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Nazzzak

Nazzzak

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Nazzzak
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  • I believe they said early 2024 in the recent AMA

  • Well, yeah, it's not like the killer is gonna complain about themselves. You're ignoring though that alot of people play both roles and there's been plenty of times both killer and survivor mains have been in agreement on certain issues (including SMs ability to hold one hour games - the only people I've seen frequently defending this are those who have also admitted to playing that way. So again, they're hardly going to complain about themselves).

  • People tend to use peaks that make up for weaknesses or shortcomings. Most people struggle in chase and want to buy time for their team, so I'm not surprised most pick perks to help with that.

  • @GentlemanFridge said:

    The only way to remove teabagging outright is to remove the crouch altogether.

    and even then the spirit of the teabag will manifest into something else.

    shall we stop all killers from nodding too?

    If they could stop humping us on the ground, that would be nice lol

    On a side note, I was spectating a game the other day and a Nea started teabagging the killer at exit. My 6 year old yelled "she's flexing on him!" and jumped up and started teabagging in front of the TV. After I finished dying of laughter, I realized teabagging is probably never going to go away and must be prevalent in other games too. The only games my 6 year old plays are Roblox and Fortnite with her dad, so I'm assuming teabagging (or "flexing" lol) is common on there too.

  • I've had an increase lately of getting hit/going down at the same time as I get a pallet stun. It's been maybe a couple weeks now of seeing this frequently. Prior to that, I couldn't remember the last time something like that happened. They're messing with hit validation or something, I'm sure.

  • @patronsaintofpizza said:

    Lot of folks saying that killers are tunneling a lot more nowadays. I personally haven’t noticed it being much different than years past when I play solo queue. But if this is truly happening, then I think killers are tunneling a lot more and tunneling earlier in matches because of the regression perk nerfs BHVR did after SM released. Players don’t really have any good perks now to slow down gen progress, so they just resort to tunneling early and often. You can scream get good at folks, but no one wants to practice thousands of hours to become good at killer, so they will take the easiest route to win. Before, they could’ve used meta slowdown builds. Now they just tunnel. Which is worse?

    But if there really is a large amount of people quitting, I think it’s mainly because the game is getting stale, and BHVR really needs to come up with new gameplay modes. I personally don’t play as much anymore because the game has just gotten so repetitive, both on killer and survivor. I was so hopeful that Xeno would renew my love of the game, but sadly, it just feels like more of the same.

    I haven't noticed an increase in tunnelling either, but if there is one it's not because of gen regression nerfs. We had several months of the gen kick meta (Eruption - CoB - Overcharge etc) and tunnelling was still one of the biggest complaints from survivors during that time. I've played for a few years now and while I'm not bothered by tunnelling, it has *always* been one of the bigger complaints I've seen from players. The gen kick meta, arguably the easiest time killers have had in this game with regard to halting gen speeds, did not stop tunnelling at all.

  • I enjoy playing as them more than I enjoy playing against them. I find too many team mates not bothering with turrets, which is a let down for other team mates in chase. I always set up turrets, not just for me but for my team mates too. So it sucks seeing none on the map.

  • @burt0r said:

    Damn, with the regular "every killer camps" and "camping worse than ever" complaints, one would think that at some point the absolut saturation of 100% camping would be reached.

    But just like in the fast and furious franchise, there seems always another gear to shift into.

    (Or mayyybe people love to exaggerate on a regular basis 😜)

    I think people have the inclination to remember the bad games more than the good ones. Negativity bias or something? That goes for both survivors and killers. I think alot of survivors see campers alot less than they think they do. I don't think this anti-camp mechanic will change much, at least not in my games because I don't see many campers to begin with.

  • @Rivyn said:

    Prepare for the slugging, then., since that's going to be more efficient, especially when survivors figure out how to abuse the upcoming system.

    I doubt it. Efficient slugging requires confidence in chase and the ability to track survivors. If someone is used to facecamping then those skills will probably be a bit rusty. It won't be a smooth transition from facecamping to slugging.

  • I haven't noticed an increase, thankfully. Had one camper this week. Edit: correction, just checked my stats and there were actually 2. A Bubba and a Trapper.

  • @CatnipLove said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553705#Comment_3553705

    It is strange that survivors need teamwork to gets the gates powered, but the game makes it difficult to coordinate and actively creates chaos with the matchmaking. Maybe TCM gets it right, where you can work as a team but also escape by working solo.

    I wonder how they could implement something like that. Obviously hatch is an option with one survivor left, but it's hard to keep morale going if someone ducks out early or is tunnelled out early or team mates insist on doing nothing. So alternative escape routes would help with that, but I feel like anything that gives survivors an additional chance would be too controversial for BHVR to even consider.

    Plus alternative escape routes could be just as damaging to teamwork as someone ducking out, getting tunnelled, etc, because if doing gens are still the primary objective, then you'd potentially have team mates neglecting gens in favour of something else. I dunno. They'd probably have to completely overhaul the game tbh.

  • I doubt it. Solo queue is pretty much kill rate fodder. Bringing us up to swf level would increase our chances of survival.

  • Honestly? Be pleasant. Breathe, and let it flow off you like water off a duck's back. Because their motive in behaving like that is to tilt you. People advising you to bleed them out, etc, don't understand that trolls *want* you to do that. They know they've succeeded in tilting you. Playing like normal, leaving pleasant messages in endgame chat (even if you really, really don't want to) will annoy them. They'll probably call you boring. You've won if they do.

  • "bring back the old days mission to have a hide and seek play-style viable"

    The multitude of info perks (aura and screaming) suggests BHVR don't want that play-style to be viable

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553711#Comment_3553711

    Face-camp is not common but it happens. This Bubba is enjoying his last camping days

    And Deliverance curse is real , i'd stop facecamping if i was not first hooked.

    https://us.v-cdn.net/6030815/uploads/HZA3C25WXV2P/image.png

    Yeah it definitely still happens but so few games for me that it's never bothered me. I had a Bubba do it on Midwich a few days ago with Insidious. I managed to hook trade and save the first person, and the team could have gotten all gens done and escaped if they just let me hang but they all tried too hard to save me. I wish they just did gens but that's solo queue for you.

    BTW what region do you play in? I've played a couple times with someone called Jill Enjoyer

  • I'm not changing my build at all. Face-camping is uncommon in my games so I don't anticipate much difference post-update.

  • I'm personally not bothered. I can choose to pass on skins and DLCs without it affecting my gameplay.

  • It's probably not that surprising that veteran players are moving on. Play a game for a long time and you're bound to get bored of it.

    Having said that, I do feel like the devs are catering to a new generation of players. I think competitiveness has taken over, and too many people cry for the game to change around them instead of trying to adapt first.

    I'm playing less because, quite frankly, my team mates are potatoes.

  • That'd be cool. Like picking our own wallpaper essentially.

  • While I don't think this was your issue, it's probably worth mentioning that I've been playing for 3 years but changed platforms at the start of the year. So my hours show as lower but I'm definitely not new. I was able to claw my way out of low MMR hell on the new platform quite quickly. Not every low hour player is necessarily new to the game. Having said all that, matchmaking needs some work - no denying that.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553108#Comment_3553108

    Oh, yeah, i just forget that survivors that remove slipstreams 2-4 per chase and make chases longer than with m1 killer is my skill issue. True, mate, i will get better at asking survivors not use it at least once in a minute.

    Using an EMP in chase slows survivors down by 10%, which shouldn't make chases take longer.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552527#Comment_3552527

    Wonder if it had something to do with most older games having male protagonists and so people just fell into that preference?

    So the primary example back then was World of Warcraft where players could choose the sex of their character. I barely ever played WoW so I'm just going off of what the presenter did as surveys of the gaming population, but his results was that players viewed female characters as weak. At the time I disagreed with him, I think we tend to overthink these things, but like I said I know very little about WoW.

    I still remember as a child playing the original Super Metroid (showing my age) and how it blew my mind when my dad told me the protagonist was female

    It's even more of a mind blow would you find out after beating the game. Given how clunky graphics were at the time, my seven year old brain was wondering why Samus was some kind of long haired surfer dude.

    I'm not sure whether it's about caring more about female survival than male, like I think the Final Girl trope was more about the perception of women as weak and vulnerable

    I think those two things are connected. We care more about women because as a society we've been conditioned to see them as more vulnerable, even if in the fictional scenario its not at all true.

    That's true too. After posting my comment I reflected a bit more and realized that even when we do have male protagonists in horror flicks, they tend to be the vulnerable, bullied outcast. Even in Stranger Things - which I love - it's interesting comparing the development of the jock, Steve, to the outcast, Eddie. Steve has had great personal development, but he's always been portrayed as the hero and protector. Then you have Eddie, the awkward outcast, who is portrayed as scared and vulnerable until he finds his strength.

  • @crogers271 said:

    Back in 2006 (I know, quite some time) I was at a seminar where one of the presentations was on why people tend to play male characters over female, which was more common at the time. There has been a pretty sizable switch since then and I'd say graphics are the likely reason.

    I'll add something that hasn't been covered: as a society we tend to care more about women then men. A story about a woman being murdered will get more attention than one about a man. Final girl is a trope because the audience gets much more invested in the survival of a female character, compared to a male (with male characters we are looking far more for an eventual turn to action, see Ash Williams). As an audience, people just have an easier connection to female characters than they do to male.

    Wonder if it had something to do with most older games having male protagonists and so people just fell into that preference? I still remember as a child playing the original Super Metroid (showing my age) and how it blew my mind when my dad told me the protagonist was female. Most of the games I'd play were generally led by males, an exception off the top of my head being Lara Croft. And tbh, their sale approach for her was more about sex appeal than anything else.

    I'm not sure whether it's about caring more about female survival than male, like I think the Final Girl trope was more about the perception of women as weak and vulnerable. So they made the perfect counter to the seemingly unstoppable evil. Their fear was believable, the odds of them getting out alive were slim, but you'd see their development throughout the movie as they find their strength. I couldn't see the film industry back then portraying men like that, a sign of the times really.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551985#Comment_3551985

    I am playing Zarina , she is one of the my favs. I found her pretty smoother tho but i don't see big differences between female survivors. Maybe Jane and Haddie could be different, since they are unique female survivors.

    Male survivors are so clunky but playing Steve was pretty fun tho. I don't know if he is more smoother than but he is probably my fav male survivor.

    Yeah that's why I mentioned I always thought I was imagining it. But seeing other people comment on it has made me wonder whether it's actually a thing. It could still be just in my head!

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552454#Comment_3552454

    I moved past the exception because it is just that, an exception. When survivors bring those tools and spawn on four separate generators at the start, yes, gens do fly and you don't have much control over it. I would support actions taken to address both parts of that situation; survivor spawns, and gen speed tools, mostly just toolboxes.

    However, as I said, that is not every match. Even matches where more than one survivor just has a generally good toolbox but aren't coordinated enough to be on separate gens from the start aren't anywhere near that damaging for you as a killer, even if the toolboxes are still too strong. Implying or stating that is the case in the average match would be wrong and deceptive.

    Gen speeds are in your control (to a degree) as killer because you have the ability to spread your pressure. I've made this point on the forums before, but I'll raise it again: The more survivors you have occupied, the fewer can be on generators. One hooked, one in chase, one going for the save cuts the generator efficiency down by 75% if everyone's alive. That's a massive reduction in generator speeds for as long as you maintain that situation, which if you're both good in chase and good at macro strategy, is pretty frequently. That's where skill comes in.

    Gen times don't need to be touched. They especially should not make grouping up on a generator even worse, because that would incentivise spreading out, which is so much harder to deal with as killer. If two survivors are on a generator, congrats, you've occupied two survivors when you go there, not just one. What needs to be touched is a combination of spawns (to stop outlier situations where all four survivors are spread out) and toolboxes (because they're really the glue that holds actual genrushing builds together, everything else is dramatically less useful without a toolbox).

    It's important to mention the skill component because otherwise people might end up not realising where they're going wrong, and blame the game for it. In a majority of your matches, unless you're unlucky enough to be running into Team Eternal frequently, your skill affects gen speeds. In a majority of matches, you will be the deciding factor in how efficient the survivors can be, because a majority of matches aren't against ultra-coordinated 4-man groups.

    Completely agree with you. A lot of killer mains respect Otz and he has said the same - the ideal scenario is one survivor in chase, one on hook, one going for the unhook/heal, and only one free to do gens. This makes the first chase/down very important. If people are struggling in this area, then as you said - Corrupt Intervention or Lethal Pursuer are great. Perks should be used to make up for perceived weaknesses. I know what areas I'm weak in, and I pick perks to help.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551502#Comment_3551502

    THIS as well. Female Survivors have smoother movement. You can feel it especially with Nancy.

    "Smoother" is the perfect word. I noticed this too though I thought I was imagining it. I mostly play Zarina but I'll often play Nea or Nancy purely because I feel like my chases are so much smoother than they are with Zarina. Some survivors just feel clunky, particularly around obstacles.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551447#Comment_3551447

    Same with the skull merchant rework. Doesn't happen overnight and they had more of a catalyst with SM skins than making new mechanics for her.

    Two different departments. The people behind cosmetics aren't the same doing her rework. For all they knew her rework would be positively received and the demand for more skins would be high.

  • @Melinko said:

    All the killer mains were on here right after Made For This was released and called it OP. Same group on here defending this perk.

    Both need a rework. Made For This needs it's endurance effect removed and this perk needs a CD that is longer like 60 to 90 seconds.

    It hasn't escaped my notice that alot of the MFT discussion centred around the activation requirements being "too easy," ie getting value without much risk. We now have UW, whose activation requirements are negligible and those same folk haven't made a peep since.

  • Word to the wise: don't rely on it to the point where you lose game sense. I've been using Calm Spirit and I'm literally having killers pass by me next to gens or even just standing there in full view of them. If I lose chase they'll just open a locker then leave the area when they don't hear a scream. I'm just behind the wall next to them. I remember similar situations with Nowhere to Hide during the gen kick era. I'd have Distortion and be repairing a gen and hear the killer coming, so I'd just let go and stay crouched next to the gen while they kicked it on the other side, then they'd just turn and leave when they'd see no aura. Rinse and repeat until the gen had popped.

  • @tyantlmumagjiaonuha said:

    On the Asian servers it is the exact opposite. The BP bonus on the killer side is almost 100% except at dawn or when a new killer is implemented, and you can find a match in as little as 5 seconds. On the other hand, even if miraculously a 100% bonus is applied to the survivor, you will have to wait at least 10 minutes.

    Incentives aren't just based on region, they're also based on MMR. You could have 100% killer incentive while your neighbour has 100% survivor incentive.

  • They don't create skins over night. They'd have started development on it awhile ago.

  • @scrunkly said:

    can someone explain to me why theres this strange bias or concern about anonymous players? i genuinely dont care if someone is anonymous or not, but ive seen it brought up in negative connotation multiple times especially when its a killer that has tunneled/camped etc.

    to me players will play however they would like anon mode or not, and before anon mode the complaint was about private profiles on steam. why is there so much hostility towards anonymity?

    Not 100% sure but I know when the anonymity option was introduced there were alot of posts on here complaining about the difficulty they were having in reporting cheaters (who obviously are more likely to use anonymous mode). So I feel like there's this perception that because all cheaters use anonymous mode, that everyone who is anonymous is a potential cheater. I don't see it that way obviously but I feel that has something to do with it.

  • I've never received an update so I assume action wasn't taken. I don't film, upload, etc etc though, because I already have limited time to play. I'll report and just hope that person gets enough reports that something flags and BHVR take a look.

  • I don't think most people are bothered by it tbh, that's why you don't see many complaints. I mean, once you know where your Plaything totem is then you know where a Pentimento is. I do think though that perk synergies will likely be addressed in future, especially as there seems to be more and more complaints about them lately. Alot of people hate synergies like BU+FTP, MFT+Hope, UW+DMS, etc, so I can see BHVR doing an overhaul at some point.

  • I've started using it when I play at night. There's a few killers I was getting matched with so frequently at night that I noticed they started giving me hatch or letting me leave a fair bit. I don't want other players to feel like they have to play nice just because we play together often. I found this stopped once I started playing anonymously. Another reason is that I get matched with alot of ttvs at night, and I don't really get "stage fright" when I play in anonymous mode. I don't mind playing with or against ttvs at all (most aren't actually even live) but I am conscious of the fact that I'm being watched.

  • Not cake, but i feel like bloody party streamers are cursed. I swear, every time I bring one I have the absolute worst game ever.

  • I'm a straight female but honestly, the female survivors have this sort of hypnotic hip swish when they run that I just love lol

  • @xltechno said:

    TCM game administrators have announced that on average only one survivor will be able to escape.

    So, if you think TCM is fun, DBD should be easier, easier to escape from, and give you the aftertaste of victory.

    That makes sense, since you have 3 killers hunting survivors instead of just 1.

  • I actually think we've had alot of great cosmetics recently. There's definitely been some misses but beauty is in the eye of the beholder and all that

  • I don't think it's reportable... they're using the perks as they were intended. I'm sure they know they'll likely end up bleeding out as a consequence.

  • @HexHerbz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550207#Comment_3550207

    That's not the answer I was looking for. Its people go to (MMR) when everyone who has been playing for a long time knows MMR is dog water

    No one denies matchmaking needs some work. But if the answer you want is that gen speeds/survivors need to be nerfed or tweaked because you can't roll better players without trying anymore, then yeah I won't say that.

  • If you were winning alot previously with meme builds, then you may have been in a low MMR bracket and you've now moved up into a higher one where survivors are more efficient

  • This made me laugh, it's so true. I'm always like "no! ######### off!"

  • I've been using CS. The constant screaming is really annoying and grinding on my ear drums. Faced a Clown using UW earlier and I think he was annoyed when he realized I had CS because I was the only one that got repeatedly hit on hook.

  • @blithes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549709#Comment_3549709

    my capability to loop is fine, thanks for the concern tho. its the constant screaming that does my head in, pain res, ultimate weapon, longer screams at the hook, jolt, eruption etc. gives me a headache

    Same. I'm using Calm Spirit because all the screaming is doing my head in.

  • Zarina and Sheva mostly.

    Nea, Thalita, Nancy, Mikaela, Quentin, and Jake all get picked sometimes.

  • I tend to come across alot when I hop on at night, but they don't bother me. The vast majority aren't even live so I can't watch later anyway. I got matched recently with one of my favourite streamers (Unholeh), who plays solo and definitely isn't a sweat, so it's not always a bad thing

  • Bring the map offerings that are best for you to get challenges done. Probably the best purpose for the offerings imo.

  • I've never played as him, don't actually own him, but I do groan out loud when I see I'm playing against him. I just find him boring. He's not my least favourite to play against though, I'll still play the match out no problem.

  • Might help to just remind yourself that the game isn't designed for you to win every round. A dev has said before that the point of SBMM is that your strategy will work approx 50% of the time, and that if you're winning every game then something has gone wrong. So as much as you might approach every game with a competitive mindset, it's ultimately pointless because the game *will* give you challenging opponents every now and then because it needs you to lose every now and then in order for others to win every now and then. Likewise, sometimes you'll be the challenging opponent that other players will be matched with. It's just how the game is designed. There's no point getting worked up.

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