Nazzzak
Nazzzak
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- Nazzzak
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@ProfessorDunwich said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433242#Comment_3433242
I think most people heavily lean towards one role.
The gen kick perks were nerfed with no alternative for gen control given. No FoV slider. Etc.
You were given an alternative. The self healing nerfs. More players, on average, playing injured means chases/downs are now quicker. But since you are upset about anti-camping measures I'm going to assume you don't engage in chase much which is why you don't see how the self healing nerfs were decent compensation.
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@ProfessorDunwich said:
https://forums.bhvr.com/dead-by-daylight/discussion/376171/get-your-slug-builds-ready-boys
Don’t worry. This forum is full of Survivor mains who will go out of their way to dismiss any concerns you have as Killer, in this case by minimizing.
Killers will be encouraged to slug if these changes go through. Then they will bring back those awful basekit Unbreakable changes. Killers will be forced to play by the Survivor Rule Book. I suspect only the very best Killers will continue playing.
What concerns? They haven't listed any.
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@ProfessorDunwich said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433239#Comment_3433239
Chases typically go between tiles. Survivors have a lot of control over where the chase goes.
Fogwise and Bloodrush are not fundamental parts of every game.
My point regarding the perks is the panicking around them before we even saw them in action. And they ended up being nothing to the point where I haven't seen a single complaint about them once they went live.
Most survivor mains who have played this game long enough have a sense for what will or won't be an issue in their gameplay. Engaging a survivor in chase, they'll either be bad and you'll down them fast or they'll be good *because* they know how to work the tiles and buy their team time. It's not efficient to lead the killer to a hooked survivor. You risk both survivors going down. It's efficient to buy your team time to get the unhook and heal while the killer is distracted.
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@SirCracken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433220#Comment_3433220
The whole point of camping is to trade the repair progress of the other 3 survivors for getting 1 of them out of the game. Proxy camping still exists and is completely unhindered by the anti-camp mechanic. And since proxy camping is the most effective way to camp, this mechanic does absolutely nothing at best. At worst, the hooked survivor can unhook themselves in the killer's face early and die faster by being rehooked.
So camping is ultimately made stronger by this mechanic. Not weaker.
I've never, personally, seen proxy camping as an issue. Depending on what you mean by proxy - in my experience it's the killer coming and going from the hook frequently, never straying too far. This sort of camping is easy to work around when it comes to unhooking my team mates. It rarely requires hook trading, like face camping generally does. I don't think proxy camping needs any sort of preventative mechanic so the fact that this anti-camp mechanic doesnt affect it isn't an issue imo
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I've had this happen to me literally once in the over 2.5 years I've played solo. And it was from someone doing a hatch challenge and wanting me gone by making loud noises (dropping pallets, jumping in and out of lockers) wherever I was. If this happened to you 10 games in a row then I'd question the way you're playing the game.
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@ProfessorDunwich said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433144#Comment_3433144
There are many more Survivor mains here than Killers. 2 reasons I suspect, have to be way more Survivors for the game to function and they can take casual breaks in game to post here.
Anything that may make the game worse for Killers is quickly dismissed. Survivors complained about the gen kick meta, that got changed in their favor (with no other gen control for Killers added), then they moved to camping and that is getting changed in their favor as well. They also got huge HUD buffs. Meanwhile, Killers cannot get an FoV slider.
I think most people play both roles. They may have a preference for one over the other, but they still play both.
And the perk overhaul of update 6.1 happened because of killer complaints about the survivor meta of UB, DS, DH, and IW. So no, killer complaints aren't dismissed. The gen kick meta got changed up, but BHVR said after 6.1 that meta shake ups will be a regular occurrence. And it is.
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This is starting to feel like the same sort of panicking that happened around Fogwise and Blood Rush, both of which were unwarranted. There's no point in running the killer to the hook if they aren't camping. Especially considering killers are faster than survivors and running in a particular direction as opposed to taking advantage of nearby loops is likely to get you downed faster than if you just looped the killer and let a team mate get the unhook (and heal). Plus you're putting both yourself and the newly unhooked person at risk of both getting downed. It doesn't make sense. I can't see it.
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It's a game. It's not that deep. Do whatever you want, no one cares
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I'd agree about tunnelling being effective, but not camping. Camping ignores 3 survivors and leaves them free to sit on gens. When the additional 10 secs got added to the gens, I'd say this benefited camping as even if the camped person held on to the end, you wouldnt get as much gen progress done before they were sacrificed (to add, I don't get alot of campers in my games but I keep stats and it looks like most camping games I'm in end with a 2k).
We don't yet know how quick the meter fills, and did they say it's one time use only? I can't remember. But either way, being able to jump from the hook potentially buys the team some time. If it ends up being pointless against most of the killer roster, then they're more likely to probably change things around Endurance so survivors aren't just downed a second later and put on hook.
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Thank you! I love Jersey cows so here is one for you
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They mentioned they're going to be holding more streams going forward. I feel like instead of making promises for the year ahead, they're now going to be changing things up on a more frequent schedule depending on what might be needed at the time.
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@Iron_Cutlass said:
Well, you can still camp, just you have to be smart about when and where you do so, in a hypothetical sense, you should still be able to force a Survivor into second-stage/death if they are close enough in progression because the anti-camp measures would take too long to prevent it. Also you can still camp in EGC.
Also I think the Generator needing gas could be a reference to the old mechanics BHVR was going to originally add, where you had to find parts or gas for Generators before you could start repairing them. Obviously it was canned/scrapped, but still interesting. Either way it's just something in the background, Im not sure why anyone would get upset over that of all things.
If I'm remembering correctly, they said it was disregarded for like 'obvious reasons' or something. I just remember at the time my mind went to killers camping/patrolling the gasoline cans and survivors not even being able to get to the gen repair stage lol
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Yeah, it felt like instead of one massive stream for the year it's now going to be broken up into smaller ones. We got a few updates this past year that were never on the roadmap/schedule. It's probably easier for them to maybe reassess every few months just what changes might be needed asap, as opposed to trying to predict them months to a year in advance. One thing i learned quickly is this community is crazy impatient, so they're smart for not promising too much upfront but instead making changes as they see fit along the way.
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It sucks for me because I have all the cosmetics, as well as Jonathan, on my Switch which I recently stopped playing. I only have Steve, Nancy, and Demo in their original cosmetics on my PS5. I doubt we'll ever be able to share the license stuff across platforms.
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@Crazewtboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432282#Comment_3432282
The hatch and doors at Endgame Collapse is a pity offer to the last survivor despite having failed at your objective. If RNG happens to be on your side then great. If not then it is what it is. A pity offer shouldn't have a fairness aspect to it. It should be just what it is: RNG. Honestly lore wise a pity escape doesn't make sense from the entity but the hatch isn't going anywhere. Everyone who has played survivor should be happy it made it this far (myself included)
Got nothing to do with pity. The game doesn't even count hatch as an escape - it's considered null. Hatch exists purely to kick-start the end of game countdown.
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I would assume it doesn't stop just in case the survivor attempting the rescue gets downed or injured and no longer has a real means of unhooking. So if they're injured and leave, then the hooked person still has made some progress during the failed attempt.
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Devs have said multiple times that endgame shouldn't favour anyone. It's purely a means to an end. As said above, there are plenty of times when gates spawn close to each other. It's pure RNG. Sometimes they spawn further away from each other, which can end up giving some leeway to a survivor going against a killer with poor map traversal. But other times they're so close any killer can stand in between them and watch both doors.
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@AmpersandUnderscore said:
More and more I'm convinced that nearly a year of kicking gens has ruined the idea of 'normal' gameplay for this game.
The devs could, right now, revert ruin, tinkerer, and pop to their meta pre-6.1 states, and killers would have no idea how to use them. They'd be completely useless to someone standing at a hook, or tunneling all their attention on exactly one survivor.
It's like 'pressure' now means pressuring hooks, gens, unhooks... Anything except pressuring survivors. There's an incredible amount of posts on this forum where killers just expect survivors to stand there afk politely until you're ready to deal with them.
I've been thinking this for awhile but I'm glad someone said it. I took a break and started playing again this week, and the amount of killers who approach me at a gen and instead of instigating chase immediately, will stop and kick the gen is pretty high. Which gives me a significant head start. In dead zones in particular it's massively advantageous to me.
People can claim they need to because the gens are going too fast, but they do this even when they're not. And imo getting that down is more important - it forces other survivors off gens on account of needing to unhook/heal, plus being engaged in the next chase. I honestly think those gen kick meta months has changed how alot of killers play - in particular, new killers who watched content creators and know no other way to play. Just my personal observation.
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@Coffeecrashing said:
There was absolutely NOTHING mentioned for killer gameplay or accessibility improvements!
Let’s review the scoreboard:
Survivor gameplay and accessibility improvements:
1) Survivor HUD
2) Visual Terror Radius
3) Anti-facecamping
4) DC Survivor bots
Killer gameplay and accessibility improvements:
0) Absolutely nothing!!!!!!!
The HUD and heartbeat weren't announced at last year's roadmap. Hardly comparable.
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@I_am_Negan said:
Wasn't that what everyone was complaining about when someone dc'ed. They could get their adept
Wouldn't the bots help now with the killer getting their adept?
Yes, it was a very very common request lol and I never saw anyone comment against it. Suddenly it's a bad thing? This community...
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Most people play multiple games. Most of the streamers I follow generally play one or two other games than DBD. It's not unusual for them to try and enjoy new games. When Skyrim came out alot of DBD streamers consistently played that for awhile. Same with the Evil Dead game. I've seen a number of them playing the Outlast Trials earlier today.
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I've been using it too. Without fail when I unhook someone they will crouch for a heal. It feels nice being able to keep the team healed up best I can. It's good for me too because healthy team mates will last longer in chase and hook trade etc. So I think it's a solid perk to have.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3430897#Comment_3430897
And yet you fail to describe exactly what the issue is with my statement. How exactly are those different? If i can physically hear a survivor is on the other side of a wall, why can't i also have a visual indicator showing that?
Wouldn't it affect mindgames? It'd be like a permanent aura reading. Survivor wouldn't even be able to leave the tile as the killer would know exactly where they are
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3430379#Comment_3430379
That doesn't surprise me.
I'll refuse to crawl if dumped close to the hatch because that's what I'm expecting.
Lol same. It's so obvious when they drop you a distance away that they have no intention of letting you have it. I shake myself 'no' or crawl to a hook.
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I hate Lerys
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What about Zarinas?
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It's hit n miss with Nurses I find. If they get two people down, then they'll generally scope out the area for more before hooking. If they happen to get three people slugged they are 100% going for the 4 man slug. Their power just allows them to do this so if given the chance they'll capitalise on it.
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His new upcoming movie, Sympathy for the Devil. He seems to like red jackets lol
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@I_CAME said:
It's all the lobby dodging. There are 6-7 per game when I am on a high prestige survivor. Killers just dodge over and over again until they break the matchmaking and get easy survivors like this. God forbid they have to play against competent survivors. Gotta preserve that ego.
The crazy thing is, they're not doing their MMR any favours because the rate at which you increase is also affected by the rating of the person you kill. So a higher MMR killer targeting a lower MMR survivor won't get the same increase that they'd get killing a higher rated survivor.
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They changed their mind?
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This is so random haha but I'll take it
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I'd prefer no. Sound is pretty important for survivor, especially when it comes to undetectable killers (eg Myers breathing, GFs cloak), not to mention being able to hear the terror radius at the earliest possible time in order to plan your next move. I'd hate having people chattering away in my ear. Not to mention there would absolutely be toxicity. I remember when people were purposely targeting or sandbagging players wearing the pride charms or playing as David. This community absolutely can suck sometimes.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3429396#Comment_3429396
ok that's nice if its true, but I asked for a source not the same info I already got that might not even be true.
I've actually been looking for a source since I posted my comment. I found the wiki as well, but as you said, it's a fan one so I've been trying to find something more official. Found multiple discussions on it with people having a varied idea of what a bleed out constitutes, but again, nothing official. Did find confirmation from a dev regarding hatch escape being null, so from a comparison pov it would make sense (imo) for bleed outs to be the same, especially considering how they're treated post-game, but I'd prefer official confirmation so will keep looking.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3429236#Comment_3429236
Can you give me a source? Afaik the only thing that doesn't count as a kill is an escape (obviously) and a DC.
All the info I can find just says as long as they die your MMR goes up, it doesn't matter how.
Bleed outs are the same as hatch escapes - they're neutral and don't affect MMR. MMR also isnt simply increased by kills, it also depends on the MMR of your opponent. If you kill a survivor with a lower MMR than you, then it doesn't increase your MMR because the game expected the better player to win. There's a bit more to it than simply dead survivor = more MMR, or escape killer = more MMR.
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I'm pretty sure they're okay with it. I remember when the hit cooldown was reduced last year, one of them mentioned they ensured there was still a small window of time to do a hook trade while avoiding a grab. So they acknowledged hook grabs but basically said they intend for us to time ourselves around them.
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@Veinslay said:
Deal as long as we can opt out of playing against 3 and 4 stack SWFs
You already can. Look at how popular lobby dodging is.
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I honestly don't feel like this was necessarily my fault, but I was on the upstairs gen in Father Campbell's Chapel while a survivor was on the ground level getting chased. I put myself on the side of the gen closest to the nearby open window, as I assumed if the survivor ran upstairs they would keep their forward trajectory off the staircase and out the open window on that side.
So when they did come upstairs, I turned and jumped the window behind me (medium vault due to angle) and turns out the chased survivor did a u-turn and wanted that one too. They got stuck behind me and immediately DC'd. I felt bad but also, they had to have heard me on the gen upstairs so why not take the pathway that doesn't result in the two of us caught up in the same small space? It was the only time I've ever made a team mate DC so it's kind of stuck with me as i felt bad.
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@EmmaFrostyEyes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428546#Comment_3428546
I know one streamer that uses that term and they clearly arent joking and neither were you
I've seen the saying "tunnelling gens" quite a bit over the last several months and assumed people were parroting a content creator. My assumption was a streamer who starts with T, I'm curious if it was them.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428548#Comment_3428548
I think getting DC/suiciding teammate is a lot more common than tunneling/camping. My play session today had a lot of DC's and suicides on first hook.
I've only just started playing again after a break, but the few hours I played yesterday had no DCs or letting go on hook thankfully. Two games had a tunnelling killer (I was the chosen one in one of those games), and in one of those games the killer was also camping. Overall, no issues. I also had one SM game but she was chill asf, which is probably why no DCs lol
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I have it disabled on my PS5. Nothing to do with DBD though - my nephews like to play Fortnight when they come over, and they're pretty intense about it. I'd rather not have to deal with whatever mess they've made once they've left.
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@tippy2k2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428223#Comment_3428223
Same
It helps that I couldn't care less about how the game goes. If I get tunneled/camped, whatever, I'll take the L and move on to the next match no worse for ware.
Although given the state of this board, I wonder if I'm playing an entirely different player base as I get tunneled/camped MAYBE once every ten games or so. Granted I can't see everything at once so maybe my teammates are getting tunneled but even then, if I notice a teammate getting tunneled, I'm one of those weird players who actually steps in and tries to break up said tunneling, even if that means I literally have to just stand still and let the killer hook me to let the fellow survivor get away.
As a killer, it feels like without a lot of the bulli squad tools like the flashlight locker saves and whatnot, those games have also gotten considerably better. But just like with my care level as survivor, my care level as killer is also low. If I get 0 killers but had some good chases against skilled survivors, that's way more fun than a GGEZ 4K against a bunch of pathetic potatoes. Although I have seemed to get a lot more pathetic potato games for whatever reason but even that's not so bad as I just take my foot off the pedal if I'm feeling it and play with my food a bit more...
But yeah, I'd say way more often than not do I have fun (or at least not a bad time) playing the game.
It's not just you, I don't get alot of campers or tunnellers in my survivor games or bullies/sweat squads when I play killer. They're there but thankfully a minority. I think like someone said above, the bad games are simply alot easier to remember than the good ones. I started keeping track of my games awhile ago, noting all the undesirable things we see complained about frequently, and it really put things into perspective for me. I recommend more people do it.
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I love this contest, there's some crazy talented people in this community
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The majority of mine are fun, but I don't take the game seriously. I think if you have a competitive mindset it's easy to get tilted by this game. When you stop caring too much about the outcome, it's easier to enjoy the journey. I don't see too many cheaters thankfully, unless they're just really subtle about it, and I played for a few hours today and had no DCs or really sweaty players.
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I literally never do any of that and I still get BM
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@Bardon said:
I believe that the main problem is that the "Everyone past this MMR score is the same" point is set way too low.
The devs have said that once you reach a certain MMR score (maybe 1500 but I can't remember) then it essentially considers you the same as everyone else with that score or higher. So you go along for a while playing against people roughly at your skill level then the moment you cross the magic threshold you can get put into matches with people with several times your score and thousands of hours in the game.
So you'll get a barely experienced Dwight with three other survivors with thousands of hours so of course poor Dwight can't pull his weight or you'll get a killer who's been around longer than Otz facing survivors barely out of training wheels.
Lift that "magic point" a fair bit higher and you'll see far less badly matched players. Yes, I know it'll make wait times longer but I'd rather wait a bit longer to get a fun, fairly matched round than wait less time to get ROFLSTOMPED.
They had a test day last year where they did just that and they made the SBMM stricter. There were such a small percentage of players actually in high MMR that there were people waiting from 1 to 2 *hours* for a match. Considering the people in high MMR are mostly long term regular players - including a number of content creators who got caught up in the super long wait times - I honestly can't see them touching that.
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Well we know BHVR were experimenting with ending the game immediately once all surviving survivors are down (the Finisher Mori). Hopefully that's been scraped, but they could release something in a similar vein, where when all survivors are downed they can all voluntarily vote to end the game. It won't prevent trolling (plenty of randoms will vote no just to be a PITA) but it'll probably lessen the degree to which BM slugging happens as I imagine most survivors will vote yes. It also would allow those with something like Unbreakable to still try and salvage the game, without everyone just forcing themselves out of the game before it's actually over.
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Funny thing is, it wouldn't be too difficult to implement as I imagine they'd use the same mechanic as the Doctor's illusions.


