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Nazzzak

Nazzzak

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Nazzzak
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  • I get demolished by all kinds of killers, not just Blight and Nurse. I've had Nurses and Blights who have barely scraped a kill through, and I've had M1 killers nab 4ks when we still have 4-5 gens to go. Put enough hours into any killer and you can wipe the floor with many survivors. You're going to face challenging, coordinated survivors from time to time but that is normal, it's how the game is designed.

    This is all coming from a survivor main who has had two years of experience going up against killers. If you are doing poorly on every single game then the common denominator is you. Pick one or two killers and play them consistently. It might take weeks, even months, but I guarantee you'll master those killers.

  • @Gamedozer7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377185#Comment_3377185

    Alot of tracking on killer is done with audio. Scratch marks give you general locations but to find a survivor is normal done with audio like injured noises, vault sounds,locker sounds. Imagine trying to mind game a survivor and you can't hear them been injured or even vault.

    I'm aware, that's why i said on a base level. Likewise, terror radius only tells survivors that the killer is nearby, not the direction they are in. The latter comes from a visual cue (ie red stain) so obviously both auditory and visual cues matter to both sides. But on a base level, we know the general location of killer via audio and survivor via visual.

    But short of basekit Killer instinct or aura reading, it's very difficult to address it on the killers side without giving an advantage to those who arent hearing impaired. It would completely negate any chance of mind games for survivors and chases would be over very quickly. This heartbeat will presumably kick in at the same time the TR does, hence those who aren't hearing impaired don't get any particular advantage.

  • In my experience, alot of people being camped will just let go on hook. When in that situation, where I'm being camped, I'll hold on for the team to get the gens done. But rarely do I see others do the same.

  • On its most basic level, survivors track killer by terror radius (auditory cue) and killers track survivors by scratch marks (visual cue). Killers got a visual accessibility option in colourblind mode, and survivors get an auditory accessibility option in the form of this heartbeat. Not saying a FOV option for killers shouldn't be implemented at some stage, but if we are doing accessibility tit for tat then I feel like the devs have shown they're not intentionally ignoring one side.

  • I was neutral on it to begin with, but the FNAF fans ruined Pinheads chapter imo. Pinhead is a massive horror icon yet they absolutely flooded the official posts and release info with negativity. Just because they'd fooled themselves into thinking the hints - which included a literal *scene* from Hellraiser - were about FNAF. They accused the devs of intentionally leading them on, when everyone and their mum picked up that it was a Hellraiser chapter from the first hint. Like we just got PINHEAD and they're angry. I understood then why so many people were against a FNAF chapter and against drawing the fanbase over. The sad thing is, from a business perspective, they'd be perfect to cater to.

  • I'm hard of hearing and will give it a go but I think it might be a bit too distracting for me. I can hear the TR but not as soon as others, so my reactions are a bit slower. I'm glad the option will be there. I'm keen to test the discrepancy between when the heart starts and when I actually hear the TR just so I can determine how much worse my hearing actually is than what I thought lmao

  • I always stick around but if there's still plenty of gens to go then i know the game is probably over. Ill just get as much bp as I can.

  • I'm pretty sure it's a bug. With the new Scream movie out i saw what felt like a million and one GFs and it was honestly hit n miss with the revealing. Some games it worked fine, other games no dice.

  • @TheWheelOfCheese said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374691#Comment_3374691

    Oh, no, my friend, there was a huge rash of DCing following 6.1.0 as survivors' favorite shiny toy (DH) was ostensibly nerfed into oblivion. It stopped once they figured out that, not only is DH still viable, it is actually better post-update when you use it and successfully tank a hit. The month or so after 6.1.0 it was nigh impossible to get a game where everyone stayed in and played it out until the end.

    I honestly don't recall it at all. I never saw any mass DCing in my games at all after that update. I remember more upset over SC and IW being nerfed tbh. My recollection around DH was users switching to Sprint Burst for awhile then reverting back.

  • Regarding chases- it's not unusual for a couple gens to pop early. This is because while you chase one survivor, the other three survivors have nothing else to do except gens.

    Your first hook is the one that starts the game, because that's when the pressure starts. One survivor hooked, one going for the unhook/heal, one now in the next chase with you, and only one on gens. And since i know killer mains respect Otz, I'll point out that he has a video where he says the same regarding the ideal chain of events in a game. And if that one survivor who is free to be on a gen is instead ducking away scared, or messing with totems or chests, then even better for you. Because then no one is on a gen. And this happens way more than you realize - the new HUD shows me exactly how little my team mates spend on gens lol

    I can tell you from a solo survivor main perspective, that 2 gens going off early mean zilch to me. To killer mains, your minds are probably saying 'the game is half over, I've already lost'. But survivors see these games all the time, and more often than not they don't live to see endgame anyway. Many times 2-3 gens pop early and the killer has a 4k before the last gen pops. Pressure is the best weapon a killer can have. And I'll add - the biggest mistake is overcommitting. If the first survivor is good in chase then abandon it asap. Guaranteed they'll be altruistic asf later in the game and it'll be their downfall. And Corrupt Intervention is a must have if early gen pops are really messing with your mind.

  • @Cassiopeiae said:

    Blatant tunneling deserves every pinch of salt it gets and more.

    Strategic tunneling is a valid strategy.

    An example of non strategic, salt-worthy tunneling would be The Pig tunneling an active trap.

    https://us.v-cdn.net/6030815/uploads/AEPM7KZ8TWQM/screenshot-58.png

    A strategic tunnel would be facing a weak link in a SWF and killing them early.

    https://us.v-cdn.net/6030815/uploads/WODENQ99HVY4/screenshot-59.png

    Pig tunnelling an active trap survivor isn't salt worthy. It's just amusing lol they're playing against their own power

  • Red Forest as survivor and Backwater Swamp as killer

  • I mean, you can? No one is gonna reach through your screen and physically stop you lol it's a much derided strat though, so endgame comments aren't going to be too positive

  • Unless it's a SM (because I get it) I won't obey Rule 4, because 9/10 times they'll keep playing like normal. Many times they even get to the end and sometimes they'll escape. I want them to see that even seemingly bad games can be worth sticking around for.

    Also Rule 8 isn't set in stone. When I first started playing, the "rule" was to 'wave' when being camped. Alot of people now use it just to show their impatience.

  • I've played against it once and it's noticeable when pulled off. It's when you unhook and they want immediate under hook healing that you see it in action.

  • @illNicola said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375984#Comment_3375984

    Alien is a must have, but as I said I don't see Alien hooking people. I see it brutally killing them. If they want to put Alien in dbd, they should rework the concept of "sacrifice" only for it, maybe he kill people with Facehugger and it's its way to "sacrifice" people.

    A third Resident Evil chapter will be cool, but not this year. I'm a big fan of Resident Evil, but I don't want to see a Resident evil chapter every year.

    Alien doesn't always brutally kill. They take people back to the nest to incubate their eggs. They could adopt Pyramid Head's cage mechanic but instead the person is cocooned.

  • I've never used DH as survivor and when I play killer I honestly don't see it alot, or maybe they don't get value from it so I don't notice. So if it gets nerfed into the ground it's whatever. But i doubt kill rates will spike without it. I think its current form is so dependent on factors like timing and latency that it hardly carries people like it did in the past. I've been seeing Sprint Burst more and more anyway recently, particularly among popular streamers, so I think people are already switching up and adapting in anticipation of another DH rework.

  • @CaptainHustles said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374095#Comment_3374095

    As long as I can keep all my skins and progression on those characters, I'd be down to buy licensed chapters over again on another platform. I'm really desperate to get off switch at this point.

    Yeah I have 2 years of skins and progress on my Switch. I'm on the PS5 now. I'm not fussed on licensed stuff but would like all my other stuff transferred for sure.

  • It'll be out again next chinese new year

  • Solo queue had a large period of time (7 months) between the 6.1.0 killer buff update, that disproportionately affected solo, and the quality of life icon update. We were patient. The devs need time to observe the impact of large changes.

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374770#Comment_3374770

    Small correction, i'm pretty sure your mmr always increases if you win.

    The amount it increases varries on how strong your opponents are but it will always increase

    Peanits has said previously that you can plateau. I would imagine that consistently dodging perceived swfs, hours of play, items, prestige, etc, and purposely messing with your MMR to be a kind of self-imposed plateau, though obviously I don't know the intricacies of the system.

  • Don't engage. Too many players just love to blame others for their own misplays and its pointless to argue with them. Just say gg and press continue.

  • First, it wouldn't be new player friendly as chase/looping is one of those skills that can take awhile to learn. Especially for casual players. It also wouldn't appeal to higher MMR, particularly swfs, where they can coordinate for the strongest looper to take chase/waste time.

    Games would also become very methodical and predictable. I think alot of people would lose interest. Tunnelling is definitely one of the more frequent complaints but plenty of survivor mains (myself included) don't really see it enough in our games for it to overly bother us. I think the best thing for those who are significantly bothered by it is to use more perks, like OTR, to try and counter it. And I'm sure BHVR will have more counter perks in future.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374739#Comment_3374739

    All things equal why would I play against a 4 man SWF? Convince me.

    If you continually lobby dodge to get the easy games, you'll win, raising your MMR. This will necessitate even more lobby dodging in the future.

    It might even lead to a skewed view of the game where you've pushed your MMR via dodging that you think the game design is fundamentally broken.

    Actually it's unlikely to raise MMR. The devs have said MMR will increase when you win against survivors/killers who are of a higher MMR than you. If you win against a lower MMR opponent then the game basically says 'well of course you beat the weaker opponent' and your MMR won't increase. But it will still result in the need for more lobby dodging, as the game is designed to offer you more challenging players at times so you have the opportunity to remain within your suitable bracket. So it will keep throwing higher MMR players your way, and you'll have to keep dodging them more and more.

  • @Dbdfan398 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373737#Comment_3373737

    I think you're right. I go on streaks of 4ks, then nothing changes and I struggle to get a 1k.

    Its super rare for me not to see 3+ dhs, full items.

    The economy is screwed up too. Brown medkits are way more valuable than what killers get, and far more common.

    If you're having 4k streaks then the game is designed to give you more challenging survivors as you progress, so I think it's perfectly normal to have those games where you struggle. When I'm having a good run I know it's inevitable that the game is gonna throw me a challenge.

  • @AMOGUS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368163#Comment_3368163

    People mass ragequitted when the basekit Killer buffs went live. This community is full of sheep and overreacts to stuff heavily.

    I dont recall this at all. The last mass DCing was before the 6.1.0 update and it was because of the Thana-Legion games. People were leaving because no one wanted long games. Same situation as SM.

  • @lifeisstrange said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370371#Comment_3370371

    how was blight nerfed to the ground?

    Spirit=shes still annoying and broken with that mother daughter ring cherry/blossom, that audio queue is no nerf if anything its a buff cause its just so annoying hearing that phase , and unless your some pc player that use head sets that that phase sounds does absolutely nothing and you only can pray you got a lucky pallet or window which is far too rare

    Kill rates are far higher than 60% lol ever since 6.1 to now

    They're being sarcastic. Those things didn't happen lol

  • Because you don't necessarily always get a weaker killer when the first one dodges. Sometimes you get a stronger one, and i'm fine with that. The game is supposed to be challenging at times. But if others want to mess up their own MMR balancing that's on them, mine is fine the majority of the time. A backfill killer every now and then doesn't bother me, nor does being the backfill survivor myself sometimes.

  • Feedback was overwhelmingly negative. I hope they've shelved it.

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374052#Comment_3374052

    I did not ever agree to the OP's idea in this thread.

    If someone wants to use the argument "stop being stubborn and just push them out the gate," I'm going to point out the stubbornness of survivors in the same scenario.

    I never used that argument. My previous point was that the exit gate can serve as a safe space for injured survivors, particularly those who still want to contribute to the game (ie someone is hooked) by getting healed. It's typically the best, and safest, endgame rendezvous point for injured solo, who cant communicate. It's not just a tbag zone, so OPs suggestion (which was the context i was replying from) wouldn't be fair.

  • Word is that it's the licensing that is causing issues for cross progression. IMO, if that's the case then I'd rather they allow cross progression for all non-licensed content while they deal with the licensing side of things.

  • This is a much needed buff. She's a weak killer. Her ability to hold a 3 gen for an hour is not a strength, it's a last ditch effort to somehow make her work efficiently. Survivors don't enjoy going against her, and killers don't enjoy playing her (seriously, when a new killer is released you see them at least every second game. From my experience, and from what others are sharing, she is not a popular choice right now).

  • @burt0r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374052#Comment_3374052

    I said it before and I say it again, if all survivor remaining are healthy and inside a distance from the gate that is save to run back to upon sighting the killer , they all get sucked out and the match ends. With the exception of the killer being inside that zone so maybe some meaningful interaction might still happen, so the killer can decide to leave the zone and end the game that way.

    No argument for BP for healing or rescuing someone and taking any hits for BP is a thing of the past anyway (95% nowadays it's a fake out last second denial power trip).

    Either they have to take risks for their rude behaviour or get booted out.

    That is definitely the better option

  • @Nos37 said:

    "Being prevented from exiting a trial just because some stranger enjoys repeatedly clicking a button doesn't seem fair to me personally." @Nazzzak

    I'm glad we agree. It doesn't seem fair that the killer can't simply move on to the next match; they're stuck in the trial for 2 minutes unless they go push some stranger out the exit because that stranger enjoys repeatedly clicking a button.

    And OPs suggestion of a Blood Warden only prolongs the game even further. Now what?

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374028#Comment_3374028

    The exit threshold is literally pixels away. It's not that far.

    It's not that far indeed. Which makes it an ideal place to get some heals for bonus bp or heal up to go back and do a last minute hook save, or to take hits to help a crawling survivor get that last bit of distance. Being prevented from exiting a trial just because some stranger enjoys repeatedly clicking a button doesn't seem fair to me personally.

  • It's literally just someone sitting behind a screen repeatedly clicking a button. It's not that deep.

  • I hope not. I actually get a bit of amusement out of the 'this is gonna kill the game' posts. I swear, no other player base wants to see their game fail as much as this one does. It's so confusing.

    Constructive criticism and feedback is important for the game's health, but I can't wrap my head around the doom and gloom stuff.

  • The QOL update for solo queue.

    Complaints around survivor gameplay are typically so far from my solo experience that it's hard to feel heard. Complaints around gen rushing, or gen perk builds, or toolboxes with BNP. None of that is my reality, it's not something myself or the team mates I get matched with engage in. So it was really nice for the devs to acknowledge the solo experience in amongst all that noise and recognize the reality for alot of us, completely separate from killers and swfs and all that 'them vs us' stuff.

  • @NewPlayer100102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373931#Comment_3373931

    I wasn't thinking in a win sense.

    I find that when playing solo queue a lot of players will not understand, or maybe accept is a better word that we must do the generators and attempt to all escape.

    It is acceptable to sacrifice yourself to allow others out, and such a decision does have good game play results(you could sac 1 to 3 out).

    But refusing to engage with the game while your team attempts to do the above with the vague notion that hatch is a thing you might find, is extremely frustrating from a survivor POV. I honestly believe, or maybe hope that remove the possibility would encourage people to try to work together.

    Killer wise, half the time once the rushing around the map is over, I'm done engaging, whoever is left can leave.

    Hatch was introduced purely as a means of ending the game. Because when there was no hatch, there was alot more survivors hiding when the game was deemed unwinnable. And it created a stalemate where the game simply turned into hide and seek. Removing hatch would just create this same issue. And it wouldn't stop slugging, because the exit gates still exist and if killers don't want survivors escaping via hatch then I can't see why they'd want them escaping via exits either.

    When I started playing, hatch would appear based on how many gens vs how many survivors were left. I would be on a gen and a team mate would run up and wave for me to follow them. They'd lead me to hatch where the other 2 survivors were and all 4 of us would leave. Hatch is finally in a good place now. It's not a free escape for 4 survivors, it's literally just a means of ending the game. These games where team mates hide for hatch are few and far between. I play solo survivor and hatch plays are the least of my worries. If there was no hatch, these same survivors would bring Wake Up or Sole Survivor and make exit gate plays.

  • I'm pretty optimistic. My sole gripe with her was her ability to drag games on beyond a reasonable time. The update will strengthen her chase ability and provide incentive. And while I imagine some players will still stick to their 3 gen slowdown strat, the update should make it so survivors are able to gain progress, however slowly, rather than the game just standing at a stalemate. We'll see anyway.

  • "Other side" lol certainly not solo queue

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373458#Comment_3373458

    Sure could be

    or/and they might actually start to react faster to these kind of community feedbacks on general. IMO they also did so with Background Player from Renato and Knight.

    That would be nice

  • @Mooks said:

    Now why do they react to feedback on Skull Merchant so quickly and give her basically the haste mechanic I suggested for Onryo during her PTB?

    It's happening quickly before players become too comfortable with her current play style. If they waited then too many people would find the idea of relearning her to be too tedious.

  • @BenOfMilam said:

    I don't play survivor much, but I see survivors constantly dip out of lobbies as killer.

    Maybe they are dodging the low prestige survivors in the lobby? idk, but I usually end up staying even if it means I end up bullying a 100 hour default Bill. I just don't want to sit through matchmaking again lol

    I think survivors do dodge because of newer players or lower prestige. I don't see much lobby dodging at all when playing survivor on Switch (2 years in) but I recently moved to playing survivor on the PS5 as well and have team mates dodging. I'm focusing on getting all survivors to P1 on the PS5 to unlock all perks, and I'm getting matched with folks in the P10s and P20s a fair bit now and they dodge. But I have 2 years experience behind me and hold my own just fine, so it's a bit silly. Prestige doesn't give the full picture.

  • Yes, these are the worst. People have been asking for awhile to have these looked at. The Overcharge-esque skill check would definitely be preferable.

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373067#Comment_3373067

    I've seen so many people complain that slug times were too long, and I agree with them.

    What happened to the basekit unbreakable?

    Better question: which side abused the fog out of it to prevent it from being implemented in the base game? (Usually what happens)

    Basekit Unbreakable was to accompany the Finishing Mori. The FM would enable killers to end a game with 0 hooks if they desired, purely by slugging. The devs obviously anticipated this, and to keep hooking necessary they would have introduced basekit UB. I don't think they ever intended to release it on its own.

  • I feel if people frequently dodge then they really need to stop pointing the finger about bad SBMM. The devs have said before that the game will match you with opponents that you have the capacity to beat 50% of the time. That means that the game is designed for you to have challenging opponents at times, and it's designed for you to lose at times. Constantly dodging because you want to avoid those times you lose is just gonna wind up keeping you in MMR limbo, where the game will just give you whoever has been waiting the longest.

    And it's also worth noting that your MMR won't increase unless you beat opponents with a higher MMR than you (per the devs also). Beating weaker opponents over and over isn't gonna send you into high MMR, it'll just keep you where you are. And if you're not happy with where you are, then too bad. You're not going anywhere.

  • When they tested this stuff out last year, the day with the most accurate MMR bracket had way more wait times than 4 minutes. IIRC most people reported around 15 min, while those in high MMR were apparently waiting 1-2 hours (some were popular streamers).

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