Avatar

Nazzzak

Nazzzak

About

Username
Nazzzak
Joined
Visits
16,249
Last Active

Comments

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392737#Comment_3392737

    The risk is high. 14 seconds spent on a totem is 14 seconds not on a gen.

    Take this hypothetical scenario.

    Most players will not know every totem spawn and some maps (Midwich, ######### off) have weird spawns. We'll say, considering this, that it takes 25 seconds to find a totem on AVERAGE. 14 seconds to Bless it. We'll say it's a small map and it only takes 10 seconds to run to the Boon range. Now, it's an 8 second heal, I think.

    So, in total, we're looking at around a 75 second time investment, assuming the Killer doesn't snuff the Totem prior to you healing.

    25 to find + 14 to Bless + 20 (two Survivors run to the Boon) + 16 (two Survivors healing) = 75 seconds of total time investment to heal once.

    There are situations where it can be very good, but it won't be consistently good now that it's main strength (self-healing) was completely removed.

    Also add the fact that solo survivors may stand in the aura for who knows how long waiting for help that might never come (we've all had those games where no one wants to heal you). So that's a survivor injured and off a gen for an extended period of time.

  • If people already camp then they're still going to camp. Just like if people already tunnel they're still going to. Those who don't do either won't suddenly start because 1 they know they don't need to to win, and 2 they know pressure is the best weapon a killer can have and throwing that away on the slight chance someone has DH is a bit silly

  • It's the same with swfs and solo too. Survivors aren't all on equal footing either, much like killers aren't. Swfs can adapt to and work around most changes with little impact. I can't see that changing any time soon, nor that BHVR have the time or manpower to do so.

  • Thank you devs re the healing nerf reverting. I feel this is what should have been done to begin with - nerf COH and/or medkits and then observe. The impact of anti-healing perks and certain add ons wasn't taken into account when making healing 24s. While the medkit nerf does disproportionately affect solo imo, I feel it's a small price to pay in ensuring hits have more value. So I'm okay with it.

    I feel had healing remained at 24s then two choices would present itself: my already low solo escape rate would drop further with my variable builds, or I'd be forced to adopt meta perks to keep my escape rate. Neither were appealing. I really don't want to be tied to a meta, and I feel like the point of these overhauls was to break the meta in general and not just develop new ones.

  • Huntress, Wraith, and Wesker are the ones I tend to expect it from. I don't see it all that often in my games but when I do I feel like it's always those 3.

  • Some players like to gen rush and some players don't. Some killers like to tunnel and some killers don't. Everyone plays the game the way they like to. I find gen rushing boring and like to bring a variety of perks, but some people like to bring full gen rush builds because they value the escape as opposed to the journey. It is what it is.

  • 55 min for those minuscule bp amounts... not worth it

  • Moreso the reward. I remember when the devs changed "entity displeased" to "the entity hungers" for killers in endgame, because even if killers performed well the game was still telling them they didn't perform well enough. If spreading hooks was more rewarding than tunnelling one player out, or getting a 2k was near enough rewarded (or celebrated) by the game, then you'd probably see less of this '4k or loss' attitude.

    I've lost count of how many times I've engaged in someone's rant on social media (usually FB or Reddit) about how how strong survivors/perks/items are, and when pressed they'll say something like "I usually get 3/4ks and would have had this one too if..." If 4k is the benchmark standard, then no wonder lots of people walk away disappointed. I escape maybe 3 out of every 10 games, and I couldn't imagine if my biggest problem was that I escaped 9/10 but that 1 game I lost was enough that I felt the game was unbalanced. So why does the game make so many killers feel this way?

  • Not just because of DH. My exhaustion perk is Overcome, which is now pointless to use because of the healing nerfs. So I'll be using SB too.

  • I spawned not long ago right next to a pinky finger Clown. The camera hadn't even finished turning at the start of the match when I was hit in the head with a bottle. And he took full advantage of that bit of luck, and stuck to my a** for the rest of the game. I was playing on Switch at the time and it's one of the reasons I decided to fully switch to PS5. I feel the Switch loads me in later than others so they're already moving while I'm still waiting.

  • If the person you killed was a higher MMR than you, then yeah it should increase your rating. If the person was a lower MMR than you, then unlikely because the game expects the higher MMR person to beat the 'weaker' opponent

    in MMR Comment by Nazzzak
  • It's click bait. It's all online media revolves around these days because of the click$. They make dramatic sounding titles with misleading imagery so people click and they make money. Don't click it.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384102#Comment_3384102

    The saddest part of this upcoming patch, and that due to popular demand, all the killer perk nerfs are likely to stay, yet some of the survivor nerfs will get reverted, just because survivors are way louder on these forums than killers are.

    Because seriously, when I add up all the posts complaining about the upcoming killer nerfs, and add up all the posts complaining about the survivor nerfs, there are way Way WAY more posts complaining about the survivor nerfs. There's a zero chance that killers will ever get a balanced deal if the devs are looking for popular opinions to determine which nerfs to keep to revert.

    There aren't as many killer complaints because they know they got the sweeter deal. It's why every post I see of yours insists that feedback on this update should be ignored and the changes should go through as is. You're clearly not bothered about the gen regression nerfs because you know the anti-healing meta is going to be even better. It's okay though. Because I, as a solo survivor, know you are correct.

  • No thanks. My interest in this game is at an all time low.

  • You're getting basekit gen slowdown and shorter chases instead. Because either survivors waste time healing (especially if killers equip anti-healing perks), which means less people on gens, or survivors prioritise gens while injured and chases are now one hit downs. Pallets will be dropped faster so dead zones will form earlier in the game. Hook trading will be near impossible for new and solo players when injured, because healing will take too long, so camping got buffed and more people will die on hook. Just chuck on a couple anti-healing perks and new and solo players will never see endgame. You actually got a pretty sweet deal.

  • It'll take longer than 12 seconds for solo players to even find each other, especially on larger maps. More people will just die on hook.

  • @DBD78 said:

    Inner Healing is still there? I mean why would it be bad? You still rush gens to get out like before. With all gen info we have now solo is fine. And killers lost a lot of gen defence. It's all good.

    Solo queue don't gen rush. I've played solo for over 2 years and gen rushing isn't a thing in our games. If I'm matched with a 3man swf? Then sure. A solo team? Doesn't happen. There's a reason we make up the bulk of kills.

  • I've literally never asked for any of these nerfs for killers. And like every other solo player, I'm just trying to protect the measly escape rate I already have after the 6.1 update. These changes impact swfs very little to none. The entitlement is those who apparently feel I just shouldn't escape at all.

  • @Kimdinhold said:

    This is worst update.

    SWF still strongest in DBD nothing has a changed.

    Exactly. Solo queue players just want to hold onto their measly escape rates yet get told we are being "entitled" for wanting it. The same people saying that would be absolutely fine with solo queue having a 0% chance of escape, but sure, we are the entitled ones.

    These changes disproportionately impact solo and casual players. Swfs will do what they've always done.

  • @Pennywise said:

    There isn't much substance in that video. He is saying the medpack changes are terrifying (his words) and he is worried about his DBD streaming career because of these changes. Does that not seem like an overreaction at this stage, when it hasn't even been in PTB?

    Well no, he reflected back on when there was a previous change to the base healing speed (4 sec increase) and the impact that it had on the game. If he was present and experienced that, then he has a pretty good idea of what's to come with this change.

  • I'm glad you mentioned the impact on camping and hook trading. Even finding someone to heal up with is hard in solo. Extending heal times, and adding in any anti-healing perks the killer chooses to run, and there's little incentive for a killer to leave a hook when everyone is injured. Alot more people are going to die on hook.

  • @Pepsidot said:

    I agree with Otzdarva when he says that people will become even more reliant on bringing medkits every game. Flashlights will have even less of a use than they already do. Keys aren't very useful and maps aren't good unless the killer has a hex. Self-care is really bad, same with the upcoming CoH. Inner Healing requires you to waste time.

    One thing that might be interesting though, is if we see Resurgence and We'll Make It used more. Would only take 6 seconds to heal from hook with both these perks if I'm not mistaken.

    But I'm guessing we'd really see more builds like Prove Thyself, Adrenaline, Sprint Burst, Vigil/We'll Make It.

    Sloppy will become meta, so no point bringing Resurgence

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381203#Comment_3381203

    True but it’s still good for SWF. I don’t really understand why any survivor still plays solo queue. Lol. You aren’t going to win.

    We wouldn't play solo if we weren't okay with not winning. I have a 30% escape rate (includes hatch though, which I know isn't a valid escape) and I feel I'm more than justified in pointing out to the devs that potentially pushing our escape rate to near zero makes playing the game near pointless.

  • Nah see now if you're in solo queue you can just go stand in the boon area and wait for who knows how long in the hopes that someone will run across the map to give you a heal (jk it's dead)

  • @Gamall said:

    "We want to ensure that the soloq experience will be as similar as possible to the swf experience so that subsequent updates can be implemented in the most balanced way possible for both catchement areas"

    BHVR - not more than a few weeks ago

    I think they've decided this is too difficult. Better to just push solos into swfs and eliminate that third role altogether.

  • Anti-healing for killers and gen rush even more for survivor is my guess. I never saw gen rushing in solo queue but I guarantee it'll happen now. Sprint Burst will definitely get an increase in usage. Overcome has been my staple exhaustion perk since Jonah was released (never used DH) but with the healing changes there's no point having Overcome anymore as I imagine ill be injured more than healthy now. I'm switching to Sprint Burst. Considered Adrenaline but it's laughable to think I'll see endgame now lol

  • @Mockingjay_S451 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/369141/ignore-the-haters-devs-this-new-patch-is-mighty-fine

    My dude, you know your past discussions and comments can be viewed right? 🤣 “I play survivor mostly”… yeah, okay. lol

    He also has like half a dozen past discussions/posts where he's threatened to leave, and one where he claimed he's uninstalling the game in protest (funny, he's still here). But oh no, *now* they need to ignore feedback?

  • @I_CAME said:

    Everyone knows the 24 second healing change is crazy and won't last. Sloppy Butcher will have like a 90% pick rate so every heal will effectively be 30 seconds. Good teams will just bring even more toolboxes and bnps to compensate. They'll sit on gens despite being injured and gen rush even faster now that regression has been heavily nerfed. Solos will panic and have no idea what to do when they are always injured. The version that hits live will not be 24 seconds and I expect it might even get completely removed when they realize how big of a change this is. The medkit nerfs and CoH nerf were enough to fix healing. All the 24 second heal does is make OP killers even more OP and makes solo queue even worse.

    Nah I wouldn't be surprised if they kept the heal change. The last major overhaul disproportionately affected solo (especially the SC nerf), so I dunno why I'm surprised they'd pull this off again. My escape rate dropped after the 6.1 update and it never recovered, not even with the HUD update they threw our way. I'm anticipating yet another drop with the healing update, probably to the point where it's not worth even loading up the game because the only question I'll have is how far into a game I'll get before I'm dead.

    I don't use meta builds and I don't gen rush.... maybe I've been playing this game wrong?

  • I don't use meta builds, i like to switch my builds up every now and then. Yet I'm a solo survivor main with a 30% escape rate (even that might be generous) and I fully expect that to drop further if the healing changes go through. I honestly don't think I have any choice now but to run gen perks and adrenaline lest I be pushed out of the game completely.

  • That benefits swfs, who can coordinate with each other to meet up and heal. The worst role in the game, solo, rely on self healing because they often can't find or can't rely on random team mates. And at crucial moments when time really matters, they need a means of healing themselves.

  • @Aurelle said:

    Yeah I've already considered just abandoning the game after reading those changes. Specifically the healing builds.

    COH was the only perk left that made solo bearable and they stripped that of everything that made it good. They could've kept the self healing bit by just giving it to the one who brought and set up the boon and nobody else.

    Sloppy Butcher will now be meta because healing takes 24 seconds, almost as long as current Self Care. Now Self Care will be longer and even more miserable to use. Medkits have been nerfed, making them useless.

    Two terrible chapters in a row and now nerfing the only mechanic/perks in the game that can make solo at least a bit bearable? It's ridiculous.

    The impact on my escape rate will be my deciding factor. As solo I escape around 3/10 times. If it drops further than that then I'm not sure there's even a point to starting up the game. I don't mind dying, obviously, but not getting a win every now and then? Disappointing. I can think of several typical solo scenarios that will suffer and impact death rates, especially with the new anti-healing meta that killers will now adopt

  • "Devs will say " Survivors are going to spend more time healing, removing them from the gens ""

    I refuse to believe this informed their decision making on healing. Gen rushing comes from coordinates swfs. Swfs can also coordinate heals and don't need to run the entire map trying to find your team mate for a heal.

    The only time I've seen Gen rushing in my solo q games is when I've been matched with a 3man swf who came prepared to do just that. And they'll still do that.

  • As a survivor main I'm honestly surprised it got touched. It's easily countered.

  • @Seraphor said:

    If the changes go through, I'll finally go back to my old faithful, Inner Healing.

    The game was perfectly playable before we got CoH you know.

    This. Nerf COH and observe. Why healing as a whole got a hit is crazy.

  • Unfortunately I feel like I'm gonna have to do the same. The healing changes are hard on solo queue. We can't coordinate like swfs can, and we've all had those team mates who refuse to heal you because youre more useful as a meat shield for them. SC was big for solo players and that was killed several months ago. Now medkits.

  • The only thing I'm unhappy about is the med kit nerf. I'm a solo player, and i thought the devs wanted to bring us closer to swf. Swfs can coordinate heals, while solo can't. This feels like the SC thing all over again.

  • I do. I don't care if I die getting everyone else out. It's just a game. It doesn't impact my real life at all.

  • @Gamedozer7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378321#Comment_3378321

    this is what im really worried about. im pretty confident that CoB and overcharge are going to get hit and theres not really much gen defense left to buff unless they revert changes and BHVR doesn't like to do that. when they reverted the DMS PR combo they p nerfed dms pretty hard. am convicted the only reason they readjusted Eruption was because even survors were like wow that might have been over killer. BHVR has a tendency to Iron will alot of killer perks.

    I can't see any reason why they'd nerf those perks. On most killers they're fine. I'm sure they've learned from Nurse that bottlenecking perks because of *one* killer (in this case, a 3 genning SM) is not the way to go. IF they really want to address these issues, they need to go to the source (killer) and not the perks.

  • @Tostapane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/368793/otzs-tunneling-experiment

    cough cough different mmr reserved to steamers (or to be precise fog whisperers) cough cough... those experiment are simply trash: it's sufficient to look at the survivors that he was facing to understand that something is wrong...

    How do you know Fog Whisperers have their own MMR? When BHVR did their MMR testing last year, the Fog Whisperers I watched had the same long wait times that everyone else did. Plus when they play survivor they don't seem to escape more than anyone else

  • @foodie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378085#Comment_3378085

    They can acknowledge people are getting DDOSed without pointing out sources. They way they said it sounds like "some players' game crashed, it's fixed now". And yes they did have an issue, but it was a server issue again - random "disconnected from the host" during matches. It's unrelated to the complaints.

    My game didn't crash. I didn't just get disconnected from the match, my internet crashed.

    Because that might have been the reason behind *some* of the disconnection issues. In their investigation they very well might have found a glitch that has been kicking people from their games. This does *not* mean people aren't being DDOSed. I think it's pretty clear people are being DDOSed. Anyone with half a brain cell can see it's happening.

    But again, if they can't find evidence of a leak on their end then they can't go making any sort of claim. They're not going to say anything that risks any sort of lawsuit dropping on their heads.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377733#Comment_3377733

    What you suggest then? How we nerf tunneling? We can't just make gens 120s or secondary objective and hope killers don't tunnel. Those who do so now certainly will and have even more time to do so. Basekit ds would solve the problem.

    Tunnelling can't be nerfed imo. It's always been a thing in the 2 years I've played. I've seen so many suggestions, most along the lines of making killers stronger so they "don't *have* to tunnel", but that won't work either. Because the game is designed to give more challenging opponents every so often, and killers will revert to tunnelling again once they have those more difficult games. Short of guaranteeing a 4k every single game if a killer doesn't tunnel, it'll never go away.

  • @Grum said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378080#Comment_3378080

    The part where they imply people were just "crashing" and do not directly acknowledge that people are getting DDoS'd at all.

    But if the leak is not through DBD, and its through Steam as others have put forth, then they can't make that sort of claim or acknowledgement. Because they don't know. They can't go pointing the finger at other companies, it'll get them in trouble. They're saying everything is clear on their end.

  • @philward1953 said:

    https://youtu.be/QHtEKrNE5CE

    This is EXTREMELY telling in regards to the community's perception on tunneling on BOTH sides.

    While Otz obviously isn't an "average" DBD player, I think he is still comparable enough to be an efficient look at the player base.

    Also, for further reading, Otz says he played around 60 games, with different killers, mostly using non-meta perks/addons. He also set a rule that prevented him from hooking a survivor twice in a row, which fully prevents him from tunneling.

    • His 80% win rate is mostly indicative of his own skill, but this does have some weight when it comes to showing how killers do not have to tunnel EVERY game, specifically right off the bat at 5/4 gens. It's not like killers get sh*t-stomped if they don't tunnel for every game. Sometimes, it is a skill issue, and not the fault of the survivors if a killer is put into a position where they must tunnel to get ahead. There is a time and a place for tunneling, but its not like you'll 100% loose a 4k if you don't (at least in scenarios where a killer isn't at extreme risk like at 5 gens remaining and such).
    • The fact that survivors still told him he "tunneled" after he specifically did not hook the same person two hooks in a row is absurd, and is something a chunk survivor player base needs to wake up to. If a killer does not go for, down, and hook a survivor who just got unhooked immediately, they did NOT tunnel. That is not what tunneling is, and it's insane that people think that what Otz did in a lot of scenarios is tunneling. I see the accusations of tunneling as sheer copium.
    • As for people who want to be tunneled, that's fine, as some people just want chase interaction. Considering how boring gens are, I think that's understandable. I also don't think there's anything wrong with a killer giving what that survivor wants, or not. When a survivor begs to be tunneled and enter chase, its up to the killer to say yes or no, but the survivor can't turn around an sh*t on the killer for "tunneling" if they then go down. It's their fault they were the killer's next target.
    • I have no thoughts on a team trying to prevent a killer from tunneling. Makes sense. 👍️

    I mainly take issue with the first two points, as they poke holes in very prevalent opinions the community has. By "take issue" I don't mean I take issue with Otz's conclusions, I think they are apt based on his experiences, I mean I take issue with the opinions of the community.

    In regards to your second point, I've been saying for awhile that tunnelling is not massively prevalent for me. I keep stats of my survivor games and it's probably 1 in every 10-12 killers that does it. Most know they don't need to. Of course this comes down as well to one's definition of tunnelling. I've had killers who seemed like they were tunnelling my team mate but yet would immediately come after me when I attempted to take aggro. Which tells me those killers didn't plan to tunnel, they simply happened to find that same survivor again.

  • I'm honestly not expecting much at this point. I do know my time is valuable, and I've given myself a time limit of 25 min when it comes to these sorts of 3 gen SM games. By then I'll have surely maxed gen repair points and I'm no longer getting anything for my time. That's all players can do. It's one killer out of 30+ and I doubt I'll see her much anyway (already barely do) so I've accepted this is how she'll be played. Anything else will be a pleasant surprise.

  • I already buy cells every so often, so it's a nice little bonus when doing so. But obviously the point is to encourage those who don't buy cells often to do so more

  • @woundcowboy said:

    She is one of the worst killers in the game. Once again, survivor fun has been prioritized.

    As I recall, most of the negative feedback on the PTB and following was from killers regarding how weak she is. The only thing survivors complained about were these way too long stalemate games. Surely those weren't fun for killers either?

  • @illNicola said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377179#Comment_3377179

    I remember this. I haven't seen hellraiser so I don't remember if I thought it was FNAF as well. I don't see why fnaf fans ruined hellraiser. They were just sad that their favorite game didn't make it into dbd. Obviously, like any community, there are dickheads who write bullshit, but as it exists on dbd it exists everywhere.

    I want to ask you something though. In your opinion, is it right that a possible fantastic chapter, with a killer who can really have a unique power with many possibilities to be strong, be rejected by the dbd community just because some people are pissed at the community from which the chapter comes?

    In my opinion not, and above all because this community is already very toxic, so going to say "I don't want FNAF because they "ruined" (which ruined is a big word) hellraiser" or "I don't want FNAF because their community is toxic/full of children (not to think that there aren't children playing on dbd eh)" it doesn't make sense.

    If "ruined" is too strong a word for you, then I suppose "took the wind out of the sails" is more appropriate? Regardless, they were spamming everything to do with the chapter on social media and picking fights. It was my first introduction to the fanbase, and I can see why people say they aren't keen to deal with them.

    And I would disagree with the possibility of it being a fantastic chapter. But that just comes down to personal preference. My 6 and 8 year olds play it and it's jumpscare robot animals.

  • @HugTheHag said:

    I don't really like RE as a license, but in the context of DbD I enjoy playing as and against Nemesis.

    Really hate Wesker though. His chase music was amazing the first 10 times I heard it but by now it's just noisy and loud and everywhere, and his voice irritates me.

    I like Wesker but his chase music gets on my nerves too. I suspect because everyone and their mum played him for like the first month he was released. So now the music is just annoying.

  • The sad part is that non-toxic survivors have to suffer these way too long games for such little reward too. BTW you'd have loved this 3 gen from an earlier game. I'm thankful the killer wasn't interested in the 3 gen strat, but we (solo team) were all on the same wave length and broke it asap lol

    187078a94f840-screenshotUrl.jpg


  • I haven't played as either yet but I enjoy going up against both Nemesis and Wesker. I'm maining Sheva at the moment, so she's my favourite survivor.

1 … 116 117 118 119 120 … 149