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Nazzzak

Nazzzak

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Nazzzak
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  • I havent really been paying attention tbh. I can pick up most perks they run throughout the game (Chem trap seems to have noticeably increased in use) but i haven't paid much attention post-game to builds. If i notice it becoming widespread I'll just bring Gift of Pain and/or Leverage, or maybe even Dragon's Grip or Make Your Choice. I quite enjoy changing up my builds. With 6 new perks coming soon (TWD) survivors will have new things to mess around with anyway.

  • Fast Track. I dunno if it actually overall makes much difference, but being able to just dump a bunch of progress into a gen feels good.

  • @Pit_Bull_Love said:

    What??? You are telling me BHVR isn't going to actually do anything about the slugging that they said they would do in the second half of the yesr? I'm shocked, utterly shocked.

    They wouldn't revert the clown and knight nerfs in the ptb, but keep their buffs, too, would they? Nooo… they have never done such things…. Go ahead, save this comment and come back to me in a couple weeks when they do exactly that, again. Yep, nerf keys and maps, buff killer, and then call it survivor sided. I am so glad I have stopped playing this game. it's nothing but a middle finger to survivors.

    I know your account is banned but just wanted to point out that it was that particular anti-slug mechanic they determined they weren't happy with. Doesn't mean they won't adjust it or take a different approach. They havent said they're abandoning anti-slug completely.

  • How do I do one of those fancy tier lists?

  • There's been a couple of exceptions, but my primary reason is perks. Fun new perks break up the monotony.

  • Yeah it's a bit rough at the moment. My interest in survivor is just gone, and while I had hope that this survivor focused chapter would breathe some new life into the role for me, I've played long enough to know that those who don't even play survivor are loud and tend to dictate what survivors do and don't get. Hoping this time I'm wrong but I'm not optimistic.

    On the flip side, my killer queues are too long. On weekdays it's around 5 minutes, which isn't too bad and I'm willing to wait, but over the weekends I've been easily hitting 10 minutes. I'd assume there's more people playing on weekends though, so I dont know why it takes longer.

  • I've had issues where I hit the survivor when they run past a pallet, they cry out like they've been hit, but then I get pallet stunned and they're healthy. It's only been happening the last couple of days.

  • @Rokku_Rorru said:

    You should see the feedback forums, items not even been in the PTB for a day and killer only players are crying blood over it. Wild.

    And they're being quickly assured their feedback is heard and passed on lol the vials will be changed, barely used, and the same folks will be back to complaining about toolboxes and medkits the next day

    in Fog Vial Comment by Nazzzak
  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959239#Comment_3959239

    I disagree, the way MMR is, absolutely does punish you for winning too much. It effectively discourages you from getting better because all you get for improving is more sweaty rounds, and eventually challenges you genuinely can't handle unless you're amazing at the game. Most people aren't Ayrun or Knightlight, most people aren't even Spookyloopz or Otzdarva. Most people aren't top tier Nurse and Blight mains or 4 manning in a SWF Team Six, most people just want their games to be a fair shake and to not be totally stomped with a 4k at 5 gens or a 4 man out after 4 minutes.

    And as you touch on here, the real problem with the system we have now is that the best players are absolutely not rising to the top to congregate with the other best players. They're getting completely screwed over by randoms who get lumped in with them somehow, or getting a mix of baby team followed by strong team rinse repeat. Good Survivors are not getting strong Killers that challenge them; good Killers are ONLY ever getting babies or super strong teams meaning they feel they have to play the strongest Killers in the pack all the time. Neither feels fun, both trap these players in MMR Hell - high MMR for Killers who do well, low MMR for Survivors who get shafted by their team. The fundamental issue is that MMR as given here, only cares if you 3-4k or Escape. That's it. There is no measure for how well you play as a team, or how good you are at your Killer's kit, or how well you do at gamesense. This means a good Ghostface can end up facing teams better handled by a Blight and then they cannot escape to a more suitable range for that Killer because MMR doesn't degrade, or a good Survivor could get stomped too hard by a 4-slowdown Plague or Springtrap and end up being stuck in a loop of endless worse Survivor teammates dragging them down into low ranks.

    Plus, it makes winning the round seem like the end all be all of the game… and not only is that not remotely true, the game isn't even designed for that level of sweat.

    This is why MMR seems screwy. It never counts if you're actually good and skilled, it only cares about how much you win or lose. That, and it breaks when not enough people are online on one role. It needs to be addressed if we truly want a 60/40 split as intended.

    I dont think you'll find anyone who disagrees with your assessment that baby killers shouldn't be getting experienced opponents, and vice versa. It's a topic that pops up frequently. That, however, is the failure of a matchmaking system that is prioritising queue times over accuracy and is further compounded by factors like lobby dodging.

    However, your claim that the game punishes you for doing well contradicts what youre saying here. If the game didn't give you more difficult opponents as your wins increased, then it would have to give you less experienced opponents and we would find ourselves in the very situation that you've also complained about (survivors getting stomped at 5 gens, and killers getting 4 outted quickly) on an even more regular basis.

    SBMM is a hot topic and literally everyone I've come across says it needs improvements. But no one expects you to be Otz and co, and in a proper functioning matchmaking system, the chances of you reaching their bracket is probably non-existent. You should cap out (or plateau) at a level that suits you. Hence why i said the majority of us are in the middle pile. We aren't going any higher than that. But in order to plateau youre going to cop some losses too, because if you literally never lose then your opponents are too inexperienced and the matchmaking system is failing them. It's not just about you. Every other player needs a "fair shake" as well.

  • You know the survivor perks are bad when the usual suspects who find at least one perk to have a knee-jerk reaction about are completely silent lol

    Most of these changes look fine to me. Pig's changes are much needed and I'm keen to try them out. I know alot of folks would have preferred a buff to her RBTs but honestly, I think those provide the perfect passive slowdown, and her stealth and ambush needed the buff.

    From what I've seen of the fog vials they're fine and breathe a bit of much needed life into what has become a stale role. I hope the feedback of those who think they are fine get passed along just as much as the feedback from those who dislike them (because of course folks who never touch survivor are going to hate anything that provides the slightest bit of benefit to their opponents. I play both sides and think they seem fun, and this game needs some fun honestly).

    And thank you for listening to the community on the hook situation (ie 2 skill checks when there are only two survivors left)

  • @MoZo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959675#Comment_3959675

    the main building is literally a jungle gym with the “Don’t open, dead inside” door that we seen in the teaser yesterday and a generator that once completed has a little animation of zombie hands trying to open and come out the locked doors.

    Yeah that's why I said an actual main building would have been nice. It's little more than a tile.

  • It's a fragile pallet, not a normal one. If it doesn't stun the killer then it just crumbles and you get hit a second later like it wasnt even there.

  • I feel like they didnt originally plan for the map. It feels very quickly slapped together. It would have been nice to have an actual main building. Mind you, I've only seen streamers play on it. I'll be able to judge it better once I've actually played on it.

  • Stopping the item depleting basically removes its primary synergy with Weaves yeah? I'm assuming that was proving too strong a combo hence this change

  • The needing to open two chests just to build a fragile pallet seems a bit much but I'll take the devs word for it that it's necessary lol plus I think it takes 8 (?) seconds to build it. So a huge time sink. i feel like alot of these perks will feature in the next perk overhaul update where they try make them more appealing because they're not getting much use. I think Conviction is probably the best though it'll be one of those come in clutch perks.

  • @ShanoaLegendaryPlz said:

    I can alredy see it as a counter to aura perks like barbeque. Someone getting hooked while ur on a gen? Pop smoke and keep going, they wont read your aura across the map

    I had the impression that auras are only blocked when the killer is within the mist. It being a sort of portable Distortion would be interesting.

  • @Brokenbones said:

    Basically the game will check if you are already inputting an action and then immediately execute that action

    So, here's an easy to understand example:

    Let's say you crouch as pig and want to quickly/immediately start an ambush. In the current version, you need to crouch and THEN hold m1 to start charging. If you hold m1 while the crouch is in progress nothing will happen

    But with input buffering, as soon as Pig is finished crouching and you are holding M1, it will immediately begin the ambush charge. Saving you from having to press the button again.

    Thank you! I was wondering as well. And i love the example you used because I like using THWACK! with Pig and now my ambush will be even smoother

  • @LeFennecFox said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958741#Comment_3958741

    Killer spends entire match to get a head pop or just tunnel them normally without tossing the whole match away and people can still just do gens then leave giving them hatch. This is a nonexistent problem in reality.

    And its easy to make them throw away the match too. I've had a couple Pigs try this on me. I find a box and try remove the trap anyway. They immediately grab me and I refuse to wiggle, forcing them to do the pick up/drop dance. Then I just jump back on the box. Rinse and repeat. It wastes their time while the other survivors smash the gens.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958719#Comment_3958719

    If the aura blocking works for everything in the area, then SWFs can use it on hooks, to prevent the killer from seeing the hook when they’ve picked up a survivor.

    Again, test it out in PTB. So far all the info we have says it's more like the thickened mist than anything we've had in the previous events. So even without the aura you should be able to look for a hook, much like we need to when Boil Over is in play (except the area of aura blocking will be limited. Once you're out of the mist, you're good).

    Considering it is a survivor item, it does in fact need to provide some benefit to survivors. If the trade off is less people bringing flashlights or medkits, then whatever.

  • Punishing for winning isn't the right way to look at it. In that case, the alternative would be that you get easier (?) opponents the more you win, and the game wouldn't survive if that were the case. The better players will naturally rise and congregate amongst each other and that is how it should be. The better players together and the worst players together. The majority of us though make up a massive pile in the middle, and as you've said, solo teams tend to be built up with a couple of strong players and a couple of weaker ones. I play both sides and notice it too, there's been a number of discussions on it. That tells me that solo teams are put together based around the killer, and not put together because each survivor is a perfect match for each other. Probably why so much negative feedback from the survivor side revolves around their team mate/s.

    The system is in absolute need of improvements, but I dont expect much will change when it comes to upswings and downswings. As survivor, I have more losses than wins, and as killer i have more wins than losses. That's their 60/40 right there.

  • @[Deleted User] said:

    no because the game is in the 99% figured out stage of its lifecycle and there is almost 0 room for fun unless you're matched up with a particularly bad player, and the potential value you get from a smoke bomb is nothing compared to the near-guaranteed macro value you can get out of a medkit

    How are bad players fun? The worst games are when you're up against new or bad players. I hate matchmaking fails like that.

  • I think the survivor role has become quite dull and monotonous so the Vial will probably get decent use just because it's something different. Likewise, keys and maps will see more use too. Alot of people don't like change though and will stick with what they're comfortable with, so I dont think the Vial will ever beat medkits, toolboxes, and flashlights in the long term but i do think we will finally see more variety.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958653#Comment_3958653

    I still don’t see how it’s going to be fair, when SWFs are stacking fog vials in the same chase. How is the killer expected to chase someone, when a SWF teammate ambushes the killer with this item?

    And if two survivors use fog vials to extend the area, then the survivor being chased really has a larger area where there’s zero scratchmarks, audio, or aura reading.

    This just seems way more miserable than smoke bombs, which were already miserable for killers, and it was the reason why I didn’t want to play killer at all during that event.

    Maybe wait until the PTB so you can test it out before getting upset over scenarios that may not even happen?

  • Pig got buffed! Can't wait 😁

  • It's a pretty good feeling hey lol congrats

  • Disagree with Empathetic Connection. It saves so much time being able to just sit on a gen and let others come to you. I use it every now and then, and there's only one clear instance where a team mate brought the killer to me but they were on death hook and I wasn't. So I think it was a smart play as I was able to try take aggro.

  • It only prevents you from having the same map twice in a row. Nothing to do with your killer choice. You didn't have Hawkins, for example, twice in a row. It was broken up by Lerys. That's how it was always intended.

  • Maybe reading the words of one of the devs will help you understand how the game functions. You can call it bs all you like, but the game will run the way it's programmed to run regardless of your feelings.

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  • You have about as much proof that you are high MMR as you do that everyone who disagrees with you is low MMR. Wherever you are, you obviously dont belong there if you can't compete.

  • A better option would be for them to have left the 'are you having fun?' post-game feature. I can understand all the other changes but that one stumps me. It allowed players to give the sort of feedback that youre talking about.

  • Not long ago, I went against an Oni with over 1000 ping lol it was anyone's guess where he'd appear from and when you'd go down

  • @Shirtless_Myers said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957555#Comment_3957555

    Hopefully, they will release a statement on this to clarify what this skin is considered or where Haddie's eligibility lies. It's the only skin that they've pulled from their contests, bypassing community voting to add to the game.

    Some of the Artists from The Fog cosmetics have been created by and bought from community members/artists, so it'll probably be released under that collection i imagine

  • Because I'm pretty sure the devs actually bought Haddie's skin from the artist, she didn't actually win the competition. Since they paid for it, I imagine it will end up in the store for auric cells as opposed to being released in the Rift and purchasable with only shards in future like the other winners.

  • @PleaseRewind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956302#Comment_3956302

    I thought so. So many times I see these types on posts on Twitter but no over on Blusky. For instance they posted the codes for the first two but not the final ones you shared.

    I wish their SM team would just mirror posts on both. If it wasn't for people like you those of us not using Twitter would miss out.

    THANK YOU!

    Yeah it's disappointing. I quit social media awhile ago but when it became clear i was starting to miss out on DBD news, updates, etc, i opened a Bluesky account purely to follow DBD. Didn't take me long to realize they dont post as much on there.

  • @Chilli_man2400 said:

    wait is this the last time we’re seeing this event?

    Yeah it's the last Twisted Masquerade. They're starting something new next anniversary

  • Definitely underwhelming. I would assume they knew FNAF would carry the game this month so the event wasn't the priority.

  • @I_CAME said:

    It's a combination of a lack of survivors and Behavior's refusal to give this game a real matchmaking system. It doesn't help that they seem to take a lot of advice from content creators. In my experience these are the people most likely to lobby AGAINST stricter matchmaking. I have listened to some of the biggest content creators passionately defend the awful system that we have now. Of course there are some people like OhTofu who think the matchmaking should be more strict but I feel like he is in the minority among this group.

    He's definitely the minority. After Chucky's release they tightened matchmaking and instantly a bunch of videos popped up. I'm guessing winstreaks get lots of view$. I'm not sure if that change was ever reverted or it was just a knee-jerk reaction since they still do their winstreaks with no issue. But yeah, alot of the big names weren't happy.

  • Nice fossil we've dug up lol

    I still like to give last survivor hatch, as was tradition from ye olde days

  • @AmpersandUnderscore said:

    Wholeheartedly agree.

    Couple things I can add:

    the better you are in chase, the quicker you can create pressure

    This is the one area I think the devs have "gotten it", even though there's a lot of work to be done in the name of balance. All of these map reworks, weaker pallets, reworked tile spawn logic, etc all goes toward reducing chase times.

    While I don't think that maps are perfect, far from it, and I still disagree with the target goal overall, I think that focusing on chases is way, way healthier for the game.

    Because the alternative is related to my other thought:

    A killer player that not only plays very actively, but does so by creating scenarios that force a response, will notice the effects of pressuring survivors

    The "pressuring survivors" part is where I feel like many get this wrong, because an unfortunately large number of people want the game to be entirely about gens again. A lot of killers can only think in terms of "pressuring gens", and gens are not the killers objective.

    There are a ton of people who, even years later, still want the game to be pve gen kick simulator, where there is effectively no skill expression to be had for anyone. (Which, for some, is the entire point)

    Gens are a resource for the killer, and expendable. Just like health states or even hook states are a resource for survivors. And while you might be able to finish a game without expending any of those resources, you're likely going to give up one or more of them to win the overall match.

    The multitude of YouTube videos made during the gen kick meta are still available to new players, so that can contribute to the gen focus alot too. Plus a number of players who started playing during that time still cling to it. We know the devs will make sure the game never revolves around gen kicking again, so yes, people need to abandon that mindset.

    To add onto your chase point - it's also important to recognize when a chase has gone on too long. Experienced survivors will intentionally lead you away from gens being actively worked on, so dont dedicate too much time to them because you'll lose your pressure on the others. Ignore the ones who wave for you to chase them 😂 they know what they're doing

    @OP great post, thanks for sharing

  • Oh that looks a hundred times better! The devs came through 🫶

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956335#Comment_3956335

    That's fair. I get very little bm though, and I wonder why the experience is different. I did a misplay a couple days ago that got me a 0k, and none of the survivors tried to teabag while they got their teammate out at the gate. And I very rarely see teabagging during the game or at the gates in general. I'll occasionally see one survivor in a group teabag after a pallet drop, but that usually doesn't even persist for the rest of a single chase.

    Likewise. Might come down to what peoples definition of BM is. I'm on console so I'm not subjected to post-game chat. I'd imagine there can be negative comments in there. And in-game, I rarely cop tbags. I think in the last month I've gotten 2 total? Even escorting them out the exit I don't get tbagged.

  • Is it in the event? Any chance they used quiet mode from the invite? It also affects breathing

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955309#Comment_3955309

    people may not appreciate the Toba loops, but at least Toba doesn't do anything horrifically offensive. really is fair when you compare them to dnd, cornwind and Haddonfield

    It's one of the few maps I'm comfortable navigating as both killer and survivor

  • @UndeddJester said:

    Botany is the king of self heal builds now. Numerous amazingly good combos. My best thus far is: -

    • Botany
    • Resurgence
    • Medkit with the 2 8 charge add ons.

    Gives you 1 complete full heal in about 15.4s, and 2 heals off hook within 4.62s all for just common and uncommon add-ons. In some ways this better than the old syringe and 8 charge add-on bulld with BK and Resurgence, because you can heal yourself to full any one time you get injured, rather than having to burn the syringe and lose later heals.

    I still maintain this is now the king of healing perks, and that is fundamentally flawed design, since Botany gives you access to great self healing and pretty much as good altruistic healing as any other perk all on 1 perk slot.

    It makes so many other altrusitic helaing perks redundant, and also any self healing perks like Self Care, Strength in Shadows and Plot Twist basically meme perks, because they all pale in comparison for value.

    Though I will admit I still have fun building around it, cause I can just not take a medkit if I don't want to play meta cheese.

    Resurgence has been a staple in my build since its buff, but the beauty of that perk (imo) is that i don't need anything else to compliment it. I literally get healed under the hook all the time and rarely have to heal myself.

  • @I_Cant_Loop said:

    It’s incredibly telling that none of the usual suspects who come to this forum to claim that they never escape have posted their stats. It leads me to believe that their actual escape rate is probably a lot higher than they want us to believe.

    TBF I've noticed you on a number of threads asking folks to post their escape rates, even when they havent said they never escape. If they say survivor is currently miserable, you ask for their escape rate. You can find games unenjoyable even if you win. Even folks who 4k as killer can have miserable games against flashlight or Head On squads. Killing them doesn't always make up for a bad time.

  • Could just be a lack of enjoyment in the role? Maybe they tried one killer, didn't enjoy it, and assume it will be the same for all killers? Or they hold too high expectations on themselves - the prospect of having to set the tone of the match for 4 other people can be daunting for some.

    I also experience zero stress when I play killer, which is actually really funny to me as i have GAD lol. Sometimes I might make a stupid mistake and briefly get frustrated at myself, but going into the match I'm pretty chill. Everyone in my match will forget about me once they've loaded into their next one, and the outcome of the match has zero impact on my actual life. So, no need to stress.

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