Nazzzak
Nazzzak
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- Nazzzak
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They just need to give us Joel from Last of Us. Pedro deserves his own character, not just a skin.
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@RpTheHotrod said:
This information may help a little.
Hits are based on the killer POV.
Interrupts are based on the survivor POV (such as grabs, harpoon chain nab, etc...)
However, I've been hearing things are not working like this as of late, but it's supposed to work that way. Whatever the killer sees hit-wise should always be a hit. As for grabs and such, whatever the survivor sees should be what happens. However, if a survivor is awarded an escape when from the killer's POV it should have been a grab, a damage state is instead provided as compensation.
Problem is, it's happening now every game. I used to see it once in awhile and just roll my eyes like, yeah whatever. But when it's happening every single game it's incredibly off putting and makes you not want to play.
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This gave me a good laugh. You made that AI happy I'm sure lol
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473650#Comment_3473650
lol that the new go to now. blank perk a problem because made for this exist
I'm also seeing people carry on about Calm Spirit and Scene Partner when the two don't even work together. The aura read is linked to the scream.
The knee-jerk reactions are tiring.
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There's all different kinds of horror. If you're only sticking to grotesque horror then you're missing out.
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@IWasLeft2Die said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473685#Comment_3473685
I'm skeptical that the timing window will allow two hits, especially when coordinated teams can take several hits with the recently hit one phasing out and someone moving into them to absorb another hit.
This also doesn't account for hit detection around hook often being jank. I've had several hits hit the hooked Survivor despite there being a survivor I swung at right between us.
But all of that happens now too. The timing window/hit cooldown hasn't changed. There's always been enough time to take a hit, unhook, then take another. In fact, this became stronger after update 6.1 when hit cooldown was decreased. Hit the person before they start the unhook, then hit them again after.
There's always been multiple survivors swarming the hook in endgame. There's always been instances of hitting the hooked survivor instead of the unhooking one (hence why unhook positioning matters for the incoming survivor).
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@Viktor1853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472076#Comment_3472076
Can you tell me the name of those perks?
Not the person you replied to, but Lethal Pursuer is in most games and you literally just have to spawn in to activate it
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@IWasLeft2Die said:
I'm very skeptical this will make hook trades possible. I like the idea of hook grabs not being a thing but I don't like the idea of hooks being impossible to defend (not saying that's what it will be but it's a real possibility)
Why are you sceptical? I can't even remember the last time I was grabbed off hook. It's always the hook dance as you fake an unhook, take a hit, unhook, then go down for a hook trade. Nothing about this change prevents that. You can still get two hits on the incoming survivor.
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@Dogma_loki said:
Day 1 of PTB and killers already crying about Nic Cages perks.
Complete shocker.
😂😂😂
The content creators have spoken after playing around with said perks for 20 minutes. Once they've spoken, their disciples come to spread the good word.
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@Barbarossa2020 said:
Not going to see any issues with that first perk and the sprint stacking with made for this??
First perk you need to be healthy to use. MFT you need to be injured.
First perk also causes Exhaustion. Can't use MFT when Exhausted.
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Yup. I'm taking a break atm because I'm actually getting too annoyed by it, and I don't like feeling tilted by games. I feel like every game there's an instance where I'm hit through a wall or over a vault, despite being clear and running, or I'm jamming R1 at the pallet and nothing happens except I get hit. I try not to complain about this game but it's honestly gotten worse and I'm kind of over it
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472940#Comment_3472940
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472938#Comment_3472938
It’s the same hysterical antics every killer main screams when they believe survivors may get any kind of perk that isn’t immediately clear garbage. I don’t personally like meme perks or find them functional. But because Oz pulled a rare item with a **less than 1% chance** the perk is broken. Lol.
Yeah, and I'm pretty sure Otz just got a broken key in his next game lol oh no, too powerful
Edit: just saw someone posted about it above
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@katoptris said:
I would run plot twist whenever I'm the last one standing. I rather just take myself out.
This got me thinking, imagine they gave us the Finisher Mori and there was a Skull Merchant. Everyone could just Plot Twist and legitimately end the game lol
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472919#Comment_3472919
that’s my thinking. Why would a survivor gamble maybe obtaining an item like that when they could just bring one?
Yup. Bring your own and skip potentially being Exposed instead.
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They're pretty funny. I can't see myself using them but they're definitely unique. The gamble perk is interesting - either it pays off or it doesn't.
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@bm33 said:
I just want the cooldown removed from unsuccessful sabos. It makes sense to be on a successful sabo but having it when you've canceled a sabo is so obnoxious.
People have been asking for this for so long and I was honestly surprised it wasn't part of the rework
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471746#Comment_3471746
Nope. I'm tunnelling because I play to win. Telling me not to use the best strategy just because I'm winning is like telling players in other games to go easier on their opponents because the enemy team is getting stomped. In games like CSGO, LoL, and Dota, the enemy team will NEVER go easy on you if you are getting crushed. They will just keep pushing their advantage to maximize their odds of winning. It's not toxic in the slightest. It's just playing to win.
The main reason to tunnel a survivor out as early as possible is uncertainty and maximizing odds of winning. Say you have 2 hooks on a survivor and 1 gen is done, it's completely possible that you never see or catch that survivor again until 1 gen. Against coordinated swfs, this is a notable risk since they often split themselves up to hide survivors on death hook and and force the killer to chase survivors that haven't been hooked yet. A killer wouldn't know whether they were playing against a swf or not, so the only way to minimize that risk to do it always. Even against solos, it isn't a certainty that you will catch or find that survivor again, especially on large and strong maps. The play that maximizes odds of winning is tunelling them out at the first opportunity. Also, waiting longer to tunnel survivors out defeats the purpose of tunnelling. The point of killing a survivor early is reducing their gen and healing speeds. The longer you wait to tunnel, the less value you get from tunnelling.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471751#Comment_3471751
They mention as being a potentially effective or viable strategy but they've never outright mentioned how effective it was. It was more so them acknowledging as a strategy but not commenting on its strength.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471770#Comment_3471770
"The problem isn't for those strategies to exist, is that any killer can do them fairly well that they can be super strong against a lot of survivor teams. (not just baby survivors). Imagine if everyone who picked up Nurse or Blight could play them half-decent from the get go."
I don't see why tunnelling being easily accesible is a problem. I also disagree with your argument since tunnelling effectively is closely related to a killer's chasing skills. For example, tunnelling is easy for anyone to do but if a unskilled killer tried to tunnel a survivor much better than them, they would get looped for multiple gens.
"If more killers played in this way every game, then those strategies would be addressed a lot sooner."
Tunnelling is one of the most prevalent strategies in the game.
"I don't think survivors want to remove the effectiveness of those strategies, as people who are not heavily biased know that against strong survivors you need something other than Nurse/Blight/Spirit, but them having no difficulty to do makes them accessible to every skill level and tunneling/camping are a lot more intuitive for players than looping is."
Fairly sure most survivors would want tunnelling completely killed off if possible. Like, do you see any other comment in this thread from a survivor supporting tunnelling?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471865#Comment_3471865
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472182#Comment_3472182
There's actually heavy hyprocrisy in your comments. You mention that tunnelling is a "legitimate strategy" but go on to say tunnelling results in the killer in the killer being boosted in MMR. Why would I be boosted if I was using a legitimate strategy? The reality is that you don't see it as a legitimate strategy. If you really saw it that way, you would treat it like any other skill or strategy and see it as a normal skill in the killer skill set. Think of it this way, looping is a legitimate strategy. Now replace everything you said about tunnelling with looping and it's clear that you don't view tunnelling as a legitimate strategy.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472041#Comment_3472041
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471981#Comment_3471981
I've never hated or blamed survivors for running strong strategies and perks like gen rushing, pre-nerf Dead Hard, and pre-nerf DS. I've always blamed the dev for making them strong and not fixing it. It's the same argument I'm making here. Killers shouldn't be hated for tunnelling since they are just playing optimally. It's the dev's fault for making it strong in the first place. If you've ever played any other competitive game, like LoL and Dota, you would think the same way. You don't blame a person for picking a strong Champion/Hero. You blame the devs for making it strong and ask them to fix it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472045#Comment_3472045
You're missing the point here. As you've said, it is difficult to further disincentive tunnelling. What they need to do is incentivize not camping, e.g. giving bonuses to a killer for chasing a different survivor, something like Grim Embrace. This brings the power level of not tunnelling closer to tunnelling and makes it less necessary for killers.
Do you know what hypocritical means? There's no hypocrisy in my comment.
Your MMR increases the more you win. Tunnelling is an effective strategy in that it helps secure kills. Hence, it's a strategy that results in more kills that results in your MMR being boosted.
The game isn't designed though for you to coast on up easily. And eventually the game will match you with opponents that will be able to run you for a long time, hence your strategy will stop carrying you.
I don't really care if you tunnel btw. So this "just admit you don't find it a legitimate strategy" means nothing to me. I'm not sure what validation you're looking for or what youre even trying to say. I don't care what you do, but you're here trying to apply your own meaning to a sentence in the patch notes and I'm here just repeating what a dev has said in the past. They've acknowledged it's a strategy, but they also acknowledged it can be detrimental.
Here's the devs post
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It's like a community-agreed upon build that is considered most efficient at winning. So when people refer to the old gen kick meta, it refers to primarily COB, Eruption, PR, NTH, with slight variation here and there. The 6.1 perk overhaul was prompted by complaints about the survivor meta, which at the time consisted of primarily DH, DS, UB, and IW. The game gets stale when there is lack of variety, hence why the devs have been changing perks often over the past year.
Content creators have a role, certainly.
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You're assuming that killers won't just naturally get better the more they play. Survivors don't start off as expert players, they go through many losses and learn to play better as a result. The same is true of killers. Strats like tunnelling are effective enough that, as a dev even once said, can carry you to an MMR level that is above your comfort zone. So of course you get tougher opponents. SBMM is about finding a place where your strategy works roughly half the time (per a dev, again) so bad killers will not simply lose forever if they don't camp or tunnel. Their MMR should settle, then increase as their gameplay improves, rinse and repeat.
And these measures they're putting in place don't stop these strategies, they just make them riskier and less desirable options.
I keep stats of my games and I see a tunnelling killer in 1 out of every 12 games average, and a camping killer even less than that. I have around a 25% escape rate. So to me, anti-camping and anti-tunnelling measures would have very little impact on my games because I simply don't see this stuff much anyway. So in my experience, most players seem to do just fine without those strats.
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@UnavailableName said:
https://youtu.be/tkJudTBuM-M?t=486
Here is a summary of why this next update is terrible for Sadako, for those unable to read through lines.
Oh, a content creator fearmongering about a change that hasn't even been publicly tested or implemented yet? Never seen that before...
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471766#Comment_3471766
C’mon, man. I don’t think saying it’s a skill issue is them trying to be mean. On both the killer and survivor side I had to come to terms with what my biggest weaknesses were and work to improve them, to make certain to focus on my strengths as I did so, and to remember that losing/ending a trial with very little progress doesn’t mean the end of the world. I know killer can be harder in the beginning because they each have their own nuances and you have to learn the basics and their powers, but I honestly believe that once you’ve learned it that it’s the easier side to play (feel free to disagree, many people do!) That being said, I don’t think either side is so imbalanced that they’re unplayable. Both sides have strengths and weaknesses that can make or break a game, but if you are struggling this much I simply ask that you reflect on what you could be doing differently because the reasons you gave are able to be countered on your end. I also ask that you remember that not getting a 4k doesn’t mean you “lost.” When I play survivor I probably don’t escape 90% of the time, but I look at how many gens did we get done? Was I able to help my teammates progress? Did I do my best? The same with killer: I never look at how many kills did I get, but often how many hooks? Playing to win is good, you should always do your best or what makes the game fun for you, but playing thinking that you must always win will make anything unfun.
Stop this. You're talking too much sense.
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@UnavailableName said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471740#Comment_3471740
It is not happening to players that tunnel, play without tunneling and you will loose 90% of your trials.
I see tunnelling in my survivor games maybe 1 out of every 12 games. And I average about a 25% escape rate. So it seems plenty of killers do just fine without tunnelling.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472294#Comment_3472294
Isn't that more or less intended though, it's not like they changed it to make every hook rescue safe.
Yes, obviously. But some people are acting like that's exactly why they changed it and I'm pointing out that it actually doesn't change much
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It was annoying during the 3 gen kick meta era, as i saw it pretty much every game and it would keep you off your gen long enough for it to regress significantly (in combination with the standard COB, Eruption, etc, that was in every single game). Don't see it as much anymore and even when I do it's not something I'm bothered by.
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It's nice but won't stop much except the hook dance around. Killer will still intercept incoming survivor, get a hit before the unhook, and one after the unhook. If they intercept the survivor at a decent distance then the survivor will have to either abort the unhook or potentially go down trying. I rarely see hook grabs in my games, mostly it plays out with the dance around then a hook trade.
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The people I've noticed using it generally are good loopers anyway, so they probably love being chased
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It's a rework. Per last stats, she has one of the highest kill rates and the fact that she wasn't really buffed tells me that probably hasn't changed. Seems more like they're trying to freshen her gameplay up and make survivors interact with tapes more.
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Doubt it. Cross progression would be our best bet to get our previous cosmetics back. Mine are all on the Switch and I'm on a different platform now
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It's probably as simple as people aren't buying Ash much and they want to generate interest so its worth keeping the license. It's worked for me anyway, I just bought Ash now. He also featured in the recent Rift with a pretty sweet cosmetic.
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@UnavailableName said:
Another insane nerf for killers. After gen regression, MFT + Resilience insane synergie, MFT alone that is extremely busted, now removing hook grabs...
What does it mean ? Camping a hook as the last possible tool for you won't be possible as 2 survivors will kick gens and only one survivor will be enough to unhook the survivor.
Gens will fly even faster now.
I'd love to know how facecamping prevented gens from flying in your games
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Lol they've always said its a strat. But they've also advocated for the tunnelled survivors in acknowledging it's not a fun aspect of the game and tried to disincentivize it (ie basekit BT, OTR, recent SH:PR changes). They've also admitted it can be detrimental to killers, in that tunnelling leaves other survivors with nothing else to do but gens, and that tunnelling can put you in an MMR above your skill level (I have the screenshot of the dev saying that).
So you can claim they're encouraging it but their past words and actions say otherwise.
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@RaSavage42 said:
Rob Zombie... might be a candidate
Sheri Moon Zombie too. I'd take both.
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Probably Quick and Quiet. I've never ran that perk before but have a few times now since the randomiser challenge. It confuses the heck out of killers during chase.
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Yeah I cracked it today, which I rarely do when playing. Not much tilts me but one too many times where I've vaulted and am clear, back to running even, and I get hit. Same with pallets. The killer isnt even up my ass and I hit R1 but nothing happens except I get whacked. Turned the game off. It's happened so many times lately, I'm over it.
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Had one killer today who would not stop trying for a 4k slug from 5 gens. We (I was solo, I suspect one other solo and a duo) were too altruistic picking each other up and she managed to get us all slugged finally. Hooked me, then hooked another, but that person managed to Kobe. They picked up their friend, who unhooked me, then took chase as the killer dropped the last survivor when the first Kobe'd. Me and the other 3 healed up and jumped on gens. We managed to get our s*** together and got a 4 man escape. I can't imagine how that killer felt.
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Me too! I'd get value out of at least 3 of the 4 perks, which was nice. Had Red Herring one game though and completely forgot, used a locker a few times to hide from the killer's BBQ&Chilli and only realised after the game that I probably inadvertently got a team mate or two caught out
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@LobbyDodgerLeonidas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470151#Comment_3470151
Check Steam profiles looking for people on each other's friends list and for thousands of hours, if they're all private, bounce. Dodge people with clan tags or names that play off each other. Dodge multiple pink or purple hair cosmetics. Look for a mix of platforms, if they're all on your platform or all off platform, bounce. Dodge 2+ toolboxes, gens are fast enough as it is. Don't play against TTV or P100. If someone burns MacMillans probably give up immediately and just hit the exit gate repeatedly until the game's over, comp squad type teams always burn the bone
It's supposed to be survivors that are scared of killers, not the other way around
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Huntress for me. Saw one Ghostie but he DC'd early game
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@DBD78 said:
Clown should fart everytime he vaults. Farts are funny and he is a Clown!
Miss a skill check doing Demos portals and a arm should appear from portal and grab the survivor holding the survivor for 10 seconds!
Survivors being alone in the basement with no one hooked there should have their aura revealed to killer after 30 seconds!
I agree with your first point. I hate Clown but that would make me look forward to playing against him
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@Chocolate_Cosmos said:
Also I think I saw way more Skull Merchants (that most people hated on, including Killers) and Knights than Singularity.
I've seen one SM in over 100 games. I've seen twins twice in that time and I feel like I never see twins.
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Probably 1 in every 10 games
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This sort of killer wouldn't work against swfs. They'd just confirm with each other if it's them approaching. It'd only be affective against solo teams, and BHVR are trying to lessen the gap between swf and solo. This would only widen it.
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IMO this would just encourage lobby dodging. Most killers will dodge to try and find survivors with less than 100 matches because they're easy kills.
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Yeah I can't remember the last time i saw one. Have they removed them from the game?
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I'm not sure if this is intentional or not, but I find that after removing infection I still get the sizzling infection sounds playing in my headphones for the rest of the game. It's annoying.
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Next season of ST will be its last, so maybe after that? I have no doubt Netflix will milk that franchise for all its worth once its over.
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For me, they don't need to be but then I'm not too hung up on the characters lores. Lots of people enjoy the lores though, and would probably love whatever additional details they can get.
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If someone is waiting by the gate, or can reach it and then have time to take a hit for the injured person coming in, then it works well. It doesn't work well if the injured person has to open that last percent themselves. But that, like most things in this game, comes down to coordination. Some teams manage it and some teams don't.
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I've been fortunate not to have seen any. Doesn't mean I haven't had them, they've just been discreet about it. I did have a sus Oni match last week but couldn't definitively say.
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I feel like David got nudged out by Vittorio. Everyone went from shirtless David to shirtless Vittorio
