Devs killer's community refuse to play with ur new updates and buffs!
If u not hear US u will lost more players.For what was validation hit dead hard validation hit through pallet if it can be seen that killer hit survivor?Why u make game for killers unplayable?Maybe u make a stream when u play killers vs 4 Mikaela??? :D Why u buff hard dead?
Listen if u cant do anything with ur servers.LET RETURN WHEN KILLER WAS HOST!!!!!I ITS NOT FUNNY!!!!!!!!!!! ITS SAD ALREADY!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Killer's community require normal honest HORROR game! If u cant do this,we will tell to u GOODBYE!!!!!!!!!!!!!!!!!!!!!!
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So, u are noob ping abuser and when DH finaly repaired u complain, hmm okay......
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@H1GHLVND3R my ping 40-50 :D lul :D
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@H1GHLVND3R but i see how u complain about windows hmmmmm,okay........
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Then whats the prob? if u have 50 ping u shouldnt be affected at all
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Dead Hard wasn't buffed at all it was fixed, the blood effect you are seeing is because the validation is bugged
Edit: Typing affect too much does eventually get to you lol
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@Hoodied bug fix that get new bug :D
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Dead Hard is not buffed first of all, it's now working as intended - it hasn't worked under dedicated servers as it was still reliant on the killers connection, whereas now it's reliant on the players connection to the server, so again whoever did the action first.
Also the blade wipe animations are not present etc so no time is lost. The only thing that I can see as a possible issue is that teh player screams as if hit, whereby they are not actually hit, and that's feedback that's already been sent back to the team (it's similar to the pallet validation feedback in that instance).
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I mean yeah, its a hotfix not a major update so no testing is put into it by the community
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Amen !!!!!!!!! give this person 1 million likes please, but yeah you know because killers still do not realize having high movement speed 115% 110% vs survivors 100%, crazy hit boxes, blood trails, scratch marks and crazy perks and instant downs are not ways to counter dead hard easily or they still get a free hit during a fast vault via windows/pallets
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Devs, as someone who plays Killers, I am perfectly fine with you fixing bugs and am not boycotting DBD. In fact, I appreciate the Killers who are boycotting DBD so that I get shorter queue times as Killer.
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That video actually invalidates your reasoning.
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So is that scream and blood after validated hit considered a bug?
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Ppl have zero knowledge about how this all works, they think DH should be used before hits lol and exausted on the ground is SUPER FAIR. I hope all hits will be like that especialy after vault
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Yes. Because screaming and threatening to hold your breath until you get what you want, always gets people to take your opinions seriously.
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not a bug exactly...it's because the killer receives instant feedback instead of having a delay in waiting for the server to respond. It's something that I will bring up again because I appreciate how frustrating it is to have the feedback prior to the hit being rejected.
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How much dead hard complaints post will be made daily, hmm time to make another noed complaint then like mercy on my soul LOL.
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The screaming bit is probably what pisses of killers more than the validation itself. For pallets and now Dead Hard, THINKING you got a down changes your mindset as killer. Now the killer has to account for the developer’s oversight on the Sound FX triggers to determine if they actually got a hit or not. These few seconds can be the difference in a survivor getting back to a safe position.
It’s incredibly frustrating to deal with a strong perk and now have to deal with incorrect audio feedback.
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You should play killer on high MMR and then come back.
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I know it's a "fix" and not a "buff," but the thought process behind it baffles me.
It is probably the single most used survivor perk in the game, and it exists in a category of perks (exhaustion) which are meant to compete with each other but it so completely outshines all the rest that I haven't even seen Balanced Landing or Lithe for the better part of a year.
On top of that it's continually complained about because of how much it gives OVER its intended purpose. It's a perk that was always intended as a brief moment when the killer swings that you don't take damage, and instead is more commonly used at high tiers as "a dash you can use on demand to extremely lengthen the chase by reaching a window or pallet safely that you wouldn't have otherwise."
Now sure, it wasn't working perfectly in every situation, but it is the top tier of top tier survivor perks, and what do they do? Change how it functions with the servers so that the only counterplay which exists for it now no longer works.
It's like if they just decided "Oh hey guys, we're just making it so that you can't cleanse any totem EXCEPT the totem undying starts on first, because it was in every match but it just needed to be more painful to deal with."
Personally if I had my way, it would lose the dash forward entirely. Make it consistent to use in the swing animation if you must, but remove the option to use the perk in a way it was never intended to be used.
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Nah I do not, bad killers complain about dh not good ones am sure that said 1mil times, should I bring up then about bubbas easy instant down spamming saw or noed come back by bad killers or killers who claim its a punishment for gen rushing then?
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yepp, that's my understanding as well - that instant notification.
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I don't really approve the wording the OP used and the caps but the games are quite bad for killers right now. Not just because of dead hard. It would be lovely if behaviour would look into the situation.
Especially slower killers are struggling against boons, gen speeds, loopers and huge maps.
I'm trying to enjoy the game but sometimes its hard and i really don't want to become 100% survivor main.
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Bold to assume what the intention of the Perk is. Because, in fact, the Dash is mentioned first in the text, so if there should be a primary and secondary effect, the Dash aka the Distance would be the primary effect.
Also, only because DH is a commonly used Perk does not mean that it should not be functional, lol.
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I swear I don't know why I visit these forums sometimes, lol. It will rot your brain 😫
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Yeah bold of me to rub together the whole two braincells it takes to work out what the goal of a perk is. I swear if this is gonna be like DS where they just pretended it was never intended as anti-tunnel.
And it wasn't "not functional," it had rare times where it appeared to not work properly because it registered the killer's hit over the survivor's perceived dodge. They just flipped it so now those exact same rare issues are going to happen, but now it will prioritise the survivor's dodge over the killer's perceived hit. Every time someone would be exhausted on the ground there's instead going to be a killer listening to screams and watching blood spray as a survivor runs away uninjured. And as a consequence, they took it from a perk that required even the slightest bit of thought to one where you just have to turn your camera to guarantee that you will get 3 hits in every single chase.
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There is currently no data showing that Dead Hard extends chases more than Lithe, Sprint Burst and Balanced Landing. Even if it did, it does take more skill that Lithe, Sprint Burst and Balanced Landing just like Nurse takes more skill to use that Trapper. Plus you have Smash Hit and Head on that underperforms the other exhaustion perks. So not all exhaustion perks are equal.
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Next amazing feature - Window Hit Vallidation, with DBD Potato servers :)
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That argument is sooooo weak.
It honestly doesn't matter if there's no data that it's statistically better. It's in 99% of games, if not more. It's something I loathe about BHVRs approach to balance, that they refuse to tweak anything without a full rework. If something is in 90% of games, it deserves to be weakened at least a little, and I mean this for both sides.We keep seeing "oh we reworked Deja Vu!" "wow Babysitter is marginally less terrible!" It means absolutely nothing and doesn't shift the meta in the slightest. It's an annoying perk to deal with, and killers have to be conscious of it and play around it in literally every chase even the early ones with a player who doesn't even have the perk.
It doesn't take skill to use. It is literally just "press e to extend the chase." It gets you to pallets and to windows super easily, and now thanks to the new patch it doesn't even take the slightest bit of skill to anticipate the killer swinging, because all you have to do is see the animation start and it will guarantee you can't be hit.
On the other hand Balanced Landing and Lithe both require positioning yourself better on the map so that you can actually use it in a better manner than just beelining for somewhere it can trigger, and both can trigger on places where they don't even help like a window where you take a hit, or in a jungle gym where you can't make full use of the sprint because you're forced to run parallel to the killer rather than away. Dead Hard is only wasted when you as a survivor actively make a mistake, which is legitimately hard to do now.
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Shouldn't that problem take priority then fixing a perk that doesn't even need the fix in the first place?
it more annoying to when it happens on pallets but is more frustrating when it happens to a perk that is too strong for it own good.
it wierd that the dev haven't done anything to dead hard when people have been telling them that it too strong and it has no counter (you can't bait out dead hard for distance)
i wouldn't consider the fix on dead hard a fix as it wasn't a detrimental to the perk itself which is why people say the surveillance fix was a nerf as it wasn't to strong of a bug to make the fix as a fix.
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The perk definitely did need a fix, because it hadn't worked under dedicated servers at all - why should it be reliant on the killers connection for example, so that 100% did need to be changed.
With regards to the balance questions you brought up, sorry but I'm not addressing anything that we've not discussed publicly. I do pass on the feedback with regards to what's been discussed here, but it's not up to me to decide what gets changed or not.
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Brother I cant tell you how I wonder too everyday its the same topic, there is how much dead hard complains? There probably is more dead hard complains now more than NOED ones. This game or any game with a forums is gonna be endless complaints. Either on either side survivor or killer, the reality is we just want the game our way and we do not care about anyone else .
Either side will always find something to complain about the other. Until this or any games with forums stop services it be world war 300. Its like saying this, the drink is plain it needs more sugar, the drink is too sweet it need to be watered down. As the key thing is no one is ever satisfied and ALL of us myself included survivor or killer are guilty of it.
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Thats exactly why you go on these forums.
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The perk was fine before the fix and many people have complained about how bs dead hard was. If it needed a fix why was is still used and why was there many people complaing about it?
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I mean, I'm playing Killer a lot more since the midchapter update and Dead Hard getting fixed hasn't slowed me down at all. I actually haven't been using Dead Hard for the past three months because I constantly ended up exhausted on the ground but now I'm looking forward to using it again. Just played a game last night as Wraith and got a 3k (last one got hatch) and I got DH-validated three times (and pallet validated once!)... didn't bother me whatsoever. Just remember that if you hit them and they don't go down, you weren't meant to hit them in the first place.
Now if we could just have hit validation brought back... it was here for such a short time 😭 Was so nice to not be hit by Huntress hatchets around corners
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im pretty sure hit validation is active since i doubt dead hard validation and pallet validation would be on while hit validation is off. That would seem weird.
Also the hatchet hitbox is weird and they did changed it for a while but it didn't do well (kept going through survivor) and i think they decide to keep it on how it is (even tho they could've tweaked it but idk how coding works or how well their code would back then)
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I hope they do something about the hatchet hitbox... seems like a lot of Huntresses "do well" because of bogus hits like these, in my experience.
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To me. The hitbox is too inconsistent.
You could get hit by a hatchet that is to far away or avoid one this is nearly close to touching you.
it weird but not as weird as blight collision when rushing.
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Seems like another mechanic that benefits (or suffers) from the user's ping.
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Glad to hear they are working on this as I keep getting the scream hit and then aww, where’d that health state go dang it.
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The issue is a combination of:
- Dead Hard already being a very strong perk before the 'fix'. While it likely wasn't working as intended, the slight RNG it had helped ameliorate this somewhat. Now, it's entirely possible to time it out correctly, swing, hit, hear the SFX for hitting and have it still go off and prevent damage and you then losing chase in utter confusion, through no fault of your own.
- Killers are already struggling, especially us lower skill killers - thanks to whatever weirdness is going on with SBMM right now. Far too many matches against .TTV squads with thousands of hours to my sub-200.
- The difficult to fix but omnipresent issue of survivors feeling like the 'power' role and bullying killers, particularly in RPD which has at least 1 near-infinite loop, and being very difficult to navigate even when you know where you have to go.
- A lack of transparency regarding MMR. It's difficult to tell, after a match where you got absolutely flattened and teabagged/flicked all the way to a 4-out, whether you got outplayed by people at your level, smurfed by people much better who deliberately tanked their MMR or went up against a subtle hacker.
- A sense that BHVR is putting survivor enjoyment ahead of killer enjoyment, especially with the mention of stronger penalties for 'camping'. While it is undoubtably frustrating on the survivor end, you only have to watch the top killers in the world to see that this is the only way to really pressure coordinated SWF groups.
- Boons.
I really do love this game, but you cannot deny the general frustration from killer players evident on these boards right now.
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It does but I can’t stay away!!!
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Because
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lol I was just watching Matilda last night.
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No matter how old I get that movie is always number one 😁
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It’s a great movie, we love it.
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How do you know they are bad killers if you have never tried to play killer on high MMR?
How do you know if it’s not a valid complaint if you experienced only one side?
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Easy because survivors want their way
killers want their way
Each side will always be biased to each other and every point on either side is just wasted time or effort, either people need to accept what the game is for or move on to another one. As you state then the killers who complain on survivors should try survivors out just like how survivors are told play that killer to learn their ways as you just mention me as am sure jus like there is 100% survivor mains so are there killer 100% mains who never touch a survivor since day one. Remember solo queues are still am sure 80% win by killers, now ofc with swf the changes of that is flip by a significant margins and ofc even a great killer can have a tough time its. All these heavy dead hard/boon post like some 10 year movie now I bet if I was to put up a NOED complain what would happen now?
Eventually we know if something is even broken eventually its gonna turn to trash soon, circle of heal already got 2 nerfs because self healing =is still old trashy heal speed self care of claudio which at that point i rather have self care over circle of healing, circle of heal is only better a tiny bit cause its for everyone on the team but me wasting time hurt trying to find a totem to self care, the radius of the boon was reduced as well. ill rather old self care that is just always ready for me to use so i can hide not too far from my gen and heal up there and get back to work, I only actually like shadow step. Also yall got the long waiting hatch and key nerf is that not enough?
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Under your thinking Ruin, BBQ Chili and NOED all need nerfed, because they're used to much.
You don't even know if it's used 99% of the time. I can guarantee you I don't see all 4 survivors using it every game I play.
The problem with Dead Hard is "group think" and "confirmation bias". Some streamer said "Dead Hard, bugga bugga" and now every Killer is "Dead Hard, bugga bugga".
No one has shown any proof that Dead Hard is out-performing other endurance perks. Being used a lot means absolutely nothing. Bring proof that Dead Hard is out-performing other perks in time efficiency during chases, then you have a case.
I'll even tell you how to bring proof. Choose 20 random locations on different maps. Have the survivor start and the killer slightly outside of lunge range, run the same loop the same way, and see which endurance perk is extending chases the longest. If Dead Hard is always extending chase to an absurd amount, then you have a point. (You would need to slightly alter the loop for Lithe and Balanced Landing or course).
Until then, you don't have an argument.
(I would argue that survivors using Lithe and Balanced Landing survivors generally setup where they're at to get the most use out of those perks).
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wait heres a joke for you, let me bring sprint burst and adrenaline and you bring borrow time and guardian, now amma let the killer catch me on purpose and hook me as exit pop, now you unhook me as I zoom with a combine sprint burst+adrealine and hope effect with endurance to boot. my god now I feel to do this with new vigil to get sprint every 28 seconds maybe now
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