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Nazzzak

Nazzzak

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Nazzzak
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  • Dead Hard was reworked a cpl months ago and no longer gives distance. Also killers chase basekit got buffed too in the same update - faster blood-lust, less cooldown on basic hits, survivors get less distance after being hit (so yes, survivor chase perks are especially a must), and also faster pallet kicks. The devs have certainly helped killers in chase.

  • Solo is really 1v1v1v1v1. Occasionally you'll get matched with people who want to play as a team and then it resembles a 4v1. Honestly, in the Dwight's shoes I'd have come for you even if it meant I died. But people play for different reasons. That's the reality of solo queue. Some people just want to do their dailies or their tomes. He came with Clairvoyance, so he obviously wanted hatch. Game was over at that point.

  • Do you have Discordance? Might help in finding multiple survivors in one spot

  • Yeah I never see her. My games seem to be all Wesker, Legion, Blight, and Huntress lately

  • For me, Kindred is a must for solo and that's about it. I've been using Kindred since I first started playing, it's never left my build. I hope one day we do get some form of Kindred basekit so I can play more freely with builds.

  • I think it's just the power of anonymity. I think alot of people who try and feel/act powerful in games probably feel pretty powerless in life. In games, they're safe behind their screens so it's easier to troll or bully.

  • I've DC'd exactly once in the two years I've been playing, and it was because my headphones went on the fritz and kept connecting then disconnecting. My ears were just filled with "bluetooth connected" etc over and over. It was very annoying.

  • @hastarkis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184171#Comment_3184171

    Purple distortion uses only one token for Lethal, that's for sure. Maybe I was lucky enough to get non purple lethals but in all lethal games my distortion looses one token only. I should check this later, everyone talks about losing two stacks but... No? Didn't even noticed that downside if it's true? Pretty sure it's not true, tho, it's one token for lethal.

    Nevertheless, (for me) it's useful for some solo challenges when you intentionally get value playing stealthy, but most of the times it's just an info perk (again: for me). Most of the times I either don't care so much about those aura readings or I can identify the perks without distortion and avoid aura readings (or face consequences) without using perk slot. Sometimes it's even useless because certain perks and certain builds drain tokens too fast. Okay, there's undying, let me take out all those tokens just through running across the map in searching for potential Devour Hope. Or it's too OP because you're in SWF and can share info about perks with confidence.

    It has its value but not enough for me. Other perks can't hide your aura but can help you with consequences and (unlike distortion) are helpful even if there are no aura reading involved.

    The only REALLY fun part of Distortion is it tests my knowledges: your token was eating, now identify which perk/addon it was. I can identify perks by killer behaviour, but identifying perks/addons by potential activation conditions is much harder and entertaining.

    Tier 3 Distortion hides your aura for 10 seconds, while Tier 3 Lethal reveals it for 11 seconds (used to be 9 seconds but the perk rework added an additional 2 seconds).

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184067#Comment_3184067

    Actually you don't lose two tokens. I thought so myself, but when using it and facing a killer with lethal, I still only lost one token. Maybe it's worded poorly, and just the removed scratchmarks part has the 10 seconds. Or lethal + distortion interaction is bugged. Or I'm hallucinating ...

    They might have only had Tier 1 or 2 Lethal. I'm pretty sure Tier 3 is the only one that extends it beyond 10 seconds

  • Don't know about throwing but I do feel a bit guilty when a team mate runs past and sees me doing it lol especially if it's another game where everyone is dead with 3+ gens left. In those situations I do feel like I've wasted time that should have been spent on a gen.

  • I just start the match by walking, not running, to keep the killer guessing if i have Sprint Burst or not lol plenty of Lethal players for sure but I haven't been the Chosen One in awhile. Could be coincidence.

  • Because you're going up against real people, who are unpredictable and have varying degrees of experience in the game. I don't think it's much deeper than that. No point in having expectations in a multilayer game.

  • I was torn between the two options purely because of Yun-Jin and Mikaela. I ended up voting for Mikaela. I'm sorry :(

  • For alot of games I don't think it's a bad option to have. But this game is pretty sound dependent. One vocal team mate in my ear could block out Myers breathing or Ghostface's cloak flutter or Wraith's gurgling. It could mean not detecting the terror radius a few seconds earlier or not being able to accurately follow Spirit's directional sound. I feel like VC in solo would probably be a killer buff if anything lol

  • I don't really think is much they can do at this point tbh except bring out perks that help counter these things. Unbreakable or Boon: Exponential (usually map dependent) can help with slugging. Basekit BT, BT, and OTR can help with tunnelling. For SWFs, coordinating around Reassurance and gens can help with camping, though it can be a bit trickier for solo.

  • Maybe at first until I noticed more Nea's running COH on my teams than Mikaela. I've played Mikaela before though and had a killer once drop chase and target me when he saw a boon. He let me be unhooked and escape in endgame when the Zarina came along and booned an un-needed totem, then did a tbag dance, to show him she actually had it. The killer would have had 2k at least that game if he hadn't dropped chase with my injured death hook team mate mid-match just to run the map trying to find me.

  • I dunno whether this is actually a low MMR thing or just the state of the game currently. People prioritising tome challenges or leaving people to die on hook purely because it's one step closer to them getting hatch. Teamwork has really been suffering lately. It wasn't like this when I started playing a couple of years ago.

  • You are my favourite person today - thank you!

  • I can't remember the exact timing because it was awhile ago but it was over 20min (possibly even closer to 30min tbh) and was against a Legion on Blood Lodge. I was playing solo, and we had stupidly 3 gen'd ourselves so I'm assuming we probably all were playing solo. But the team was so synchronised and determined to get out of it, that it was literally just going back and forth with Legion as he tried defending them. Eventually we broke into groups of 2, with two of us sticking with a gen at one end and 2 of us sticking with a gen at the other. It took forever because we'd continue getting hit, have to reset, come back to a kicked gen, rinse and repeat. Legion refused to stray from the gens obviously so healing or mending each other from a short distance away, in full view of him, worked okay to save some time. He ended up killing one of us after we finally got that last gen popped, and the rest of us got out. It was the game that made me very conscious of 3 genning and I always spread my repairs out now. It was so boring.

  • @dugman said:

    Ace’s Open-Handed is great, that perk alone is worth getting probably. I’m surprised more survivors aren’t using it.

    Was about to say this. Open-Handed is a pretty solid perk, especially combined with Kindred

  • If they revealed Pentimento from the beginning then survivors wouldn't do totems in order to counter it. I thought Pentimento always showed though... usually anything that affects the gen shows in the bottom right

  • Unlike survivors, killers are graded from Easy to Very Hard. I'd wager the Very Hard killers get the least overall play time (happy to be corrected) so we'd probably just end up with the same few killers over and over lol

  • Nah. I'm not sad that's a thing of the past, though I do have some fond memories. It was always nice when playing solo and other survivors would come and find you to join them for a hatch escape

  • Honestly, I'm yet to play with a Chris Redfield who wasn't a terrible teammate. I know some good ones exist but every Chris I've played with so far has screwed the team over in some capacity. The solo queue experience is definitely... interesting at times, but these games surely aren't the norm for you?

  • I actually prefer it to OTR in solo

  • @RoastedGarlic said:

    What happened to me just now was ridiculous. The killer wouldn't let me bleed out, wouldn't let me finish a gen to escape because my other teammate was hiding and they couldnt find them. Instead they just carried me unless i wiggled out. it didn't matter that I had enough and kept pointing to the hook. This went on for at least 20 minutes or so.

    With the dc penalty I didn't want to leave( dc penalty shouldn't be removed), I had no way to leave the game without being punished, I was forced to stay in the game because the killer wouldn't let me die and my teammate wanted the hatch and just walked circles around the map evading the killer.

    How are we as players supposed to deal with this? When we can't forcefully eject ourselves from the game because the killer refuses to let us bleed out or hook us, Won't let you complete a gen so you can escape ( we were 3 genned so it was easy for him to patrol)

    I feel like the game itself needs a max time limit, or the hatch needs to be completely removed. I'm tired of this crap, so many times since the update i've been in scenarios like this and it just isn't fun.

    Fellow survivors stop playing selfishly like this, fight to the damn finish. You're just as much to blame for my damn suffering in this case. Please fix the game bhvr add a max time limit or remove the hatch. Do something because a game that shouldn't go on 20 minutes because of selfish players.

    Did they have the Awakened Awareness perk? Some killers are using it like radar when there's two survivors. Helps them see the auras of other survivors within 20m.

  • Yeah, I'm pretty chuffed with the bloodweb decrease and the survivor bloodpoint incentive (mine is constantly 100% - no complaints here). I'm not escaping as much as I used to before the rework update, but it's nice leaving a match and actually feeling like I'm getting something decent for my time and efforts in the bloodweb. So yeah, definitely happy.

  • @Maverick_74F said:

    https://forum.deadbydaylight.com/en/discussion/345350/gen-times-warning-otz-video-warning-there-is-an-otz-video-in-this-link-this-link-has-otz

    This is a hard one. I feel bad for the devs because it's going to be hard to get right. We always heard about camping and tunneling being cheesy and a unfun tactic but people bringing 4 BNP + Prove isn't talked about nearly as much as camping and tunneling. Same goes for 4 insta heals or styptics or 4 purple flashys +map offerings. Probably a hot take but I don't think BNPS or styptics are healthy for the game anymore. All these things buy a TON of time for the gens to be done or drastically decrease the time to do them with little to no counterplay or way of knowing about it.

    I think its a bit absurd that some matches you can literally find a survivor within 20 seconds and down them in under 40 then hook them and your already down a gen and a half, That 1 hook state doesn't apply nearly enough pressure to justify losing a gen and another being almost done. Early game seems to be where the problem lies the most and some killers (Hag,myers,trapper,pig,onryo,freddy) will lose 2 generators and sometimes 3 and only have 1 hook no matter how good you do in chase or setup due to the limits of their power and how much you control the chase.

    4 BNP + PT isn't talked about as much as camping and tunnelling, because the former is relevant to swfs while the latter is more relevant to solo queue. Swfs can coordinate around camping and tunnelling alot easier than solo can, so most complaints around camping and tunnelling are from solo players (and to an extent, 2man and 3man swfs), who make up the majority of the player base.

  • @AlkaloidssOP said:

    Damn people here really found plenty of ways to say: Screw all of you, nobody elses fun matter, just mine!

    That's literally a common sentiment among the playerbase, yes

  • Oh I didn't even notice. I liked that little touch to the map

  • Tbh I think the ones that do it are probably the stronger loopers who want to be chased/tunnelled

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3174629#Comment_3174629

    And again, you are going to blame wrong mechanics.

    I already said toolboxes are problem and they should not exists with current statu. BHVR should rework them because i know fast gens are problem for most of killers. I am not ignoring this part.

    But Hyperfocus + Stake Out combo is far from being problem. It is pretty meh combo. For each token, you are wasting 15 seconds in killer's TR. And if it is not multiple floor map, killer is probably know you are on gen. They can just chase you. Or you can hide in killer's TR for 4 stacks but you will waste very good time with that.

    So i am saying again. This combo is meh, it is not good. Toolbox is the what makes this combo so good and they need to be changed.

    Maps are off-topic but we both know, maps was always the biggest problem of DbD. They still are. Maps still need nerfs, so they can feel fair for both sides.

    My problem was that with your comment. Hyperfocus does not need any nerf, it is alright perk. But toolboxes are not and they 100% needs to rework.

    I hope my points are more clear.

    How would you suggest toolboxes be changed? Do you mean to simply not synergise with Hyperfocus + Stakeout? Many of us don't use these perks and I'd hate to see changes to toolboxes in general because then it's yet another case of the whole survivor base losing out because of a few

  • Bite the Bullet is good for Coulrophobia. It doesn't give a loud noise notification when you miss a check and you only lose 1% progress. I'm seeing Coulrophobia alot more with Wesker

  • @Volcz said:

    The 'buffs' are apparently slated for mid-late 2023 from what I recall. I don't know why it'd take them that long to address solo que but hey its BHVR. Typical.

    They haven't confirmed that though. They've just said it's not on the current year roadmap, which implies it *might* be on the next. Considering they first mentioned the potential buffs over a year ago on their 5th year anniversary stream, I wouldn't have thought at the time we'd be waiting 2+ years by the time they roll out but here we are lol

  • I dont think you're an ******* and I don't think you did anything wrong. You stayed in the area because you knew a survivor was there. But I don't think their use of Reassurance was bad either. I feel like that's the purpose of the perk. You didn't leave the area because you knew someone was in the building and its more time efficient to grab them than go across the map. So on the flipside, they felt it wasn't safe to unhook afterall and chose to prolong the timer. If they revealed themselves to attempt to take chase, but the killer decided to stay near the hook, then they may have lost their best chance of using Reassurance. So they probably just did what they felt was the best call for the team, just as you did what you felt was the best call for yourself

  • Still at least a year away, if we even get them

  • Makes you wonder just how boring some people's lives must be that hiding and doing nothing in a video game is an appealing thing to do.

  • You can if it's a boon and you have Shattered Hope. But destroying totems are a survivor objective primarily, which contributes to our emblems/pips and overall bloodpoints

  • I watched a video once where they said the pillars in the maps outer walls are 8m apart. So in the photo below, 8m between the two circled areas. So approx twice that distance (first circle to exit gate?) would be 16m

    Screenshot_20220905-222640_Chrome.jpg


  • There's no way I'd waste my escape cake lol even if it was a Starstruck Nurse on Midwich I would see that ######### out

  • It never used to be like this with Kindred. I swear it was only a few months ago that it changed and I'm not sure why

  • Wouldn't that just make it harder to find survivors? Most are found at gens at the start of the game. If we couldn't go to gens then I imagine we'd all just wait for 30 seconds in lockers or the corner of the map or something. You'd rather a 20 second game of hide n seek at the start of every match? I know I wouldn't

  • Robbie Rabbit skins for Legion as I decided I was going to start playing them earlier in the year. Then they suddenly got their buff and every second game was Legion and people were DCing or letting go on hook. I decided not to add to the Legion numbers after that.

  • It's borderline unplayable for me. Played two games just now and both games were jumpy and laggy whenever around the killer. I'd run directly at a vault and it'd slow or medium vault instead. Try to run through a doorway and just run into the wall next to it. Wth

  • @Blizer said:

    I also think Resurgence is underated aswell for survivors. Saving time is always huge, and cutting the time to heal after unhook is quite significant, and it synergizes with other healing and unhooking perks decently well.

    I've been using it lately and I agree. There's also the benefit of saving medkit charges. A common brown medkit usually has one full heal, but using Resurgence extends its life to two post-hook heals.

  • Wesker has been out less than a week. Maybe take some time to practice with him? And I'm not saying that in a mean way or anything. I feel like asking for massive changes to maps to accommodate a new killer is a bit of overkill

  • I'm constantly having 100% Survivor incentive. It's never changed. Would this be why my solo experience is such a mixed bag? If they are looking for more survivors in my MMR bracket then presumably I'm just being thrown in with people of various MMRs because they don't have enough?

  • I see it enough that I just assume every Myers I come across has it and play accordingly. If he gets two or more kills with it then I'll let him mori me, but I refuse to be taken out mere minutes into the game lol I've had it happen twice and both times he was chasing another team mate who decided to run to me and then behind like I was a shield. I'm okay with Tombstone Myers, it's the team mates who go stupid

  • I won't give a kill because I've been in this situation as a solo survivor, where the gens all popped and exit gates opened before I even finished spawning in. I lost a pip. The only thing I got was the few thousand escape points. It's a crap situation for the survivors too, they don't win anything that game.

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