the same Totem 8 times and looking for 5 different Totems which happened like 3% of the time like smh the Killer community is to toxic
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And now it's very common for a killer's power to be "eaten" entirely due to Dead Hard - and we have heard nothing from the devs as to whether they ever intend to fix it. Nemesis' pallet issues being the most consistent/outstanding one that I've seen.
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Dead Hard being validated is fine in that what you see now is actually what's supposed to be happening with it (aside from the confusing animation). It's "working as intended".
The issue is that now that's it's working as intended, it's showing more signs of actually being overpowered because it's not being held back by latency preventing it from working properly. Survivors can now in principle react to a swing and dodge it 100% of the time with Dead Hard, something that simply didn't happen when the perk wasn't working correctly. So you've got a perk that, now that's it's doing its job correctly, is both a free miss plus a lunge for distance as needed. (In fact I did a poll this month on Dead Hard and of the respondents who said they regularly use Dead almost all of them said they use it mainly for the extra distance and would still use the perk if the invulnerability during the lunge was removed entirely.) It's that combination of two effects that are both fairly useful that makes this perk the most popular exhaustion perk by far (at least from the polls).
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Actually, we do have a response, thanks to forums user @Raccoon
This was the ticket originally submitted:
And after some deliberation between accidentally responding to the wrong ticket, here was the official reply:
Important part to note:
It seems like this is a known issue. We are aware of this and we are currently working on fixing this as soon as possible, however, we are not able to give you an exact timeline on when this will be fixed.
So they're aware and they're working on a fix - official response from the devs.
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Oh that's great
Oh wait a minute I just remembered these are the same guys that took 2 years to come up with kills and escapes based matchmaking
Yikes
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Also the same guys that took about a month to fix Blight's Lagflick
They can actually do things pretty quickly when they want to (and the problem is simple enough)
Also, my point was that they had in fact given a response, which is what the comment I was replying to was on about. Not how long it would take to fix it, but if they even knew about it.
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Yea but it seems like they only ever work quickly when it's a survivor issue
Not trying to turn this into a us vs them argument I'm just stating what I've seen from my experience
Keys stayed in the game a year after Mori's where nerfed and got a announcement unlike Mori's
Mori cancelling was quickly nerfed
Nurse remains full of bugs 5 years after the games release
It took them 5 years to change a number on trapper from 1 to 2
Killer streamers face frequent hackers 5 years after the games release
Snowman cancelled twins and ghost faces power
I agree you responded accurately and portrayed the situation correctly I wasn't trying to argue with you
I just was just trying to explain to the guy I wouldn't count on it being fixed soon not trying to argue I'm sure you have your own opinions
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Am I missing something here? Sounds like the server is doodoo? Why is the player with the awful internet takes priority so instead we add validation as a bandaid??? I'm not a tech guy but this just doesn't make sense to me?
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Yes, but that was because it made hexplay viable, enabling a wide variety of builds.
Ruin probably needed a small nerf, but nerfing Undying was actually a pretty sweeping nerf to a lot of killers.
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Again not trying to argue and derail the thread but some of these I don't think are that fair- mori cancelling was on the game for a solid 2/3 years, for example, before it was removed. Snowmen vs Bubba or Trickster was a death sentence + hackers are also an issue for other survivors (ie they don't really want to be in a hacked lobby and try to give killers kills only to be insta healed and insta wiggled by said hacked).
Can't really defend Nurse bugs tho 🏃
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I disagree, old undying was completely busted, especially on high mobility killers from the aura reading and definitely needed a change. Also - a 5-totem ruin/undying wasn't as rare as people make it out to be.
I find people who complain about the devs working slow have never been a developer before and have no idea what it is like to work at a bigger company as one.
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Why do you think I said "when the problem is simple enough".
I know what work is like at BHVR and it's genuinely one of the best Studios out there for employees. You get benefits, high wages than is standard in the industry, and there isn't any crunch there that I know of- any that does happen isn't severe. Comparing the speed of changes to the rest of the industry, where work conditions are substantially worse, it checks out.
BHVR as a company are true saints among game studios. Unfortunately their final product suffers due to x-inefficiency when compared to other businesses in the industry which remove this x-inefficiency through worse business practices.
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I love this response because anyone that's on this forum a lot knows that I've worked on indie games specifically risk of rain 2 if you want he name of one I've worked on
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Not trying to derail but I do enjoy debating so I'ma reply anyways
Mori cancelling had been in the game for years but wasn't really that popular hence why I said it was nerfed within months because once people caught on it was quickly axed
Snowmen being trash vs two killers didn't excuse it breaking two other killers power completely that's trash
I never said that survivors don't have to deal with hackers I'm just stating from my experience killer streamers run into more hackers then survivor hackers now whether that's actually the truth or not idk I'm just stating what I've seen
And yea the nurse bugs are frustrating at times
Please don't take this post as me being mad you, you make great informative posts I just enjoy debating
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Oh I wasn't taking it as you being mad dw, I love a good debate just half of these forums resort to name calling before even trying to argue which is where the sarcasm comes into play lol
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With Oni it's worse because with Hit Validation with DH and pallets you get the usual oh I hit but you dont get hurt but......Oni still gets the blood orbs so it raises the question is it a hit or is it not because it's getting old REALLY FAST
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does this not show that hit validation is survivor sided. No I'm not complaining about it. I know it's getting worked on but an example is if I play killer I get a clear hit blood scream and the weapon clean off yet the survivor keeps going. If it counts as a miss then why does the killer act like a hit?
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Every time I've been validated it plays the missed attack animation. The successful hit animation takes longer.
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You can also use Dead Head validation to activate PH and Plague's damage invulnerability for their power. Don't forget that.
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I don't play Oni much (mostly because I suck at him) but lately I've had a lot of Oni daily tasks. Yeah you get the hit, the cool down, the blood orbs but no reduced health state. It happens again and again too.
The constant false feedback only serves to exacerbate the negative perception of validation and should probably be a priority fix if this is the new norm. If its possible to fix that is.
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I think it's because a lot of people complained about the fact they'd activate DH and still get hit by the killer. I rarely use DH as I think it's overrated - I much prefer more consistent and reliable exhaustion perks (Lithe, SB etc).
I think it's unfair that the killer clearly hits the survivor and gets the cooldown animation, while the survivor doesn't actually take the hit. It truly is a third health-state isn't it? 😂
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Even before it had validation it was in the top 5 perks and everyone used it at a high level because it was just too good not to use. The only time you would be exhausted on ground was if the killer was right on top of them or they're in the open which it wasn't used for to begin with. Killers can't even try swinging through the DH and hitting them at the end because of the validation rejecting you.
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So since it's server validated now, why do us killer players hear them scream after being 'hit?' Doesn't the scream imply it's going off of the killers connection over the server?
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I mean, personally, I rather have them being split in 2, one dash for range, but disabling killer aim assist on you(meaning a good spin on a killer does get a down, right now DH still triggers the aim assist even if it's not gonna be a hit, which is infuriating), and the other simply being I-frames for a similar duration, but no gained distance.
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Not exactly. It's because the feedback to the killer is client sided and instant - so that there are no long pauses in gameplay for example whilst the information is sent to the server to decide whose action was initiated first.
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