Nazzzak
Nazzzak
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- Nazzzak
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I'm guessing to counter the 'c' strategy? For those who don't know - when gates are close together and killer is patrolling them, sometimes you can manage a last second escape by opening the gate up to the c in 'escape', before the first red light switches on. It's pretty much the only way some of us even get that slim window of opportunity to escape. It'd be great if we could continue to have some hope of getting out, instead of having that nerfed too.
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Jake had a quite loud outfit available via Prime, and all I saw was people mocking it. I'd like to see more too personally, especially for Jake as he's the only male character I play at times, but if the general playerbase is giving negative feedback on brighter clothes for the blokes in the fog then we probably won't see as much
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I've been matched with 3man swfs who behave badly towards me, the lone solo, but they're few and far between. The vast majority are fine.
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/3157988#Comment_3157988
I'm laughing and I feel guilty about it lol Those poor Switch players . . .
I'm on Switch! I have it on ps5 as well and the quality is night and day, but I started on Switch and my progress is on there so I stick with it. Plus handheld mode is nice. It's like with anything really, if you play enough you'll master it.
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When I heard about the second chapter and the RPD rework, I wondered to myself whether they'd consider expanding an outside street and maybe having part of the mansion incorporated into the map. I figured it'd make it too big though, which was the main RPD complaint, but that would have been cool imo.
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I can't believe killswitching something can be so controversial. They literally introduced this feature for this purpose. There's no 'unhook' prompt when Sadako does this, so someone literally can be hooked but not unhooked. If the glitch went the other way, and there was no 'hook' prompt for a particular killer I imagine the same people saying this doesn't need killswitching would be singing a different tune.
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I'd have Elodie higher up. Her eyes are stunning
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@Biscuits said:
The most significant I have seen is that console players are limited in the amount of commands they can put on buttons. There are instances where they need to throw the pallet or rewove chains or heal or vault, but it's all the same button. So they end up slow vaulting over to you, or healing someone on the ground instead of throwing the pallet. If you ever see someone do something really silly at a pallet/window/locker, it's probably a console player.
For me, the healing under the pallet shows up as 'heal' but when I press the button it throws the pallet. After one too many survivors furiously clicking their flashlight at the downed pallet after I've healed them, I now wave them towards me, out of the pallets range. Most seem to understand why lol
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If my game crashes more than once then I just close the game for the day. Could be any number of things causing it, but no point in building up your penalty. Usually in my case it's my internet playing up.
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It's the decreased bloodweb for me
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3013427#Comment_3013427
I am just glad he is not popular, he is another solo destroyer. I don't mind play against him but solos also gives up against him too.
I don't know why but it is just so annoying. You are using BP offering because it is event. But someone ruins game and you can not get even good bps from this games.
I'm glad I don't see him often either. Escape is entirely dependent on teamwork, and that's scary in solo queue.
My favourite was last week, someone played an RPD offering and then let themselves go on first hook at 5 gens leaving the rest of us to deal with an iridescent Lament Configuration Pinhead without them. On RPD. Why lol
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I wouldn't say it does nothing for solo, but yes it's another perk for the 4man swf arsenal for sure. I imagine it'll show up intermittently in my games
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At least by endgame you'd presumably have gathered a decent amount of BP, possibly even a pip, so it's not a total loss unlike if it happened right off the bat at 5 gens
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I can't speak for everyone, but as a survivor main who hasn't played much lately I will absolutely play more often when incentives come back. Especially with the bloodweb price decrease. There might be more survivors doing the same, so queue times mightn't be too bad.
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I think both are a waste of time and don't do either
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@SgtMittens said:
Rift challenges are one of the worst inclusions in the game. Sure, it's nice to earn bonus points, but it causes people to play in a way they normally wouldn't to fulfill some stupid and arbitrary task. The worst case is they outright tank the game. Dailies at least require an aspect of normal game functions.
Yup. I feel guilty asf doing challenges in games now. I feel like I need to be on a gen or I'm throwing the game for the team.
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IMO, because there's a common attitude of "I'm not responsible for anyone else's fun" among this playerbase. They only think of themselves, simple.
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@Metronix said:
It changes, depending on my mood and tome challanges, but the last one I had for a longer time was Spine Chill, Circle of Healing, Lightweight and Blastmine (the last one for giggles, the rest to stay as far away from the killer as long as possible).
On killer it's NOED, Corrupt Intervention, Unrelenting and Infectious Fright.
I've been thinking of trying Lightweight. Do you find it helps confuse the killer? I don't play killer often and am yet to see it personally in play
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Yeah but I have this tendency to die third, so I'm curious to see how the last person goes
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I played around with Kindred, Bite the Bullet (with medkit), Overcome, and Lucky Break after the killer chase buffs were introduced, but it got boring. Currently using Kindred, Overcome, Resurgence (saves medkit usage), and Bond.
Equipped Bond for the 'finish 10 gens' tome challenge to take advantage of the hardwork of others and just never unequipped it. I like that before I start repairing a new gen, I can see if others are already working on one. Saves time in solo if there's 1-2 gens to go.
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It took maybe a month for the horror aspect of the game to wear off when i started playing. They could chuck the scariest, goriest looking figure in there and I wouldn't batter an eyelid.
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@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3152122#Comment_3152122
That's what you got from my post? huntress is what played like 8% of games and is a solid A tier killer. DH was used by 3/4 of all survivors and was beyond broken.
Not all survivors. 3/4 of high MMR players (which are a small percentage), less than 50% of mid-MMR, and less than 20% of low MMR. This is from the devs stats. I agree it was broken, and not a perk I ever used, but I think it's important to be accurate about how many people used it. Because after the rework, any survivor complaint was drowned out by "you were all just being carried by DH and need to get good", even if the complaint wasn't about DH.
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The devs did a "meta shake-up", where they targeted and reworked the most commonly used perks. It wasn't because of any complaints, they just wanted killers to start using other perks rather than the same old ones in order to see some variety. Survivors had their own shake-up of perks too
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Are there regular Guardian users? I've only ever been unhooked with it once and was so surprised to see it I didn't really make the most of it sadly
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Trapper, particularly when he sets his traps. It's like ASMR
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Nurse isn't a killer that I've put much thought into beyond 'yeah I'm probably gonna die shortly' when I hear her screech. But I think he and Otz both make good points in that video. Awakened Awareness on any other killer would be a non-issue. Yet it was nerfed, unquestionably, because of *one* killer.
It raises the potential question of: what future perks, that could benefit non-Nurse killers, may be left on the cutting room floor purely because of her? I hadn't heard the term 'bottlenecking perks' before this video, but it's a good one. There's a bigger picture here that hadn't occurred to me before. Thanks for sharing.
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I'm excited for the decreased bloodweb costs
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@sulaiman said:
i once had a game with a 3-swf. i found a key in a chest, and did a gen to about 40%. Then the killer found me, and i run him for 4 gens.
then i was downed, and hooked. That was before the hatch-rework, and the 3 came to my hook (the killer had left and was not camping at all) and teabagged me, until i died on the hook. then they took my key and left.
Afterwards they told me, it was because i was just a bad player who didnt work on gens, despite me running the killer for most of the game...
Thtats about the most toxic thing i experienced, but sandbagging and others happen more often than you think if you are with an swf you are not a part of.
(however, just to balance that: i also had a game with a 3-swf where the killer found me first and tunneled me very hard. i thought i woulndt get out there, but the team did really everything (including sacrificing themself) to get me out. they decided to save the random person at any cost, and then this tunnel guy happened).
Also, i sandbagged my teammates too on accident by blocking them when i just wanted to help them. happens.
I love the games where you accidentally sandbag a team mate, so they purposely sandbag you back. And then it's all good after that, you just play like good teammates for the rest of the game lol
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It's not about punishment, it's about making it less worth the effort/less appealing. I don't think you have anything to worry about. I play mostly survivor and I haven't seen BT since before the rework update. If people weren't bringing BT to top up the 5s basekit endurance, then i can't see them doing so with 10s basekit.
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Every killer I face uses regression perks. But regardless, Hyperfocus requires skill to get value out of - and even Stakeout isn't free value, you need to be within the killers terror radius to gain tokens. If you have no tokens and you miss a great skill check, then Hyperfocus restarts. So it's a risky play that may or may not even pay off, and takes up half a build. I think perks that require skill and risky plays *should* be rewarding, personally.
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Pre-update, lots of people used the BT perk and I can tell you as a solo player that not many would take the hit with BT. They certainly didn't take the hit with the 5s BT and I can't see them taking the hit with the 10s one either. Swfs? Sure, but they always have for their friends, regardless of this change.
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Yup. Not gonna spend any bp until the update lol
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They already do this now with 5s BT, so an extra 5s is nice
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It sucks but I get it. I'm a solo survivor and we cop it too sometimes where perks that can benefit the average player are nerfed because they're abusable or OP with swfs or trolls (Reassurance is one).
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There was a good discussion on it back when they were lowering the cap. Peanits gave some good info (and said there are very players in high MMR)
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It'll be popular with swfs, theyll be able to get best value out of it. As a solo player, you might get more value out of Kinship (which only activates in second stage). I'm curious if Kinship and Reassurance would stack?
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@Ricardo170373 said:
Hyperfocus is overestimated, it so difficult to stack and literally need so much focus because u need stack and if u miss the great skill check you lose your progress and the perk come back to zero, i dont think it will be use so much, because, seriously? it is not a fun perk to use.
Awakened Awareness and Terminus (wesker), Wiretap(Ada) and probably reassurance(Rebecca) will be the most popular perks in this Chapter. Reassurance maybe will be forgettable in the near future.
Superior anatomy, a few especific build can be use
Low profile, hardly ever someone go to run
Reactive Healing is an absolutely meme perk, this perk shocked me about not changes, complete useless perk
Better than new and hyperfocus will be rare after 2, 3 months since realease.
But yeah, this game is nice now, SWF and killers never being so much balanced like right now, just give a little improvements for solos, and this game will be perfect. The meta change made this game much more fun, but, not for solos yet
I think Hyperfocus will be popular personally, with more experienced players anyway. I agree that it's a difficult perk to pull off. Anyone who does pull it off deserves its value imo. I actually like the new Better Than New lol if I buy the chapter it'll be for that
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/3148905#Comment_3148905
Personally I follow DBD Code Reminder on Twitter
https://twitter.com/DBDcodeReminder
Usually someone on the Forum will also post it at some point (and bonus, you get to see a picture of Holly when that happens!) but some do slip through the cracks since so many of them expire so quickly...
Thank you!
Yeah I did see the 200k one on the forum, but literally like an hour after it expired unfortunately
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@Nazzzak said:
No, I'll be passing on this one. Looking forward to seeing Wesker in the fog though
I might be backtracking. I like the updated Better Than New perk
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@ImNotBobDylan said:
https://forum.deadbydaylight.com/en/discussion/comment/3148661#Comment_3148661
OP is right though.
Even in tournament play, killers are consistently tunneling, also camping the hook quite commonly. Just watch this game:
https://youtu.be/fXlLWcQLufo?t=406
In the first 4 games of this tournament every time the killer would try very hard to tunnel only one person. And the only game where they didn't manage to tunnel was a 4-man escape:
- Game 1 : straight up facecamp, then tunneling despite DS, teammates body blocking, and even using For the People on Nea. Nea gets hooked 3 times in a row with only one person getting hooked in between. Result: 4 kills
- Game 2: straight up tunneling, Jake gets hooked 3 times in a row before anybody else gets hooked once. Result: 4K
- Game 3 : killer downs Adam but decides not to tunnel him for no apparent reason. Then decides to tunnel Claudette, who gets hooked 3 times in a row despite DS. Result: 2K
- Game 4 : No tunneling. Result: 0K
I didn't watch the other games but I imagine the trend doesn't change.
Keep in mind, this is not against random solo queue players who don't know how to counter tunneling, this is a SWF who all run DS and try to protect the tunneled person by body blocking / hiding him / even using For the People.
There's also money to be won in the tournaments. I'd play dirty to get some nice cash, no problem.
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@[Deleted User] said:
So 117% survivors with Hope in endgame no? For 20 seconds with BT?
Intriguing. Sounds like more of a reason to never let them get to endgame in the first place, no?
Personally, I haven't been getting there very often lately anyway lol survivors are probably better off bringing Left Behind or Sole Survivor imo
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Umm I'm pretty sure most of the complaints were from killers lol like, 9/10 games I played where a survivor played the RPD offering the killer would DC during load in. It wasn't my favourite map but I enjoyed it. The next versions look okay though.
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@Aneurysm said:
I've seen multiple people who claim they're at "high level play" or what have you and who also stream, obviously out of interest you check their stream and then it's just sweaty perks & playstyle with very mediocre gameplay and opponents.
There are are a few people whose word I'd take for it but not many of them, especially on here
The devs have said that only a very small percentage of players are actually in high MMR. And the survivors who are in there are likely your veteran coordinated swfs on comms. If a killer is consistently facing those sorts of players then not being able to tunnel may actually be a blessing - their MMR may drop enough that they get more manageable survivors.
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Yeah, I'm a bit salty about missing the 200k bp code this week. I think that one was up for 24hrs at most? I also don't know where to find these codes. I checked DBD social media pages and didn't see any code (unless they removed it the moment it expired? It only expired like an hour before i became aware of it on this forum), which I think sucks.
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@xni6_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3147308#Comment_3147308
play killer, get good at killer to the point youre facing good survivors. or get good at survivor. see how quick the games are at high mmr, and how slow the hooks are (excluding nurse, shes the only one who can compete, but youre gonna get her nerfed soon anyway so it wont be for long), youll see what i mean by necessary
If you played normally (ie. Didn't tunnel for a win) and consistently copped a bunch of 0k games, then wouldn't your MMR presumably drop to a more manageable level? Your problem is that high MMR (which the devs have said only consists of a very small percentage of the playerbase) survivors are your veteran coordinated swfs on comms. Sweating to keep up with them isn't fun for anyone I imagine, but if the high MMR playerbase is as small as the devs said it was then I honestly don't think it's healthy to base any changes around them.
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Sprint Burst is fine. It's a perk with a downside - the survivor spends heaps of time walking around instead of running, which in turns adds up to extra time for the killer. In your scenario, either commit to the chase or the gen.
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Farming for bp? If the game is clearly lost, as you said, they prob want to get as much bp as possible beforehand
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@JoaoVanBlizzard said:
https://forum.deadbydaylight.com/en/discussion/342648/survivor-mains-still-upset-with-these-changes
I don't think Ressurance is dead, it's doing what it needs, at least it avoids players Meme messing with other survs, now, killers complain that the camping and tunnel are being nerfed, it gives me the impression that this is the only way to play this one game, and that there is only one surv to kill
I know I'm just one person, but as a solo survivor I was not concerned in the slightest about being griefed with Reassurance. I've been matched with troll teammates and they're few and far between. Reassurance didnt stop other survivors from being able to unhook me, nor did it stop killers from being able to chase and down the other survivors - including whoever was running the perk. The chances of being kept on hook indefinitely were slim to none, and pretty much only successful if the killer was playing along or decided to go afk.
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I'm happy overall. They've even managed to make Better Than New better to the point where I might actually buy the DLC now. Definitely considering it.
I don't think Reassurance is dead, but it's definitely a SWF perk now than a solo one. Which wasn't necessary since coordinated swfs can usually work around camping by coordinating hook trades and hitting gens. It guarantees SWFs can get the full 90 seconds value, while solo has a very very slim chance of anything better than 30s. And if solo does get that value, it's at the cost of multiple people off gens (because they cant communicate)
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SWFs messing around with it in PTB results in a nerf for solo queue. Not surprised. The perk is still good for coordinated swfs