Nazzzak
Nazzzak
About
- Username
- Nazzzak
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Comments
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I think if it gets used it'll be for the aura read, since that works outside basement. The unhooking part makes it a worse Deliverance. I don't think it'll be that popular after the first week (when everyone is doing Sable's adept) so I think hooking in basement will be fine 99% of the time.
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It's good if survivors use it as back up or last resort. New players or those who refuse to do anything while injured will run back and forth wasting time for the team. If I bring it, it'll be used late game when there's no one around to heal me. If the Killer knows you have it then they'll know where to look for you later so best to be discreet and not abuse it.
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I don't think it will be popular but I'm impressed they listened to and took on board the feedback. That's what stood out to me most in the notes. Also nice that Strength in Shadows got buffed. I honestly thought it was good as was, so that was nice and I'll definitely give it a whirl next week. Wicked having a benefit outside of basement is good too.
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Happening to me too on PS5. Seems to be happening on and off because I've noticed it before. Currently have an escape as Bill daily I've been trying to complete for a few days (because escape, lol) and every time I load in and select him I have to reset his loadout.
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Not the scariest but I find Legion's mori unsettling
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668762#Comment_3668762
Does it look nice to you?
From what I've seen it looks pretty good. It'll be fun to explore at any rate
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I think they've said before that the PTB is a large update for them and they probably don't have the bandwidth allowance to have it on multiple platforms
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669229#Comment_3669229
Never thought I’d meet a fellow Babysitter enthusiast. You have great taste 😎
I don't really use it haha i don't see enough tunnelling I feel to get enough value out of it. But it was used on me once and opened my eyes to how good it can be
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669247#Comment_3669247
This story is really sad. As I read it I saw you wounded and discreetly foraging for a med kit for a chance at survival. I would have fought harder against key girl though..
Yeah I could have but honestly I'd checked out of the game from the start. It was pure chance that I was second last left since they did everything they could to get rid of me lol
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@JeanGreyarea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669229#Comment_3669229
Both the unhooker and unhookie (idk what the right term is) should see the killers aura with that perk
I've always thought so too. Last thing you want is the unhooked survivor running right into the killer's arms
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@Caiman said:
This behavior is reportable, just so you know. Deliberately sabotaging teammates and teaming up with the killer to kill them is against the game's rules. Keep that in mind the next time you experience this.
I went to the effort of recording a survivor who teamed up with killer and got us all killed - like they were literally body blocking me for the killer to get me. Support didn't even read it (didn't get an in-game notification, which one of the devs says simply means it was looked into). I won't take the time and effort again personally.
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This has happened to me before too. 3 man swf, one with a key and hatch offering so I assumed straight up they were doing a hatch challenge. They'd find me and start missing skill checks on my gen, dropping pallets near me. One got tunnelled out and when the killer came to me I just let him hook me cos obviously I didn't want to play with these people who weren't even doing gens and just trying to sandbag me. Just my luck I 4% while trying to let go but the killer leaves me alone in favour of third survivor, who obviously kept trying to protect key girl. The dead survivor was obviously telling them which gen I was on so they kept coming to me. Then it was me and key girl left, and I found a chest with a medkit since none of them would heal me all game. Key girl comes and is jumping in and out of lockers near me. I let killer down me and sadly key girl got her hatch.
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If you don't have the perk Babysitter, it's worth getting Steve for. It can help your tunnelled team mates a bit and force the killer to go after you (the aura read helps you get a head start).
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I'm looking forward to the new map. I always enjoy a change of scenery
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Zarina of course for survivor. Killer is hard to pick but I'd say Plague
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I'd just report and not worry about the evidence. I would assume if one person gets enough reports they'd be looked into. I went to the effort of recording a survivor working with the killer to get the team killed, placed my report but never got a pop up in game that any sort of action had been taken. So it wasn't worth my time tbh. I only bothered because I'd had a bad string of solo games and that was just the icing on the cake.
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Deadzones, not alot of pallets and most unsafe, bad gen spawns. This is the only map I'll make an actual effort to gen rush on because resources just get burned through. Need to get out fast to stand a chance.
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I don't even use it and I think a nerf is unreasonable. You're playing an entire game with one less perk in the hopes you'll get some benefit in endgame, which you aren't guaranteed to reach. I use the same argument when I say NOED is fine too.
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Guess I'm going against the grain but I voted balanced. The houses are survivor sided, but the outside (particularly the street) is killer sided. So I think it balances out.
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@Rudjohns said:
I love to see people complaining about solo Q, and I agree that solo Q is dreadful
However, are you playing it correctly? Are you bringing perks to help everybody, such as Kindred, Bond. We will Make It and Deja Vu?
Not to throw shade to anyone but sometimes I see people complaining about everything and they have in their build: Sprint Burst, Dead Hard, Off the Record, WoO, Adrenaline, a flashlight, etc. They bring Deliverance and get mad at the teammate rushing for a save. They bring Unbreakable and get mad at the teammate coming to heal you. They have Power Struggle and...yatta yatta
On the flipside, you often see complaints about team mates not lasting longer than 20s in chase. Do they bring team perks or perks to help them waste the killer's time? How do you determine which is "correct"?
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667466#Comment_3667466
They've already tried this with perks but killers just tunnel one person out then use the rest of the perk against a 3v1 especially at 5 gens is almost a guarantee win unless you are a baby killer. One of the biggest problems is killers tunnel to get to high mmr then complain about everything survivors do because they aren't supposed to be in that mmr to begin with because BHVR holds the killers hand.
This point gets ignored way too much within this playerbase. Folks want to get into the elusive high MMR and when they're in it and find they are actually in way over their heads, they want the game changed for them so they can compete instead of accepting that maaaaybe they need to drop down to a bracket they're more comfortable in after all...
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I mean, no one runs down there purposely during a chase. And people take care not to leave scratch marks when they do go down there. They hide in lockers when BBQ or UW is likely to proc. No one wants to be caught down there for a reason. And I doubt anyone will bother with the Invocation perk so it won't be an issue anyway I imagine.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666861#Comment_3666861
I'm guessing you didn't read when i said someone immediately killed themselves on hook as soon as they saw i was legion and the rest of the team basically gave up after that? Which is pretty much the sole reason kill rates are where they are, because with SM being so high, they obviously include hook suicides as part of the kill rate. I'd bet if you removed that the numbers would be significantly different.
They include letting go on hook in kill rates, but they exclude any matches where one person DCs. Likely because there's a high likelihood that the other 3 do not escape, which would bump up kill rates further. I'd say the killrates are actually much higher, considering we know how effective tunnelling one person out asap is at crippling the team and helping killers win. It'd be no different when one person DCs.
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"If we nerf these kinds of structures and/or prevent them from ever spawning this way, you won't be hurting your low mmr megheads. You will only be nerfing the top tier survivors who are able to exploit such a setup to its fullest potential"
Judging by everyone being dead at 4 gens, you're facing low MMR survivors who couldn't exploit the set up to its full potential? Yet they're simultaneously OP?
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@Slowpeach said:
Old debate and I generally don't bother with this anymore but it's amazing there hasn't even been a (bad) attempt at a solution yet.
As a mostly killer player I have to actively try AVOID tunnelling because the game gives me so many 'here is this weak link, you should kill them' signs. In between killers knowing IMMEDIATELY when someone is off hook, the weak link being wounded and thus making huge 'here I am' sounds to the killer, even if they run DS and/or Off the record it's still more profitable to go for the hooked survivor first then it is spread hooks out. A healthy survivor takes two hits to down, so does one fresh off the hook with Off the Record.
I've read loads of good anti tunnel suggestions. The easiest and least game changing is simply removing the unhook notification and delaying the interface for the killer and adjusting perks that work when someone is taken off hook. The amount of killer players that immediately change direction the second they hear that damn unhook notification is ridiculous. The fact there isn't even a perk to silence it+delay the interface when either you unhook someone or you get unhooked is equally ridiculous. A band-aid fix to be sure but it's better then two perks which are of questionable value as anti tunnel.
Obviously any change would come with some level of compensation killer buffs seeing how ingrained tunnelling is in the meta/balance. Likely giving the killer other forms of intel, making gens take longer, making totems do something (which also doubles as totem survivor challenges not throwing the game anymore) but whatever, if ANYTHING happens it'll be an improvement if tunnelling is meaningfully dealt with.
Alternatives I've seen for anyone who cares.
- Teleporting hooks similar to pyramid head cages. Killer is completely oblivious to where the victim is (would require major changes)
- Hooking somebody 3 times does not kill them. You need a total of 5/6 hooks to kill your first victim regardless of how many times one person has been hooked. You still need to hook anyone else three times as normal. So in theory you could get 15 hooks total. Killer is thus discouraged to go after the same person because it's inefficient as opposed to efficient like it is now.
- Survivors off the hook do not make noise, bleed or give off loud noise notifications (e.g fast vaulting) for 90 seconds no matter what
There's others I've thought of but it all feels like a waste of time.
"Obviously any change would come with some level of compensation killer buffs"
See that's where it's hard for me to support basekit anti-tunnelling changes. It would 100% come with killer compensation (much in the way the 3gen solution did), and for someone like me who only sees tunnelling in about 10% of my games and isn't overly bothered by it, I'd hate that.
I think the best option would be to give some actual helpful anti-tunnel perks, instead of the (quite frankly) bland perks we've been getting lately. That way, killers who want to tunnel can still do so but at a risk. And survivors who experience tunnelling in most of their games have additional means of countering it, while those of us who don't see it as heavily can continue as we are.
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I doubt they have much incentive to change it. Sable will sell very well based on looks alone. It'd be nice if they gave it a look over but I dunno
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666648#Comment_3666648
The MMR is broken because it prioritizes quick matchmaking over good matchmaking. The problem used to be there were que times of up to 15 min as survivor. So the new matchmaking system just gets you in games faster even if that means bad teammates or killers and resulting in a ######### experience.
I always hear about these previously long queue times for survivors, but I never experienced that ever. I've been playing for over 3 years, since before they made the switch to SBMM. I think the longest I've ever waited was maybe 2 or so min, and that wasn't the norm. Was it a regional thing?
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If you're noticing it in every game then Babysitter is a good perk to bring. It'll help your unhooked team mate get away, plus shows you the killer's aura so you can either intercept and take chase or make an attempted getaway too. It's a shame that instead of useful perks the devs give us scraps lately but Babysitter is still a decent option.
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I did once, to finish an unhook challenge. Another random survivor decided to join me for some reason. The bot ran straight out the exit and we died 🤣
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Just take a break. I've done it many times
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@Hermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665137#Comment_3665137
If you are bringing up the recent stats, please keep in mind, stats are almost where the devs want them to be. And they are including games in which the first survivor gives up on their first hook. So the real escape rate in games, in which nobody is throwing a tantrum for whatever obscure reason, is much higher.
They include survivors who give up on hook in kill rates, yet don't include games where someone DCs. I would assume because the likelihood of everyone else dying in those games is very high and would probably increase the kill rates further. Including some deaths but not others probably balances out in their book.
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@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665159#Comment_3665159
I've noticed this more, survivors condemning survivors to get a chance at an escape.
Doesn't work out like it used to.
I was about to shut the game down but decided to keep going and thankfully my next few games were alot better. No escapes but good teamwork. So sometimes it's still good.
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Yeah I just played 2 games and got left on first hook to die in both. Like a good little survivor, I didn't try to 4% and I hit every single skill check in second stage, lest I get accused of purposely letting go on hook. But no, they just sat on gens.
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Current matchmaking is weird. That's all I have to say.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664904#Comment_3664904
The whole point of perks is to improve your abilities and increase your chance of success.
Indeed. I've said many times that perks are good to help make up for percieved weaknesses, hence why I'm not bothered if team mates use stealth perks etc. Having said that, my weakness is chase but I acknowledge I won't get better at chase if I always use chase perks. So I choose not to.
Regardless of all that, I'm not the one who coined the term in gaming nor do I use it as an insult because I don't care if they choose to crutch on perks or not.
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I mean, I've also said countless times on here that I don't see camping or tunnelling as much as everyone else apparently does. I keep stats on my games, and seeing something in like 10% of my games = not alot to me. Maybe I am just lucky. Not sure what to tell you.
Recent killrates aren't all that different to the ones we got in 2022. I feel killrates would reflect a 'letting go on hook' epidemic, much like in the way I can agree they probably have for Skull Merchant's killrates.
Not sure what else you want me to say, or why I got called out, but I'm sorry my experience is different to yours?
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My understanding regarding "crutch" perks is to simply ask yourself: would I be able to play to the same success if I used something different? If the answer is no, then your perks are probably crutches. That goes for everyone btw. It's the reason I change my builds up frequently and never stick to the same perks for too long. I want to naturally get better.
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Windows has been around for years, and has simply risen to the top as all other better perks got nerfed. It's not overpowered, it's just convenient to blame a loss on because of its high pick rate. They could nerf it out of the top 10 and people would just complain about the next #1 perk.
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I doubt we'll get a rework. Maybe just some future tweaks.
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There's a Pinhead main in my region who uses it all the time
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Based on the tentacles that come out during its mori, it's simply a creature wearing the skin of someone its killed
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@Xyvielia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663649#Comment_3663649
Hey now! How dare anyone not absolutely LOVE her in every way, especially vs’ing her!
She is the lovely Floaty Slay Queen of DBD👻☺️
Indeed. She's treated so harshly :( it's undeserved
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Going against Nurse
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I would expect high MMR opponents to be more difficult, yes. That's why they're in high MMR.
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Average pick rate imo. Will be strong in low MMR and against less experienced players, but less effective against more experienced players.
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Once upon a time it was, but nowadays most killers would rather you leave so I do
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662045#Comment_3662045
How do you run the main building?
Through the window next to the breakable door, going into the building, then down the stairs and through the doorway to the left. You can jump the railing at an angle for a fast vault, then go back up the stairs and repeat. It can be weakened, as HaunterofShadows mentioned above, though there's also a breakable wall that can strengthen it though this has only happened to me once. It's a simple loop but I've had killers give up on me while doing it, hence why I like it lol
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I enjoy main building on Dead Dawg
