Nazzzak
Nazzzak
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- Nazzzak
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Tombstone needs a counter, so no. I have full sympathy for any Myers I come across doing a Tombstone challenge, and often times will let him Tombstone me once I've played enough and pulled my weight for the team. Because I know how difficult the challenge is. But if you start guaranteeing him kills then I'll bet as soon as people realize the Myers has Tombstone, they'll DC or go AFK or hide in a locker the rest of the game. It'll get boring fast.
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Yes. I want to know in lobby. If the devs are worried that people will lobby dodge bad ping or something then all I can say is good, we *should* be able to do that. No one wants to waste their time. If I have bad ping I'm absolutely okay with people lobby dodging me.
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@SimplyPixelated06 said:
https://forum.deadbydaylight.com/en/discussion/comment/3169763#Comment_3169763
Thats because solo queue is 1v1. Hence the perk is very neccessary until they actually bother making changes to solo queue to help balance them with killers. No one takes hits let alone hooks for you. You get left on hook and left to die by being tunneled to death. DS is extrememly counterable with the powered exit gate change, 5 second stun won't kill you, and you could just not tunnel and you'll be fine.
This. In solo queue, when the killer isnt around me I have no idea where he is or who he is chasing (until someone gets injured that is). It's not like being in a swf on comms where they're like 'I'm being chased around shack, someone take a hit or I'm going down'. Swfs are 4v1. I'd say solo is more like 1v1v1v1v1. If I see someone being chased near me I absolutely take a hit, I don't even hesitate. But I don't care if I die. Many solo players do care and want to reach the end. You have a mixed team who may all want different things out of a game (escape, bloodpoints, a pip, a daily done, a tome challenge done, etc). Sometimes you can only rely on yourself.
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Simply having tunnel vision on one survivor, while ignoring all the rest. I don't see tunnelling often in my games but I've had two noticeable experiences (both Bubbas) where they were literally walking past my team mates on gens just to find me. Those are really the only times that stand out to me.
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It was a bit of community fun. They were probably hoping people would put aside their competiveness for the festive season and just have fun together.
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I have a perk slot I like to change up, I might give Empathy a whirl. I've only used it in the past for healing challenges
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3168357#Comment_3168357
On release survivors had the 100% bonus while sitting in a 5 minute queue and spamming the forum about how no one wants to play survivor anymore. Meanwhile killer queue was instant.
Before the incentive was fixed, my own queue never passed the 2 minute mark. While people were still spamming that no one wants to play survivor.
Now, after the incentive was activated. My killer queue is between almost instant to 1 minute and people still claim that no one wants to play survivor...
I can't speak for everyone but I've never had 5 minute survivor queues ever. And I've only ever seen the 100% bonus attached to survivor, and even then my queues were/are near instant.
This queue time business seems more like a regional issue than anything else.
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I've watched top streamers try it out and it's hit n miss as to whether they get proper value from it. If they struggle at times then I have no hope and won't even try lol
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It doesn't even need a buff, just revert it back. Pre-rework you'd get the intended value out of it while still being able to participate in game objectives. Now you get the intended value but get penalised for participating in game objectives. They hilariously call that a buff lol
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Of all the perks to see complained about, this one surprised me haha if the killer vaults run to another tile
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Trickster cereal would be something with sprinkles
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@cybermonkey said:
Around 3/10 games for me. It's become obvious that if a killer is competent and utilizing their power well, its a stomp fest. Its just not fun like it used to be when at least you felt you were in with a chance most games and it would be neck and neck up till the end. Those were the best but now they are few and far between, to the point where I'm wondering why I bother.
It used to be, as a solo, that I could usually predict how a game was going to go when there were 2-3 gens left. That was when the pressure started being felt. Now most games you know by 4-5 gens whether you stand a chance or not. I suspect that's why there's such an increase in early DCs and letting go on hook.
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@SMitchell8 said:
Mine has dropped from 1 in 4/5 to like 1 in 10
Same. I don't even go into a game expecting to escape anymore. I pretty much just count my bp and try for a pip. When a killer hooks and nods at me I'm just like 'yeah yeah, you and I both know this was the inevitable outcome' 🤣
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I assumed that because they've given Rebecca the role of "gifted medic" that she somehow saved Meg
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@Audiophile said:
I only read a few posts here explaining the quitting but they were pretty spot on. It won’t stop until they fix all the things that make solo q a terrible experience. The only reason I still play is because I’ve resigned myself to losing all the time as the price of playing. I still get to enjoy some good plays, try stuff out, and get a tiny bit better every game and have the occasional decent game. But honestly it’s just a totally unfair miserable experience in solo q. It’s surprising they still have a game. And when players on my team quit, I get it. I don’t lose my ######### like some here on the forums do. Maybe because I know the game is likely going to be a bad loss anyway so whatever… next game. I don’t bring my best items when I solo so I don’t lose anything to get mad about.
"I’ve resigned myself to losing all the time as the price of playing"
This is my attitude 100% lol I have zero expectation of escaping when I play. I think it's the only thing that keeps me playing tbh. My only goal is to pull my weight (get a pip) and get good bp. I don't bring good items or addons because I'm just going to lose them. I've started using Resurgence to actually get the most out of my brown medkits.
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There's another cenobite too in the new Hellraiser, called (I think) Masque? Looks horrific, in a good way
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/3165746#Comment_3165746
Then there's me with 3S and an A 😈.
But for real, as a solo queue, I could never drop my perks. If I'm in a SWF? Yeah sure, I'll try more memey builds, but im solo Q, I stick to Adrenaline, Lithe/SB, Empathy and CoH/Built to last.
Empathy to be honest is one of the most underrated perks in the game. It allows you to:
1. Counter thana
2. Basically know where your entire team is if you are facing plague/leg
3. Know where the killer is and if they are in a chase
4. Counter self caring in a corner
5. Drop the killer on others 🤡
Kindred has always been in my build (solo q) and Overcome since Jonah came out (replaced Lithe). The rest I like to change up. Usually Iron Will would be in there but i haven't touched it since the rework. Using Resurgence atm to help conserve medkit charges, and I'm trying new Lightweight for the first time this week. I did use Bite the Bullet for awhile, which I didn't mind at all. Saved my butt a few times
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I'm currently using an S, an OK, a bad, and a useless lol whoops
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At this stage, I prefer going against Wesker. I find Nemesis quite easy to give the runaround, though I realize I've had a year of going against him vs a couple days against Wesker. So my view might change in future. I've had easier games against Wesker, where I can dodge and keep him occupied for awhile. But I've faced a few challenging Weskers that predicted my moves perfectly and got the drop on me repeatedly. So it's been fun.
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I watched a streamer do the hyperfocus + stakeout combo yesterday and three times a teammate went to second stage on first hook. I thought the exact same thing lol
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I always knew it was this. I'm trying to see bamboo and can't lol
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2/3 of my killers have been Wesker, which isn't too bad. IIRC it was about 2-3 weeks after the last chapter that Dredge fell into the standard rotation
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Mine has consistently been 100% survivor. Not gonna complain lol
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I had one version like 3 times in a row, then suddenly had the other version and I ran, in chase, from the big outdoor staircase to the roof only to find it blocked. Awkward.
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@I_CAME said:
People tunnel as Wesker because he is insanely good at tunneling. Too good in fact and there is nothing you can do about it. You keep your infection when you come off the hook. Then it quickly climbs back up and you are fully hindered again before you know it. It is literally impossible to cleanse your infection when you are getting tunneled. Now you have to deal with massive slowdown in addition to all of the other disadvantages that come with tunneling. Wait until more people realize this and start abusing it.
Yeah, it's a bit weird they want to discourage tunnelling when the infection continues to grow despite being chased. It's actually in his favour to focus on one survivor until they are hindered. I haven't had a single tunnelling Wesker game so far, so either some know but don't care or they haven't realised yet. This would also explain why a survivor sprayed me immediately after unhooking me. I might start doing that too.
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@Flawless_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3163474#Comment_3163474
Tbf it’s possible that it was an issue on my end so hopefully someone can clarify..
Not me personally, but a streamer I regularly watch was unable to access profiles of those in streamer mode
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@zarr said:
https://forum.deadbydaylight.com/en/discussion/comment/3163475#Comment_3163475
Yes, that means it was your connection going above 200ms. It's weird that it would only pop up around the killer, but here's one speculation: when around the killer, the amount of stuff being communicated to you by the server increases, meaning the bandwidth usage does too, which can lead to latency if your bandwidth is limited. Although gameplay packets are always very small, unless you are playing on some severe bandwidth-throttled connection I can't see this being the issue. That said, another user here also reported mostly only seeing the ping warning pop up when around survivor players, so something's seemingly going on with that...
Thanks for the reply, I appreciate it. I had one other game, against a doctor, where it would pop up with two of the lines yellow whenever he was near me. He was farming so it was easy for me to test it out, going near him and then away. It was kind of like a radar lol I wonder if it was popping up on their end when I was close by too
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Escapes and kills help determine your MMR. Pips are the result of the emblem system, which award you points based on your in-game actions (including sacrificing/escaping, but absolutely not limited to that)
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@zarr said:
Yellow bars will always be if your own ping is over 100ms (shown above the survivor list). Red bars shown above the survivor list mean your own connection is over 200ms, red bars above the survivor list with an icon (knife) mean the killer is over 200ms, and red next to a specific survivor in the list mean that survivor is over 200ms.
This new "system" is really rather useless, I have no idea why BHVR even bothered to work on this stuff if they weren't gonna implement any real improvements to the situation, and arguably make it even worse.
We could always see all survivor pings in the overlay, as killer and survivor, so the "warnings" for those are nothing we couldn't just check ourselves before. And the warning for the 200ms killer ping just is of no use - if a killer has a connection that awful, you will notice instantly anyway, and you also won't really be able to play around it effectively at all. The very least they could have done is also warn survivors of a killer with 100+ms ping, i. e. yellow bars with the knife icon. What they actually should have done however is show the killer's ping realtime in the overlay just like all the survivor pings. Why the hell is that not there? Makes no sense. More than that, the severe connection warning should already be shown in the lobby, you shouldn't force anyone to play against people with that bad a connection. Alternatively, disable disconnect penalties for survivors in a match with a killer experiencing severe connection issues. Really, they should already show all player pings in the lobby... (And also, of course: General hit validation should already start applying at 100+ms, not only at 200+. Or regardless of ping altogether. Or better yet, move hit reg to the server entirely.)
Players now cannot see their own connection to the server in the lobby anymore. While it is fortunately vanishingly rare for me in my region not to end up on a server below 50ms, now we will never know until we load into a match. Guess we have to spam the lobby chat again to get a feeling for ping, lol. And as killer you still won't know your ping even once in the trial, since it's not shown in the overlay. Why did they take this info away? Coupled with the incognito mode, now you'll be led into even more matches that just shouldn't be happening (severe connection issues, severe mismatches of players).
The packet loss warnings are something actually new, although luckily packet loss is vanishingly rare for most people these days, so it's whatever really.
Thank you for this, I've been trying to find specific info. I had a game where I was fine until around the killer, then it was laggy and jumpy and I couldn't fast vault. The image below is what appeared on my screen. So this means my ping was at fault? It would only pop up around the killer. Never had issues with the survivors or skill checks etc
20220901_121744.jpg -
I almost accidentally did this. Was the second last survivor left and I got downed and picked up. I didn't struggle because i was death hook anyway and cheeky Wesker starts taking a stroll with me. I realised after we passed a couple hooks with him turning and looking around, so i started struggling and he finally hooked me lol
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I've played against 6 Weskers so far (had a surprising amount of other killers) and none have tunnelled or camped. A couple proxy camped but they were always on basement hooks, and with new basekit BT it's not an issue getting out (i dont see an issue with proxy camping anyway but i know it gets grouped into the Camping umbrella by alot of people). All got 3/4k. Maybe it's an MMR or regional thing? I know 6 isn't a massive sample size but people seem to be doing okay with him in my games without resorting to safe tactics.
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I think hook trading is fine, it's a good strategy for when a killer is camping. It can be a way to buy time for the team, especially if you're solo and no one has Reassurance. It's an altruistic move and protecting the rescuer just cheapens that imo.
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I still haven't been unhooked by someone with the BT perk. If they didn't bring the perk to help the team when basekit was 5s, then I can't see why they'd be more inclined to bring it when basekit is 10s. SWFs might, but they can afford to because they essentially have 16 perks to share among them. But your average player won't see a point.
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I'd agree, but only if they take away the hindered affect (which in effect would make it useless). Those who know how to pressure well with Wesker already make the sprays a hard to find resource by the end of the game. He's only been out a day and a half. Once people have learned to use him and his power more efficiently, then sprays will have to be used more carefully.
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I'm assuming it's because people are learning to use Wesker but also want the kills. When trying a new killer I think people should expect that they won't do that great a job the first few tries, and will probably have escapes. But some people don't accept that.
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@typervader said:
https://forum.deadbydaylight.com/en/discussion/comment/3159651#Comment_3159651
Oh i know he wants the rocket launcher, but im asking HOW. How could it possibly work in the game and be balacned while still feeling like a rocket launcher?
Could you imagine? Go to do a gen and just find a smoking pile of rubble
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Honestly, this is probably as good as it's going to get in this game. I personally haven't experienced any tunnelling today, but I was definitely expecting it because people are learning Wesker while still wanting the 4k. So lots may resort to strategies they don't usually employ in order to get some kills until they learn how to control Wesker better. And some will just always tunnel. I'm a survivor main and even I can't see what else BHVR can really do about it at this stage. Some killers will always tunnel, no matter how many endurance perks the devs throw in between them and survivors.
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I'm enjoying going against him, personally. He is tricky on indoor maps though, I agree. Had an RPD match and twice I didn't notice him until I saw his red stain coming up behind me. But that just adds another layer of fun.
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It's weird, in the lobby my ping is showing as very high (red) but once in the game it's been okay
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Same. I think I have a second main
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I forgot all about it tbh, I had no killers tunnel me after the unhook so didn't even cop an endurance hit
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I figured it was a bug but I was still disappointed when I saw they fixed it :(
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Any chance it's intentional and he's just supposed to be difficult to master? I played 3 games against him, and he still did okay despite the people playing him still learning
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Wish I could try. Every game my ping is in the red. Did a test through my provider and all good, so I'm guessing I'm being put into far away servers?
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I used it for the same reason. Could get the challenge done in one game, now who knows
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Bring Distortion
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People said it stacked in PTB. Were they wrong or did BHVR change it I wonder
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It was what I used for those blind killer challenges. Now I might not even get value in a game from it
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Still no at this stage
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@apathyinc said:
How long it used to take Trapper and Hag to set their traps. It was like Hag was taking her time drawing a masterpiece work of art on the ground.
I was curious about Hag, took me forever to find a video showing how slow she was. Crazy.