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Nazzzak

Nazzzak

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Nazzzak
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  • Yeah I do think region plays a role. I'm in Western Australia and I get matched with a lot of Asian players (based on the characters in their usernames). I've said a few times on this forum that camping and tunneling aren't the norm in my games, and I can't remember the last time someone DCd or let go on hook. I thankfully don't get these issues. My biggest issue is probably being left on hook, but even that isn't often.

  • I've actually been considering bringing Self Care + Bite the Bullet into a match. Not to heal myself fully but just to shut myself up briefly at critical times. I used Bite the Bullet with a medkit earlier against Pig when I was trying to get my trap off. She literally ran right past me in front of the Jigsaw Box. So I still think Self Care can be a handy tool at times.

  • @agonizing said:

    I think what is making solo Q feel worse is the time challenges that cause survivors to basically throw games.

    Solo Q is not that bad though IMO. I think a lot of survivors just relied heavily on meta builds and never learned to be efficient or properly learn to loop tiles.

    Solo Q is still fun for me but I do get the occasional teammates who open chest and do totems first.

    The thing is, people *should* be able to do other objectives. I'm seeing lots of people like yourself saying that if survivors want to survive more then they need to stop doing totems and opening chests etc. The game should not be at the point where you have to sit on a gen the entire time or risk dragging your team down. Doing totems and opening chests give emblem points and bloodpoints, and tome challenges break up the monotony.

  • I'm not bringing PT or toolboxes, but I am being more efficient with gens. I bring kindred and am using it to take note of which gens are being worked on. No point in starting a new gen when others already have progress, especially with all the regression perks. I make sure to prioritise those gens, especially when the killer has chased a survivor off them. Rookie Spirit is a handy perk for this too

  • They said it's on the backburner for now. They have more important things, like the streamer mode update I guess

  • Basekit kindred would be good, and your first point could be something to look at if they ever decide to rework Kinship. The latter point isn't necessary imo, they can just rework DS to 4 seconds in that case.

    I can't see them changing game mechanics to address the issues, but I can see them adding or reworking survivor perks to deal with it. Much like they added a new perk for killers that enabled them to destroy boons. That way survivors have an *option* to counter these strats, and killers take a risk in relying on them.

  • I think they've always been common in swf builds, and I'm noticing more swfs lately.

  • I don't enjoy them either but I push through. The plus side though is that when you die, you feel nothing but relief lmao like yes, next game! If I'm getting too many of them though then I'll close the game and find something else to do.

  • Conspiracy imo. People have always DCd and let go on hook, it's not new. Maybe it's increased (I haven't noticed an increase at all btw, in fact my last 10 or so games, as survivor, had no DCs or letting go) but there's lots of people claiming tunnelling and camping has increased as well. And from past experience, these two things were usually the precursors to people DCing or letting go. So if tunnelling and camping has increased, then I wouldn't be surprised if DCing etc has too.

    I can't attest to either though, as I haven't had any camping or tunnelling either lol my games have been fine, just dying a bit more.

  • Silly nerf they tried to pass as a buff. People used it simply to stay quieter/stealthier, but they were still able to participate in game objectives. Now they still remain silent but get penalised for participating in game objectives

  • @ArchAbhor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089332#Comment_3089332

    Thats because its not seen a rampant increase. If all the killers started acting like this I would most likely say something. Look at the comments of TragicSolitude and me if you want to see proof of that. Try not to exaggerate argument by assuming my position on it.

    I've had more merciful killers since the update than I did before it. Some killers seem to feel bad when steamrolling. Just my experience of course. But that would undoubtedly skew results also. I've had more hatch escapes in the last few days than I can recall in a long time.

  • @dugman said:

    Just to clarify a couple things though

    • 70% of above average survivors did use Dead Hard per the perk usage by MMR charts in the dev blogs. So yeah, that means almost 1/3 survivors didn't use it, those people exist, but it's still a solid majority of survivors that did. So for Dead Hard to go from that much usage to being used kind of occasionally is a pretty huge meta shift.
    • I've seen a handful of survivors literally post that Dead Hard was fine and shouldn't have been nerfed, but most of the survivor posts don't mention Dead Hard either way. They seem to be focusing a lot more on how long it takes to finish gens, particularly against that Legion/Thanatophobia/etc build.
    • That said I'm positive some of the increase in kill rate going on this instant is a bunch of those survivor who used Dead Hard have to relearn their pathing. I've had a lot of instances as a killer where I chased a survivor and got a hit before they reached a pallet or vault that I'm 100% positive they would have gotten to safely if they had the old Dead Hard. It's definitely a factor in the short term. In the long term that will go away, though, as survivors play better using other perks and/or get used to timing the new Dead Hard to block incoming attacks. From the unofficial numbers I saw I think it went from something like 49% kill rate pre-patch to about 64% now, and I'm guessing as the dust settles over the next month or two it'll drop down to 58% or something like that.
    • While the matchmaking bloodpoint bonus was briefly active last week it seemed to have a big impact on the queues, since the bonus was permanently stuck on giving points to survivors everybody was playing survivor all the time and the survivor queues were really long. As soon as that bonus was killswitched to fix the bug that made it always be for survivors the queues flip flopped and now killers have really long waits instead. So I wouldn't be surprised if in a couple weeks when the matchmaking bonus is reinstated we see the queue times shift again, hopefully to be a little more even.

    Just to clarify - the chart showed 75% usage in high MMR, about 45% in mid MMR, and about 18% in low MMR. That doesn't come out to 1/3 players. I know you said above average, but i see alot of people claiming the high MMR stats cover all survivors, which isnt true. The devs said only a very small percentage of players are in high MMR too.

  • Saw some guy on social media saying he's new, with not even 100 hours in the game, and is 4k'ing every time. Someone else said they've never played nurse before yet got her adept immediately. Personally? My games in solo queue have been okay - I'm not seeing all these DCs and survivors throwing games like lots are claiming - but I am getting hatch way more than I used to because gens arent getting done.

  • I just push through and keep repairing. In that situation it absolutely doesn't bother me if I don't escape. I hate long games so I won't heal against a Legion with that build because it'll just make my game even longer.

  • I'm a solo survivor and never used DH or DS. I have always enjoyed the game just fine. You'll find other perks to enjoy.

  • Nice kobe by David at least, hopefully he got some distance from basement

  • @tendyhands said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086663#Comment_3086663

    People are still trying to argue 5 seconds is a lot. I don't think people that say that even play the game.

    I had a laugh on Midwich, getting unhooked in a hallway with the killer coming up our ass lol I got to a doorway and the 5sec was over

  • I still go for the endgame unhook unless i have an escape daily. I dgaf if I die, especially if if was a good team mate that doesn't deserve to die

  • @Dunkinspunkin said:

    I get to play however I want. Homegirl wanted to tbag at the hatch when she knew I held her fate in my hands. So I just won't take that chance again. It was more fun slugging and securing kills anyway. After getting millions of bloodpoints and tons of prestige characters in the past few weeks, I thought I'd ease up on the points and "no mercy" playstyle and try to let survivors have some fun and enjoy some mercy. And I was shown the futility of that kind gesture.

    So now I'll make them pay. I'll let them bleed while they crawl around. I'm play my plague slowdown build and my skill check doctor and my basement hag and I'll make sure everyone has a horrible time.

    And there's nothing you can do to stop me.

    Oh no... anyway

  • @Slingshot47 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3084402#Comment_3084402

    I actually agree with this, despite maining killer. Shattered Hope was the same deal: a band-aid solution for a major design flaw.

    I've been thinking lately, in regard to tunneling/camping, what if we find some ways to incentivize killers for hooking multiple survivors more? Tunneling and camping are usually used by people trying their hardest to win or at least ensure kills, so what happens if we change that aspect of the game? If the most effective strategy becomes hooking everyone multiple times, then I imagine tunneling and camping would be reduced drastically.

    Tunneling and camping should of course be discouraged by the game's mechanics equally, but I think that a similar incentive to multiple hooks would encourage fairer gameplay without making the killers lose power. I'd be curious to hear what others think of this.

    Agreed. I think one thing that will help is basing MMR on hook counts instead of kills. I've never understood the whole kills and escapes = skills. I feel like there's so much more to skilled game play than that.

  • They're doing tome challenges. The first week of a new tome is always like this, it's standard. People ignore gens in favour of doing their task, then want out so they can go to the next game and repeat. It's annoying, I usually don't play much the first week because of it.

  • @Jinxed said:

    "This is my patch now" a meg teabagged him and all of a sudden he's become a supervillain.

    Classic origin story

  • @MilManson said:

    https://forum.deadbydaylight.com/en/discussion/comment/3080592#Comment_3080592

    Gonna die anyway so may as well go full on gen kamikaze.

    This is my attitude too lol I don't go in expecting to survive so my goal is just to do as much damage as I can before I'm sacrificed

  • I don't think the patch needs to be reverted. I think they just released too much at one time. The perk reworks are fine, they could have released that this week and then observed stats for several weeks or so. Lots of players on this forum say meta perks carried many survivors to their wins, and that's why alot are struggling. If that is true then the perk reworks would have been all that the game needed. However, if it's not true, and kill rates were still too low, then the devs could have rolled out the killer chase buffs.

  • @BadZilla said:

    Most of my games in solo queue we don't even get the exit gates powered anymore... Killers are overpowered.

    It's become a battle for the hatch instead of the exit gate lol I wonder if the devs suspected this would happen and that's why they buffed Sole Survivor (to help escape via exit gate if killer finds hatch first) and Hope. I've never had an interest in endgame perks before but I'm seeing them in a new light now

  • We also have to pay 20k bloodpoints for the honour. Just so you're aware

  • People are still trying new builds and testing perk changes. The PTB wasnt accessible to people on console so most of this is new to alot of people. Ive even seen some people on social media say they weren't even aware that perk changes were happening, so i imagine a lot of casual players don't even look up DBD news etc and are just finding out as they play.

    I've considered trying Self Care with Bite the Bullet - not to do a full heal because that's a waste, but just if I'm injured at a crucial stage and the killer comes past I can shut myself up until they leave. But I don't want to waste a perk slot on such a terrible perk lol

  • For survivor I think Lightweight will definitely end up meta. I haven't tried it but was watching a cpl different streamers run it earlier and the killers kept losing them. Massive time wasting perk.

  • @AvengerBear said:

    It's never about DH, smh. Did you even read what people are complaining about? Or you just assume things and try to be ignorant

    Making it all about DH is intentional. Makes it easier to dismiss legitimate criticisms about the update. I never touched DH but if I say I disagree with some aspects of the update (not all, but some) on social media, I inevitably have someone tell me my problem is that I don't know how to play without DH. I literally have zero issue with the death of DH. Zero.

  • They really won't. There's a feedback section on the forum, just share your feedback there. It's not all doom and gloom, come on

  • I've been wearing the Hange skin since the update and had no issues. That's crazy

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3076709#Comment_3076709

    Well I can play that much because of work so I don't buy the pass and there isn't enough stuff in the free section to be worth it....

    I very rarely actually get to the end of a tome by the time its over. That's why I don't buy a pass for every one, just the ones I like. If I don't like the tome rewards I'm unlikely to play much.

  • No, it's absolutely fine. I've been playing way more than I usually do these past couple of days (kids are back at school yay) and have had zero issues in games with killers or survivors, as a solo player myself

    in Afraid Comment by Nazzzak
  • @MrMori said:

    ######### Dead Hard with its 75% usage rate, ######### dealing with lategame DS. The only thing overboard was the DS stun duration, but you have Off the Record now.

    All the base game changes are welcome changes that mainly hekp the lower tier killers, M1 killers, and the killer meta perks were nerfed too, so don't act like all killers got were buffs.

    There is nothing skill based about old Dead Hard. Used by even remotely decent players the perk was uncounterable for most of the roster except you guessed it, top tier killers.

    Perhaps if you actually played killer more than once a week against brand new players for dailies your killer MMR would be high enough to know what it felt like to play against 4 DHs used by players that can actually utilize it.

    You think Sprint Burst will take its place? Hell no, 99ing a Sprint Burst actually requiries some planning.

    The only thing that needs to improve now is that solos need more info. Also in chase you have to actually drop pallets early now instead of greeding everything then dropping it after DH corrects your mistake.

    It was only 75% usage in high MMR (which the devs said only consist of a very small percentage of players). On the chart they released it showed 18% usage in low MMR and 45% usage in mid MMR. Still high usage, but a big difference from the claim that 75% of survivors were using it. Many survivors were not using it.

  • Outside of meme or specific builds (eg. Healing or gen builds) the majority of survivors will use an exhaustion perk, so you just gotta expect it every time you engage in a chase. Since there is a cooldown, just keep chasing that person and dont get distracted by the others (swf are good at distraction). They likely won't get a chance to use it again during the chase, especially with the recent killer chase buffs.

  • I think it depends on region. People yesterday were having like 5-10 min survivor queues, whereas mine were like 1 minute.

  • I voted Set A, purely because I like all the skins. Felt bad though cos Adam really doesnt get much love in the cosmetic department. Yun-Jins is definitely the best of Set B.

  • Lightweight is cool, and I like being able to recharge Lucky Break. I saw the new tiles yesterday and had fun exploring. I like the prestige rework too, just wish I'd had the time to P1 more of my survivors and killers before it hit (I thought it was end of July)

  • I haven't bought the pass for the last two rifts, but I actually don't mind this one. Jane and Mikaela both have some nice cosmetics so I'm definitely tempted this time

  • @InvadeGames said:

    gens arent getting done because survs dont know how to play without DH. I dont run slowdown usually on killers and when i do its normally something basic like jolt. Im winning many games at 4 gens left to go because survs have no idea how to do chases without DH to save them.

    It's actually getting kind of frustrating that every update criticism is being met with 'people just don't know how to play without DH'. DH was at 75% usage in *high MMR* per the chart released by BHVR. The devs also said only a very small percentage of the player base is actually in high MMR. Looking at the chart, DH was used about 18% of the time in lower MMR, and about 45% in mid-MMR. I personally never used it.

    Blaming its nerf for literally everything a survivor does wrong now is frankly getting old, and i suspect that's intentional as a way of dismissing legitimate feedback on the current update. Your comment is also ignoring the basekit chase buffs that killers recieved, which are also helping you win your chases - not just the absence of DH.

  • Had two games yesterday where 2 people were already dead at 4 gens. Not from giving up either, the killers were just steamrolling us. In one game, i decided to just let the killer get me next, so the final person could just get a shot at hatch and the game could end, but the killer just took pity and smacked a gen and walked off. So us final two just completed the 4 gens and killer opened the gate letting us leave. Second game, the killer got a 4k but purposely pulled back after those 2 kills and walked around for a bit letting us get stuff done before sacrificing us. I appreciated it as there were 3 bloody party streamers in play, so i ended up with heaps of bp. I doubt though that those games were fun for the killers either.

    BUT that was only 2 games out of about 10 all up. The other games were good, some easy and some challenging. I think it just comes down to good old inconsistent SBMM.

  • I've never watched it and have no plans to, but I bought Zarina's cosmetic because it looks pretty cool (as an aside, she blends in perfectly on the Red Forest maps). Even if AOT and DBD arent similar in the slightest, a bit of fun doesn't hurt. I hope we get more weird collabs.

  • Ah ok. Never used it and had no idea. So it didn't really change much at all aside from the line of sight thing then

  • In some ways the change is actually kind of a benefit to solo survivor teams. There's plenty of SC users who would immediately jump off a gen and run if SC went off, even if the killer was ages away, which inadvertently helped killers by ensuring less time was spent on a gen. Now it goes off when the killer is within a certain range of the survivor, so the survivors are no longer prematurely leaving the gen.

  • I think most players will roll with the punches tbh. Plus next chapter is Resident Evil, probably not a coincidence this update came out when it did. Last years Resident Evil chapter boosted player numbers higher than ever before, so best time to introduce a rework is just before the next one drops

  • It's still a decent regression perk that doesn't require you to actually go to the gen. You can scourge hook someone on the far side of a map and affect a gen on the opposite side and cost survivors precious time

  • @Buffy101 said:

    https://forum.deadbydaylight.com/en/discussion/335371/thoughts-on-the-new-update

    https://forum.deadbydaylight.com/en/discussion/335371/thoughts-on-the-new-update

    https://forum.deadbydaylight.com/en/discussion/335371/thoughts-on-the-new-update

    As Killer I really enjoy it! but I can tell you I will probably never play as survivor again. Im Solo and this update to me is absolutely horrible. Especially the 90 second generators! I hate this because I enjoyed Survivor, Im not great but Im ok as survivor. I think the ones who say love the update are probably veteran survivors or Killer mains or in teams. I would love to see if there are any “Ok” survivors like myself who have been playing a while feel.

    I'm a casual "ok" solo survivor who has been playing for a couple years. My games haven't been too bad, but my escape rate will definitely drop. As long as it's not by too much I can deal with it. It's been interesting looking at my team mates builds, it's a lot more diverse than it used to be (meta perks were never my thing personally) but the killers have all been using the same or very similar builds. I can see why killers got bored seeing so many survivors with the same build. I think that will end up being a big downside to this update.

  • Haven't really had time to play around. Currently using Kindred, Lucky Break, Bite the Bullet, and Overcome. Bite the Bullet and Lucky Break are quite good together. Survivors are more happy to let me heal them under the hook, which recharges LB.

  • My games haven't been too bad so far. I already had a pretty dismal escape rate as a solo survivor (never paid much attention to it before, but decided to track it prior to update and it was at about 20% or so. 1 escape in every 4 to 5 games seems about right) and i do think its going to drop for me further. I've never been one for meta perks though, it's more the killer's chase buff that I'm finding difficult to navigate. I've never been a good looper and they're catching up so fast.

  • Mine are okay, no more than 2 minutes. Ping is high though..

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