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Nazzzak

Nazzzak

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Nazzzak
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  • Must be something in the air. Played 4 games now and first game killer DCs, second game killer wants to farm, third game two survivors DC in the first cpl minutes, and last game everyone's letting go on hook

  • @Caiman said:

    Party Streamers always seems to curse the match when I use them. I get an awful killer to deal with as survivor, or I get a SWF squad as killer. I've started to hate the item.

    It's definitely cursed. I get the same. Every time I'm tempted to offer one I ask myself if I'm the mood for a terrible game

  • Survivors are just new skins. Killers are new powers to learn, and learn to play against. The killers are what most people judge a chapter by.

  • Best way to determine what's wrong about them is to really look at the feedback surrounding them. Not everyone is a sweaty player, lots are casual players who just hop on now and then to play a game. These strategies prevent that person from being able to participate in the game.

    That's not my feedback btw. I've said numerous times I don't see these strategies enough in my games for them to overly bother me. This is just based on the countless feedback I've seen over the years. They all say pretty much the same thing.

  • Perfectly balanced

  • @HoodedWildKard said:

    Damn didn't know there was a dbd comic. Wonder if it's available anywhere else

    I preordered mine awhile ago through Forbidden Planet. There's like 7 different cover versions per issue.

  • I don't think it's supposed to be an exact sort of survivor experience that you'd get with real players. I don't think they could ever achieve that with bots. It's just meant to lessen the blow and help survivors with an extra hand and killers with that potential kill (or achievement). And I'm seeing more and more people assuming this is supposed to be a quality of life change for survivors, but honestly, just as many (if not more) killers have complained here about doing something re DCs. And when the topic of bots replacing DCs has been suggested here, it's pretty much been an resounding yes.

    As a survivor main, a bot doesn't compare in any way to an actual player, the latter of whom will heal me if need be, or go unhook a survivor if I point, or just in general be an actual, communicative team member. Everyone loses out when someone DCs, a bot doesn't change that. But it's something.

  • I think most people are drawn to official forums when they have some sort of complaint or grievance. It's probably the main reason they sign up for an account.

  • These were my solo survivor games from yesterday:

    Trapper - escape

    Cenobite - dead

    GF - dead 

    Pig - dead

    Plague - hatch

    Pyramid Head - escape

    Skull Merchant - escape (chill killer)

    Nemesis - escape

    Pyramid Head - escape

    Bubba - dead

    Spirit - escape

    Wesker - dead

    Blight - dead 

    Deathslinger - dead

    Skull Merchant - dead

    Deathslinger - dead

    Skull Merchant - dead

    Legion - pity hatch

    Nemesis - dead (looked for hatch, bless him)

    Wraith - dead

    Spirit - dead

    I find I generally go through a few rounds of escaping and then a few rounds of dying, rinse and repeat. Most of the latter games were towards and into the evening (Saturday night in Australia), and it made me remember why I used to avoid playing on the weekends in the past lol

  • Wish my team mates were this efficient sometimes lol 21 games today, escaped 7 (2 were hatch, including one pity hatch) xD matched up with a 3-man swf, all P40+, equipped with toolboxes. I thought 'oh here's that gen rush crew I hear about' and none of them touched a single gen (kudos to the Nemesis who walked the entirety of Mother's Dwelling to try find me hatch)

  • @saintjimmy456 said:

    Why do you choose to run towards the gens that are locked? If you'd ran to the one they were on you would have stopped them.

    Because survivors spawn in near the locked gens. Better off meeting them there to start chase before they can start/find an unlocked gen. These survivors obviously made a beeline for the middle gen though.


    Edit: grammar

  • Lots of games have different time frames I think. My kids play Roblox and I'm pretty sure the rewards are every 8 weeks. Maybe DBD is every 5?

  • I'm sick so played a bunch of games today and out of 14 games I had 2 tunnelling killers (I was tunnelled once (Blight), second time was another team mate (Pinhead)) and one facecamper (Insidious Bubba). Pretty par for the course for my games.

  • I don't see her enough for it to bother me, thankfully

  • He's why I groan out loud every time I see a Lerys offering lmao though last time I saw one he went afk at the start of the match cos a survivor brought an offering too and won the RNG. Ultimately I don't mind it because I don't see it frequently.

  • @buffcoyote said:

    I'm curious about a lot of you saying camping isn't as common. In my experience, camping happens in 3 out of 5 games whether it is proxy-camping or just straight up camping. Face-camping is rare, but the other two methods are extremely common.

    Tunneling happens in almost every single game. It's gotten to the point where I am prepared going into every match to keep a chase going, if need be, by connecting TLs with jungle gyms. When I am being tunneled, I will greed and mind-game on pallets as much as possible by vaulting windows. Too many people pre-drop on safe loops without even risking it.

    I can't speak for everyone but I don't really take notice of proxy camping, because you can time it right and get the person off hook with no issue. So the game naturally progresses. Camping is usually a hook trade, so it's something that i take notice of more as it's pretty much a stale game of trading hooks. So I feel like game play is massively different when it comes to proxy camping vs (face) camping.

  • Most seem to run it with Botany Knowledge though, which doesn't bother me as I think it's only like an extra 6 (?) seconds. On its own though, yeah, you had 2 killers in those matches...

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3439096#Comment_3439096

    What is the theory on how your MMR affects the BP bonus? If you have higher MMR you’re more likely for it to be on killer or survivor?

    I have two accounts- one on Switch and one on PS5. My Switch account would be firmly in mid-MMR (over 2 years progress) while my PS5 account would be firmly in low-MMR (used sporadically until recently). In the photos below I would say that at that current time, in my current region, my low-MMR bracket needed killers while my mid-MMR bracket needed survivors. I'm not sure why else I'd have different incentives on each.

    20230516_112614.jpg 20230516_112635.jpg


  • Hope not... most people want to play with or against other real people, otherwise they'd voluntarily play against the bots in custom. Removing penalties makes it easier for people to just duck out of every game that doesn't go their way, other than just one or two before their penalty drastically increases.

  • Thanks for letting us know. This is absolutely heartbreaking. I still tuned in to his replay streams and it's difficult to comprehend that he won't grace us with his lovely presence again.

  • @illNicola said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438798#Comment_3438798

    I repeat, they didn't because they saw what happened to FNAF fans. They do it on Instagram for the simple fact that they can do it there and nobody bans them.

    I meant a date in the plot. The storyline of FNAF is half based on the 1987. So it's normal for the fans to think that. Of course, if they've been behaving in a toxic way, there's nothing you can do about it. It was done. It's sad, but hey every community has its toxic part that wakes up in these moments.

    "BHRV clearly didn't expect the rabid FNAF fandom to do what they do best, come up with wild theories and attack people who dare to disagree."

    Bro, you look like a lot of a FNAF hater to me. It seems to me that you insult the fandom a lot by generalizing. I don't want to assume anything, mind you, but it seems like a lot. That they do a lot of theories is true, for the simple fact that some pieces of lore have yet to be explained and clarified. In what sense "Attack people who disagree"? Since you say they were quite toxic, I guess insulting heavily right?

    Except in the DBD hints, '1987' was attached to a clip of a literal scene from Hellraiser. It's not hard to realise 'oh, it's a scene from an iconic horror movie that got released in 1987, that makes more sense than it being FNAF'. And yet they were attacking everyone who tried pointing this out.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438715#Comment_3438715

    Like I said, if you don't know the difference, you clearly weren't around. It was everywhere and it was insufferable. I don't see twenty threads a day saying the next Chapter is ST or attacking people for thinking it's something different.

    Stranger Things, at least S1, is pretty decently horror. The rest of the show is more horror-adjacent and certainly horror-inspired. FNAF is, at it's core, a game for children and full of cheap jumpscares. You can say, "Oh, but the lore is dark." Plenty of kids shows have dark lore, that doesn't mean they aren't for kids.

    The fans DID ruin the Hellraiser announcement because of the teaser. If you even dared to think it was Hellraiser, since ya know, it came out in 1987; oh boy, you did not get out of that unscathed. It was vicious, tons of people got banned here and I think the Reddit banned any mention of FNAF for a long time because of it. FNAF does not have a good rep in the community after that fiasco.

    That's not even getting into the IRL stuff, which is why I really don't want it. Like yeah, the fans are ######### and a lot of them are kids. I could get over that part, everyone is a cringy kid at some point, but the IRL stuff is just not something I can give the benefit of the doubt about.

    I remember they flooded BHVRs social media posts after Pinhead was announced, saying BHVR purposely led them on and was intentionally making the hints seem like FNAF. When the clues all perfectly fit for Hellraiser, including a literal scene from the movie and its date of release (1987). They ignored the scene and only focused on the date, then tried to claim they were misled.

  • @brokedownpalace said:

    Because every single chapter there has to be at least one perk that everybody cries about, saying it will be OP and ruin the game and then 1 month after it's released nobody talks about it anymore.

    But hey, it got the content creators plenty of view$ in the meantime, so they have no reason to stop the fearmongering every chapter

  • @Nebula said:

    This is literally blood rush and Hyperfocus all over again. This perk is the equivalent to built to last and next to no one will run this. It’s RNG dependent and a perk that 95% of the playerbase will not find enjoyable. I won’t name and shame but there are multiple streamers who are already crying for a nerf for this perk with extremely limited actual gameplay. This just leads to group think and everyone saying “yeah you know what scavenger is OP, pls nerf BHVR”

    You don't even have to name and shame. It's the same content creators every time. And they have a pretty poor track record of predicting which perks will be meta and/or OP.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3436301#Comment_3436301

    This makes too much sense. I really believe that the kill rate is higher than what the devs want so they’re trying to help survivors without rolling back specific nerfs.

    I wonder if the gen kick meta/3 gen stalemate period had something to do with it

  • @illNicola said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437860#Comment_3437860

    Until 2020/2021 the game was balanced, then devs said "Well, let's make survivors rush gens and let's destroy every slowdown". If you look at every patch you will see the difference in nerf between survivors and killers. Survivors' important perks are nerfed after months/years, killers have seen something different nerfed every month even if not necessary (Pain resonance for example)

    You're ignoring that BHVR only started perk overhauls a year ago *and* said at the time that it would be a frequent occurrence going forward. So I get why it seems like it took years for survivor perk nerfs (since that happened in the first overhaul) and months for killers (since those happened in the subsequent overhaul) but it's purely a new thing they are doing.

  • @Xernoton said:

    I have yet to see anyone complain about Quick Gambit, Friendly Competition and Cut Loose. The other perks all are or were extremely abusable. The reason you don't see them often is because most survivor groups are not good enough to utilize them. This is partly because SWFs benefit way more from these effects.

    The new perks are ridiculous. Can't wait to see when the first survivors discover that running at an extra 3% can actually enable some infinite loops again. Or maybe we don't need build to last anymore and run Scavenger instead. Saving 20 seconds on a gen is not enough, let's go with 40. Keep in mind that everyone can do this for the low price of one perk and one item. You do not need to dedicate entire builds to gen rushing when you can do it that easy and save 160 seconds (of 450 seconds).

    The new killer has a perk that gives 7% haste just for kicking a gen. An extra 3% is easily countered by that.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434646#Comment_3434646

    Well, let's take a logical look at that, shall we?

    Do you believe MOST players play during the day, or in the evening?

    What do you imagine the distribution might be? 15% during the day, and 85% at night? How about 20% and 80% to stick with the thread theme of distribution?

    Because if so, the evening numbers are at least 4x as important as the daytime numbers.

    P.S. Behavior could end this discussion at will with some data release, as well as Killer - Survivor primary player distribution.

    Does it matter, when as I showed in my photos incentives are based on more than just how many people are playing? 100% killer on one account and 100% survivor on another, photos taken at the same time (you can see the TV in the background). And I get that often. In fact, on one account (mid-MMR, 2+ years progress) it sits on 100% survivor incentive almost consistently - even in the evenings. The other account (low-MMR) tends to have killer incentives more often in the evenings and survivor incentives during the day.

    What my experience suggests to me is that the low MMR bracket in my region needs killers more often while the mid-MMR bracket in my region needs more survivors more often.

  • It happens like clockwork. There's always killer perks I dislike the sound of but I always wait until they hit live and if they prove to be popular then I plan for it (eg during the gen kick meta, Nowhere to Hide was very popular so I brought Distortion a fair bit). If they prove to be unpopular then whatever, good thing I didn't waste time stressing over them. Getting worked up over 'what ifs' is pointless.

  • It doesn't happen alot in my survivor games at all. Tunnelling is more common than camping at any rate, and when it happens the killer pretty much always does it from the start of the match. I don't count endgame camping or tunnelling as problematic at all, so I don't pay attention to it. Anything goes in endgame as far as I'm concerned.

  • @IamFran said:

    He is not weak, you can spam the biopods in chase and infesting the survivor you are chasing quickly and spawn behind him with the antipallet mode non-stop. I've seen a streamer using him in that way and it is very strong.

    I guess that devs idea for his power is placing biopods around the map for having map control, but players have found a more effective way of using it, it remember me the instant guards of The Knight for anti-loop. Devs should be careful when designing a killer and know that players always find a way to abuse a power in a way it wasn't designed for. xD

    Bronx? Was watching him earlier play like that

  • The ones that sell the most will always get priority. At the end of the day it's a business decision. And I say that as a Zarina main, who doesn't get cosmetics often and when she does they can be very hit or miss.

  • Probably need to make sure the heartbeat update works as intended first. If they plan to update Spine Chill then likely it'll be in the next meta overhaul (though if no one uses it anymore they probably won't bother).

  • I think it'll be mine too tbh lol I mostly play Demo, so clearly have a soft spot for other wordly creatures

  • If you're playing that many games a day then you must not be sleeping much. Sure you're not hallucinating these killers?

  • @H2H said:

    maybe all the survivors who constantly complain about solo queue should just stop trying so hard so their mmr will go down and they'll face easier killers

    Since solo queue has an average escape rate of like 30% (or less) I don't think MMR is an issue for most

  • 100 hours is very little playtime. Just keep it up, with time and experience you'll get better. There are people with thousands of hours who still struggle.

  • The devs are addressing camping and 3 gen stalemates. Which suggests to me that they're trying to encourage map pressure and chases as opposed to just standing in one spot all game. I suppose that's how they want killers to play? If you like staying in one spot then maybe play survivor. You can just sit on a gen.

  • @Hawk81584 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3436355#Comment_3436355

    i think what he meant was if you do things that lack any time of skill such as camping, and you go above your head on mmr. eventually you are going to put yourself on a class where those people do know how to defeat your camp strategy and at that point, you will be complaining the killer you are trying to use isnt powerful becasue you unnaturally moved your self into a classification where you cant do anything.

    Pretty much exactly what one of the devs said

    Screenshot_20230524-080425_Gallery.jpg


  • @Mushmallow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435192#Comment_3435192

    No, BHVR said it would slow down. That's not enough. It needs to stop completely.

    If you were camping a hook and another survivor came along to unhook, and the timer paused, what would you do at this point? Would you bother to engage the new survivor in chase or would you just stay where you are? Because if it's the latter then that's probably why BHVR didn't opt for the timer to pause

  • @Nirgendwohin said:

    Survivors are going to Gen rush even more

    Lol it's PTB. No one does gens in PTB, it's to play around with and test the new stuff to give feedback.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434259#Comment_3434259

    That is still a Killer shortage, is it not?

    Aren't the Killer players getting home at the same time?

    We agree the majority of players play in the evening due to work, correct?

    That's still a shortage of Killers.

    On my end, daytime is typically 100% survivor incentive. Does that mean there's a survivor shortage?

    Also here's a couple photos I took the other day. One is my PS5, the other my Switch. I guess there's simultaneously a killer and survivor shortage?

    20230516_112635.jpg 20230516_112614.jpg


  • If the killer is camping then sure. If they're not, which is the goal, then that survivor will need rescuing. One survivor will go and do that, another will be engaged in chase with the killer, and that leaves one free to sit on gens.

  • @Huge_Bush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434409#Comment_3434409

    So it was the killers who review bombed the game on Steam and filled the forums with complaints, right?

    There were killers literally on this forum telling other killers to review bomb on Steam when the Eruption nerf was first announced lol I really dislike this narrative that survivors are the only ones who use reviews as a weapon.

  • If you specifically mean at night time, that would be because people are getting home from work and jumping on to swf with friends. There are more survivors on at night than during the day. I mostly get killer incentive after 9pm, and survivor incentive during the day.

  • @Kamartins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433234#Comment_3433234

    Damn, you encouraged me to use the whole potential of stbfl value and hit survivors on the hook at 30 hits per second, thank you.

    No worries! Most of us are used to this anyway

  • I rarely see face camping in my games as is. So I don't think much will change in my games.

  • It kind of sucks when everyone is on death hook and they haven't been hooked once, yet they're still not taking aggro or taking a hook state. That's the only time it really bothers me.

  • @daffyd said:

    Just to confirm NOBODY was able to answer the original post question and instead talk about why SWFs should never be touched...

    Q1. When was the last nerf to SWFs to bring them more in-line with solo survivors? Someone told me they have never been nerfed and never will be nerfed as BHVR fear them?

    The number of comments generated yet nobody giving a simple answer is very concerning where lack of logic and emotions appear to be shown

    Your question isn't straightforward. The devs make changes based around balancing. Currently, they're happy with kill rates. Nerfing swf will increase kill rates. Which will lead to killer nerfs. It's a domino effect. It's not a matter of 'when have they nerfed swfs?' and more of 'have they ever actually needed to?'

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433239#Comment_3433239

    It works like this:

    Currently, one person on the hook requires two Survivors to ensure an unhook if the Killer is close. One to pull the chase, and the second to unhook. This leaves one Survivor to work gens.

    With this change, you only need the one Survivor to chase. They don't have to literally stand next to the hook, just be passing within 16m on a regular basis. This leaves two Survivors to do gens. If the runner gets caught, just one Survivors is pulled to free the first hook, and you go right back to the same model.

    Note that the runner getting downed is already a risk. This changes makes it no more dangerous, but cuts the needed manpower in half.

    Maybe it works like that with swfs, but more often than not there is one survivor going for unhook and if the killer is face-camping then it's generally a hook trade. The only time I see multiple survivors converging on a hook is during endgame, when this mechanic is disabled anyway.

    If another survivor is taking chase around the hook, the meter slows down. We don't even know by how much yet. But it could be enough that by the time that survivor is downed, the meter isn't even full. So the killer has two on hook now. Now the 2 Survivors on gens will be pulled off - one to save the hooked survivor, and the other now engaged in chase with the killer. And the game can easily snowball in the killer's favour at that stage.

    It's not efficient to purposely take chase around a hooked survivor. Keeping the killer distracted, while one person remains on gens and the other goes for a save and heal, is more efficient.

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