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Nazzzak

Nazzzak

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Nazzzak
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  • Yeah I've been levelling up a lot (to unlock perks) since I changed platforms and I never get them. Get plenty of other green stuff without issue, just never the BPS.

  • So... if the kill switch isn't working I'm guessing I'll be seeing alot if Weskers today. DC penalty should be off.

  • They were okay at first, though I never equipped them. COH was undeniably helpful in its original state, and Shadowstep always came in handy. Exponential came in clutch, but when Dark Theory rolled around I think it was clear they'd run their course. I think I saw DT once in a game.

  • @Eelanos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/378608/anti-face-camp-will-force-killer-buffs

    That's the entire concept of game balancing. Nerfing or removing unhealthy or one-sided interactions that hold back proper balancing of characters, then adjusting accordingly.

    Everytime someone screams "But that's the only way I have to win!!" is being shortsighted, because they could be trading an unfun interaction (Staying still for several minutes to get a kill or two) for some buffs or QoL changes that could position them back to 55% win rate by doing something interesting.

    I think for some they don't care about trading for buffs or QOL, they care about easy. It comes down to 'what is the best way to win with the least amount of effort?'

    The path of least resistance always wins

  • If I'm on hook I'll let go. If someone else is, then it depends on if they're holding on. If they're letting go then I won't come but if they're struggling/hitting checks then I'll attempt a rescue

  • I've seen only one over the past week and he was AFK

  • Sheva's tribal outfit would be cool, though there isn't much to it lol

  • @Blinckx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433366#Comment_3433366

    They said they were happy with 60% kill rates months ago, but right now, even if many people ask for stats and number they refuse to show anything..do you wonder why ? Yeah that's right because the real kill rate is way below 60%

    It's not that they've "refused" to show it. The game is 7 years old and they literally showed kill rates *once* in that time, and it was only several months ago after a big killer buff/ perk overhaul update that was done with the sole intention of increasing kill rates. They shared the kill rates to show that the update had the intended outcome. I'm not sure why they're apparently required to update us now every several months when they hadn't done so in several years?

    We've also just come out of a gen kick meta that was being used to stall games, and I guarantee kill rates increased artificially during that time. Now that build has been nerfed, it'll take time for kills to settle at their actual legitimate rates.

  • That's fine. If the kill rates drop then BHVR will make changes to bring them back up. I don't see the issue with that. I only see a camper maybe once every 12 or so games so I don't anticipate much change in my survivor games.

  • @lifeisstrange said:

    Only thing I can agree with op though when playing survivor is the ones who give the hatch to the one that did nothing helping their team mates and hiding around the entire map. Other than that I myself gives it to the survivor who gave me a good chase/loop/mind games cause am one of those killers that respects those things. Also you auto live if your any of my re babies or a yoichi/quint/yunjin

    That always sucks. I had a game yesterday where there was me and a David left, 1 gen to go, I was injured and on death hook and he was healthy and hadn't been hooked once. He was crouched and hiding at the top of the Chapel (could see him with Bond, he hid pretty much the whole game) while I went and sat on an almost finished gen until the killer found me. Gen was literally at like 95% when i got chased off. We got into chase and David didn't even move to come finish the gen. I inevitably died and spectated to see the killer find hatch first but let David escape through it. Was really bummed out by that.

  • @Devil_hit11 said:

    I did not see any announcement for reworks. they said they want to rework/weaken 3 gens for killer. the next rework announced is Twins by early Jan 2024 and apparently billy & freddy are getting some changes.

    They said it in the Reddit AMA

  • I'm currently at 10% escape rate 🤣 two years ago my escape rate was around 40%, several months ago it was at around 30%, and now here I am. I'm glad others are having a better experience though.

  • @DbDistorian said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451035#Comment_3451035

    I'd honestly take these stats over the devs since these are from people who play the game

    Problem is, it's a very small percentage of players and also primarily English speaking players. For instance, Self Care is notoriously a popular perk over in Asian regions but Nightlight stats are unlikely to reflect that. Also, people are able to pick and choose what they upload to the site. So you are also relying on honesty among players and that they're not just cherry picking games.

  • Yeah, I'm trying to get to iri 1 survivor before reset so i have extra bp for the new survivor and killer, and I got an AFK Deathslinger. Lost a pip. My solo team mates just wanted to hit the gens and leave, can't really blame them.

  • @Mat_Sella said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450850#Comment_3450850

    you are but 1/4th of your team. If everyone else used a crutch broken perk to survive and they no longer have easy access to it, their chases are cut shorter and you're next to get hooked.

    @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450850#Comment_3450850

    Bear in mind that even if you never used DH, many of your teammates did, and if they can't extend chases for as long now, it's gonna impact your escape rate.

    Yeah, I'm still not convinced it has anything to do with DH. Iirc, the last usage rates from DBD for DH were 20% low MMR, 40% mid MMR, and 75% high MMR. On my Switch I'm firmly mid-MMR, but when I started survivor on my PS5 at the start of the year I was low MMR on that platform. If good players like JRM, Skermz, Hens, even Tru3 when he'd play alternate killer/survivor games, could go numerous games in a row without getting DH value after update 6.1, then I'd imagine low and mid MMR would have a similar, or even worse, experience. So with usage at 20-40% in low to mid MMR, and far less than that actually getting value, I really don't see that having any sort of real impact.

    Apparently Windows of Opportunity is used by 1 in 3 players, yet survivors in my games aren't suddenly god loopers. Prove Thyself is up there as well, yet gens aren't going at light speed in my games. So I'm not placing much value in a single perk.

  • It'd be nice if Solidarity at least countered haemorrhage. I have Jane on the Switch but not sure I want to buy her on the PS5 because I never used any of her perks on the Switch, and with so many killers running Sloppy I feel like there's even less incentive.

  • @CorvusCorax86 said:

    "As a killer, MMR works great; if I get stomped a bunch, and my MMR drops, then the game gets easier because I get lower MMR survivors, and I can bring my MMR back up again. But as a survivor, my MMR depends on how good my team is, and the more it drops, the worse my team is."

    Don't you get hatch escapes? Is it considered a win or a draw if you escape via the hatch?

    Try different parts of the day. Even with low MMR late in the evening I find myself in a lobby with pres 100 players and they do play better than the average. And better I do not mean faster genspeeds but smart way of approaching a hook to save or long loops / chases with the killer.

    Hatch is considered neutral and not counted as an escape

  • I'm not seeing this "massive" amount of people letting go. Even DCs aren't common in my games. Usually the only time they happen is when someone is being camped (letting go) or tunnelled (DCs) and I only see those strats maybe once every 12 games or so.

  • My escape rate has continuously dropped and I never used DH in my life. I think the more I play this game, the worse I get.

  • @NerfedFreddy said:

    High mmr killers lobby shop too much. It messes up matchmaking really bad and distributes high mmr survivors down the ladder to weaker casual killers completely ruining their experience. BHVR should just remove lobby shopping either by locking everyone in lobby and penalizing for dodging or by hiding survivors, items, prestiges, profiles from killers

    The latter would work. They wouldn't hide items though because then killers wouldn't get Lightborn or Franklin's value, but just show survivors in their base cosmetics, and hide prestige and profiles until endgame. That would probably do enough to prevent lower MMR killers and survivors from winding up as backfill on these sorts of lobbies.

  • Pretty sure the devs have said before that they never expected to get this long out of the game, so every year is probably a bonus in their eyes. Probably worth mentioning that they're getting a movie soon, they have a comic book series starting, they have interest from celebs like Nicolas Cage, and they're branching out more with merchandising. All of that will generate interest in the game. I'm not concerned at this stage.

  • It's fine. As you said, it's a perk that could end up just giving you a wasted slot if you don't get to endgame. I don't run it for that reason. It'd be wasted on me.

  • @jajay119 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450729#Comment_3450729

    Pretty much. I also find it odd to see so many claims of 'if you've got 3 gens done by the first hook then it's game over for the killer' argument cause in my experience the amount of matches that skew towards the killer when there are two gens left is actually quite sizeable.

    This. Too many people probably think survivors are celebrating when a couple gens go off early but we aren't because we've seen it countless times before - gens go off early during first chase, but once that first hook is made you're really only left with 1 person on gens. And if you're solo queue, it's 50/50 whether that person is doing a gen. You have one on hook, one going for the unhook and heal, and another engaged in chase. Gen efficiency drops massively at that point, and resources/pallets disappear. More often than not, games where 2-3 gens pop quickly still ends in a 4k. Survivors usually start strong but end weak. And none of that even takes into account the choices the killer makes, which sometimes can be the wrong choice and yes, cost them a 4k.

  • @whickedchainsaw said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450557#Comment_3450557

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450559#Comment_3450559

    there is more to do than just gens but they only care about repairing no killer interaction no totems no chests just boring gens.

    You bring the killer interaction to them, not the other way around. If there was no killer interaction, were you just standing in the one spot or something?

  • @Yippiekiyah said:

    When there's 100+ survivor perks in the game and 1 in 3 are running this perk that is a massive issue in itself regardless of whether you think it is too strong or not.

    All your comment does is highlight the sorry state of survivor perk options. People will pick perks that they feel will give them the best chance of survival (just like killers pick perks that they feel will give them the best chance of a 4k) and it's saying something if 1 in 3 find themselves falling back on one perk in particular. Chase/looping is probably most survivors weak spot and I guarantee WoO doesn't immediately take them from barely lasting 10 seconds to suddenly running multiple gens. It buys them seconds at best while they slowly learn and improve.

    I think it's why all the complaints around Made For This bothered me. The high use of WoO shows that players feel they need some assistance when it comes to chase, so more chase perks options are a good thing and will help see less use of WoO.

  • I don't play DBD Mobile, are there any flashy Zarina cosmetics?

  • @Firellius said:

    At some point, killer players will have to come to terms with the fact that survivors get to run perks sometimes.

    It's telling that the popular survivor perks are mostly older ones, even several years old, and still some players want them nerfed. Survivors can't have anything halfway decent without certain people up in arms about it.

    New survivor gen perk? No, it'll lead to gen rushing. New exhaustion perk? No, gives too much chase value. New endurance perk? No, free health state. Aura perk? OP and selfish. /s

    Honestly, next survivor BHVR just shouldn't bother giving any perks.

  • I can't commit to a swf at this stage (sahm with kids keeping me busy) but I appreciate the offer and will hit you up in future when I can be reliable :)

  • While the map is still big, I think the visual update is gorgeous. It doesn't feel rushed to me at all so I don't think that's how they intended the reply to come across. I'd say it was more that their goal was to update it graphics-wise as opposed to doing any larger changes that would require moving things around.

  • Favourites are Zarina and Sheva. Least favourite is Jeff because his retching against Plague is the worst thing I've ever heard, I had to mute the game and go lay down afterward because I felt nauseous. Thanks Jeff

  • I'm pretty sure the game is designed to give you challenging opponents at times. I say this as someone who alternates between running a killer for a couple gens and running a killer for 20 seconds. Everyone at some point gets matched against people who are just better than them at the game. I have no problem admitting that in games where I get absolutely steamrolled. I'm sure you also have plenty of games where you get matched with survivors who go down in seconds?

  • One is coming for the anniversary

  • Also, I'll add my results to your thread. Probably worth distinguishing between weekdays and weekends too. Weekends are punishing in my experience, I tend to avoid playing on weekends but I will in the name of science.

  • My escape rate is slightly better in the evenings. I get matched with more swf duo and trios though, so that probably helps. You can tell by how much more coordinated they are. During the day the teams are all over the place.

  • Sounds like her issue was with lag. Not sure why she took it out on you.

  • @CorvusCorax86 said:

    Just had a match where a Mikaela was unhooking a Jill but instead of doing healing both ran to the shack to complete a gen. It was half complete and instead of deactivating the drone they completed the gen but both got exposed / downed eventually.

    I am starting to see more and more mistakes on survivor side and less 3-gen tactic on SM's side. Instead, they engage in a chase around jungle gyms with drones used which is a great tactic.

    Isn't anybody else seeing a change of pattern here?

    They probably did that on purpose. If a SM game drags for too long I stop caring about Exposed because I'm bored and don't care if I die. No point in healing if you plan to let yourself get Exposed.

  • I use Distortion on the odd occasion, usually when I want to finish a tome challenge and want to ensure I have that bit of extra time. If I load in with other survivors I'll point across the map if the killer has LP. No idea if they understand but I try to let them know.

  • I feel like 99ing the gate isn't an accurate comparison since killers can open the gate also and start the EGC. Survivors can't force themselves to bleed out faster, they have to wait 4 min or until the killer decides to pick them up. I don't care about basekit UB anyway (unless it's with the Finisher Mori), I feel like there are better ways to apply risk to slugging... making bleed outs not count as kills for one. This won't eliminate slugging, killers will still have the option, but it will probably lessen the amount of time a survivor has to just lay there as the killer will likely want the kill.

  • I just got back from a break. Think I'm ready to take another tbh 😑 games have been terrible

  • I feel like the devs need to clarify this. The person asking the question didn't mention the Finisher Mori. They were asking about Unbreakable basekit in general, since there's alot of complaints about slugging. The dev answered no to the question, then asked if he/she was referring to the Finisher Mori and said they're still making changes. Basekit UB on it's own would be an obvious no, but as part of the Mori it'd be nice to get a clear answer.

    I can't see the Finisher Mori working without survivors being able to pick themselves up. It promotes slugging over hooking and will drive players away.

  • I got Borgo once yesterday but otherwise didn't have any of the others, and haven't had any of them today. And that's without map offerings.

  • I don't have an issue with it. You essentially get them for free in the Rift (even if you pay for premium, you can earn the cells back). When the cosmetics come to store, everyone else has to pay full price for them.

  • I've had literally one good game against a SM, where she used a chase build and used her drones as an anti-loop. Didn't use it to defend gens at all, and she got a 3k (last person got hatch). It showed me she *can* be a fun and strong killer, the wider community just chooses to use her in a lazy way.

  • Perhaps they mean as an individual update, there's no UB basekit. But the Finisher Mori needs basekit UB hand-in-hand to incentivise hooks still otherwise it'll just be a slug fest. I'd be done with the game at that point.

  • Just finished reading the thread. The black bubble thing isn't an old feature though - I really only noticed it about a year ago, when I was still using Kindred frequently. But otherwise some nice info!

  • I haven't bought the last few DLCs but I'm inclined to buy this one. I like the killer and I thought we finally had a survivor with 3 good perks, though I'd say 2 now after the changes to Scavenger. Majority of survivors seem to not last long in chase, so I think both Made For This and Troubleshooter are good chase perks.

  • It's so hit and miss. I took a screenshot of a recent game - see Jonah? He was the last survivor standing 😑 you can tell by his bloodpoint total exactly how useful he was to the team. I was third survivor to die, on my second hook of course because Jonah (zero hooks) had no plans to unhook me, and I made sure to struggle to the very end to give the killer time to find him (he did) because no way did i want him to get hatch. People like this are why solo queue sucks.

    18893c9888a18-screenshotUrl.jpg


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