Marc_go_solo
Marc_go_solo
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There's already one in existence: the Chemical Trap Ripley brought along. Depending on how many sub-sections of elements that are considered, there could be plenty of opportunities!
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The game is a great game; it's the vocal minority which creates the illusion it's bad.
Solo Q is nowhere near as bad as it's made out to be, and the people whining about their team mates are probably the actual weak link in the groups, not all other players as claimed.
Perks should be nerfed and buffed as much on usage as their actual effectiveness, allowing for a greater switching of the meta. It's surprising how often it's said the meta needs shaking up, so long as they don't have their meta perks affected.
Midwich is a good map. As a less controversial take, it's probably the one with the most love put into it.
The Hillbilly in the Hawaiian top and beach shorts that seems to be every other Hillbilly trial has become a tedious cosmetic.
Killers should never be entirely balanced to be similar strengths. I like the idea a killer like Trapper or Myers is effectively a "harder difficulty level" in terms of success and makes players work hatder to earn it.
Tunnelling and slugging, whilst a fair part of the game, are not necessary to win at pubs level. The only time it's needed is maybe at competitive level.
The idea that you need x perk or perks to win is rubbish. Too much weight is put on perks, when it's knowledge, experience, creativity and skill which are by far the 4 most important tools to have in your build.
And finally, the most controversial one: Pyramid Head doesn't need a big booty - he's perfectly fine without it. :D
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Not necessarily powers, but for types of perks:
- A Survivor Boon which acts like a Hex - active at the start but, once found and snuffed, cannot be relit.
- Likewise, Killer Hexes that can be cast by the killer whenever they approach a dull totem, which maybe grants them power whilst within range, like a Boon.
- Perks based on previous bugs: for example, a survivor perk which dummies a vault, where the survivor half-vaults, then immediately returns to where they were.
- Killer perks which allow them to set environmental traps. Same with survivors.
- Perks which make forgable parts appear on the map, which players can gather and create unique items.
- More of a retred than anything new, but perks that grant bonuses once the trial is over, such as BP or XP bonuses.
- Perks which don't necessarily do anything when first equipt, but fill up with a power, so in another trial players can cast the perks power to either increase effectiveness of an existibg perk, or offer a minor 5th perk-like ability.
- Elemental perks.
- Crazy perks, such as Nicholas Cage's perks, to be thrown in more often, be they either survivor or killer perks.
- Perks which can alter the terrain or map layouts in some way.
I have other ideas, but basically perks should only be limited by imagination. Hopefully, the new engine will allow more ideas to be usable in future.
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Sounds rather weak of those people if a small nerf to a strong, endgame perk is enough to make them want to leave the game.
The nerf is perfectly fine, Adrenaline is still a good perk and even if some feel it's not worth the slot now then maybe swapping up the build will give them a new type of build to experiment with and inject someone freshness into the staleness they've probably been experiencing.
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It is cheating to use 3rd party software to gain an advantage. That's the obvious answer.
What's less clear to me is why someone like Hens - who is often making videos about the competitive scene - actually endorses this form of cheating.
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One particular survìvor, known previously as "Mashtyx" before being taken by The Entity, experiences her sacrifices differently to the other survivors.
She's the only survivor who has a Nea death experience.
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The only 2 things I vaguely remember is that the Killer Offering was "Survivor Pudding" with me thinking that meant I was screwed because that killer must be good (at least I thought at the time), and the Killer was The Trapper. I think I escaped, but honestly that's more a guess.
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The "why" always surpasses the result for me, because if I don't understand how something happened I cannot hope to replicate/ avoid the same thing for future trials.
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Hehehehehehehehe!!!
I do this all the time and love it! It'll be great to see how others enjoy it (or not).
What I do hope is that - within this mode only - all perks are available to everyone, so newer players can dive in with the same possible random choices as others.
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In the past, I swear I remember someone complained how Scratch Marks were busted on killer and gave too much away. People complain about anything these days, and whilst some are legitimate, there are some that just use complaints as an excuse for their lack of skill and willingness to accept they need to improve.
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Cenobite is my least enjoyed to face because his hooks makes the game become frustrating. I don't think any other killer causes as much frustration in my than Pinhead.
Legion, Blight and Plague also can be very dull, but probably not due to design but the predictability of the build and playstyle. Those I do find boring, but they are moreso boring depending on who is playing them.
Out of all of them, the one killer I'd say is unfun to face by design alone is the Cenobite. Others can vary, dependig on the gamer behind them.
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I'm managing a shade over 40% escapes in mine, so it's hitting target for me. I was higher, but I've been a bit off-form recently.
There's a lot to factor which is beyond your control though, so matching that with how experienced and skilled a player you are may make escapes irratic at times.
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A gradual rotation of perks, mainly focusing on bringing weaker perks to more viable positions (what happened to the "This Is Not Happening" perk change mentioned months ago, for example. That just slipped away!).
On occasion, a strong meta perk can be weakened, but his shouldn't be as common as buffs or simple rebalancing.
I'd think of perks like a wrestling federation: You bring up underdogs and new comers and - whilst the top guys enjoy their position - the other perks can come up to threaten, and on occasion an OG wrestler/perk gets "rested" for a bit. It keeps things interesting, but has to be done right. People can get annoyed if theur fan favourite gets mistreated.
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I haven't played it for the past couple of weeks, but only because WWE 2K24 came out; not necessarily anything to do with the game. This just happens sometimes.
Before then, I'd probably play 2-3 times a week.
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It changes, and other than the first movie, the others are only vaguely in order, but here are mine:
1. Jacob's Ladder
2. The Thing
3. The Birds
4. The Descent
5. It Follows
6. Alien
7. The Ring
8. Rosemary's Baby
9. Shaun Of The Dead
10. Event Horizon
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It's very saddening to hear some individuals feel so entitled and whiney that they believe others should play the way they want to, otherwise throw a game by being twats.
Regardless how strong or weak a perk is, there's no excuse for being a bad team mate and selling them out like that guy did. Hopefully - and with a chat log, very likely - that guy will get banned.
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It was a decent year, absolutely. Also take into account Alan Wake made his appearance too.
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There's clearly something I'm interested in the forums, but the forums are quite predictable. Many posts revolve around "us v. them" subjects, which by now are irrelevant due to how much evidence to the contrary there is. There are fun posts and topics, but there's a number that hang around the main page which just feel uninteresting or - probably more accurately - worn-out. I do wish there was more levity than antagonism.
The game itself is still as enjoyable as always. Overall, there's less bad manners than what's made out to be, and recently I'd say good manners is about on the same level.
The game is more a victim of the perceived viewpoint of the game than the reality.
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Welp, the only good thing I got out of The Twins "change" is that since Cody Rhodes finished his story at Wrestlemania, I now have another underdog who needs to finish their story and get a decent change...
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@KA149108 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702582#Comment_3702582
Yeh, it can be tbh. What's worse is when people say "skill issue" or "get good" it's WAY over used now.
I understand "skill issue" and "git gud" are definitely invalidating and mocking. However, if somebody takes offence to someone saying maybe a break away may help them regather themself then I'd say the recipient needs to reflect on that feeling, not the person making the suggestion.
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This Is Not Happening has not been happening at all. It's probably the only perk whose name is a 100% accurate description of what it does.
This needs some love desperately, especially being a general perk.
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@KA149108 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701478#Comment_3701478
Yeh, the OG poster is not saying that "take a break" is bad advice, they're saying that ultimately the issues of why people take a break needs to be addressed :) unfortunately going by the past updates I don't think much is going to improve though :/
It was moreover the issue that being told to take a break was invalidating which I took a small issue with, not that it was bad advice. It felt like anybody who may suggest taking a break in good faith may now feel guilty for supposedly invalidating another's feelings. It didn't sit right with me.
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Ultimately, if the last surviving player is hooked on first hook, even if they had the chance to free themselves, the killer would be on their arse faster than ######### on the pants after a sugary overdose of chocolate. It would just be postponing the inevitable demise.
I hear the logic behind it, but ultimately the killer would just wait it out.
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Try going into games with a reasonable focus in mind. Obviously I don't know what your thoughts are going into a trial, but maybe go in with a mini-goal. For example, set a target of successful special attacks or number of hooks, rather than go in to "win".
Shrinking the stakes of a game does reduce anxiety as it doesn't feel so big in your mind.
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Having read this a couple of times, I have to say this is a rather clever bait post! Yes, there's the usual: "We get nothing, you get everything mantra" which is common, but what makes this good is the starting examples.
Both examples are clear in presented 2 types of questionable plays, but the great bit is when you declare you die on hook and end it with a smiley face. This may come across as being proud or finding funny what happens, but really the aim is to cause a reaction. You know they are bad examples, but adding that smiley is perfect to provoke.They are there as an in-joke of knowing saying this will provoke and no intention of excusing it. It's pretty clever!
I'm gonna give you a like, purely on this being one of the better bait post which actually "tries" to irk, rather than spew keywords, and - in case I'm wrong - please never be my team mate! :D
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If I'm frustrated with any game, I take a break ot never return. The idea suggesting someone to take a break is "invalidating" makes little sense, because it's the only logical thing to do to cool down. If someone is getting more and more frustrated, yet continue to play, it's like doing the same thing over and over, expecting different results.
In any walk of life, if something gets really frustrating, it's always good to take a step back, allow yourself to decompress and come back at it fresh. Gaming is no different. Feeling it's invalidating to have that suggestion says less about the people saying it and more about the perception of the recipient.
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Firstly no, DBD has not gotten stale for me, although as a randomizer it will become far less familiar than someone who only uses a small number of perks and only a few builds. Besides that, your points:
@THE_Crazy_Hyena said:
So, after watching a video from CoconutRTS where he sort of reacts to another DBD content creator's video. It made me question whether or not the game is getting stale, like having all skill expression and fun sucked out of it. Some questions and reflections of my own below.
- Is SBMM to blame for the stagnation? - Like, most negative changes has happened after the transition from traditional DBD matchmaking to SBMM.
- Why would BHVR remove anything that has to do with skill-expression on both sides? - Like flashlight burn, various techs and flicks.
- What's the deal with invisible walls all over? - It was also part of skill-expression to figure out wacky stuff you could do as killer.
- Is the game too focused on the top level of play, where most matches are 4-man SWF vs. top level killers? - Explains all the nerfs and changes, especially for the survivor side.
- It partially does. The drive to go up in MMR, alongside the simplistic win/loss system in place can encourage less experimentation. The game becomes more predictable and feels more like a slog if that's the aim. Yet I only say "partially" because people played that way before too, and there's much more than a ranking system that determines those changes. I'd argue it's a better system than before - that doesn't mean it's not flawed.
- Some of the techs were not as intended, and hug techs especially were deemed rather unfair. However, some of the other decisions - such as lightburn being removed - did seem rather frustrating and did dumb down the experience and individuality.
- I would like to see these removed. Some of the invisible walls make no sense and take away from the flexibility of the game. It's too restrictive. Too safe.
- I don't think so. If anything, the "dumbing down" feels more focused on newer players, since flashlights were made easier to hit and the game is streamlined. There's still variety, but some of those changes have limited the game a bit.
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Not much feels as good as a trap clamping down on a survivor. The sound is so satisfying!
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DBD are due to release a new, rhythm-based game mode in the next couple of years.
It's called: "PaRapper the Trapper"
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I'd say The Singularity, if you're looking for fun or different gameplay. His cameras do have a learning curve, but it has a lot of opportunity to not just grow in experience, but gain unique playstyles. The Singularity is very rewarding.
As for perks, it's tricky because all of them have at least 1 poor perk. I'd rule out Skull Merchant as her perks are a bit long-winded in their effects. They have some use, but not great usage. The Dredge has Dissolution and Darkness Revealed, but whilst both are decent with other perks, I don't feel they are the best in their respective fields.
So, between The Singularity and The Unknown, I'd probably go with The Unknown. Its perks Unbound and Unforeseen are good perks to use. Unbound may work with other gen perks, but I'm not sure the pay-off works. The Singularity does have interesting perks in Forced Hesitation and Machine Learning, but they do have some heavy requirements for them to really get some good. Genetic Limits feels like a slightly better Septic Touch, which isn't saying much.
Overall, I'd choose The Singularity, but it's just my opinion and others may well disagree. My decision is based on what I'd feel is the most fun to learn.
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I do like a good survey, and the results shown thus far are interesting to see.
My honest experience is that 0-20% of the time is when I can honestly say I have evidence it's clear tunnelling, and even then I'd say it's more below maybe 5% and under?
It's moreover when someone complains of a trial where they had a horrid experience, they'lll post it and others will jump on with their own perceived experiences, then the problem becomes far bigger than it is.
This happens in media and news stories all the time. Outlets just need to suggest something is a "pandemic" or "chaos" - big words to exaggerate maybe a few occurances, and everybody panics. It must be true, if everyone else says it is (people may think) when actually a large, vocal minority are stirring it up.
Being more objectuve in assessing things, alongside sticking true to your own experience, is the way to counter this.
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Lightborn is a problem-solver perk, true. However, as someone who barely gets to use it due to randomizing, I can state the idea of this being mandatory is untrue. Some blinds are near impossible to dodge, but I've avoided many more blinds - either through awareness of what's around me, survivors making errors or reflexes - than I've become the victim of one.
Lightborn is definitely useful, but I can't pretend to believe trials are impossible without it when flashlights/flashbangs are involved, which is what's implied by declaring the perk mandatory.
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I give credit to the fact-dump. However, I'd say the the realms do consist of mixed memories and - alongside the Entity's lack of understanding how Terras work - it's very likely the memories of other people entering the realm will conjure their own visions upon the map.
If The Entity only made accurate, exacting copies of the Terras then I would agree, but by its nature of existence this is actually very plausible.
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@arcaneGospel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698337#Comment_3698337
SH4 was actually also where my mind jumped to from what I knew about it. That would be pretty cool, and it'd be interesting if survivors could use those swords(they were swords, right?) to pin some of his AI enemies down but wouldn't ever be able to pin down all of them. Turn the swords, nails, whathaveyou into a resource they need to more constantly manage.
That was my thought on a way to interract with ghists too! Also, it may have been fun if Walter - like Pyramid Head - had an alternative Mori, but instead of it being used for a quick kill, he could have one which ultimately reanimates the Survivor into another Ghost.
Also, like the original Ghosts, have them AI but - rather than attack survivors with hits - they have a smaller Terror Radius which hits various status effects upon Survivors, as well as the visual effects.
It's a pretty varied ability, and that's not even taking into account a primary power for Walter!
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In terms of BHVR's reasoning, it is muddled. The reasoning is in direct opposition to their time-limited skins, as well as it's a rather strange reasoning to suggest someone wanting to play their favourite character and get hours of enjoyment to reach P100 is seen more as too much work .. it's a very confused and unsatisfactory answer. It's as if the person who answered didn't know the answer, so made it up on the spot without thinking about what they were typing.
However, neither am I feeling they do not want to make cosmetics because it would not make money. They already have bloody cosmetics you can get free through only a few levels of gameplay, and many skins can be "bought" with Iridescent Shards - basically, many skins can be bought through playtime. So, bearing all that in mind, the idea they don't want to make some reward (even a banner) for reaching P100 because of money makes little sense. My guess is someone maining a character to P100 would want to buy a few skins on the way anyway.
Finally, do they need a reward? Well, it would be nice - many games give rewards for completion, such as new skins, weapons, etc.. so as P100 is effectively "completing" that level, it would be nice. Not necessary, but I can't see any real reason against it. My guess is that the resources towards skins are focused so much on an increasing number of characters and new collections - all of which potentially can bring money into the company - that there isn't currently time to devote to making these free additions. I believe they ultimately will do something, but workwise it's not optimal currently to do so.
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The Hillbilly: It's fun to be chased by someone who runs as if they are Quasimodo after a night of heavy drinking.
The Ghost Face: He reminds me too much of a Scooby Doo villain. Someone trying too hard to be scary.
The Oni: Love the roar as he charges his Blood Mode.
The Executioner: Because he's an absolute beast and nostalgia. Also, great chase music.
The Dredge: It's like Silent Hill raided a turkey-farm and mutated all the turkeys.
The Singularity: Johnny 5 with a bad attitude. Plus, love the sci-fi theme.
The Xenomorph: Iconic character.
The Unknown: Walks like Mr. Blobby, or at least someone in a suit a few sizes too large for them.
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Just depends on the many factors wothin the trial (playstyle, challenges, convenience, luck, mood, etc..). I can't give a specific unfortunately, due to every trial being different.
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Probably the Iron Maiden skin for the Dredge. That skin is probably the most unique concept of any of the other ones about.
Shout out also to the only "Visceral" skin of Naughty Bear. Great idea, which I hope to see more developed in future.
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@arcaneGospel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697851#Comment_3697851
I knew it was mostly that, I was just hoping to be a LITTLE wrong. It's a shame—I think she's alright, it's just the most obvious hornybait character I've ever seen after having played the game.
I'm not so well versed in Silent Hill, so I don't know much about other killer candidates. I would rather not get another ST chapter, and I don't see the potential in Xenomorph 2, really, though.
As an aside, I think RE has awful representation as a horror series in DbD, because Nemesis is terribly adapted and Wesker doesn't fit this game whatsoever, and it's a shame—Jack should have been here before Wesker, at least.
Regarding Silent Hill, I'd say "Silent Hill 4: The Room" would be the biggest contender. The game has been favourablylooked upon in recent years, unlike when it came out where the change was probably too extreme for many, alongside some unusually odd choices.
Although Pyramid Head is above this killer, Walter Sullivan has some great seeds for a killer power, in terms of the Ghosts of the victims he murdered. Henry and Eileen would be great Survivors, but Walter has a lot more going for him in terms of power ideas.
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1. I doubt this will happen, but my big want is "The Magnus Archives", with Jonathan and Martin as Survivors and Nicola Orsinov as "The Stranger". As an extra, I'd LOVE a Mr. Bonzo Visceral skin for The Clown - there's already chase music for it:
https://youtu.be/Xnx8NifnTfE?si=qAO4SgztTZa0Fl5C2. Again doubt this, but "Silent Hill 4: The Room" as a chapter. Henry and Eileen as Survivors, and Walter Sullivan as "The Orphan".
3. More on the Black Veil and the Pariahs, in terms of Chapters.
4. More game modes (pretty confident about this).
5. More news on a future DBD movie.
6. Finally, again I doubt this, but a mass rework on most perks to make really bad ones have more of an edge, and over-used or powered ones to be toned down. Also, more status effects, so it's not always Haste and Undetectable.
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@D0NN1ED4RK0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697344#Comment_3697344
dude I would literally do anything for a silent hill 4 chapter with Walter Sullivan as killer
He was a rlly cool character
Before Nemesis came out with the zombie crew, I think on the forums I mentioned I'd love to see Walter use Ghosts against survivors, and even ressurect a Mori'd survivor as a ghost, which would have been so much fun!
Not at all saying they got the idea from me (they categorically did not get the idea from me :D), but that's why I loved Nemesis and the zombie addition. Shame it wasn't Walter who gor it, but it was the first RE chapter so they wanted something special.
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Here are some minor grievences:
- Myer's stunned grunt. For the embodiment of pure evil, he sounds rather goofy.
- The fact the Trapper's traps aren't coloured individually to suit the map (e.g. a more yellow tone for the Eyrie of Crows).
- The removal of lightburn.
- The fact that "Silent Hill 4: The Room" - and in particular Walter Sullivan - is not in the game.
- The Blight's "plot armour".
- Streamers who either churn out videos of bitter players, or keep advertising "This is the best build to use". A strong reason for the competitive or bad manners in this game.
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After watching the video, my personal opinion was it went from somewhat sympathetic to somewhat wishy-washy and irksome.
1st point - "I know everything there is to know". This came across as bigheaded, which she does admit. Not to say she is, but it came across that way. The fact some of her takes later on about "anti-camp" did nothing, when it's actually "anti-face-camp", which has made a noticeable change in my trials at least, comes across as someone who doesn't know everything. People like this in any line of work are more bored or burnt-out than actually have a mastery.
2nd point - "Skill Expression": I totally understand the irritation of losing the lightburn effect. With perhaps the exemption of Hag, it should have stayed for the other killers. Those invisible walls are also very frustrating and do cancel out some of the fun moments. The "locker-tech" for flashlight saves I can understand both points of the arguement, but do feel the right decision was made. Things like "hug-tech" needed changing as it was not working as intended. However, overall the take is good, although being able to hit a blind more easily I feel helped new players more, which is needed for building on a playerbase. It does reduce the skill-ceiling true, but at the same time people still miss saves and killers can avoid to a certain extent.
3rd point - "Balance": The current matchmaking isn't perfect, but it's a lot better than before it existed. Coconut saying that newer players may be affected more with a more chaotic system but will "get used to it" - followed later on by the claim BHVR should cater for 1,000+ hour players seemingly above new plauers - didn't go down well with me. Whilst older players shouldn't be made to feel like they're being forgotten, success is measured by growth and just catering for the existing elite would probably prevent new players, whilst haemorraghing [can't spell, sorry] the playerbase. It's not a good business model.
4th point -"reworks and priorities": I do agree some changes are made which really could have sat on the back-burner, whilst more urgent actions should be prioritised ahead. The old Skull Merchant point Slushie made about it taking so long to fix is a good point, because it was clear she was a troublesome killer. I do think they need to find a way to prioritise more pressing issues. It's important for health in general to focus on what is the most pressing. I'd prefer fewer changes in a PTB if they were meaningful.
5th point - "Content Creators": Whilst it's true streamers helped bring attention to the game, streamers are firstly more interested in views and making money. There is NOTHING WRONG WITH THIS! However, it could be argued, were it not for DBD, that these people would not be big. It works both ways. People do cast shadow on Fog Whisperers, but I find non-whisperers also an issue. It's publicity to suit the individual's ends. This take from Slushie - even though she stated she would not be one of those higher ones - came across badly to me. It felt like elitism.
6th point - "Anonymous mode": I do like the Valorant take. Anonymous players can still be reported for worse abuses, but when they are just being pricks hiding behind the anonymity like cowards, that's not good. I do like this take.
Final point - "Community": Whilst I agree with Coconut's example of someone trying to "cancel" him over a mistake in-game. This is pathetic on many levels and just shows weakness and childishness of the other guy. What was confusing was Coconut was using this example to back Slushie's argument about people being upset for being called "a #########" and smacktalk. This does not work.Defending a smack-talker from someone who fights back is like defending a bully when the bullied takes exemption. "It's only a prank, bro" comes to mind, and it's childish. If someone is going to smacktalk, at least don't be so wet as to be upset if that person fights back. This was a really poor take by Slushie, only given some weight by Coconut talking about people getting bitchy over in-game errors.
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Not as basekit no. However, this could be an interesting add-on to have though!
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In the one hand I completely empathise with you and do agree those aura perks are sometimes used to find other survivors to help killers.
However, on the other hand this is much rarer than trials where the perks are used as intended. Even without these perks, a killer just needs to pick a survivor up and that survivor can see auras and use that info to find you anyway.
I believe a perk like this would be a wasted slot really, judging by how rare this is. I'd rather report than waste a slot on something that would be mostly detrimental to the team, but as I say before - I do empathise with you and hate those pkayers who team with the killer to single out another.
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Before I moved to Xbox X/S a few months back, I played on Xbox One and although my internet where I was in the UK was excellent, that FSR addition was brilliant in terms of performance. Definitely worth shouting about it.
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I'd just let the killer kill me. Even exploiting cheats given to you without your consent is bannable and I'm not taking that risk. Besides, it's a rat thing to do. Cheating's for tossers.
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They work this was because it's how the devs wanted them to work, in order to give The Executioner his uniqueness and strength. Taking into account survivors have to be tormented first and trails are able to be avoided, I feel it's a nice mechanic to have.
As for survivors, I've not noted tunneling happening much versus The Executioner when Caged. It takes a while for him to come across, and if survivors just keep him near it, the cage flies off again.
I don't want the cages to allow anti-tunneling perks to activate. It would ruin the uniqueness of his power.
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Do power-challenges. Get 4Ks using only the power of the killer. So, with Wraith only use attacks jumping out of cloak. Trapper only downs people by picking them up out of traps or using Honing Stone.
Whilst some may be easier than others, I guarantee doing the Trapper challenge will frustrate the hell out of you!
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I'm a randomizer, so every perk, item, add-on and offering are different every single trial. I'm never in charge of what the choices are and therefore am trying to make the most of every option in each trial, either as killer or survivor.
With confidence, I can say I have decent success, mostly enjoyable games (obviously there are some exceptions), and get some surprising use out of perks others may frown upon. Indeed, some have resulted in my survival or kills that would never have happened without them.
As well as this, I have different aims in each trial. Maybe it's a Daily, a Tome challenge, or even my own (maybe focusing on the Emblem the Offering benefits, or wanting to practice something else). Yes, sometimes they are solely to escape or 4k, but it's often varied. Besides, I tend to do well bexause my focuses are varied, making the trials varied and therefore keeps things fun and interesting.
Finally, I'm naturally empathic and able to see multiple sides to something. This helps me to know when I am actually tunneled, or have just made bad plays or put myself into that position. Besides, I can't control what others do, so why should I get wrapped up in it, when what really matters is what I should be doing to improve myself.
With this mindset, I can safely say I really enjoy this game.
