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Krazzik

Krazzik

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Krazzik
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  • Solo queue has problems that need to be addressed but it's hardly this unwinnable hellscape many people pretend it is.

  • God forbid the devs give the playerbase what they want.

  • I can't believe he has a Rare addon that gives his Guards Hemo on hit, like what? To be fair all his status effect addons are pretty meh looking.

  • Don't do the glyph when the killer is right there.

  • I mean Monster in VHS is absolutely awful to play as, as many people have already pointed out. Tracking is much harder, monster-attack hitboxes are a lot smaller and precise, you get punished much harder for mistakes, literally miss an attack and you lose a stigma.

    All of these things were constantly brought up as issues throughout closed beta and early access but the devs didn't prioritise it enough, and longer-term players in the Discord hand-waved any criticism away with "Well it's not an issue after you've played enough". I'd say monster being miserable for newer players was and still is THE biggest issue VHS has and many other issues are a direct result of it, but it'd take a complete rework of how monster works to fix, and they don't seem to want to do that.

    Really it seems like they wanted the game to be all about Teens having fun, and then figured "Oh we need someone to actually play as the Monster". Should have just made the monster AI at this point.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268363#Comment_3268363

    That's not what I said. I'm saying people seem to think for some reason that balancing around the top means making the game heavily unbalanced outside of the top level.

    I mean that's exactly what it means. Balancing killers around the top 1% means making all killers able to hold their own and do well reliably against good 4-man SWFs. This in turn means that anyone he isn't a good 4-man SWF gets rolled.

  • I like it. Heck keep Iron Will at 100% and keep the other part and it's actually a choice if you wanna bring an exhaustion perk or Iron Will. There needs to be more changes to make exhaustion perks a little less appealing.

  • It's weird, he's only really a stealth killer if you play with Scratched Mirror, otherwise he's... not really one at all, despite most of the playerbase throwing him in with Ghostie, Pig and the like.

    Like yeah right at the start of the game he is one, but the second he's in Tier 2 he isn't anymore.

  • I mean if the killer uses a Flan or BPS should that bonus only count for them? No. Because that'd be silly and selfish.

  • I think I've heard that most salt and toxicity is allowed but threats and slurs are not.

  • I either go break pallets/walls or go afk and do something else. They're wasting their own time at that point.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262931#Comment_3262931

    Or just injure people and run the other Nemesis perk, Hysteria. Furtive chase is literally so bad.

    :p I meant the Oni's perk, Nemesis.

  • It's generally regarded as one of the worst perks in the game. The only sorta-useful effect it has is it can change the obsession, but Nemesis is a better perk at doing that.

  • Midwich has had pretty bad hook spawning for ages now. Last patch made it a bit better with hooks able to spawn in classrooms, but it can still give you bad RNG and not let you hook from certain places.

    The coding may see there's a hook right above you and think 'close enough, no need to put another hook down here', even though you can't actually get up there in time. Or because the basement is within a five-mile radius of you, no hooks.

  • I mean even if you knew they were a SWF they'd still have left you on the hook. I don't know what the point of adding this feature is.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260336#Comment_3260336

    Yes, the hatch was nerfed because it was abused by SWF. Obviously only SWF could abuse of this, like anything.

    What i am really pissed off is that from the first day they anounced the hatch nerf, i inmediately saw the coming of all these stalemates that would make the game boring overtime.

    Yet i can't wrap my head around as why BHVR balancing team, which are known of slowly applying nerfs to game mechanics and test them on ptb, decided for the hatch to be destroyed in one single patch. There was so much they could have done.

    The hatch still fulfills it's intended purpose. It's a chance for the final survivor to escape so they don't just give up or DC when everyone else is dead. It was never supposed to be a way for multiple survivors to just peace out early.

  • Make it 200% again and keep the 'deleted after first death' to discourage tunnelling and it's fine. Ruin requires the killer actually play well to get value out of it as opposed to many other cheap slowdown perks.

    Right now it's absolute trash. Like it's literally one of the worst slowdown perks and it's a Hex 💀

  • I mean killers don't even need a reason to tunnel really it's just playing the game?

  • @Minaaa said:

    Has there been mention on some solo queue survivor specific buffs then or na?

    Like Is it even a conversation taking place?

    They mentioned ages ago that they wanna add a system that shows you what your teammates are doing, so if they're on a gen, in a chase, being camped etc. This would help solo queue quite a bit without really helping SWF that much.

    Unfortunatly we haven't heard any news on this for ages.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3258249#Comment_3258249

    In the same vein, Tools of the Trade for the killers was pretty tough, ie getting a merciless victory with only 3 universal perks equipped. Most universal perks ain't that good, so in order to get a merciless victory you had to play like mad. Doing it after grade reset helped a lot, but you were still on sort of a timer: win too much, but not good enough, and you would only pip up once, and once you would reach Gold grades, double pipping would be much, much harder.

    The thing that saved this challenge for me was Jolt, which indeed counted as a universal perk for this challenge. Back in the days Jolt had a cooldown, but still, this perk gave me the breathing room I needed to eventually get this achievment done.

    Good to know Demo perks count. I didn't trust that BHVR had coded them to work for that achievement when I did it so stuck with the other Universal perks. Tended to run Whispers, Sloppy Butcher and NoED.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3258229#Comment_3258229

    If that is toxic, then the mere presence of a nurse with addons should be bullying the survs, i'd say.

    Starstruck Nurse with Midwich is certainly bullying the survivors.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3258211#Comment_3258211

    Wait, why do you say they are a bully squad?

    A gen rush swf we can all agree but i dont see anything apart of one flashbang that could be used to bully the killer.

    Or to bring a commodius equals bully?

    Bringing Gideon's and 3 busted BNP toolboxes is bullying the killer, I'd say.

  • Hag is significantly stronger than Trapper and is consistantly rated as an A-tier killer. She's very rarely played but very powerful and has many good addons.

    Rusty Shackles is by far her most busted addon, but the Dried Cicada-family of addons (that increase teleport distance) are a close second. For a beginner the necklets that speed up the time of placing traps might be a good idea.

    The main piece of advice is don't get suckered into committing to chases. Hag is a slower killer and so is even worse than Trapper in a chase, so you generally wanna focus on placing traps and teleporting as quickly as possible once they're triggered to score an easy hit. If you do have to chase for whatever reason, place traps at strong loops to force the survivor to leave it.

    Keep in mind how many traps you have down, and try to have all of your traps down as much as possible. Traps that aren't down aren't doing anything for you.

    As far as perks, Franklin's is good if you see flashlights because flashlights counter Hag heavily so you want them gone ASAP. Since she's a hit-and-run killer and is punished by healing; Sloppy, Coulraphobia or Nurse's can work well.

    in Hag Comment by Krazzik
  • Sounds similar to the 'pretend to be a baby Nurse then break out NoeD at endgame' strat.

  • The survivors wanted to bully the killer and got the one killer in the game who doesn't care about all that crap. Cry harder.

    I hate Nurse but I'm glad this SWF got one.

  • Regret is pointless and toxic. I never feel regret as I know I made the most imformed decision at the time.

  • It's hard to say, some of them would be insanely hard but you can easily get them in a friendly farming match, like the triple-blink-grab nurse one, or the down far away as Huntress one.

    I guess ones that you can't really get from a game like that, like Myers' Evil Incarnate or the finish a gen and escape via the gate as the final survivor would be the hardest.

    Personally speaking I just can't get Iri 1 as survivor and will probably never get it so that's the absolute hardest for me.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254850#Comment_3254850

    Making an actual team based MMR wouldn’t fix these lone wolf survivors, because they don’t care about MMR, and they only care about whether they escape or not, even if they won’t gain any MMR from escaping.

    The actual question is whether or not some of these lone wolf survivors are sandbagging their team, because their game strategy can be team destructive. When lone wolfs are purposely letting people die on hook when the team still has a decent chance to win the game, should that be considered sandbagging? When lone wolf survivors are excessively hiding instead of helping fix generators when the team still has a decent chance to win the game, should that be considered sandbagging?

    It doesn't seem to matter. Even if someone is outright hiding from the second they load in, do zero gens, zero unhooks, zero healing, only trying to get hatch, that seems to be perfectly fine for BHVR. A little odd.

  • I mean a -lot- of iri's are just outright bad and in some cases are worse than running nothing at all. If they're gonna make them genuinely super rare they'd need to rebalance them so they're actually good on all killers.

  • Feng getting so many skins -does- take away from other survivors because they're spending time and manpower making her skins and not someone else.

    That said I totally understand why they do it. Why make Jeff, Adam or Haddie skins when no one plays them when they're guarenteed to sell loads if they make another Feng skin? Ultimatly it's the playerbase's own fault this happens.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254626#Comment_3254626

    You could argue that, but we also have data from millions of games that show the correlation between the number of survivors alive and your chances of survival. I have no doubt that it'll work sometimes, but the deck is seriously stacked against you.

    But even so, assuming you do manage to sneak out the hatch a bunch, the hatch is considered a null- neither the killer nor survivor gains or loses rating from it. By doing that, you'd still lose rating from your deaths, but you wouldn't gain anything from your escapes.

    People who hide for hatch all game don't care about their MMR so it doesn't matter if it doesn't increase it.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254534#Comment_3254534

    Less toxic than endgame chat for sure. And no more toxic than any other multiplayer game that has VC. I don't see any other games removing VC, games with even more toxic communities like call of duty, LOL, halo etc. Mute buttons, opt outs are all ways to mitigate it.

    And i would for sure help improve the performace of newer solo q players.

    The issue is that those game has voice comms from the get go, DBD had years without it. If they suddenly add it one day it'll be massive toxicity and abuse.

  • Had an awful game as Trapper earlier today and ended up waiting at a gate for the gens to get finished. Immediatly opened the gate and waited for them to leave, which of course they didn't because survivors hate escaping for some reason. Thankfully my NOED and Blood Warden got me some bloodpoints.

  • His only real issue at the moment is that the game outright encourages him to tunnel. If you're infected and get unhooked, you go and use a spray you're basically telling Wesker "Here I am, tunnel me". If you heal first then you'll end up fully infected anyway and are now slower and one-shottable if Wesker does find you.

  • @Peanits said:

    There's a few layers to this question, so I'll try to hit all of them:

    A) "Lone wolf" doesn't mean hiding in a corner and trying to sneak out. Your chances of survival drop significantly when another survivor dies - this is a fact. Even if you're looking out for yourself, it's still in your best interest to keep your teammates alive so you have a better chance of escaping. That said, someone who's playing this way might see someone hooked at the end of the match and decide, "Yeah, no, too risky, I'm leaving." That's a totally valid choice.

    B) Like the movies that inspired the game, sometimes people will do whatever they can to survive, even if it means leaving other survivors behind. This is something that has always been at the core of DBD: Although survivors have a common goal (escaping), they aren't required to prioritize their team (though again, teamplay will still help them achieve that goal).

    C) That said, freedom to choose your playstyle doesn't mean that's the way we're telling you to play. Most regions have gradually shifted towards a more team oriented mindset over time (though it's not the same all around the world). We do not design the game around folks who completely neglect their team. In fact, if you do that, your chances of escaping will be horribly low and you'll probably end up losing the vast majority of your matches. But even still, this is a choice you, as a player, are allowed to make.

    Long story short: There's many ways to play the game, some of them less effective than others. It's not our place to tell you how to play, it's up to you to decide what you enjoy and what works for you. Whenever possible, we try to avoid eliminating different playstyles because player agency (choices) is important.

    I would argue that if someone is properly committing to the 'lone wolf' playstyle, they actually have a decent chance of escaping. Running Sole Survivor, Distortion, Spine Chill, Urban Evasion, bringing a hatch blueprint and a key and just hiding in a corner/basement/locker all game, you'll be able to escape most matches pretty easily.

  • I run Jolt on a few killers and keep trying to run Pain Res but I get screwed over by bad hook placement that I usually just switch to other stuff. Corrupt on Trapper obviously and CoB on a couple of other dudes but I don't tend to run too much slowdown, much prefer Sloppy + Nurses on most of them.

  • It's not your fault for playing Pinhead well, though I do understand why survivors will give up. Pinhead is one of the most oppressive killers for solo queue and if your find your box straight away it's telling survivors that you're a good Pinhead on top of that. Early game is also when gens get done easier so taking that away and I can see why survivors feel there's no point even bothering.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3252722#Comment_3252722

    Low mmr will also put you with dirt poor survivors though and that's the issue, a baby killer will dominate a bad group of survivors. Hell when i started the game in august brand new player. I absolutely shredded teams of survivors and was getting 4k after 4k. It was so easy, you'd have to be an extremely bad killer who is not adept at video games at all not to wreck teams in low mmr matches. In mid mmr games even one bad survivor can doom a team.

    Solo Q is definitely a huge issue and probably a big barrier that prevents a lot of new players sticking around. Best way to solve it imo is add in game VC. Swfs get it, can use xbl parties discord etc. And it'd help new players learn faster and help discourage DCs if players know they can tactically advise team mates rather than trust silent randoms.

    There's no way they'll add voice comms to the game. Can you imagine how toxic that would be?

  • @Hensen2100 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3252635#Comment_3252635

    Isn't that what tunneling is now? Why take 3 of 12 lives from 3 different people when you can take all 3 lives from 1 person and win by default if you do it fast enough?

    Yeah but in this proposed mode you'd be killing all 4 survivors by tunneling one person.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3252783#Comment_3252783

    People didnt suicide and DCd as much as they did before certain patch that threw Solo under the bus and certain MMR hardcap tweaking that made top MMR players get paired with lower MMR for the sake of having faster queues.

    DCing and suiciding on hook has always been a problem, and in my experience at least it was just as bad before the killer buff patch (Not including when the DC penalty was off which obviously made it worse)

  • Overcharge is only good with Call of Brine but Call of Brine is perfectly good on it's own, that's probably the reason.

  • Survivor: Kindred easy peasy


    Killer: NOED 😈

  • @zumer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3252652#Comment_3252652

    there are soloq survivors who died in 90% of matches. after the changes they began to die 100% of the matches. game to balance swf-killer. about the fact that there is a soloq bhvr does not want to think. for a soloq bhvr need to return what it was in 2016-2018 years. I mean fog, lighting, pallets and more. other modes need to be developed. the problem is not the dc people. problem in bhvr.

    Solo queue is an issue and I do hope they address the problems with it soon but anyone who was dying in 90% of their matches before the changes is just absolutely terrible at the game. Assuming matchmaking is working even at some tiny level those players would be at the absolute bottom and being paired with actual baby killers and if they're -still- losing nearly all their games at that level I just don't know what to tell you, it's cerainly not BHVR's issue at that point.

    Also while solo queue is in a bad state right now (I mean it's always been in a bad state to be fair), it's certainly not unplayable like many people claim. I play survivor about half the time and only play in solo queue and have reasonable success in my games. I'm an absolute terrible looper but I can still escape at a decent rate because assuming matchmaking is working correctly, I end up matched against average killers.

    The absolute biggest issue with solo queue at the moment, and the biggest thing that costs solo players games, is other survivors DCing and killing themselves on hook. That has a far bigger effect on escape rates than the killer buff patch ever did.

  • @zumer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3252622#Comment_3252622

    do you think people dc every match? this is not possible many times. it's just that people start protesting because they die in every match. killers are too strong. and this is a question for bhvr. why?

    Nurse and Blight are the only two killers that are overtuned. All the rest of them are perfectly fine or even weak and survivors have every chance of doing well against them provided they don't just give up straight away. Yes, even after the global killer buffs and increased gen speeds most killers are balanced or outright weak.

  • @Hex_iButt said:

    You have 2 survivors in your face causing a distraction so the other two can focus on gens. Long as they're actively looping/trying to stay alive, then I don't see how its reportable.

    Being in chase is the most fun people have in the game, unless you're running Hyperfocus going for the intense Great skill checks. Sitting on gens is a huge flaw in this game as far as entertainment goes.

    I never understood this, I hate being in chases, I'm so bad at it, I enjoy doing gens as survivor mostly.

  • Making Shattered Hope basekit isn't a good idea. If you bring NOED or Plaything you're screwing yourself over destroying totems.

  • I mean survivors get a bunch of strong perks from free characters while killers get fewer but they do get access to -the- strongest killer in the game for free so it's not that bad.

    Yes, if you want -the- strongest meta perks then you'll need to pay or wait for them on the Shrine but again, Nurse doesn't need busted perks to slay.

    Some strong free perks:

    Surv: Sprint Burst, Dead Hard, Unbreakable, Prove Thyself, Adrenaline, Bond, Lithe (if on console), not to mention the universal perks like Kindred, Inner Healing, Spine Chill, Resilience, We'll Make It.

    Killers: A Nurse's Calling, Tinkerer, and the universal perks like Jolt, Sloppy Butcher, NOED, Fearmonger.

  • I mean would it really be OP if they just buffed it to a full 100% of the heal? Still don't think it'd be used -that- much.

  • As killer if I see someone get sandbagged by their teammate I just look at them like 'bruh'.

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