Marc_go_solo
Marc_go_solo
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From what I'm seeing, alongside other videos I've watched of the PTB, Victor's only weakness is the skill of the killer player. There's nothing survivors can do to avoid even an adept Victor.
I liked the concept on paper, but in reality this iteration is an extremely problematic one. I'm tempted to say leave the Twins as they were for another 3/4 of a year and return with a more radical redesign of the power, which makes them fairer and more enjoyable to face/ play as.
The one good thing is the devs have been a lot more proactive and listening more, so after this PTB I suspect they will probably not make this go live. However, I am disappointed, especially when considering how well they were doing up until now, only to bring in a PTB which has a lot wrong with it - Twins notwithstanding.
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The vast majority wouldn't last long at all! However, reasons would be different. Here are my thoughts on the "Why".
The Trapper: Fired for bullying and refering to staff as "maggots".
The Wraith: Fired for poor hygiene.
The Hillbilly: Fired for excessive murdering. Probably never hired as he killed the interviewer.
The Nurse: Fired for poor hygiene and unsafe work practice.
The Shape: Never hired - killed the interviewer.
The Hag: Fired for poor hygiene and eating the food.
The Doctor: He may last a bit longer, but ultimately fired for using customers as test subjects by lacing food with drugs or electric devices.
The Huntress: Fired for throwing food at customers.
The Cannibal: Fired for unethical food preparation practices, and introducing meat from "mystery sources".
The Nightmare: Fired for inappropriate behaviour during that one childrens birthday party.
The Pig: Fired for repetatively breaking rules.
The Clown: Fired for poor hygiene.
The Spirit: Fired for poor hygiene and poor customer service.
The Legion: May last a while, but eventually will leave (not fired) after killing the boss.
The Plague: Fired for extremely poor hygiene.
The Ghost Face: Like Legion, he's never fired, but interest is spraked once the mysterious deaths of staff and customers stop once he leaves the job.
The Demogorgon: Never hired because it's an animal.
The Oni: Fired for extremely poor and aggressive customer service.
The Deathslinger: Fired after a new contraption made to improve production ends up killing people.
The Executioner: Fired for being too sexy.
The Blight: Never fired, because the devs will always find a way to keep him at the top.
The Twins: Fired for poor hygiene.
The Trickster: Fired for being a knob to everyone.
The Nemesis: Never hired, due to obsession with hunting down specific people.
The Cenobite: Fired for pushing the limits of taste pleasure to unacceptable levels.
The Artist: Fired for poor hygiene.
The Onryō: Never fired. Quit after 7 days.
The Dredge: Never hired, but was mistaken for a lot of meat dumped in the back of the freezer.
The Mastermind: Wesker fires everyone else and uses the fast food restaurant as a front to experiment with viruses in food.
The Knight: Fired for inappropriate clothing.
The Skull Merchant: Fired because nobody liked her, even though she did get better towards the end. Reputation preceeded her.
The Singularity: Fired for "minor modifications" to the food.
The Xenomorph: Never fired. Only discovered after bursting out of the cook.
The Good Guy: Never hired because of being deemed being underaged, despite him protesting.
The Unknown: Fired for unknown reasons.
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I wouldn't be surprised if the new accounts starting a discussion belong to the same person.
It's just easier to moan and get a response by being edgy, than either construct a decent argument to something they disagree with or write something positive.
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It feels like it's currently in one of the healthiest states it has ever been in. The devs are listening much more to feedback and communication is far better. The new modes being introduced are fun additions. The game in general is being altered to try to make it fairer to both sides. Whilst there will still be people fighting against change, it has resulted in better gameplay.
Things which still need looking at would be ever-changing the meta, since it's becoming predictable as to what perks are coming in. Players need incentives to try new things out, and when I randomize my set-ups, I swear I do better because people aren't prepared for it. There's still some map-balancing issues, but stuff has been done, from putting hooks on the top floor of Ormond, or adjusting the beneath-bridge loops of the swamps.
Overall, I'm very much enjoying the game, with breaks being taken from time to time only to play other games and keep it varied. This may be unpopular for some (popular to others), but this is a really good game.
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Mr. X would be a great Legendary.
As a side, I'd much rather Lady Dimitrescu be a killer for a Chapter 3 (if ever there is one) than a skin. I don't think her powers suit The Artist.
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I may be reading this wrong, but the question amd subsequent answers don't appear to correlate well.
The question is of "How toxic" DBD is, yet the answers aren't focused on this, but moreso they answers you'd expect for "Where have you experienced toxicity".
Perhaps it's best to give answers to the question of "How toxic" such as : A lot, often, sometimes, rarely, never. It would give a more realistic answer to your question.
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I believe before - whilst some did complain about the time - more had an issue with it being active when the exit gates were opened, allowing for some guaranteed wins. Maybe some of those against it are remembering that too, even though that's no longer the case.
Overall, this is a good change. Glad it's returned.
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If they can make more modes, as well as reintroducing old modes every once in a while, DBD would have dramatically improved the longevity of their game.
Nothing but good things in their future.
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I'm still lobbying for a killer perk which blocks the exit (like Blood Warden), except happens only if a survivor crouches, gestures or uses a flashlight. It's definitely a meme perk idea, but there's bound to be a lot of funny plays out of it.
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Hate to say it, but when I first saw this I was hoping someone was going to suggest Hank from King of the Hill would be an addition to the roster.
As for the idea, I think it could be quite enjoyable! Remind me a little of that first game from Squid Game.
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Yes, yes that's an acceptable option.
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I've come across 1 killer who tried to do the 3-gen strategy. This Trapper attempted a heavy setup in Sheltered Woods, but this was countered by hit-and-run tactics on the gens. Just kept alternating the gens to get past the 8 charge mark and he soon ran out of kicks.
Just chip away at it and it becomes undefendable. This was me as SoloQ, so it shows people can be on the same page. If you play as a SWF then this is much easier to achieve, but SoloQ is also effective.
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It doesn't seem necessary, really. DS already deactivates the moment the user starts a conspicuous action, so albeit a killer won't be able to tunnel them, if that survivor wants to force you to use it, then that's a minute of time they'll be wasting.
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@JakeParkSimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687074#Comment_3687074
https://youtu.be/ZIzPXAPTB1U?si=RusCE1JB6nwCKRKQ
Found one… he basically argues that removing depipping removes a sense of accomplishment & caters to the emotions of " emotionally immature" gamers or something like that.
It's a strange take imo considering all the ways you have no control over a depip, especially as survivor.
Yeah, I saw this too! Have to say I think this is him really over-thinking such a basic concept. It's a really poor take, which is unusual for Coconut, since he is often known to be methodical, if a little nutty. Too many hatchets to the head for this guy, I'm afraid.
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I'm thinking it's The Knight. However, it's probably being shown because it is a damn good-looking skin!
I am hopeful The Unknown and Sable will still be having their time in the Archives.
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This was a great April Fools as it fooled quite a few (myself included) to think this was an April Fool, when it actually was true!
Although now I'm starting to want a giant killer now.
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I don't believe the buff to DS is the wrong buff for the perk, but I agree that the current selection of general perks doesn't offer a decent anti-tunnel perk (currently Lightweight is the closest, and even that is a stretch to call it anti-tunnel!).
They could make a separate perk for general perks - or at the very least for an original survivor, so it can be bought with Shards and not money - which can disable a killer's power for a brief window once off the hook. That would be better for the newer players to feel they have more of a chance.
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Ignoring perks, there are some things which I find help me:
1. Spread the pain. Keep survivors injured at least. Healing is a slowdown in itself, so keep them vulnerable. If you down a survivor and another is nearby, hit them as well - even if just once.If you are near and someone is unhooked, hit through the BT because the mending again is extra time not on gens.
2. Adjust your game plan. At the start, know where the gens are and see where the biggest concentration is. Early in the game go out on the attack, but just be aware of where gens are being done, or at least maybe decide on one gen which isn't worth looking after. Reducing time like this is valuable time you can spend attacking others.
3. Study your opponent. All survuvors, no matter how diverse they play, will give away some weakness in pathing, how they take loops and such. Give survivors respect by understanding how each plays as an individual, then taylor your attack to counter. Depending on skill, some may be very difficult to face, so this leads to the penultimate point.
4. Experiment, learn and have fun! You will perform better when you take the pressure off yourself to do well, and instead focus on aspects of yiur playstyle you wish to improve. Nobody will win every single trial at pub level, so don't expect to. However, enjoying the trial by experimenting will make you far better in the long run, as well as teach patience.
5. Finally, this is a little about perks but not about any specific one: Experiment with various perks and choose those you enjoy and get the most out of, not what people claim are the only few good ones. You may get amazing value out of perks you may not expect, depending on your playstyle and killer of choice.
In the end, this is a game which has a lot of diversity to it, limited only by what people expect and feedback. Everyone is different and you need to find your own comfort zone.
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This is so over-dramatic!! For goodness sake, tunnelling isn't even necessary at pub levels and you can win a decent amount of trials without it.
You also realise that if many players also held this mentality and slugging became commonplace, BHVR will probably introduce some sort of Unbreakable basekit. Why was the BT basekit put in place in the first place, do you think?
The DS buff may be beneficial as for those killer players willing to learn, they'll start to understand that tunnelling at pubs isn't the only way to do well.
If anything, BHVR need to make another anti-tunnel perk not hidden behind cash-only DLCs, so new players will also get a chance to defend themselves from tunnelling when first starting.
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Nice work and dedication General! Although Haley will never be as great as Englund, in this reality you have pushed this version to absolute Menace and that has to be celebrated.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688162#Comment_3688162
Don't forget that it reveals auras of those within the terror radius, most of which average (iirc) about 32m. So they're within easy catch up distance of the killer. 15s would be understandable if they were on the other side of the map, though even Lethal Pursuer gives less than that when survivors and killers start on opposite sides and it's usually enough time for the killer to latch onto a survivor. 3s is fine when so close to each other.
Maybe. I guess I was thinking that aura time should be more in line with other aura perk such as I'm All Ears, which gives a longer time. 3 seconds feels too skimpy, especially if it's a radius and 3 seconds may be unnoticed if a survivor somehow sneaks around a blind spot. I do hear what you're saying though.
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I admit I'm not so good at these, but heck here's something:
Buff: The Executioner. Not in terms of his power, but his add-ons are underwhelming. Some of them need buffed reinventions and more varying effects. The Executioner has the ability to have a very diverse playstyle if the add-ons were more inventive.
Nerf: I am not sure. Perhaps The Plague because of how long games can stretch out. No idea how to do this though. Even with a nerf, I'd just want sonething to make the games last a little less.
Rework: The Nightmare. He has such potential, yet is relegated to a few dull ideas. He can control dreams, for goodness sake! The invention for his power should be almost unlimited!
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No, I feel combining this with other exhaustion perks would be too strong. Dead Hard is fine as it is. It was a problem as an exhaustion perk already before it was nerfed, so removing it entirely would make it ridiculous.
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At a guess, I'd say:
Survivor:
- Dwight Fairfield
- Cheryl Mason
- Detective Tapp
- Claudette Morel
- Adam Francis
- Nea Karlsson
- Yun-Jin Lee
- Felix Richter
- Elodie Rakoto
- Leon S. Kennedy
Killer:
- The Trapper
- The Hillbilly
- The Executioner
- The Oni
- The Deathslinger
- The Onryō
- The Dredge
- The Artist
- The Demogorgon
- The Shape
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@dance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687028#Comment_3687028
For Ultimate Weapon, the Survivor's aura is only visible for 3 seconds.
Also want to give a thanks for everyone sharing their thoughts on the Dev Update :)
For 3 seconds? I'd probably review that after the PTB - depending on feedback.
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@JeanGreyarea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687041#Comment_3687041
yeah I’ll definitely change it up by bringing awesome perks like premonition scavenger deception and corrective action
Average attempt at sarcasm, but it doesn't change the comment. People may drop Adrenaline for a different build or discover new perk they like. The point still stands.
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Honestly, if anyone somehow found a way to see this as a bad change, they're just doing it to stir up some reactions.
A welcome change!
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Nope. Just don't be a dick about certain things. Don't hit hooked survivors - it's cowardly and childlike; don't cheat or work with survivors to gang up on another survivor; be gracious in defeat and humble in victory.
Play with that honour and a killer shouldn't be made to feel bad for playing a certain way.
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Sounds fine to me. I'm all for people trying different perk combinations, so if this change is too dramatic for some and makes them change it up then great.
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My personal takes of this developer update:
The Twins: The switching of when Victor latches on is a simple yet effective change, which makes the Twins more of a multiple-injure style killer than a slugger. This will be less infuriating for survivors and ought to be more enjoyable for killers. Feels like a good change.
The Blight: Absolutely fine with this.
Haddonfield: Sounds good on paper. Never sure with maps and I'm not the best judge of them, so let's see how the PTB goes. It's promising.
Decisive Strike: FINALLY!!!!! Back to it's much more effective self, and with a new animation as a little extra garnish. Delicious!
Adrenaline: Feels fair. It's frustrating to see a hooked survivor become unhooked and sprint off into the sunset with a new lease of life. Reducing the speed burst to 3 seconds is fine, and it still retains the main strength of a free health state when the Exit Gates are powered. I really like this.
Ultimate Weapon: This does make the perk come across as more manageable. A stronger aura read (I'm guessing the aura is viewable for the full 15 seconds), whilst being less frequent and disruptive. Feels a fair change.
Emblems: Fine! Great! Many have asked for it and now it's nearly here. Can't see anyone have an issue with this.
Store: Again, some lovely changes. I especially like the mori change, so newer players can see more fully what a killer gives. Nothing but good vibes here.
Rift: Not anything that bothers me much, but I'm never a fan of paying to get stuff sooner. It's not "pay-to-win", but it smells a bit along those lines of paying extra to get extra stuff sooner.
Overall, it looks great on paper, with the rift the only thing that feels off to me, but maybe I'm reading too much into it. Great perk changes and the Twins could become more fun to play as and against. Another fine set of changes, so well done devs!
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BT basekit change is not much of an issue at all, so long as someone knows how to count. Anti-FACEcamping has barely any impact and only affects killer players who were crap to begin with. The 3-gen is actually a killer buff, thanks to the removal of survivor tapping, and I have yet to see the gen-blocking ever occur. Again, this is for killers who weren't that good in chase and relied on protecting 3-gens from the beginning.
These are non-issues.
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It's troublesome that a SoloQ's worst enemy isn't the killer, but these types of people.
There are so many excuses trying to justify this - such as "I'm gonna get tunnelled anyway, so why bother" - but from experience this is less common than it is to be believed.
One thing I believe is that the excuses vastly exaggerate what actually happens. In trials where I've been hooked first, the large majority of them do not have tunnelling afterwards. Even times when I thought I might be, upon reflection it's because I made a bad play, or was unhooked right in front of them, so of course the killer will take advantage. It's rare I'm actually tunnelled. It happens and does suck when it does, but it's often blown out of proportion.
Also, multiple times I've been hooked first and still escaped. In a recent trial I was hooked twice before anyone else and still escaped! People need to start looking at themselves and not blaming the world for it.
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I don't experience that myself. As a randomizer I do see many perks are more useful than people are led to believe, and some perks have saved my skin on many occasions, which you wouldn't normally expect.
On top of that, gaining experience and practicing skills will give much more value in surviving than any perk would.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685461#Comment_3685461
I do note that often when a new killer is out that a number of players will give up, rather than get to learn it, claiming it's too OP and such.
A dangerous, disgusting thing, my friend.
It got Freddy nerfed a week after his release.
Don't worry, General. I still feel Freddy will get his day in the sun (or in the burning fires of a boiler room).
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Sprry to be the nerd here, but it's actually a multitude of colours. According to an app I
sadlydownloaded, the various colours include:Burgundy, claret, antique ruby, pink raspberry, deep carmine, black rose, bordeaux, and cab sav.
Sadly, no hot pink.
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I feel for you on this. This doesn't happen much at all with me, but when it does I have to question: "Why?".
It's pretty cowardly, like teabagging at the Exit Gates, and I do get some comfort in knowing that I'm a better person than them for letting a game get to them, but it's petty.
I'd be fine with any sound effects of hitting someone on the hook being nullified, so the plauer gets no feedback from hitting, making it unsatisfying. Hearing the squelch of flesh and the survivor grunting in pain when hit on the hook gives feedback to the killer, probably making them feel like a big kid, so removing that would be a deterent.
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Honestly, just play her as you like. It's not the style of play which makes some players disconnect - it's the fact that they have a perception of her which has been tainted because of her past design. No matter how you choose to play, they'd just disconnect anyway.
For me, I admit I don't like her as a character. However, since the change to her power she is far fairer to face. There is decent counterplay to her and she is not the menace she once was. I certainly don't disconnect when I face her, because now her 3-gen is far weaker than the poor design it once was.
She's a victim of her reputation now. She's weaker to face, but I also believe it's because people still try to 3-gen with her and it's not that powerful now. Her best use is employing drones at loops or setting up at tiles during chase. Far more effective.
Anyway, best of luck with her. You will find survivors who don't pussy out, but I admit you will be facing a fair few trials where survivors just throw in the towel. There will be good ones though.
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Whatever level you are, SoloQ is perfectly playable and also winnable. It's challenging, and on occasion it can very well be that some trials are Dark Souls level of difficulty when against a really good killer player, but whenever anyone says they feel it's "unplayable", I have to consider whether this is reality or just frustration because of some bad trials - I vastly believe it's the latter.
I'm dubious of the claims here, because the topic comes across as an amalgamation of several types of topics. What I would say is that if you're facing mostly P100 Blights and Nurses and survivor is "unplayable", I'm going to assume you lose many of your trials (which is not a criticism, and there is nothing wrong with losing) so it's unlikely you're top MMR. Not that MMR matters anyway.
Maybe take a break from the game? It's clear you're extremely frustrated by your experiences, so continuing to force yourself through an unenjoyable period doesn't make sense. Play some other games for a bit and come back to it afterwards - this may freshen your perspective.
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As a SoloQ player, I can attest to how frustrating it is not to see the aura of the hooked individual.
However, I do make note of the visual cue given when they are hooked. Also, compared to other perks and effects they have, Blindness is one of the weakest status effects - I'd rather face Blindness over Mangled or Exposed anyday.
It's not to say I wouldn't object to the aura of the hooked survivor always being shown, but at the same time I don't feel it's necessary for Blindness to be altered in any way.
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Not experienced this much myself. I do note that often when a new killer is out that a number of players will give up, rather than get to learn it, claiming it's too OP and such.
He's not impossible to face. The ability for the goop to have a blast zone through walls can catch me out on occasion, but it's not far different to The Executioner's ability to send his power through walls. Granted, you get a brief, visual clue, but the ability to pass through things isn't that new - Nurse has been here for years!
Obviously, different people have varying opinions, but for me he's a fun killer to face, with a number of things to watch for, without being especially overwhelming.
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Looking at this list, I have a vastly different experience. Not saying I'm right or wrong, but it's all subjective in the end.
What does happen as time goes on is - because of the finite possibilities - killers will start becoming variants of existing killers, and some even start adapting a few powers at once. The Unknown is a classic example of that. Repetition can become rather dreary.
However, if I were to make a list of Killers I like facing, based upon the way you have done, this would be mine:
The Nurse👍
The Shape👍
The Hag👎
The Doctor👍
The Huntress👍
The Cannibal👍
The Nightmare👍
The Pig👎
The Clown👎
The Spirit👎
The Legion👎
The Plague👎
The Ghost Face👎
The Demogorgon👍
The Oni👍
The Deathslinger👍
The Executioner👍
The Blight👍
The Twins👎
The Trickster👎
The Nemesis👍
The Cenobite👎
The Artist👍
The Onryō👍
The Dredge👍
The Mastermind👍
The Knight👍
The Skull Merchant👎
The Singularity👍
The Xenomorph👍
The Good Guy👍
The Unknown👍
Basically, whether somebody enjoys a killer or not is much more down to personal experience than anything to do with quality. Some may think similar to myself and other may be more inclined to agree with you. That's absolutely fine, but it's not a reflection on objective quality.
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Since her changes, she's been fine to face. There's nothing too tasking about her drone and they have been significantly weakened. The Skull Merchant was horrifically and poorly designed at her conception and reveal, but now she's much fairer to deal with.
It still surprises me people still have an issue with her. Before, she was the absolute rare exception to the "disconnecting is for spoilt, little brats", especially when she went for the 3-gen showdown. Now, there's no reason I can think of.
I still don't like her because as a character she's embarrassing. I'd never disconnect nor complain about facing her, though nor be a dick to anyone who plays her.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682576#Comment_3682576
i thought it currently increases your great skill-check reward from 1% to 2% regardless of token spent.
I'm afraid not. Stake Out just makes it so that good skill checks become great skill checks. It's primary use is to make perks like Hyperfocus hit those "greats" more often.
So, if TINH is changed by only a small bit, that's why I would suggest it should make the great skill check give an extra 1% progression on top of the great skill check value.
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I'd love for the meta to be changed often; nerfing the big perks and buffing lesser ones on a regular basis to keep things fresh.
Many also want more fresh builds, but the problem remains that quite a few who do want this also don't want to have the perks they like changed and get upset if a whiff of this may happen.
Fear of change is holding back a fair few things here.
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The Executioner, The Singularity, The Dredge...
Any of those interesting and darker creatures. Way more interesting than bunches of teens running around in Halloween costumes, or a giant guy with a chainsaw, Hawaiian shirt and summer shorts (seriously, so many Hillbilly players have this cosmetic!). I'd like to see more monstruous creations.
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Partially yes, partially no.
I feel a decent chunk of the system has failed because of how a number of players are. Killing themselves on hook, lobby-dodging, farming and even playstyles can create wobbly data, whereby players end up in areas where they should not be based on skill, yet are there based upon match results. However, this isn't to say all these things are bad on the player's behalf - afterall, if someone plays a certain style, that's hardly an error.
It's that the MMR does not account for all these scenarios. Neither - do I believe - it ever would. No matter how MMR is altered, the sheer volume of players, the attitudes they bring and the amount of randomness each trial presents, it will never be faultless.
There are things BHVR could be doing to improve the accuracy. An example would be removing Prestiges in lobby, as this is one of the main reasons why people skip (as a side, this is why I'm against players seeing other player builds in lobby, because it's pretty obvious what will happen). Another may be to prevent any player from changing anything in the lobby, thereby getting trials underway quicker (no need for the timer) and preventing mindgames from either side. Little changes like these can prevent times when players may jip the system.
So I have always thought the MMR issues are not entirely BHVR's doing. It absolutely should be altered from its present state, but at the same time there is a sizeable reason as to why this isn't working and currently there are tweaks BHVR could do reduce the margin of error by preventing some behaviours. They can't stop them all though.
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Presently, I'm hanging on for "The Evil Within" to appear within the realms. The choice in Killer options is insane, and survivor-wise they aren't lacking neither.
Also, I'm hoping that if the delve into podcasts then "The Magnus Archives" would be the first option. The universe TMA is set in has quite a few similarities with DBD, and I'd love to see this type of media represented in-game.
Honestly, there's so many still to go, and many options beyond. These are just licenses - original chapters will only be limited by the imagination.
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This only makes sense if the survivor being bled out also spams vaults and waits out the EGC timer.
It's a very broad assumption, and the whole tit-for-tat argument is rather childish anyway, because odds are the vault spammers are not the same as those being bled out.
Maybe this is a bait post though. If so, kudos for getting a reply! If not, best revise the statement.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682061#Comment_3682061
stake out increases great skill-check progression from 1% to 2%. it is main function of that perk with side function of changing normal's to greats. TINH is suppose to make skill-check more reliable but the effect is barely noticeable. just need plain # buff.
It says in the description for the Stake Out perk that it makes any good skill check a great skill check, granting an extra 1%. It doesn't make a great skill check gain an extra 1% on top of what a great skill check already offers.
I'm suggesting make TINH add an additional 1% or 2% to the great skill check area to make it different.
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Just not be a dick, really.
On rare occasions as killer I'd give the final survivor the hatch, and as survivor on a rarer occasion I'll allow myself as a sacrifice. These all just depend on multiple factors throughout a trial.