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Nazzzak

Nazzzak

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Nazzzak
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  • I literally have generalised anxiety disorder but I funnily enough don't experience anxiety in either role unless I take an extended break from the game. I'm always nervous for my first game back but once it's done I'm okay from then on. If I'm having an irl bad day, I don't play at all. That's just a self care thing I think.

  • Or have them work like Nemesis's zombies. A couple just wander the map as support for the killer. They can swing their weapons to injure survivors.

  • It's because they gave Ormond resort the additional variants, so even using a map offering only gives you a 1/4 chance of getting the minesite. I've very rarely seen it either, see plenty of the resort though. And I'm pretty sure I didn't imagine it but they also changed the repeat map prevention to a repeat realm prevention, so your chances of seeing it dropped even more.

  • @Chiky said:

    the worst part is that in game reporting does nothing, and reporting on the website with video evidence also does nothing...

    FWIW I've gotten two in-game notifications over the past couple weeks that my in-game reports were actioned on. Both were for cheaters and neither of them I reported on the website with video evidence. From what I understand, others may have reported them also but we all get the notification when action is taken.

  • @Cataca said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893886#Comment_3893886

    Rework nurse power so she has to obey pallets and windows, Blight make him 110% and increase his cooldown to 12 seconds

    I can't see them changing completely reworking Nurse this late in the game. But I guess stranger things have happened

  • Nurse's base speed is too slow for that sort of cooldown imo. And there's no point in compensating with a speed increase because she doesn't need to remain competitive around pallets and windows since she's able to completely ignore them altogether.

    Blight though could probably comfortably cope with a longer cooldown, even just a slight one of 11 or 12s. It adds up.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893602#Comment_3893602

    It's very strange how hard the discourse in this community has shifted towards hooks not being the default, main interaction with the game. It's like if people started clamouring to avoid needing to chase survivors, or something.

    "Hooking" is not a tactic or a playstyle, it's just one of the core interactions of the video game, same as chasing. There are plenty of tactics and playstyles that surround hooking, and slugging also doesn't require Knock Out to be done so it's still an option.

    Content creators have fostered this discourse. Or rather a specific popular content creator who has always felt that skill should be reflected in hook states over kills. I agree with that sentiment but they've pushed this "hooking doesn't pay off so just slug" perspective as a means of getting BHVRs attention (imo) via their followers. I said awhile ago to one their followers that this will likely backfire and instead result in BHVR addressing slugging as opposed to overhauling their entire SBMM system. And here we are.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893079#Comment_3893079

    It's not bad faith, it's taking exactly what you wrote. You deliberately said "gen progress", not "advancing the game". So all of those points would have to be special exceptions in this system, at least as you described it.

    I even said at the bottom, you could ignore all of that and it's still a bad idea.

    If you genuinely want a discussion (which I'm not sure you do, since you simply dismissed everything, and didn't try to rebut a single point) then please explain how this should work around the "slug for the 4k" problem. And to be clear, that's 4 minutes waiting for your teammate to bleed out, a minute or so of hatch searching, and 2 minutes of EGC that is legitimate hiding, in the killers control, but would identify the survivor unfairly with something like what you described.

    So tell me, since nothing you've said explains this, how does your system of "didn't complete a gen recently" deal with this situation fairly for the survivor? Because it sounds like the survivors position gets revealed either way and killer gets a 4k every time.

    Hiding is genuinely legitimate gameplay, situationally. Similar to camping, tunneling, and slugging, it's perfectly fine in limited doses, but it's the excessive use of any of those, including hiding, that becomes a problem.

    "Hiding is genuinely legitimate gameplay, situationally. Similar to camping, tunneling, and slugging, it's perfectly fine in limited doses, but it's the excessive use of any of those, including hiding, that becomes a problem."

    Yup. This right here is literally why we are even having this health update lol people take things to extreme and then wonder why the devs step in. There's a time and place for every strat, but some people are extremely stubborn.

  • Quaddi, Mr_Tatorhead (he has awesome looping guides on YT too), Slate (watching him atm), Ollybot, also Bronx.

  • I actually think this is a good step. But then I lived through the 1 hour Skull Merchant games era lol I think 10 min is good. Gives enough time for the killer to track them down (basement is usually a good bet, in my experience), and if unable to then cancel the game. It shouldn't be about who "wins" or is perceived to win, it's about reclaiming your valuable time from people who are wasting it. I imagine the devs don't want to completely eliminate (or punish) any aspect of hide and seek since the game is literally advertised as a "hide and seek" game.

  • While we don't know exactly what they have planned, from what they've mentioned so far it seems to revolve around missing skill checks. So my assumption is that the 4% chance will still remain, but if you then miss all your second stage skill checks, you risk a penalty. Each hook state lasts 70 seconds, for a total of 140s on hook. If you intentionally minimise them to like 40s or less perhaps that's when penalisation will trigger? To make it easier for newer players to not miss accidentally, perhaps they can prevent the check spot from becoming smaller as it currently does? This is all purely speculation of course, I wouldn't worry about it until we see it in play.

  • As much as I'd love to not face my least liked killers, Nurses, Blights, and Weskers would never see games lol others have mentioned the disruption to matchmaking already, but also as someone who actually likes going against a Nurse, all her games will get funnelled to folks like myself who haven't blocked her and it would probably get old fast for us.

  • @Zakon05 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892611#Comment_3892611

    Speaking as someone who has played Xenomorph almost every day since it came out, at least once a play session on average.

    They only addressed the new player problems with Xenomorph, and they have severely nerfed it against good survivors.

    Xenomorph is particularly effective against bad and inexperienced survivors. I have gotten lots of complaints about Xeno being uncounterable due to the turrets being so ineffective at burning it out of its power when the Xeno player knows what they're doing. The tail is also extremely difficult to dodge on reaction, bordering on you needing to predict when the Xenomorph is likely going to try to tail attack and begin dodging pre-emptively.

    This results in bad survivors thinking the turrets are a waste of time.

    However, good survivors know the turrets will rarely burn a good Xeno out of their power. They set them up as distractions in chase. They place them in ideal locations in loops where it would be most useful to have an ally come in and take a protection hit.

    Xeno did need some extra resistance to being burned, there's a reason why Emergency Helmet is often regarded as a mandatory addon. But that rate at which the xeno recovers from being burned has to be a typo. That burn effect on the UI is distracting and causes overstimulation issues on some players. It's effectively going to be a semi-permanent effect on the Xenomorph's UI if that goes through.

    I sometimes use the Ovomorph and Ripley's Watch addons for a "chill Xeno" build where I play it mostly as an M1 killer and ignore the turrets. I might end up using that build more seriously if this goes through, because the turrets will be far too effective in the hands of good survivors to be worth the time and distance lost in chase to break them, especially when the survivor I'm chasing is just going to be using the extra space to run to the next turret.

    I think alot of newer players make the mistake of placing them near gens and therefore near the exit stations because they use them as early warning alarm systems more than anything else. So they know the killer is coming, they pre-run, turret is immediately destroyed and Xeno is still in its power.

    I can literally only recall one solo queue game in recent memory where the whole team played like a perfect hive mind. Turrets were placed, and always replaced, strategically in between tiles. They provided enough of a distraction that you could effectively plot your next course of action. I remember thinking 'this is definitely how the devs intended Xeno games to play out,' but the fact is these sorts of games are so so rare.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892543#Comment_3892543

    It sends the message that when slugging is the killer’s choice, it’s frustrating and should be fixed. But if survivors force the killer to slug, it’s not frustrating, and doesn’t need to be fixed.

    Survivors are still dedicating builds to making themselves unable to be hooked, but that’s not frustrating, and doesn’t need to be fixed? When I play against SWFs that swarm the area with flashlights, flashbangs, and sabotage toolboxes, to force the killer to slug... that isn’t frustrating, and doesn’t need to be fixed?

    Is slugging an issue on both sides of the game, or is it only an issue when it’s the killer’s choice to slug?

    You bring KO for those rare games where you are "forced" to slug decked out 4-man SWFs? If you don't bring KO then this literally has no impact on your games. You can still slug them. There's even going to be a surrender option at the end of it for them so you don't even have to waste time tracking them down and hooking them.

  • It says in the notes that PT doesn't trigger the option

  • Yeah I think it's fine, no issue. It's just cosmetics afterall.

  • I'm away on holiday from the 15th to the 29th. I'll probably bring my PS Portal but DBDs performance isn't the best on it so I'll likely only get a couple of days of Chaos Shuffle when i get home. It's my favourite mode so that's a bit of a downer but on the plus side I'll be around for the Blood Moon event, so I'm okay with it being pushed back lol

  • Yay. A crawling Killer would be cool

  • @SummerBBQDwight said:

    Well Pinhead was allready Killer you see maybe 1 in 50 games, now it's going to be like 1 in 150 games.

    Could be why the license renewal didn't happen and he's leaving. If not enough people are buying him, then from a financial/business perspective it's not worth paying for the license renewal. They'd wanna recoup the costs plus profits.

  • Thanks for sharing! I love seeing other player's stats

  • I got the Wesker carry bug today 😭 had to DC, thankfully was only a minute penalty

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891275#Comment_3891275

    In my OP I was saying I've never seen an 8K at 8 gens (or even close), and was curious if anyone had seen it.

    Even when my team was a total disaster and I played badly I haven't seen it.

    Ah OK. So it was a hypothetical question. Well as seen above, it's definitely possible!

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891267#Comment_3891267

    I think it's pretty common to have only a few survs doing gens, as there's no matchmaking and the potatoes are probably all freaked out by being in the terror radius all the time. Lots of newer players who just shut down and immerse if the killer is anywhere near and/or just expect everyone else to carry them.

    It's like a group project in school.

    But even then, if even 4-5 survs are halfway decent, there's a very good chance most or all of the gens are getting done. If 6+ pf the survs are even pretty good, the killers are probably getting pantsed.

    It's a pretty surv sided mode, imo.

    "if even 4-5 survs are halfway decent, there's a very good chance most or all of the gens are getting done"

    Then I guess your lobby had no decent players?

  • Haven't seen that yet but not overly surprised to hear it happens. In most of my games there's only a certain number of survivors who actually touch gens. Once we (I include myself in that) are dead, you spectate the game just start to stagnate. It's not every game but definitely a number of them. I just had a longer than usual 2v8 game where there were 6 of us left and 4 gens, and only myself and a Nicolas Cage were touching gens at all. The killers were constantly patrolling the gens so we kept moving around the map behind them, and every gen left hadn't been touched after the killers had kicked away whatever progress we had done. The other 4 survivors literally weren't touching anything. The game just dragged, I felt bad for the killers after we died.

  • We often hear from the playerbase that solo queues biggest problem is people not being team players. All this change would do is ensure people who aren't confident hitting those checks avoid healing team mates so as to not alert the killer. I don't think punishing team players is the way to go, personally.

  • This topic has made me realize just how much horror has evolved. Younger generations seem to have made cute stuff scary, while my generation was tall men in masks lol

  • 5 gens, a bot, someone on death hook already, and someone slugged. I'm guessing that's why the Kate let go? You mention they have 11k hours, usually after playing for that long you know a lost game when you see it lol

  • @BritneyMitch said:

    The argument against this isnt even real. If people are lobby dodging because they see perks they dont like isnt that a good thing? Like that player recognized that they were about to get into a game with someone who is either playing for different reasons than them or a different skill level. I do not think dodging lobbies so more like minded people play together is a bad thing.

    Unfortunately, the way matchmaking works is that lobby wait time is prioritised over accuracy. So if people are repeatedly dodging and drawing out your lobby's wait time, by the time you get into a game you might be with "like-minded individuals" (ie don't care about load outs) but your skill levels/MMR may be all over the place and the game might be miserable for a totally different reason now irregardless of perks

    P.S love your username

  • That's not the bodyblocking they're talking about in the update

  • Empathy, Lightweight, Resurgence, and the last one I change up

    Bamboozle, Corrupt, Spies, and the last one I change up

  • Only had this happen once, thankfully. I knew it was going to happen though because my team were just so bad. One of the killers was a Legion and my team were all grouped up in one corner. All of them. I was just hanging on hook watching them run around each other in circles while Legion injured them and the Wesker downed them. It was painful to watch. I knew I was gonna die on hook and sure enough I did lol

  • Remember when they did that trial for hiding prestige? It can't hurt to maybe trial this as well. If they get too much lobby dodging then they can trial visibility in match and see how that goes? Can't hurt to try

  • No, you won't be banned

  • Rotten Fields, Rancid Abbattoir, Lerys, and Nostromo are probably my least favourites

  • @Pit_Bull_Love said:

    I agree with the gentleman. Balance is boring. What makes 2v8 so much fun? It's not balance, It's chaos.

    Give us 1 hit downs for all, faster gen repairs, either UB or auto hooks, pallets galore or rebuildable, whatever. Just chaos all around. Busted 💩 for everyone. Survivors tbag repeatedly? Off to the cage for you. Killer wants to hump? Cage for you too! Whatever! Just bring back the fun!

    I'm just picturing the humping killer being sent to a cage, then all the survivors t-bagging around said cage until they too are caged and the game ends with everyone on 0 bp.

  • Yeah, I've always said the same. Peanits (a dev) even said as such once here on the forum. The game is designed to give you more difficult opponents the better you do. It's designed to get harder, so you have to work harder if you want the same results. So if someone feels they have to bring the strongest perks and add-ons, or have to play a certain way, and even then they struggle, it can usually indicate they are indeed at a level they should not be at. This goes for both sides but I do think we see it more in killers purely because it's easier to rise in MMR as killer than as survivor. I suspect it's why we see poor baby killers getting landed with experienced survivors sometimes and get steamrolled. I think it's intentional to stop them rising too fast, because baby survivors are too easy to steamroll in turn. But that's just a theory, I could be way off and it's just terrible matchmaking lol

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888951#Comment_3888951

    Just seems very out of place though.

    Probably some Behavior spaghetti code, you never know!

    Yeah it was pretty random lol and definitely out of place

  • @Nazzzak said:

    I think this is the tile I saw during the last 2v8 (or maybe Chaos Shuffle) randomly. It just appeared on Dead Dog in one game and I never saw it again. I got photos, I'll try track them down. Think it's a new tile they're working on and testing out maybe?

    Yeah it was last 2v8, just tracked it down

    19535314f7377-screenshotUrl.jpg
  • I think this is the tile I saw during the last 2v8 (or maybe Chaos Shuffle) randomly. It just appeared on Dead Dog in one game and I never saw it again. I got photos, I'll try track them down. Think it's a new tile they're working on and testing out maybe?

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888551#Comment_3888551

    To be fair, YouTube comments and Twitter have always been like that. Every comment there is how one side is severely overpowered and the other never gets any love. Or how BHVR is killing the game with every minor change. They are just toxic cesspools that you’re better off not sifting through.

    Not so much cesspool, as small echo chambers. Most YouTubers/content creators have a preference for survivor or killer. I'm assuming OP follows or watches content creators who are more killer inclined, and therefore the commentary by said creators and their followers will also be killer inclined. So the "I'm quitting because of the killer changes" will seem alot more prevalent than they actually are.

  • This always happens with big changes. It's nothing new. There's a saying, "a hit dog hollers". The hollering has started.

  • Hackers are always around (most arent obvious about it) but they do generally come in waves. I'm assuming when they find new ways around the patches BHVR put in place last time the wave came through. Content creators are always prime targets for them as they can place themselves in their lobbies unfortunately. Next course of action will be BHVR patching all their new workarounds, doing a mass banning, it'll be a bit quieter then for a time until the next wave. Rinse and repeat.

  • I'm just glad we are getting it. I was honestly surprised when they announced it, I didn't think they'd ever actually go ahead with it. If FNAF is what it took, well so be it. Maybe the RE chapters were a wake-up call - they brought in stacks of new players but most didn't stick around.

    @Nun_So_Vile said:

    https://forums.bhvr.com/dead-by-daylight/discussion/439181/i-hate-that-it-s-gonna-take-a-fnaf-collab-for-bhvr-to-fix-their-game

    I was saying the same thing on my stream last night. Not only about the timing, but also how many changes we are getting during each phase and it's some very bold changes. Literally almost all the big ticket items that have been major points of discussion. Then it's supposed to not be balance changes, but QOL? How can you address camping/tunneling without getting into balancing the game? Same with map offering balancing and item balancing, is the plan to just throw things at the wall in an attempt to address and see what sticks and what doesn't? So many questions with very little answers right now.

    Didn't know you streamed, let us know how to find you and drop you a follow!

  • Australian 😅 look we gave the world Bluey, the internet can at least give me my notifications 🤨

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887891#Comment_3887891

    It's still there but for some reason the notification widget has 2 scroll bars now

    Idk why im getting downvoted, this is what it looks like for me

    https://us.v-cdn.net/6030815/uploads/GSCJURRZVWKK/image.png

    Hey whoa, how do you find this? I literally never get notifications when replied to. Even when I click All Notifications there's nothing. This is what mine looks like. I always have to try and remember what I've commented on.

    Screenshot_20250222_203904_Chrome.jpg
  • Yup. I also use the 'did you have fun' option at the end of the match to rate my matches. The latter I do because one of the devs did say they do pay attention to it. It only takes me a second and it's consistent feedback, even if they opt to do nothing with it.

  • Lol I don't think the Nurse realized she had a Rebecca parachute

  • @VibranToucan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885743#Comment_3885743

    I mean that's how it works lol. In the past I used one pain res or one pop and 3 non-gen perks.

    Now I feel more and more like efficient teams can easily work through that. Nerfing gen regression, without addressing the need for gen regression, leads to people stacking more gen regression.

    That's how the game is designed though. The better you do, the harder your opponents get. So while you could once get great results with just one gen regression perk, you now need more as you're going against more difficult opponents but you still want the same results. If you want to go back to a level where you only needed one gen perk, then copping the losses with said perk would have been your best bet.

    If you're happy to compete at the level you are at, then yeah, you'll need to bring the strongest stuff. Just like your opponents do.

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