Marc_go_solo
Marc_go_solo
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It very much appears to be like a Creepypasta, and I really like this creepy format! The second hint is out now with 4 soundbites, withthe third one (I think) seems to be a creature learning to speak!
This also reminds me a bit of "Anglerfish" from The Magnus Archives, which also carries an uncanny valley vibe.
Basically, I'm excited for this original chapter and how it's going to be pulled off.
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It's random, like every single build is randomized for each trial. I do play, depending on challenges, offerings or such, and eaxh Killer I like to play as I see their personality.
The only consistency is I never bm. I respect my opponents, even if sometimes the feeling isn't mutual.
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Want everyone to know about what's going down? Let the Wraith be your Bone Clapper tonight!
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@Shroompy said:
I may already have MoM.. but I still need some.. Parental Guidance.
This, officer! This post, right here!!!
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I love the longer build ups and not fully knowing. Feels like the old times where it built up anticipation, hype and excitement. When that person kept leaking chapters a few years back it was just depressing as you couldn't get away from it.
I hate leakers and I'm hoping this surprose isn't spoilt, because I'm enjoying this odd creepypasta-style synopsis being developed.
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For fun, I'd pick the bruisers of the group: The Executioner, The Nemesis and The Oni.
The Executioner is especially scary in the dark, only hearing the Great Knife scrape the ground, or its gutteral bleeding.
The Nemesis with the thudding footsteps and also the zombies which walk around as an additional obstacle a Survivor can collide into.
The Oni with the roar and charge attacks.
Shout out also to The Hillbilly, The Shape and The Demogorgon
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The mode does have some tweaks to be made (mainly adjusting the Killer descrepencies, and which Killers are way stronger than others) , but overall this was brilliant and what made it better was it really does show the difference between skill and being perk-reliant.
I hope they bring this back, either as a separate mode or an Offering (depending if it all goes in one or the effects are split). This could make games so much more interesting in future.
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Throwing a spanner in the works, I'd say his perks are underrated somewhat.
Champion of Light: I've both used and been on the receiving end of this and it's noticeable how much space can be made, so long as the Survivor isn't stupid enough to hang around. The Hindered effect is noticeable.
Boon: Illumination: This is useful for newer players or SoloQ, trying to coordinate and plan out where to go. If you play swf, this perk is really not needed, but it's underrated in terms of usefulness. Depends what you want out of a trial.
Deadline: This does work with perks such as Hyperfocus, Stake Out and Autodidact, but for me this is the weakest one as it's more a hinderance than anything else.
To conclude, there are better perks, of course there are! However, to say these aren't good is a falsehood. It's more about what you want to use overall.
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For once, Myers is a great choice. Charging out of the shadows in Tier 3 is a lot of fun! Also, stalking whilst not being able to be seen is damn near broken!
Also, I'll give a shout out to the Doctor. Put on the black outfit version of his original cosmetic grants a fair bit of cover, but he has his area blast which is great for finding Survivors in the dark.
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If Killers want to tunnel, then they will regardless of what incentive or punishment is put in front of them.We've seen BHVR attempt somethings for both sides and neither really works.
The only way I can see tunnelling being dramatically reduced is to remove collision for a recently unhooked Survivor. That Survivor continues to have no collision until a) they perform a conspicuous action, b) they press a button to remove the status, or c) another Survivor is downed. When all gens are done, this effect no longer occurs. That Survivor has a visable aura when seen so both Survivors and Killers know their status.
As for genrushing, reduce the strength of Perks which increase repair speed and the effectiveness of teamwork are possible, but the other option is to leave everything as is and create a new objective, such as maybe needing to find an oil cannister to put in the gens to start them, or something else to power the gates besides the gens. The latter is probably my favourite.
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Having this option in the form of an Offering, and it ends when a generator is done or something, would be a great idea.
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This is very true. B9th sides are agfected by tunnelling negatively. There have been countless times where it appears MMR has looked like it screwed a Killer, when a possible reality is that the Killer is at that right MMR, but got there through these means and is woefully unprepared and unskilled (MMR is still not great though; just explaining a possible reason). As for Survivor, it's quite clear why this doesn't help them.
In terms of a fix, it's fairly safe to conclude by now that both penalising and incentivising the Killer role does not work. The only way to stop it is by making it impossible. If a Survivor is unhooked, remove all collision of that Survivor from both Survivor and Killer. The Survivor regains collision if they either partake in a conspicuous action, another Survivor is downed, or they press an action button to remove the status so they can be healed. Both Survivor and Killer will have a visual clue to show when the collision is off.
Without removing the possibility of tunnelling, it will never go away. After trying to incentivise the Killer role and buffing unhooked Survivors with basekit, yet having no success, this is the only solution by removing the option entirely.
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I see the reasoning, but it wouldn't make good business sense to deliberately sink the biggest cash cow they have going.
There are some unusual decisions made, perhaps based off data we have no access to, but then they can take longer to resolve clearer issues. I just wish they were quicker to respond. It's understandable they want to avoid kneejerk reactions, but issues often go on for longer than really needed.
If DBD was a smaller game and they wanted to pump more resources into a more successful game, I could see them moving people across and therefore make the game more problematic, to eventually move everyone across, but it's a little risky to the brand.
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I still enjoy SoloQ. It's still nowhere near as bad as some say and with 3 other players who are half-decent it can create some great stories and experiences.
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The answers have already been given, so I won't flog a dead horse.
I just wanted to make it known that, despite BHVR stating this is not bamnable, this is still an option to report on the tickets. This just adds a lot of confusion.
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The responses against Hillbilly might most probably be voiced by those who never enjoyed facing him before, so it's quite possible the crowd is different. Those who enjoy facing him most likely will still do. Those who don't will now have more reason to complain, due to him appearing more often.
I still love facing him and am really glad to see him more. However, all Survivors aren't the same and neither are all Killers. Assuming the same who loved him before are now against him is just that - an assumption.
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Out of the millions of players who have played, most I'd say are fine. A majority have the ability to simply move on, even of the trial was horrendous. A fair few even are complimentary, or at least offer a "ggwp" to - at least how I interpret it - help differentiate the game from real life and show there's politeness and manners.
Where part of the problem lies is the advertisement of negative attitudes. People use the "toxic" phrase in their names as a warped badge of honour to make themselves feel meaningful, or act in a way to gain notoriety, but had those people not been given their 5 minutes in the sun - thanks to some content creators - they may be far less common. Inadequacy inspires hate.
Sure, you'll get some shitbags in games, but in the vast majority of trials I've had people either say nothing or are polite, with a few even being complimentary.
Thinking of this, for the next 100 games or so I may make a note of any responses I get and post what the results are from 100 games in terms of endgame reaction. I'll include any in-game friendly or poor behaviours. May take some time, but I'll plop it up eventually.
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This link may give you a lead into this type of investigation.
https://youtu.be/vaR-9_Vjp3s?si=Ffe9d3z3C7_onIsNA fair few matches were against - as Hens admits - inexperienced players, but there are 3 or so games with good, competent teams.
He also explains others have done the same, with references to the players concerned at the end.
Now, of course there could be arguments for any win, but the basis remains that there are possibilities. Also, there is that bit about not winning without tunnelling, camping or slugging consistently against high-tier teams, but I'd argue this doesn't happen in any real setting and being continuously put against top tier teams isn't something that happens often anyway. The MMR is such that this cannot often be the case.
Overall, for the majority of good players, there is a decent chance they might. Not consistently, though this game doesn't grant consistency by its very arbitrary nature.
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It's not horrendous but it definitely needs changing.
Ideally, they need to change this scenario at the same time as the For The People/Buckle Up/Made For This combo, because currently both sides have a combination which is frustrating in an unfair sense.
Personally, they need to stop stacking Perks and make it so that one Perk doesn't work with the other. It could diversify builds as a result and make things a little more interesting.
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Ace's Perks are worst for me. It's not just that they aren't that great (Ace In The Hole can be useful), but there's bugger all feedback from them most of the time.
I like Perks I feel gives me something tangable back, but I just don't get this with Ace.
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Depends. As a Survivor, I always fight on. Escapes have been done a few times, despite a loss early on, and those trials are always worth it when I do.
As for Killer, unless a Survivor has been a bit of a cocky sod I will 2-hook every Survivor then let them go. That way I get my enjoyment of being a Killer and the Survivors who fight on get a nice escape and a whole bunch of BP at the end. I'm absolutely fine with that.
Of course, it depends whether the suicide was early in the trial or later on. If it's later on I play Killer as normal.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639571#Comment_3639571
MMR is directly tied to your highest Killer MMR, I thought. I thought it was a certain number of points off your highest.
Did they change that?
This is near enough correct. There is a bit of a deviation in MR between your top Killer and those you haven't played, but not a great deal. Data-miners apparently have said the difference was around 100 MMR, which is done to ensure Killers don't pub-stomp newer players by switching, but equally is meant to give a chance for the Killer to learn by facing lower MMR Survivors.
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Not tunnelling, just poor Survivor plays. Those people will never improve as they cannot see their own errors; only always seeing it as a Killer issue.
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It may be because that Perk isn't as useful as others which could be used to escape the Killer. The stun time simply isn't enough and a Killer can easily catch up.
Basically, people who play in an optimised way choose Perks which are more consistent and have a more substantial impact. The stun time isn't enough to deter a tunnel. Increase it to 5 seconds (as it was once before) and you'll see more use.
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The biggest issue with this is perception. You could have a Killer play "fairly" with a good squad, but if they make one mistake or somebody highlights a hindsight , then that team is destined to be not good enough because of a mistake.
Also, a "good" team of Survivors is subjective, considering a good team is deemed by an onlooker as anyone better than them.
In short, the attempt to find this is futile because of a subjective viewpoint. Therefore, it's not possible to find what you're after, especially on a consistent level.
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People on this thread have already pointed out what it is, so I won't recycle what's been said. However, I would say that it would be better if the spikes appear on the 6th, 7th and 8th gen regression. It would be like a countdown. As it is, it can be a distraction, especially since it happens so early on.
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I am surprised it wasn't 2 weeks. That would give more data. Also, what I am hoping for is this may offer either a) a separate mode to dive into long-term (after amendments and feedback) or b) they turn it into an Offering later on, which means Offerings can change the tone of the game (my favourite, although I'd hasten to add that maybe the Offering jist does one thing, like remove TR and Scratchmarks, or brings the darkness & split it up so the changes aren't too oppressive).
I can completely understand the need to test it for a trial period. However, 1 week feels like it's not really substantial enough for people to get to grips with it. Someone might have a go at the start and hate it, but maybe return a week later and enjoy it more, but they just don't have the time.
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At least the good news is that BHVR have saod they listened to the reaction about Sadako's changes from PTB to release, and have said they'll be doing alterations in the upcoming hotfixes, so hopefully this will mean good things.
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I don't dodge, but it's not a big deal for me if someone does, although it is annoying when someone dodges just before the game is about to begin.
One thing which is a bit annoying are the Prestiges still being shown and how some P100s (not the majority, just some) seem to bail if someone appears to have a low or zero Prestige. Especially considering it's probably those same P100s who end up first eliminated.
I understand this dodging may affect MMR and - in which case - there is a larger concern. It's just it doesn't irk me as much as others (which is absolutely their right and justification to be annoyed out, because if it does screw MMR then it's perhaps a large reason for mismatching).
Really, the only justifiable reasons are a) an internet or system error that boots you, or b) a real life situation comes up and you need to go.
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Change is often met with suspicion, but for me this change is fine. It's still simple and easy to use, and actually looks fine.
No complaints here, other than this was barely a major issue to start with. However, it is neat and works well.
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I'm unsure how they can deal with this, other than dramatically change unhooking in-game. A lot of the ideas have flaws others will point out.
Literally, my only thinking is to have the recently inhooked have no collision with the Killer until they do any type of conspicuous action (including using an item) or another Survivor loses a health state after 10 seconds from unhooking, with this effect being cancelled once the Exit Gates are powered. Even then, I am certain there will be something wrong with this. However, it is going to have to be drastic to change tunnelling.
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Are your drivers up to date? I'm not an expert on this sort of thing, but have heard that somw fatal errors like this are due to this type of error. See if this helps out.
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@The_Daydreamer said:
Getting called a subtle cheater (Wallhacks) by a trickster last night because his half-baked mindgames didn't work 💀
https://us.v-cdn.net/6030815/uploads/87Y0LZ1L5YG8/screenshot-1812.png
https://us.v-cdn.net/6030815/uploads/ABB83KLA3CSG/screenshot-1813.png
I like his comment: "My mind games are top tier, you are just a subtle one like the others". I'm assuming he has lost many a mind game, despite him being top tier, judging by that comment! :D
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Makes sense to have Perks which cannot interract with each other to avoid over-buffing things.
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I believe this is a totally accurate and only true answer regarding any interractions in the lobby:
https://youtu.be/4xugT1e5XJk?si=9sblZZTmii5_pbKF -
Ignore what anybody says about the game, whether it's good or bad, and try it yourself.
That's the way to know if coming back is worth it.
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If I get 9 emblem points or more then thay's a win for me, which means I win a vast majority of the time!
Basically, it's down to expectations and what people want out of it. Mine is purely to improve and randomize my Perks, Items, Add-ons and Offerings every single Trial. Ironically, this means I learn more about dealing with my skillset and abilities, rather than be reliant on Perks and builds.
This translates well, as ultimately I get more escapes than deaths and perform well as Killer with kills. Also, if I find myself against a well-coordinated team who are clearly better than me as Killer, I don't worry about getting a win then, but just go to learn. Sometimes, there have been surprises with this.
Ultimately, I play to learn and experiment, not to "win". Nothing wrong with the mindset of winning, obviously! Yet by playing to learn also brings in results. It's probably why I enjoy this game.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638830#Comment_3638830
No, you’re right. I only watched the video about it which didn’t mention that at all! I kicked it 4 times and never tried kicking it again as I assumed it was blocked. My bad.
No need for the "my bad" bit. I would say having a VfX like that coming up early on can be pretty distracting. I honestly think those would be better off appear towards the end of the regression count than so early on.
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I'm going to make an assumption that you made an attempt kick the generator which failed after you saw those glowing spikes jut up around it, in which case it's a bug.
If you saw the spikes and assumed it was blocked, that's not the case. The VfX start showing after the 3rd regression event, which I think is too early as it has caught some people out. Yes, it's mentioned in the notes, but I feel it is too early for that to be showing. I'd say it should show on the 6th regression event, so it acts as a "3 strikes and you're out" warning.
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Champion of light: Very useful Perk and probably the best of the three. Using it, not just to get in position, but to slowdown and even improve moving around obstacles whilst avoiding the Killer, gives a good amount of diversity.
Boon: Illumination: It's better than people give it credit for. For SoloQ it's a great way of communicating and planning. It doesn't litter and does exactly what it says on the tin. Regardless of what anyone says, this is a perfectly fine Perk.
Deadline: Not a great Perk. I see how it works with Autodidact and see the meme quality, but I feel this is a bit too plain. I'm all for Perks which are a bit different, but I'd be looking more towards the Nicholas Cage Perks for inspiration for wackier ideas.
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A minor quibble, but with the VFX would it be worth considering delaying those effects until the 6th stomp?
Some have shown confusion with the effects and - although it is stated clearly in the descriptiom - I wonder whether having the VTX early on is a distraction.
If it starts after the 6th regression then it could act as a "3 strikes and you're out indicator". The Killer role can be quite stressful, so maybe adding a stress indicator early on into any regression isn't overly helpful.
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The Entity has a poor understanding of how the worlds work. This is reflected in the maps and the strange, disjointed forms they take. It only has the most rudimentary knowledge of this.
My guess is that the fire remains constant in heat, but is influenced moreso by the memories of the Survivors which, in turn, influences the fire.
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@tjt85 said:
Will previous years cosmetics be coming back to the store at least? Be a shame if they don't return. I really want Susie's year of the rat outfit.
I believe during the stream they said the outfits not only were coming back, but they were going to be available permanently.
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I tend to double back a lot and move erratically, which seems to help. It turns it into a guessing game but can make Spirits confused .
There are some areas where you're never going to win - especially out in the open - but that can be said for most Killers really.
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I've only played the first one, but the unique combinations of "bullet time" (which was revolutionary at that time), the mixture between mediums, using video game and comic book syncs, and - of course - "that" drug sequence were big standouts. It was a great noir style game.
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It needs some form of feedback to feel like it's useful. The bonus would be useful for other Survivors, but without any feedback you just don't know what it's actually achieving.
If they made the Perk light up when it's actually benefitting other Survivors, then it may be more worthwhile, because then you can hazard a guess which gen is being worked on and maybe even how to play out the chase to make sure it benefits others.
Until then it will just feel somewhat lost, with the only way of knowing is if you're near a gen being worked on and can see it, in which case so can the Killer.
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It's probably going to be one of the briefest metas, since it's being monitored. My guess is that one may override the other or they won't be made compatable.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636510#Comment_3636510
I disagree that you can't draw conclusions from the Steamcharts player number trends. Yes, this represents only a fraction of the total players, but is there any reason to believe that the trend isn't similar for other platforms? Why would only Steam PC players be leaving the game?
It's not a conclusion, moreover an assumption that can be made. The reason one system may experience a drop whilst another doesn't can be anything from system issues, new games and so on. Comparing the Steam Chart alongside Nightlight shows some clear descrepencies where both shows player counts going opposite ways.
Besides that, even if there are drops it's impossible to blame it on a single aspect. Things are more complicated than that.
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It's just the Steam charts, which is a minor portion of the player base, so I doubt it'll worry them too much. Too much weight has been put on this chart for the longest time.
Also, what drop there is will be due to a number of factors. This drop won't be solely due to Solo Q. Solo Q has been perceived as problematic by players for the longest time, so there's no real reason for this dip to be solely based on that.
It's not ideal, but at the same time it's not a large enough portion of the playerbase to accurately reflect what is happening. We simply do not have all the figures.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636210#Comment_3636210
A Huntress "Taken" outfit would be amazing if they could! I'd love to see Scratch make an appearance also, maybe as a Paragraph Killer at some point in the future. Afterall, if Scratch is a part of Alan, then it would make sense he may appear there at some point.
I'd love to have Scratch or The Dark Presence as killers in dbd, however i have my doubts it will happen given that both Remedy & BHVR both said during a discord press Q&A that The Dark Presence and Scratch were both too close to The Entity as well as being impossible to conceptualize into a killer, however bhvr did also say that after playing Alan Wake 2, that there was some monsters in that game that would be a great fit as killers, which they could bring into DBD at a later time since the chapter was in the works prior to Alan Wake 2's release and was based primarily off Alan Wake 1.
Also, you're right about everything in DBD being canon for its own multiverse. It's more that some licenses carried across are characters from a different reality to their core games. So Leon and Jill in DBD are not the same Leon and Jill in the games RE design - they come from an Earth where the Entity appears to snatch them during the Raccoon City crisis, whilst in the RE games we see them as continuing their story against Umbrella.
You don't need to tell me how DBD's lore work since i'm an avid consumer of DBD's lore. If there is one thing i've learned, it's that despire what some people think, it's that not everything is a multiverse version of a character in dbd.
Most of the actual multiverse stuff are reserved mainly for most of the licensed lore and for the npc tomes in the archive since the playable character tomes are not multiverse ones, although there are exceptions to the npc tomes since there are characters and stories from those tomes that are connected to the game's 2-3 main universes/terras that alot of the playable and some of the npc characters in dbd are connected to.
It's all pretty fun and especially with Fortnite some may think Alan Wake in there wouldn't fit in his escape attempts, but then again he spent a whole chapter witnessing a musical of his life, complete with dancing, so silliness isn't unknown in the Dark Place.
The Dark Place makes whatever Alan types come to life with no exception, so it isn't unrealistic that he could write something silly and it would come to life which would bring him to places like Fortnite.
Also Remedy & BHVR have said that they'll leave the question of [if Alan Wake created The Entity & The Fog in his attempt to escape the dark place or if The Entity simply invaded Alan Wake's universe] up for people to speculate.
All in all, this may not have been DBD's most popular license they've added, but it's definitely been one of it's best- if not the best one in my book due to how compatible they are with one another in terms of gameplay, lore & what not. Now we just need to add Control into DBD to get Jesse Faden as a Survivor and we'll have the entire Remedy connected universe in the game.
You'll have no argument from me about this being canonically the best tie-in. I could even see a document about the Entity arising as an Easter Egg when Control 2 comes out.
Imagine if - a few years down the line - they made a game which entwinned these two franchises closer together. A game about the Entity, but based on Earth, rather than in the realms. It would make a fun twist. Even a mission in Control 2 linked to it would be a lot of fun.