Nazzzak
Nazzzak
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- Nazzzak
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I dont think hatch affects anything to do with killrates as the devs said it doesn't contribute at all. Hatch is considered null and void.
Edit: Ill also add that I dont "give" hatch, I just kill the third survivor and if the last gets hatch then whatever. Game is over at that point, I'm already anticipating the next one.
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Instead of just sharing feedback about things they dont like, people need to start sharing things about what they do like. Because if BHVR only see negative feedback then they assume that's the overwhelming consensus. Look at how many upvotes your post has - where were all these people before when lots of us were saying theyre fine? I dont think they need changing and I prefer seeing them in my games than survivors bringing flashlights, toolboxes, and medkits. Now no one will bring them.
Survivors are often told not to call for killer nerfs too early after they're released, as they need an adjustment period. The same should be the case here.
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Disappointed about fog vials. As killer i think they're fine and actually preferable to flashlights, toolboxes, and medkits. Nerfs mean survivors will just stop bringing them and go back to the same old stuff. I have both hearing and vision issues (my dad passed on amazing genetics!) and I still think they're fine as is, personally.
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Thank you hahaha that's hilarious
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@Hoodied said:
Yeah you can hear someone complimenting her for the take in the background lmao
Does anyone have video of this haha i need to see it
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977329#Comment_3977329
Potential Energy in particular never got killswitched.
But they can killswitch perks and they have done it with other perks before multiple times. Wake Up for example a couple years ago had a bug where it caused the killer's game to crash when you tried to open an exit gate, and that got killswitched almost immediately
Thanks, I do remember that now that you've mentioned it. I guess when they say gamebreaking they mean literally lol
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@4thdslip said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977317#Comment_3977317
They killswitched Potential Energy last year.
OP's follow up comment confirms it wasnt actually killswitched, but ill double check for myself
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Haven't tried them as survivor and likely wont, but as killer I also am fine with them. IF the devs did decide to change them up, then my vote would be on changing the way they charge or simply the period of time they charge. The effects (imo) are fine, and can also be a detriment to survivors.
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I wonder, have they ever killswitched a perk? I cant recall. Perhaps they actually cant?
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977288#Comment_3977288
I didn't mean to imply you couldn't be affected as well with just a less egregious impact, I've just been having a very hard time explaining it lately to people who seem to not understand how the vials could cause issues for others. I'm glad you haven't been impacted as much, but honestly the main reason I main survivor is because of how much the existing issues affect my ability to track as it is, so the item is pretty debilitating in most situations. Even if it weren't potentially active for up to 48/60 seconds at a time (hyperbolic, but easily attainable with a 4 man) it would still be too much. Losing someone for a few seconds in a single chase can be game changing as it is.
That's fair enough. I moved over to killer a few months back, pretty much exclusively aside from survivor quests, and so I'll be honest - i prefer survivors bringing the fog vials lol I'd rather see the vials in lobby than toolboxes or flashlights. If the devs decide to nerf them then people won't bring them anymore and it'll be the same old stuff as before.
The vials certainly make survivors harder to track (as is their purpose) but not impossible. I dont use aura perks aside from THWACK! on Pig, so that could be another reason some killers are struggling (aura perks can become heavily relied on). I think having played survivor for so many years also helps as I find their actions after dropping the vials to be predictable. So I do acknowledge that the vials can impact some players more than others, physical impairments aside. But i feel like over time those issues will iron out as people adjust.
I am sorry youre having debilitating issues. Hopefully survivor is treating you better!
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976551#Comment_3976551
The issue is that a lot of hearing and vision issues in the game affect people disproportionately as it is. If they don't affect you, great! Thats normal. But they do affect other people, and a lot of things are done on purpose as part of the game's design, to varying degrees of reasonability. Things like not having [
colorblind setting to illuminate blood pools to help colorblind players] is reasonable, as doing so would basically just make a toggle that anyone could use to see them easier. The problem comes with things like the chase music being purposely loud to obscure other sounds, which immediately puts players with hearing issues at a direct disadvantage in regards to tracking in chase.Then you add on things like footsteps either being quiet or not working at all at times, loud noise notifications making more quiet sound cues practically worthless, extremely loud hook screams that require constantly adjusting the audio level every time someone gets hooked, and now dampening all audio on top of the other difficulties people have already been having. If you have 100% potential and the fog vials removed 25%, you'd still have a 75% potential: If someone is already at maybe 75% potential, they would now be at 50%. Thats why accessibility issues are so important to avoid, they have a disproportionate impact across the player base. Whats fine for one can be completely unplayable for another.
Part of why this item is such a perfect storm of issues is because people with sensory disabilities often use their other senses to compensate. Someone who is hard of hearing will likely rely on visual cues more than someone who is not, while someone who with vision issues likely adapts to track by sound cues more. When you impair multiple senses simultaneously, this can often cause them to be less able to compensate as a normal player can, especially if they have issues with both.
I'm hard of hearing (deafness runs in my family), and i also wear strong prescription glasses (which I'm currently booked in to get an even stronger script as I'm having to sit up close to my TV). So I understand visual and audio issues better than most. I'm still struggling to see the issue. But ill accept that everyone is different.
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Just change your perks and press Ready. Dont overthink it.
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The "no one should have been told about it" bit is kind of funny, like we wouldn't notice when something was no longer accessible in game lol
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@Coordi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976921#Comment_3976921
Sometimes the "you" is "the game" and not The Jocelyn. I get it. I also empathize with the frustration.
I'm sorry for the pile on you've received. Shame folks dont realize your job has nothing to do with the killswitch and the only info you have is what the higher ups have given you. Thank you for acknowledging player's concerns, the higher ups should have already done this so you didnt have to.
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Oh I love tatts. Your artist did a good job!
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One of the rare things you'll find the community in unity on, is wondering why they dont use the killswitch more lol
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975965#Comment_3975965
The Fog Vials should by an unlimited use item, but they should also be balanced as an unlimited use item.
Because right now, they are balanced as if they were a single use item. An unlimited use item shouldn't be blocking audio at all. And arguably they shouldn't be blocking auras either.
Honestly, I've been playing killer all morning and had fog vials in every game so far and the audio is muffled but not completely removed. I dunno if it's a headphones thing maybe? It's legit causing me zero issues. I'm honestly stumped seeing so many people have issues with fog vials. I cant recall a single game where I've been disorientated or lost a survivor. I even just had a game on Forgotten Ruins now where I hit a Meg, she dropped a vial, I saw her blood pools run into the portal and I saw she Plot Twisted. So I entered the portal and looked down at my feet and there she was. The fog vial was still active too down there (or possibly another survivor dropped one to try hide her friend). It was a clever play but common sense prevailed.
Perhaps we should all share gameplay clips? Maybe it's different depending on our settings or something?
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@xGodSendDeath said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976472#Comment_3976472
Wasn't that Merciless Storm? For some reason there were a lot of skill check Doctors at that time!
Sorry, you're correct, it was Merciless Storm! I knew it was an Onryo perk but couldn't remember which lol
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Chances are slim it'll happen. They've left plenty of bugged perks running in the past, including Call of Brine when it would literally revert a gen from 90% down to 0% in a second lol think that one stuck around for like 2 months.
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RIP :(
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Since the change, their usage has dropped considerably in my killer games. Flashbangs went from being a regular sight to barely seen.
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I think the issue with limiting their usage, as alot of people seem to be wanting, is that they're not impactful enough to bother bringing in that case. Of course they're inconvenient to go against, but I'm pretty sure that's the point. The devs would likely buff them considerably if they cut down on how often they can be used, and as someone who actually has minimal issue going against them currently, I'd hate to see that.
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@Langweilig said:
I have to agree. I gave them feedback about it in the ptb but I don‘t think they are gonna tweak them anytime soon again.
I really liked old maps and their functions (revealing gens, totems, hatch, killer belongings…). All they needed to do was make the rainbow map the base one and give it something additional to what it already does. Windows of opportunity as function for the maps is nice, but not at the cost of losing what made them great before.
For keys they distroyed the only reason I wanted to use them, the blood amber addon. It is pointless now. The new things are nice, but honestly why would use it them for just that?
Overall both items suffer from the new charge system which is so much worse than the old system which worked with time. I could use my items a lot more (-/+20times) with their old system, but nope now I have 6 uses which is barely anything. They could have done the recharge over time thing for both items instead of the new system which would have been a thousand times better or add an aura linger for everything except blood amber.
"All they needed to do was make the rainbow map the base one"
This. I get that the goal with these changes is to get maps used more, but the reason why I only brought maps sparingly when I played survivor was because the only good map (Rainbow map) was so darn hard to find because of it's scarcity in the bloodweb. If they wanted more people to use maps, they didnt even have to do all these changes lol just make Rainbow Map rare or uncommon and voila. People would use it.
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I'm not a Tryks fan but honestly, it's not that deep lol
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I've been thinking some more on it, and I will say that perhaps this change is to keep those who play day in and day out happy. Which is fine. But they need to also ensure that the fragment rewards are high enough that those who can only play minimally because of work, family, and social commitments, can still comfortably complete the Rift. I personally dont care if I complete the Milestones, but if I'm paying for the premium Rift then I want to know i can still progress playing casually. That's always been the case in the past. So i'll see how I go by the end of it.
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He had an entire build just for that one scenario. Conviction alone would not have achieved that.
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@tes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974829#Comment_3974829
Tunnelling has always existed, but now when I’m playing Survivors it's the only style killers pursue. It's MUCH frequent than before. I had 15 games in 2 days on survivor, was tunnelled myself 4 times, and my other teammates suffered in 90% of cases.
I’m talking about this from a survivor perspective. Fog vials do nothing against tunnelling, at least when I played killer it was such a useless waste of source instead of teammate bodyblock or sth else. Moreover, more killers now are genuinely frustrated and when my teammates are constantly spamming this bs he is more likely “well it seems they want to play hide and seek, so I’ll prefer to return to hook and chase injured survivor with pools of blood trace I can easily track in fog even”
Even when I played killer myself, I haven’t faced with any issues with tunneling someone if needed because of vials. What are u trying to point at? If u want we can just sit in Discord where u can prove that vials are “a great tool to make tunneling harder” and not some ragebait unhealthy item that instead of engaging killer in chase just screaming “drop everything, here is grunting Meg I hooked few seconds before”. I’ll show u my records of play
No one is suddenly going to start tunnelling because of fog vials. Anyone who says they are were going to tunnel anyway especially since, as you said, the vials do very little to deter it. As killer, there's no way I'm stopping chase with another survivor to run back to hook because they have a vial lol makes no sense
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974342#Comment_3974342
I'll have you know, he's a BEAM
Okay now I get why the devs are calling him Jim lol
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@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974695#Comment_3974695
i been playing for 8 years and I want to still have fun but the dev and the community make it hard.
I feel you. Frequent breaks from the game always help.
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There were legit people in DBD communities complaining about the quest and Rift system being "too easy." It'd be sad to learn the devs decided to listen to them. I did find it quite simple but considering there are folks who get very little time to play this game, I felt that was a good thing.
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@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974686#Comment_3974686
I think some people want the game to die or they get a kick making someone dc on either side I mean there >funny< fail video of dbd most are survivors and killers dc and person recording laughing the person dc.
I hate this community sometimes…..
I think it's more that some people are incapable of seeing the bigger picture. Only things that affect them personally are a problem. But thankfully most folks can take a step back and see how certain actions impact the health of a game on the whole.
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No one should be getting penalties that affect their ability to play the game for something outside of their control. End of. The removal of 4% was enough to mitigate early opt outs.
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3974042#Comment_3974042
Hm… do you think it would be too powerful if only the killer and the person who dropped the vial would be affected by it?
That way nobody could potentially use them to grief another teammate.
Personally, I think it's a suitable risk that comes with using them. Gotta be smart about when and where you drop them or they can backfire on you. I think the other survivor was trying to help the streamer in that instance, they just disorientated themself in the process lol
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I mean, i kind of did walk away. Outside of quests I don't play survivor anymore. There's several killers i still enjoy playing though, so until I get sick of that too I'm still around.
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973350#Comment_3973350
Glad you've gotten use out of them.
Had someone try and do this for my chase and we ended up running into each other and I died :/
It's fine if I see them run over and know they're planning to jump in for me because I can prepare for potentially losing LOS. But unexpectedly having fog dropped on me has proved more of a hindrance than helpful so far.
Also had a teammate drop fog before healing me and it basically was just a big beacon on the map for the killer saying "They're over here." and he came over and interrupted us before she could get the heal done.
Maybe it's a skill issue on behalf of me or my teammates, but I'm yet to see a situation where a standard bodyblock or something wouldn't have just been an easier option.
"We ended up running into each other and I died"
I was watching a streamer last night who was running the killer just fine (albeit injured and on death hook) until a team mate dropped a vial in the tile. The team mate and streamer ran into each other and neither could pass in the space so the killer just came and downed and killed them both lmao
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973055#Comment_3973055
My theory is that they do test things, that the devs probably take notes and point out the issues, but that they're pushed to get new content out anyway. The tagline of "new feature added" in the patch notes is likely more important than whether they work or not.
Unless I'm totally wrong and someone can point that out to me.
They have a consultancy program too, where they pay a group of players to test and advise on new killers and changes etc. Hens is part of it, and I know a bunch of other streamers are too. Dowsey used to be a paid consultant until he quit the game. Not sure how much say they actually have though in the final product, but just wanted to point out that they definitely have people who play the game alot and understand it better than most to advise them.
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This sort of stuff makes me glad I don't really play survivor anymore lol I was watching Slate play speedy Clown last night and just kept thinking 'so glad I'm not on the receiving end of this' 🤣
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@Hex_Llama said:
This is interesting. I didn't know about the bug, but it makes sense in retrospect. I had some weird games as survivor where there was something "off" about the way chases were starting but I couldn't put my finger on what.
Yeah i didn't know about it when I was playing killer yesterday. I had a few weird games with weird chases that I just brushed off, but looking back i think it was blood-lust not kicking in which made the chases seem off.
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Yeah they're massive time investment for minimal value
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Haven't tried it on survivor, but I've been playing killer for the last couple hours and it's honestly at worst an inconvenience. I was expecting something horrible seeing people call it "busted" but it's not that bad. Plus my killer queue times are much much quicker, if that's because survivors have a new toy then I'll take it.
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It's an avatar you can only use on Discord for 2 months. I wouldn't worry about this one.
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The input binding on Pig is chefs kiss
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@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972673#Comment_3972673
Fr the outcry has been wild. It was an obnoxious perk that I barely ever came across.
Yeah everyone's saying it "only had a 2% pick rate" yet you wouldn't think that by the massive uproar. The interest is only there now because there's a new item and old item updates. For such a major item update, I can see why the devs opted to change the singular perk that could negate it all.
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"In a long time," exactly. Fair is fair.
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Honestly, i think in this case the devs had their finger on the pulse of the community. This is a big item update. New item, reworked older items. I think they wanted to give players the chance to actually try out these changes, and I think they knew alot of the killer base would be bringing FD in order to prevent that.
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@oecrophy said:
https://www.youtube.com/watch?v=ZeuZczC2nlw
The randoms I get in these games are usually the ones who end up complaining the loudest about how broken SoloQ is and how OP the killers are.
But what happens I ran trying to get the exit gate and go down. He opens the door and leaves the other survivor same opens door and leaves. But if I left while he was on hook then I'm the bad guy. There is no winning if you save someone and go down they'll abandon you but if you go down after saving them you'll be abandoned so there's no winning in soloQ.
I’ve had a ton of really good teammates and loads of soloQ experience. I see plenty of solid teamplay and people who’d do anything for their squad. But it’s really about the players. Some just don’t wanna play… ehwk.. — like that Ace who hands Oni his upgrade right away ‘cause “easy head-on plays are kinda fun,” or people who keep randomly cleansing against Plague, or those who don’t even bother with gens… Sure, everyone plays how they want, but sometimes you gotta wonder if it’s even worth risking stuff for one person at the end, even though those risky endgame plays are hella fun. Most of the time, it’s just down to the players.
And for some people, I just don’t really feel like risking anything. Not sure why exactly. Or maybe I do, who knows.
Love how youre trying to take aggro for Sable and she decides to just sandbag you lol
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I love endgame saves, but they're mostly successful when everyone is on the same page (difficult in solo queue). It can be disappointing when someone opts out but honestly, it's your game at the end of the day. If you decide to just leave people will get over it.
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@Deadman7600 said:
You said making one side more powerful by design. By design, yes the killer is stronger. 1 killer is meant to be equal to 4 survivors, that makes the killer more powerful than any individual survivor.
I understand the argument you think you're having right now tho. I think 60% is fair-ish but that's just personally. I like to think of it like the game trying to manufacture a 'final girl' scenario like how in alien the xenomorph kills the majority of the cast but there's always a survivor. Whether you think that's fair is just a matter of opinion like everything when discussing game balance.
The problem with a 'final girl' scenario in an asymmetrical game, is that if only one can survive then your team mates become your opponents
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That is a massive FOV
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I play Pig quite abit and honestly dont have this issue at all. Even if i bring Lightborn.