Nazzzak
Nazzzak
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- Nazzzak
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Yup. I need to go to bed but of course i download the update and they're offering 100% bp for survivor. Sleep can wait lol
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@SantaKlawz1 said:
I've played over 200 matches since the anniversary event and only been tunneled a few times.
Yeah, same. I feel like I'm in this MMR sweet spot where everyone just plays normally most of the time. Tunnelling and camping happen once in a blue moon, so when they do happen I'm able to just brush it off
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Whenever you feel like it? Or never? Up to you
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Lucky Break would be good to use for that last survivor achievement. No blood or scratch marks leading to the locker
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@C3Tooth said:
She has too many power in her kit, unlike Killers with single power, Multi-power Killers arent good at anything.
Teleport, Stealth, Slowdown, Mori.
My idea is to weaken her Teleport part and improve her Slowdown.
She can only Teleport once per min, when she does, all survivors gain a stack. So you know at 4-5 min, survivor will have to go for TV for sure.
Then just make 7 stack not able to lose stack anymore, again to force survivors go for TV.
Currently if you cant guess which Gen survivor is on, you waste both your time and a TV cool down.
I was going to say they need to drop the cooldown on her teleporting, from 60s to like 30s, but I like your idea better. Teams will have to coordinate better (easy for swf but solo could struggle) regarding video tapes to ensure there's still someone on gens while everyone is running around trying to shake off their condemned.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3067426#Comment_3067426
Myers main strength is not the stalk, if you only go for EW3 downs you are bound to lose the match, his main strength is having a 8 meter TR with M&A, once you start hearing it he is 1,8 seconds away of getting a hit which he almost universally gets.
EW3 is a very important part of his basekit but the reduced TR is also a powerhouse to contend with if you know how to use it, thats what Spine Chill really counters on Myers, stalking is better done at low wall loops or after a pallet drop since you are at minimum range and maximum stalk efficiency.
Cheers. I don't use Spine Chill and honestly couldn't remember the last time I had a jump scare Myers. Most just stand at a distance and i see them and run, or I hear them breathing when close by. Probably just the MMR level I'm at? A higher MMR Myers probably plays more efficiently
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I think I'm confused about its changes. Everyone saying it no longer counters stealth killers, but two main stealth killers - Myers and GF - get their powers when in line of sight from survivors. So if Spine Chill now activates on line of sight, doesn't it tell people when they're being stalked?
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This happens whenever I use the perk (mostly for those 'use up 3 toolboxes' etc tome challenges). It's annoying but I just hope they look at my perks in endgame and feel like an idiot
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If you're playing with a coordinated swf decked out with toolboxes + BNP, then sure, I'd say they're aiming to gen-rush. As a solo survivor though, I have no idea what my team is doing or how efficient the killer is. I'll hop on a gen and maybe mine will pop along with 2 others, or maybe only mine will pop cos the killer has already downed my team, or maybe the killer will interrupt me and I won't get to pop my gen at all. Getting a gen out of the way though helps me potentially gain a pip, whether i survive the match or not. I'm not getting my gen done to end the game early, I'm just trying to pip and get my bp. Then maybe I'll track down some totems or open some chests etc. But a bunch of gens popping doesn't necessarily mean the team wants to end the game asap.
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@CodeDB said:
I think the build I'm most interested in trying is the Weaponized Totem build.
Inner Healing/Quick and Quiet/Head On/Overzealous.
Find a totem early and use it to get a nice little speed boost on gens. Then, if I get in a chase, I can use a locker to either heal myself or stun the killer (or both!).
Otherwise, more meme worthy could just be a Killer Powered build.
Stake Out/Distortion/Diversion/Fast Track.
Number 1 goal: get stacks. Then use them to distract/avoid the killer and get working on those gens. Jokes on you Agitation/Starstruck/Floods of Rage/Lethal Pursuer Nurse, you just make me stronger!
So for Overzealous, do you just cleanse one totem for the gen speed boost, then you lose it when youre injured or dying, but as soon as you're healthy again it's back? Or do you need to find another totem to get it back?
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The Game is a great map for this though, as you can be above or below the killer and easily in their terror radius while playing. Larger maps it will be difficult to get as good value
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It doesn't happen enough for it to bother me personally, but it feels like it's one of the biggest complaints in the game (aside from DH complaints but that perk is dead now) so sooner or later they'll have to do something.
IMO they need to think outside the box and implement something like a good sportsmanship reward system. I saw someone once saying other online games have a similar thing, where players are given rewards to hand out after the game. Could be extra bp or xp in the case of DBD. I know it can be exploitable by swfs just giving them to each other, but I'd enjoy giving stuff like that out to killers and survivors. Might even help survivors cutting back on the tbagging etc.
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I don't think solo q will be dead (saying this as a solo player myself) but the experience is definitely going to change imo. I fully anticipate less team work and less altruism. Plenty of 'every man for himself' builds.
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Never used it but with all the lag issues you'd be crazy to run it imo
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I didn't realise Distortion got taken down a token. That really sucks. Last time I used it was for the bloodhunt weekend and my 4 tokens were all gone within like 2 min of every game. Now it's 3 tokens and I have to pretty much throw the game by following the killer around just to get 1 extra token? That's not a buff
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To be fair, a two year break can leave a person quite rusty. Not saying there aren't strong perks, but you'll learn/re-learn to counter them and regain that muscle memory you've probably lost.
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@GillyBeannn said:
Calm Spirit did not deserve it's downside, it's so ridiculous
Yup, this was not a buff. Those who currently use CS do so for the stealth/silence aspect, which still allows them to participate in necessary objectives like cleansing totems and opening chests. Now if you wanna use CS, you're given a penalty on those objectives. If you were a frequent CS user, this is absolutely a nerf. That they presented it as a buff is confusing.
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@Fuzzycube said:
Yes, this might help (Taken from the DBD Reddit):
https://us.v-cdn.net/6030815/uploads/AP7489BZDXX3/4d19a294-83e2-41f0-b7d6-81e67211d783.png
This is handy, cheers for sharing. So my main has over 220 (edit: actually, possibly over 270..) tier perks but I haven't prestiged her at all. Presumably she will be P4 after the update?
As an aside, the bloody clothes will now be claimable at P4, P5, and P6 to my understanding?
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I probably average 20k a game. If my new average becomes 25k a game then I'm not going to complain, but I get your point. It occurred to me as well when I read the change
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@theboyitachi said:
Solo queue is gonna be absolutely hell we were supposed to have some changes but we never saw any. new builds like forever legion gonna make people kill themselves on hook immediately i just don’t see a reason to play this game without friends anymore unless i’m playing killer it just won’t be worth an if survivors kill rate drop too far we may see buffs to them specifically when only solo queue needs buffs
People letting go on hook counts towards a killers kill rate. Reading your post, it seems like you might think it doesnt? Too many people letting go on hook will simply artificially inflate kill rates
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@MrsMaliciousX said:
I kinda feel like a bunch of the people saying "med kits" are op haven't realized or even remember the fact that they have already gotten nerfed. Along with the add-ons along with toolboxes and all of their add-ons. I mean holy smokes, are survivors just not allowed to heal at all good lord, I play both sides and never had a problem with people healing, the only issues I have are the amount of camping killers at 4 gens and the amount of killers tunneling at 4 gens. People cry about the most stupidest stuff, got a problem with people healing bring Franklin's, bring thana there are perks to slow it down. People Ned to stop screaming for stuff to get nerfed, you're part of the problem..
Of course they don't want survivors to heal. They want kills to be easier. Devs said so when they first announced the updates - they said they're not happy with current kill rates, and they're hoping to increase them.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/3057337#Comment_3057337
Because chase for survivor got severely nerfed? Stuns got nerfed, pallets got nerfed, breakable walls as a slowdown got nerfed.. lol????? Even gens got SEVERELY nerfed for survivors, and considering that hatch only spawns for 1 survivor, why would the meta NOT be gen rush?
Sucks that it took to page 5 for someone to mention these base buffs to killers. Everyone is just comparing killer and survivor perk changes, when IMO the changes you mentioned are going to be worse. If too many people are getting downed too quickly, solo q is going to turn from getting gens done to who can get hatch. No one likes when the last two survivors hide and don't touch gens, but I predict it's going to happen more often.
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Ask again in a few months lol we'll see after the next update
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Yeah, I'm just indifferent at this point. I can deal with the perk changes because the meta builds weren't my thing, but saying that they're still keeping in mind *why* the perks were meta isn't true. All those things will still be prevalent, if not encouraged. I fully expect teamwork to suffer in solo q. It'll be every man for himself. If it gets too hard to get to endgame then people will start equipping hatch builds. Hoping I'm wrong of course. We shall see!
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That's a good way to reframe it, though upcoming changes include faster pallet breaking, faster blood-lust, shorter cooldown on basic hits, and shorter distance made by a survivor after that first basic hit. So chases and looping may just get a bit trickier.
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We did get two Artist skins as well, but yeah it'd be nice for some variety. The deal with Amazon would be purely to encourage more people to join Prime, and I imagine from Amazon's point of view they'd want skins that more people will buy and I'm guessing survivor skins might be a bigger draw than killer. Otherwise Amazon would be asking for more of the latter
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Yeah this is my sole issue as well. Don't make prestige compulsory. The 50k tax sucks but if they insist on having it, then don't force me to pay it when we've had no increase in bp gains via games. I'd prefer having control over where I spend my bp, and if I choose to prioritise prestiging or gathering addons and items.
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The following each other thing is probably the biggest thing. The charms not so much, since those of us who brought the DLC in the past got to keep the initial perk images and these charms are only going to be available to those people.
But I really hope it comes back, I'd love to see Vecna and some new survivors like Robin and Eddie, or even Hopper
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She's definitely weak. They need to shorten her transportation cooldown, which will help buff her condemned mechanic.
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While fun in theory, there might be a downside. Killer nerfs are based on kill rates, and Legion mains are already experiencing lots of DCs and players letting go on hook. If people start doing this more often to get out of long games, it could artificially inflate kill rates and the killers get nerfed.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/3053539#Comment_3053539
I had 1 teammates get hooked in the basement today vs a bubba and there was no way I was going down there
My default strat against Bubba, Trapper, and Hag: stay far from the basement
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I've had some good luck with Bubbas lately - of the last maybe 6 (?) I've gone against, only 1 camped. One even carried me to the open exit and let me go. I'm still wary as soon as I spawn in and hear the chainsaw though lmao
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I noticed that you didn't take a moment to look around the corners before picking up or opening the lockers, despite knowing what their play was. There was always someone waiting behind the corner. If you don't want to have to chase off the other survivors - which is fair enough, time is against you afterall - then I'd agree that Lightborn would be your best bet. It would negate all of their play.
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I think the best they could do would be a survivor perk that somehow penalizes it. So that way killers who like to camp still can, but they run the risk of doing it to a survivor who has a particular perk equipped. This is off the top of my head so hasn't been thought through, but it could be like if they're within a certain distance of the hook there's a small gen speed increase, or hook timer slows, or their hex totem lights up for survivors. I don't know, just throwing ideas out.
Personally, I don't get camped enough for it to bother me. But it seems to be one of the biggest game complaints so having a counter seems inevitable, but you don't want that counter to take away a killer's choice. Just make it less safe.
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If you wanted out of those matches, then let go on hook. It's just as frowned upon as DCing, but if you're wanting to get out then you won't get a temp ban for it. I think the DC penalty is fine as is
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@_VTK_ said:
I wouldn't be surprised if SBMM actually worked in a slightly different way for survivors than expected.
It's possible that high MMR survivors get matched with 1-2 low-MMR survivors on purpose, to balance out the team. If you squeeze in 4 high MMR survivors against a high MMR killer, the killer is probably going to lose, or at least DEVs assume it. But I haven't heard any statements from DEVs about these details on matchmaking, so this is just a speculation.
According to the devs, only a very tiny portion of the player base are actually high MMR. Most people who think they're high MMR actually aren't, they overestimate themselves. I would suspect that high MMR survivors are likely tournament team level SWF teams. The groups are probably more like low > low-mid > mid > mid-high > high.
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@Gary_Coleman said:
I've been wondering if a lot of people took a break after the anniversary event? I was getting so many great games in soloQ during the event, but since the event ended it has been rough going in soloQ.
I think they might be doing more MMR testing at the moment, I've noticed a difference lately. I actually had a blast during this past event, the vast majority of my solo q games were great. Good teamwork and challenging killers.
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Myers was scary on this map. I remember spawning on the top floor once and I swear he must have spawned up there with me because I'd barely began to move when I heard his breathing. He had scratched mirror too, so that was fun.
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As a survivor, I would like to see him buffed. I don't find him challenging at all tbh. I started playing post-nerf so never got to see the original Freddy.
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My games aren't miserable. But feedback is important. Most feedback will be negative because people are more likely to give feedback on things that are frustrating them about the game as opposed to things that are pleasing, purely because we expect games to bring us pleasure so when they don't we feel inclined to speak up.
I've commented a few times on this forum about my experience - I don't get camped or tunnelled enough for it to bother me, and in general my matchmaking experience is fine (except honestly for the last several days - I'm positive there's some behind the scenes fiddling going on atm). I *do* get hit or miss team mates, but that's the thing with solo q. You'll get team mates who are altruistic, team mates who throw the game or let go on hook, team mates who prefer stealth, team mates who hide when there's 2 of us left so I know I have to just hurry up and die to stop the game being held hostage, etc. But all of that is outside of my control. They might be at my MMR but their gameplay is different, and it is what it is.
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I've been having this EXACT issue. I don't know how to check people's hours, but I feel like I get one team mate who is on par with me skill wise, and then a couple newer players who are just crouching and hiding. Usually I get matched with people who are either slightly better, around the same as me, or slightly less experienced. And that's totally fine. But I'm noticing a massive discrepancy probably over the last week it's been noticeable.
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That's generally my experience too. As a solo player I get far more frustrated with my team mates than I ever do the killers
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I like the earlier suggestion, of it not showing the killers aura if basekit. So the perk still remains handy if people choose to use it in case of camping. As a solo player who brings kindred into every match, it won't stop more than one survivor going for the unhook all the time but it'll be massively helpful.
Plenty of times when someone with kindred is hooked, I'll wait to see if the others will go and when no one does I'll just go and all of a sudden the other two will run for it. Like it's a race. I see it when I'm the one hooked too. Everyone wants to get their gen points but they also want the unhook points. So while basekit would definitely be a solo queue buff, it won't always work out for a team unless they want to play as a team.
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I've actually seen her more than Huntress over the past couple weeks
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@Chilli_man2400 said:
Alright oh dam this is the new mega thread here. I’ll put my condolences here.
While this is a good change for the game and it will help reduce the annoying grind of getting every perk. It doesn’t help new players cause they still need to get the characters and the perks. My problem with the change is how your forced to prestige and you have to spend 50,000 bp. Why reduce the grind then add a stupid price?
if I were to fix the grind the way there doing it I would
- Remove that stupid 50,000 bp prestige. Funny enough when they showed the WIP on Twitter for this change there was no price to prestige then when it came out there is. Just remove the 50,000 price.
- make it so I can still level up once I get to level 50. I hate how your forced to prestige but then you can’t get your high rarity items like UR addons. Just remove the cap so I can level up as much as I want then I can prestige when I want.
That’s honestly all I would do I have to play the incentives first to really see how much it gives you but that’s what I would do
I agree, but I'd say even just removing the compulsory component would make a world of difference. It gives people the choice to either prioritise prestige or prioritise high value add ons and items. Since we arent getting an increase in bp earned, and bp bonuses have been taken from perks, I feel we should be given more power over exactly where we spend our bp
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@PaintedDeath said:
I solo que and won every match last night, even escaped vs a Trapper who was solely concerned with camping his hooks. Solo que is just fine
On PTB? Because the new changes haven't gone live yet
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I was actually going to start a discussion in Suggestions about having actual Halloween costumes based on the killers. So survivors could dress as their favourite killers.
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I don't defend her, I just accept her. There are difficult aspects to this game on both sides - for killers it's skilled coordinated swfs, and for survivors it's skilled Blight and Nurse mains. I'm just in neutral territory lol
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I agree, but if they're adamant that it should cost 50k them at least make it optional. At least then i can choose to wait until bloodhunts or special events to prestige
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@DBD78 said:
People who prestige gets to save all their items and addons, that is very nice. We who don't prestige at all might not se much change idk, other than that we can now prestige if we want without losing everything.
Prestiging will no longer be optional. Once you hit 50 you are forced to prestige for 50k bloodpoints or you can't proceed. Imo that's the worst thing about the change. It should be optional.