Its not a "buff". It's just doing its job finally like it should have done in the first place. That's like saying that Hex: Ruin doesn't work all the time but they finally fixed it to work when someone lets go and that is a buff XD Dead Hards' purpose is to time a hit so you can avoid it. Saying that it works correctly now is a buff is so delusional lmao.
Did you just call bhvr a indie developer team? Lmaooo I'm dying
You realize they are the biggest game developers in Canada right
Let me caps that for you so you get it
THE BIGGEST NOT THE SECOND BIGGEST THE BIGGEST OVERALL
it even says so right on there website
I really wish people would actually research before they just spout bullshit
I don't see how DH causing killer cooldowns and other issues after validation can be fixed, at least not the visual part of it.
Think about it. The survivor triggers DH at a specific time, and sends that info to the server, the killer triggers their attack at a certain time and sends that info to the server. It will take time for that info to get to the server, then the server needs to decide if DH was triggered before the attack or not, and then send that info out to both the killer and survivor. Even if both sides have great ping, the survivor will see themselves dead harding instantly, and the killer will see themselves swinging their weapon instantly. One of them will always see something happen, that the server will not agree with. If the server decides that DH happened first, the killer will see themselves hitting the survivor, only to shortly after realize that it wasn't a hit. If the server decides that the killer attacking happened first, the survivor will see themselves dead harding, only to rubberband back and take damage. The only way to solve the issue, is if the server could predict the future, and send out the correct information the moment the dh/attack happens. We all know that that's not going to happen, so the way it works now isn't going to change.
The change was needed, there was far too many cases where people got exhausted on the ground, triggering a cooldown that shouldn't have happened if dh didn't even go of in the first place, and in many cases where people were flashlight saved, managed to wiggle out, killer got pallet stunned etc, survivors ended up on the hook anyhow, because their DH was on cooldown. That simply wasn't fair.
What they can do, is fix it so that cooldowns reset instantly, for the person that the server decided was too slow. It's not going to fix the visual animation though, that's always going to be there, because they can't predict the future.
When I started watching gameplay of this, I was always told by friends that they were an indie-dev team with a cool horror game idea that was trying to get off of the ground in 2016. That was almost 5 years ago. Sorry that I still assumed they were. Now, don't be rude. Not everyone knows or lives in Canada.
They have 850+ employees and this is what we get. FACTS.
I don't live in Canada nor did I look hard to get this info
IT SAYS SO RIGHT ON THE WEBSITE
######### happens, Dude. It isn't that big of a deal. Why are you so livid over something that isn't serious? Like Jesus. Chill out.
All Exhaustion perks are stupid. They reward greed, being outplayed and being out of position. With four survivors that can use them multiple times.
I disagree only DH does that.
You are splitting hairs.
They were pretty small when DbD came out, and nobody expected the game to explode like it did.
The engine/netcode is pretty janky - and the fact that certain pretty nasty bugs (silent survivors, hit validation etc.) still exist is a testament to this.
By and large, they have been doing a steadily better job and they have created a remarkably fun (if maddening) game. It still has a lot of issues though.
Now what you should have pointed out is that 90% of new AAA releases are bugged directly out of the butt to the point of unplayability :)
Most of them are fine now. They have play and counterplay.
DH is the exception. It gives too much for too little.
I wasn't aware of this bit of trivia either.
Out of all the Exhaustion perks, Dead Hard is the only one I have a problem with. It’s why I wish killers like Nurse and Hag had add-ons like Huntress that cause Exhaustion on hit. Or if they buffed perks like Blood Echo to affect every survivor, not just injured ones.
Dead Hard was always bs, now ist BSx100
Working as intended , you played against DH that were not working for years its normal to see it as a Buff but it's just at "It should be at when it came out"
Dead hard was always been a stupid perk, I'm surprised people are calling it stupid now.
DH is definitely a "press E when outplayed" perk, but in theory and generally in practice doesn't bother me all that much. What does bother me about the hit validation isn't that it isn't registering hits that shouldn't be, it's that from the killer perspective it is.
Taking a swing at an already injured survivor, hearing the impact/scream and seeing the blood fly, and going for the pickup only to find that not only is the survivor not down but gaining distance - that is straight up cheeks. It's disorienting and really jacks up your tracking.
Not mad at all actually you just seemed to miss it the time I typed it before so I typed in caps this time
All caps /=/ equal mad there's just no way to bold on this forum for whatever reason so that's what I did since you didn't read it the first time
It's really not that big a deal man if anything I'd say your ######### livid
Timing a hit to avoid it is not the same thing as power negation. See the post above yours that explains this in detail.
If the perk is activated during the hit registration, it's still working as intended, whether you like the way it is or not.
I'm completely chill. I'm not the one losing my ######### on the forums on a daily basis with people screaming killer op and survivor op and perks op. I just enjoy the ride.
I never claim either side is op because I play both sides nor do I lose my ######### I don't think you realize who your talking to bud
I think you have me mistaken for somebody else and that's alright your just wrong
You assume a lot of stuff. Never said you specifically. I was talking in general. All the daily posts on the forums. I think I'm cool on talking to you. You seem really angry for no reason. Take care.
If you portray everyone as being angry every time they tell you, your wrong then sure ig
Hope you have a nice day idk why you would reply to a post specifically if you weren't talking specifically to that person but you do you ig
You have a lot of posts saying the same thing, but you have not made any compelling arguments in favor of it completely eating things like:
- Pig's Dash, wherein it would normally be able to hit the DH user after DH ends or flick to reposition if they DH through you
- Billy's Saw/Blight Dash, wherein you may still get a hit after DH (pending their timing) or be able to reposition
- Avoiding damage AND saving a pallet vs Tenatcale Whip/Rush/Saw
I'm not a programmer so I cannot sit here and explain to you how that works. It's server-sided so on my screen, I avoided the hit. Whatever happens on the other side, could be fixed later. I won't explain something that I don't truly know. As long as the perk is working like it should, I have no complaints. I rarely get the scream after a hit that was negated but yes, it is annoying but I prefer that instead of seeing someone on the ground, exhausted who timed their DH correctly and got screwed. It's why DH has became anonymous with distance instead of avoiding an attack. I can definitely tell you that I was exhausted on the ground for months before this fix even when I timed it right and my ping was 50. Just like this, it'll take time to fix but it will be fixed.
You don't need to be a programmer to provide an argument as to why you feel those scenarios are mechanically fair in a normal gameplay scenario.
If the DH is used and NOT validated (ie used slightly earlier, for example), these situations don't even occur and you get the normal phase through ability/counterplay/pallet break/etc.
It needs disabled until balanced but BHVR cannot afford adequate servers. I quit.
No you don't. Ping plays a big factor on a server. I have a ton of videos on YouTube where my DH activated, I got downed immediately afterwards then I ended up exhausted on the ground because I'm in the US and the killer was from Brazil or something. Hits were handled by killers but now its server-sided. Yes, it sucks when your hit gets denied but this way you know it wasn't supposed to hit. If it went through them still, it would lead back to the same issue from before. The server would probably have to figure out when the i-frames wore off. Hell, I don't think the survivor sees the hit land. I'll have to test it but I think it just shows the attack miss on the survivors' side. When it was on the killers' side, I know for a fact that I performed a dead hard and got hit no matter what. Just remove the sound of the hit. I don't believe it uses the successful attack animation wipe, but the missed animation CD so even if it was "invisible", nothing would change but the sound. It's literally the same as before.
I am abandoning this discussion as it is fruitless.
Hope you find someone who agrees with you then.
DH is not getting disabled..