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Nazzzak

Nazzzak

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Nazzzak
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  • Oh I love these. Looks like you've got a new badge lol

  • From survivor, yes. Still playing killer when queue times allow

  • To play as - Chucky, Myers, and Pig

    To play against - Singularity

  • As a "competitive player who hates losing", is it really a surprise that the game is giving you opponents who are also competitive and hate losing? Probably one of those rare times SBMM seems to be working

    Edit: spelling

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947078#Comment_3947078

    At least in that scenario you would have evidence and video footage of the penalty, Trust me bro I want you to be right, I want to see the bad stuff happen. But we need video evidence of it.

    You dont think a warning that you're at risk of being banned because of something you didn't actually do (die intentionally) isn't "bad stuff"? You don't think the game is likely to follow through with the ban if it continues to detect these things that aren't happening? Do you think this situation really would have no impact on new players to the game? They just paid money for a game, maybe minutes beforehand, and are now told their ability to play said game is compromised. Put yourself in their shoes.

  • It should be fixed during the next hotfix, i think they said this week sometime

  • With the AFK system, it will probably see even more use. People won't wanna spend too much time hunting down gens because of accrued idle crow points

  • They did make a bad call releasing all this other stuff alongside FNAF. It absolutely won't kill the game, but i think it will definitely impact the number of new players who stick around. And it may have been the last straw for some long-time players who've had a foot out the door for awhile anyway. The game will keep chugging along.

  • The killer is their friend and doing this with them. In a real life situation, i imagine you'd ignore the survivors in the lockers and down the two injured ones standing behind waiting for their exhaustion to return.

  • It's if a gen doesn't get completed within 10 minutes. So even if the survivors are making some progress, it won't stop the Abandon option.

  • @Nazzzak said:

    I just read they're adjusting the AFK system next week. I didnt save the info (I'm sure someone will share it) but it sounded promising

    Went back and found it

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  • I just read they're adjusting the AFK system next week. I didnt save the info (I'm sure someone will share it) but it sounded promising

  • Seems like the only real issue the system is having is that it thinks quick death = intentional death. I understand that's meant to address the people running up to the killer basically asking to be downed and hooked, but I'm not sure how the game can distinguish between the two. So i agree, I think just leave it now and see how things improve with the other conditions still in play.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946792#Comment_3946792

    Which is exactly why I bring up the importance of video examples, as they show said variables and their impacts

    Sure. But some variables are not only easy to foresee, they were also brought up countless times to the devs during PTB and ignored. Such as short games not necessarily meaning someone is intentionally trying to die, tunnelling (one of the most complained about strats since pretty much the dawn of the game) also can cause short games. Especially for newcomers, the very folks that the devs were hoping to attract with the biggest chapter release yet.

  • I'd wager a majority of players are totally okay with Go Next and anti-excessive hiding measures. There's been ongoing feedback and support for a long time about these very things. They just want measures that work properly. It absolutely is unfair that people are being tunnelled out and then given warnings on their account, I would have thought that's something everyone agrees on?

    Also the anti Go Next measure was always talked about as a benefit for survivors (because it's unfair for the team mates left behind), so why frame it as a survivor nerf and compare it to upcoming killer changes? If it's supposed to be a benefit for survivors to not have team mates abandon them, then absolutely survivors should give feedback on it

  • The thing with this system is that the seconds are accrued, they don't have to be earned consecutively. The way to earn back seconds are limited to gens or killer interactions (from what i understand), and you can slow down the timer by being in the killer's radius but can't remove seconds.

    Things therefore get complicated in certain scenarios. Someone who is injured and on death hook now needs to play cautiously, and if you're in late game then chances are you're probably close to triggering the crows unless you've been glued to a gen for most of the match. Hopping off the gen for 10+ seconds to avoid a patrolling killer might be all that's needed. Add to that Hex perks/builds - time spent trying to find these perks accrues seconds. Trying to find a gen. Chuck 'No Way Out' in there to sweeten the deal and make sure those crow timers are pushed over the limit.

    The system is way too unforgiving. And most of the players who will be punished the most by it are newcomers.

    I honestly give it another week or so before a popular content creator works out the system and releases a video of the best effective build to force crows on survivors. Then the survivor meta will change to gen rushing (perks, toolboxes) and everyone will be calling for the devs to do something.

    I'll also add that I am yet to get a single crow either, but that doesn't mean I don't see issues with the system.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946724#Comment_3946724

    Thats fine, and I'm not accusing you of it not happening, my point was that those types of anecdotes are not only useless to developers in that form, but they can even be poisonous due to human error or missing supplementary data. The more spaghetti the code gets in a near decade old live service game, the more entirely unrelated things can have surprisingly illogical affects on each other. In the post earlier I was able to get a starting point based on the video as to where the penalty could have been accidentally triggered, and potentially why. This gives a starting point for systems to look at, tests to run, and a potential avenue to both isolating and correcting the issue.

    And I don't even have any way of knowing how much it might help, if at all. It could be completely unrelated to anything I proposed. That said, if it was related, the devs would be able to identify that the issue was being caused by one of the relevant factors (time from hook to a gen, presence of the TR, hell hook struggle/wiggle progress can tie in for all I know) and gives them direction on how to solve and/or prevent the issue on their end. Hell it can help them preemptively find when other issues are present even before needing to be reported sometimes.

    The developers set the parameters so they'd know exactly what needs changing. The system is working as they intended, they just didn't consider or account for enough variables

  • This is embarrassing. And the Go Next feature aside, there are still players who think the game should be balanced around high MMR when this is the new player experience. Game was over in 2min, and before the streamer even got the warning message he said he wasn't impressed. Matchmaking overhaul should have been prioritised before all this other stuff if they want to retain new players. Better tutorials too obviously.

  • @Gh0st2317 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946256#Comment_3946256

    The issue is as well, is that a lot of new players joined DBD as soon the chapter got released, but most already dropped the game due to this crappy system.

    That doesn't surprise me. I'm trying to imagine buying a new game and then getting a warning after your first match because you apparently played so badly the game thinks you did it intentionally 😢 lol

  • Not sure if you've navigated Discord yet but if you open the app and click on your profile (bottom right corner), then click the settings icon in the top right corner of your profile, then scroll down to Quests (under Billing Settings). You should be able to find it in amongst the listed Quests. You will be able to connect your PS account to your Discord account by following the prompts through there. If there is actually a region lock then I would guess it would say so when you try connect.

  • I said yesterday that I'm really surprised they chose to roll all this out on this particular chapter release. Their biggest chapter release to date.

  • The region lock stuff is confusing. Australia isn't listed as one of the regions its apparently available in yet i was able to get it. Does it say in Discord that you're locked out?

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945084#Comment_3945084

    She is still underhelming, if she cant get downs fast she will struggle a lot thats why most pigs tunnel a lot because they need too.

    If someone is tunnelling with Pig then honestly, they need to find a different killer. She has built in passive slowdown (traps), and tunnelling just throws that away. I actually love playing Pig but people who tunnel with her confuse me. The trap keeps the survivor/s busy while Pig applies pressure elsewhere.

  • @Boobookittymeow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945722#Comment_3945722

    if you can see the front of the door. Its maddening if that whoosh sound is the signal, while demo has a map wide unmistakable sound

    Yeah, i only played a few games but thankfully could see the door at pretty much all the gens i was at. The new update makes the doors (and all killer items) spawn closer to the gens, and it kind of worked out well for survivors on that front.

  • It really does feel like an update aimed at prematurely penalising survivors. I can understand that there's enough bad apples that changes need to be made, but it doesn't feel like they've thought this through at all. Yet another update that feels completely out of touch with the average player. I'm having to take a break because survivor feels punishing, yet I'm sat in queue for killer for 10-15 min. I'll play when things settle down.

    It will be interesting to see how many new players they retain from all this. This feels like a terrible chapter choice to test these new changes on, but maybe that's just me.

  • @indieeden7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945687#Comment_3945687

    But the thing is, it's not just Springtraps. I've seen Ghouls, Singularities, Dredges, all tunnelling as hard as they can the second the match starts, it's really weird.

    Could be newer players trying out other killers, or as HPhoenix said, they're trying to give survivors a penalty (wouldn't put it past this community, honestly)

  • The small panel on the door flashes when he's TPing towards you. Much better pre warning.

  • Happens every time there's a new killer. People are still learning how to use its power but also want to win, so they fall back on that. It always settles down over time as people learn how to play or simply go back to a killer they're more comfortable with.

  • Seems to be random. I've seen people claim they got it after buying 1 survivor tee, while others have bought multiple tees or Springtrap cosmetics and haven't got it. I bought 2 survivor tees and didn't get it.

  • Never used them so unbothered. I'd rather they just remove them because they're essentially bloodweb clutter

  • @Skillfulstone said:

    How unfortunate to see the feedback on the AFK/Anti-excessive-hiding system wasn't followed-up on at release.

    I'll test it out with friends (will need to ask a few beginners to help) but I can already feel the undeserved crows giving Survivors' positions away despite them having valid reasons to not put themselves at risk (waiting out/hiding during Oni Rage/Myers T3, various Exposed perks etc. Avoiding the Terror Radius when injured and/or on 2nd hook, looking for Hex totems that cannot be ignored and aren't in broad daylight, dealing with a tight 3-gen situation while on 2nd hook etc.) Or simply getting lost because of lack of map knowledge & gen/totem spawns.

    Hell, I'll miss being able to meme/farm around with friendly Killers/being a friendly Killer and meme with Survivors without having my ears harrassed by crows that won't go away and ruin the mood.

    Can you update us on how you and your friends go? I've barely touched survivor lately, just can't enjoy it anymore. I'm reluctant to play it even more because I feel like the moment I get a crow while trying to find a Hex totem it's just gonna be the last straw for me lol

    Edit: just saw someone on Reddit got a crow while trying to cleanse Thrill of the Hunt 😂 BHVR must be having a laugh here

  • That's kind of good to know tbh lol I want to play Pig today but was wondering if everyone would be mad when they see it's not Springtrap. Maybe they won't mind afterall..

  • @killer998 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943691#Comment_3943691

    that’s fair, I don’t expect new players because I still have some knowledge of course even if I’m not playing great I know what perks to bring mostly. I agree being with new players would be unfair as well. Just has me feeling like okay this is a bit much you know? Hahaha

    Yeah, understandable. If you're repeatedly getting steamrolled then it sounds like it's not working as it should be (but that's not really unusual lol the system definitely needs work)

  • @[Deleted User] said:

    This topiic of MMR decay get's brought up every now and then, but i have never seen actual confirmation from the developers that it is there.

    "Decay" is probably the wrong word. If you've taken an extended break then your MMR isn't set to any particular bracket anymore. You kind of float for a couple of games before you settle (likely in a lower bracket than before). That's how it's supposed to work anyway.

  • I saw a streamer and his friends test it out against Singularity, and even coordinated on comms they couldn't get the gate open. I would assume that's why. The perk is supposed to prevent 99ing the gate, not stop players from opening the gate at all lol

  • It is supposed to decay a bit but i don't believe to the point where you'd get new/baby survivors. You're still gonna face opponents with some experience, as you yourself still carry some experience despite your break.

    We are supposed to be getting SBMM improvements at some point soon so hopefully they look at tightening the matchmaking up. It definitely needs it.

  • "Increased Daily Quest Blood Point rewards (2500 → 5000)"

    Any chance we could get the 30k per daily again? 15k total isn't much incentive to load in tbh

    1000009456.gif
  • @Dwight_Fairfield said:

    TBF the Devs often say these stats like kill rates don't paint the full picture. We know that ourselves because of all the variables that contribute to them like perks, maps, rng of loops and gens, skill levels of the players etc.

    Was just about to say this. Every time they give us stats they repeatedly emphasise that the numbers don't give the full picture and to not make too big a conclusion from it. They're simply giving us some numbers because we ask for them.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943499#Comment_3943499

    I do not think it was intended that way. Since the beginning, survivors HAD to go through the whole game, even the few seconds where all the hook stages chain the one after the others. And killers did as well.

    Now, survivors are gifted a way to skip that part, but not the killer. And no one knows in the name of what.

    You don't have to watch the mori either. You just hook the last survivor. It's what I do. So you definitely have a means to skip it too.

  • Once you've seen a mori a few times it loses its novelty. Most people don't care enough about it. If they did, they'd stay to watch. If you enjoy it then that's great.

  • That's kind of the point of the PTB. It's not supposed to be the finalised product. They put it out to testing and make changes based on their own data as well as the feedback from the community testers.

  • @UndeddJester said:

    Sigh, time for another round of downvotes...

    Most people seem to agree it becomes the best healing perk in the game with this change, however where I disagree is with the idea this change is fine because healing sucks in the current meta.

    Maybe they are right, maybe they're wrong, but I struggle to call We'll Make It and WGLF bad perks... they are quite strong... and to me it felt like there were a lot of meaningful factors to account for and trade offs to consider for each healing perk currently, and that is no longer the case.

    Personally I think it boosts the value of medkits substantially, especially with syringes for 2 full solo heals, to the point its the most time efficient perk/item in the game, saving 16s of survivor time on 1 heal and 32s on a syringe heal. More if they take Resurgence.

    Even once the medkits are spent, it's still an exceptional perk for recovering from slugging, healing off hook vs. tunneling and resetting against a killer playing hit and run or trying to hold a 3 gen.

    To me it is a fundamental betrayal of game design to have 1 perk be head and shoulders above all other perks regardless of your justification for doing so... and I don't understand why everyone is happy to take a subpar bandaid solution on BK instead of demanding a proper one across all healing perks.

    If healing really is that bad, it should be buffed across the board, not have Botany made the top on the pack in all scenarios. There is no reason not to run a medkit and BK as the most efficient survivor item now.

    However that's just my opinion, my heart deflates seeing the change, cause every single healing build I've ever made now has to ask "why this over BK?", and the answer is "because you're an edge lord who wants to go against the grain... or an idiot... probably both".

    However the majority voice has spoken, I have said my piece and made my opinion known. Can drop t and move on now.

    I think the devs go back and forth on healing because there's a large subset of players for whom the game stagnates when they're injured. They simply avoid gens and will float around the map, maybe seek out chests, until they're healed up. This is actually why Empathy is a staple in my builds. I see players doing this and often have to go out of my way to heal them up so they'll actually get back in the game. You even see it when COH is in play, that injured person who just stands in the radius and waits and waits…

    We know the devs were aiming to minimise self-healing and make healing more of a teamwork thing, not just with the old BK and COH nerfs, but also subsequent medkit nerfs. Reverting BK now tells me that maybe that hasn't worked out as well as they intended. There are plenty of players who know when you need to prioritise gens over healing but there's just as many players who don't understand (or care about) that. I'd imagine the devs have stats to support this. I say just give those players BK back. WMI and WGLF fall into that teamwork aspect, where again the responsibility falls on your team mates.

  • @LordGlint said:

    I recon we'll get a whole wave of ppl calling everything OP. Bubba and Doc tend to be newb stompers, so I expect to see posts about them in the next 2 or 3 weeks at most.

    I like your optimism that there will be any other killer than Springtrap seen for the next 2-3 weeks lol

  • Singularity and Unknown are more enjoyable than Wesker imo

  • Yeah there's only 1 Badham map now. Also, are you playing killer or survivor? Only asking because I've been playing alot of Myers lately and am often getting Lerys or Midwich lol I'm curious as to whether they've increased the odds of certain maps for certain killers in the lead up to map offering nerfs or if it's just a coincidence..

  • Because there were players who would slug everyone and then hump their bodies while they slowly bled out. There was nothing they could do to progress the game besides copping a DC penalty. So you can thank those players. And you aren't forced to watch anything, you can progress the game by escorting them out. You still have agency in this scenario.

  • That's a shame, though if it's in exchange for a radius increase then i think it's okay. I'll still use it, its beneficial in late game when (smart) survivors lead you away from incomplete gens.

  • @jedimaster505 said:

    Killers never have to tunnel to win unless they have an inflated MMR due to relying on tunneling instead of learning macro strategy and chase skill. Tunneling is just much easier to do for a beginner killer but will be more heavily punished as MMR increases.

    Spot on. People like to argue this point but even the devs have said this is the case. Tunnelling can push you into an MMR bracket that you aren't ready for, can't compete in, and consequently face stronger opponents in. These players continue tunnelling because it's all they know, despite it now being less effective against their now far more experienced opponents. You can usually pick the players who have done this to themselves, as they're the ones who claim they "need to tunnel" despite countless other players not having that issue.

  • I don't play Chucky (or rather Tiffany) as much as I used to, but that's just because I'm enjoying Myers alot more these days. Tried him for the first time since his update a few weeks ago and he feels so much better now.

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