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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • I disagree. Alan Wake rrally got going in the action scenes later on. That scene where he walked through the rain was such a good build up!

    Upcoming-Movies-Of-Keanu-Reeves.jpg


  • The Magnus Archives:

    Jonathan Sims & Martin Blackwood as Survivors; Nikola Orsinov (The Stranger) as the Killer

    Silent Hill 4: The Room:

    Henry Townsend & Eileen Galvin as Survivors; Walter Sullivan (The Abandoned) as the Killer

    Neighbours:

    Elly Conway as Survivor; Finn Kelly (The Teacher) as the Killer

    Haunting Grounds:

    Fiona Belli as Survivor; Daniella (The Maid) as the Killer

    Ghostbusters:

    Peter Venkman/ Raymond Stantz/ Egon Spengler/ Winston Zeddemore as Survivor (interchangeable, like Legion); Gozer (The Gozerian) as Killer

    Everything Everything:

    Jonathan Higgs/ Jeremy Pritchard/ Michael Spearman/ Alex Robertshaw as Survivor (interchangeable, like Legion); Fatberg (The Arch-Enemy) as Killer


    I hopefully await to be proven wrong.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628319#Comment_3628319

    And by that logic, why isn't Hag triggering her own traps. Do the traps KNOW who is walking past them? Why does Clowns gas not slow down Clown?

    There are possible reasons for those examples. The Hag may not set off her Hex Traps because she isn't setting a Hex on herself. She would be able to manipulate the magic, casting it so that it won't impact on her.

    As for the Clown, he wheezes and coughs a heck of a lot and has been around that potion he makes for so long he's probably adjusted to it somehow. The toxic effects have probably weakened, like someone who has too much caffeine and such. It's probably nothing to him now.

    Bear Traps are physical, cold and work at a very basic level. No magic to make them sentient enough to know who their master is; no getting used to the blades slashing through flesh. Plus I doubt the Trapper gained any favours from fighting against the Entity. He has to make wraps to protect himself.

    That's the realism reason for it. It could be argued that Trapper shouldn't be affected, but I tend to herd Survivors into Traps, rather than walk over Traps. I guess it's not so much an issue.

  • The Singularity has good potential for a game as a whole. Not only do you have the rogue AI, but the various mysteries of that planet. The crystaline structure that gave HUX sentience and whether HUX's newfound consciousness is the reason for its murderous tendencies, or if the crystals manipulated HUX's motives.

    Also, the AI could infiltrate and alter all things technology with both its techno/bio abilities, causing different enemies to spawn.

    The Singularity may not be the obvious choice - especially being relatively new - but the overall potential is very strong.

  • It happens in less Trials than it doesn't, and the reasoning for this varies depending on the individual and time involved. The one common denominator is a selfish reason though, which is shared by anyone doing this. There are many different excuses, but it all boils down to "I'm not getting enjoyment from this" and a sense of frustration (justified or not).

    There is one exception where the quitter may do this for a more selfless reason, which is if there is only them and one other Survivor left, with maybe 2 or 3 generators remaining. That player may be doing it to give the final Survivor a chance at escaping via the hatch. Even then, there is a selfish element, but it's broadly more understandable.

  • I like it on both sides. As a Killer - if it ends up in my Perks from the Randomizer - it can be a panic-inducer and turn the tide against a cocky team. As a Survivor, if I face it then it's like the final boss fight; it switches up the game and can create some epic stories.

    In the end, it has plenty of times when it won't work. All Totems may be cleansed by then, the Killer cannot get the hit in, it os cleansed in time (on Lery's, one Trial the Totem lit up right in front of me and I cleansed ot in time,). So it's a Perk that may just be wasted space, so the Killer could have been better off using a Perk they'd get more use from.

    It doesn't deserve the hate it gets from some, especially considering all the better Perks out there Killers could be using. It's just whining.

  • Silent Hill 4: The Room would make a great second chapter for Silent Hill DLC. Walter Sullivan would make a great Killer and both Henry and Eileen would be fun Survivors. Walter to the very epitome of the type of Killer the Entity would want, considering his multitude of homicides and his religious fervour. This would absolutely work.

    Other than that, there would be extensions for some other licenses. Scratch from Alan Wake is a possible Killer option, and The Evil Dead has quite a few options.

    I'd also like more licenses brought in, but Silent Hill would be able to supply quite a strong chapter.

  • The only toxicity was that Onryō player. You were defending your fellow Survivors at the end of the day and there's absolutely nothing toxic about it!

    Survivors love a good player who helps out selflessly. Killers can get annoyed of course, but most sensible Killers understand that you're doing what a Survivor should be doing and not get pissy in the endgame.

    I hope you reported that Onryō player.

  • As you practice, you will get better. The main thing is you play the way you want to, not how others want.

    If you want to play in a fairer, more challenging way, you'll eventually get used to not tunnelling accidentally. You'll also become a far better player as you put yourself in tougher situations.

    Many newer players who play for results and not for learning quickly are matched against opponents who destroy them. Playing in this tougher way will give you many more benefits in the long run.

    Happy Hunting!

  • I like her! She has her old teleportation speed back, which was something I missed. The fact all active TVs can stack Curse when teleporting is nice and although taking a video tape no longer causes more stacks when hit, you need to remove it quickly to keep the stacks low, before becoming hooked.

    She's back to her more unpredictable self and that makes me happy.

  • Some can be good, some are fun and some you wonder where their head is at.

    At the end of the day, no matter how good a suggestion is, there will always be some people who will shoot it down.

    There will never be perfect balance, only differing opinions of subjective balancing.

  • Depends on what I'm selected as, but it would depend on my positive and negative traits. As a Survivor:

    1. Dr. Doolittle: You have an unusual knack to befriend animals. You do not disturb Crows. You can go up to a crow and befriend it. If the Killer goes within 4,6,8 metres of the Crow, the Crow will attack the Killer, stunning the Killer and causing the Killer's aura to be revealed until the Crow is swatted away by the Killer.

    "I'm more an animal person than a people person anyway"


    2. Boon: Serenity: Your calm, regulated professionalism reassures many in times of stress. Upon the Boon being lit, you can see any Survivor's aura within it. If you are also in the Boon at the same time, any negative status effects are immediately removed from anyone within it. This includes the Exposed status, even if the Perk is still active (e.d: NOED, Devour, etc.). Within the circle of effect, Survivors are severally/moderately/mildly Hindered.

    "It's just about taking time and listening. Make them feel heard"


    3.The Rationalist: You don't let flights of fantasy get in the way of rational thought. This activates whenever you successfully blind the Killer by any means. A successful blind deactivates all Killer Perks and Power for 20 seconds. This Perk has a cooldown of 100/90/80 seconds.

    "Well, what else did you expect?"


    So, if I was a Killer instead:

    1. The Nothingness: Mental Health caused you bleakness and lethargy, but now others feel it. Once all Survivors have been hooked once, all Survivors will randomly lose the use of 2/3/4 Perks for 60 seconds. When all Survivors have been hooked twice, 2/3/4 Perks for all Survivors will be permanently disabled.

    "It's hard to explain, but it's like I'm in a void".


    2. Vendetta: Your sense of justice can hinder you into blind revenge. You become Obsessed with a Survivor. Whenever a Survivor stuns or blinds you, they become the Obsession. Their scratches become brighter and last for 5 seconds longer and you gain Bloodlust 30% faster when in chase with the Obsession. However, any Aura-related Perks deactivate for the duration of the chase. The Perk has a cooldown after chase for 40/35/30 seconds.

    "They need to pay for what they did".


    Hex: The Procrastinator: You have been known to shirk you responsibilities for less important things. Once per Trial, upon coming across a Dull Totem, spend 10/9/8 seconds lighting it into a Hex. Whilst the Totem is active, Survivors lose 3× progression to any failed Skill Checks. Skill Checks appear 10% more often, with and appear at random points around the screen. The time between the Skill Check warning cue and the Skill Check is 40% less.

    "Yeah, I'll get round to it tomorrow"

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625222#Comment_3625222

    "Boon: Illumination is more a shared planner to help SoloQ. Being able to see all Generators on the map as well as Chests will be good for tactical planning. Not sure it has much use for SWF, but it's a good Boon for newer players and for those who want more shared info in SoloQ."

    Is it the whole map or just in the range of the Boon?

    The whole map. It would be absolutely underwhelming otherwise.

  • Alan Wake being in is great! I do think BHVR missed an opportunity to bring in some more aggressive Perks involving lights from generators, but his Perks may be growers.

    Champion of Light is clearly the best. It can be used in more ways than just the blind (use it with Fixated for a really fast walk - great when recovering Endurance if needed).

    Boon: Illumination is more a shared planner to help SoloQ. Being able to see all Generators on the map as well as Chests will be good for tactical planning. Not sure it has much use for SWF, but it's a good Boon for newer players and for those who want more shared info in SoloQ.

    Deadline at first look is a bit crap. However, I think this Perk is more an enhancer. Stick this with Hyperfocus, Autodidact, Stake Out and maybe some others will help get those bigger bonuses sooner. As an enhancer, it has promise. On its own it's sitting next to This Is Not Happening.

    I really hope when Alan Wake is released we'll get Saga Anderson as a Legendary. What I would LOVE is to have Sam Lake as another legendary later on! Him on the loading screen with a mug of coffee and doing the Max Payne gurn alone would be great, but he definitely deserves a place.

    Also - and I may be wrong - but is the next Tome focusing on Alan Wake? If so - and if it's written in conjunction with Remedy - that would be brilliant! Maybe they could even loosely tie the Dark Place and the Entity's Realm into the Alan Wake narrative!

    Finally - and this is just a wishlist thing - but if DBD got Alan Wake, it would be quite cool to have a reference for DBD in Control 2 when it comes out, since it would absolutely be an anomaly. Even if it's just a document or something, that would be very cool!

  • What's your favourite Demogorgon Shred launch? As in shredding from a higher floor to a lower floor such as RCPD.

  • @tjt85 said:

    I'm actually kind of surprised by how negatively the solution has been received by some in the community. Seems like a pretty reasonable and even way to deal with excessively long 3 gen games.

    Like honestly, if you've performed eight (EIGHT!) regression events on each generator in a trial and you still haven't secured enough hooks to get at least a kill or two, that match probably wasn't going to go your way anyway. And let's not forget that end game perks are still a thing. The trial has to end sometime.

    Killers get 5% regression per kick but will need to be a bit more careful about when they use their gen kick perks and Survivors won't be able to casually tap any regressing gens they come across in chase or on their way to do an unhook. Seems like a fair trade to me.

    And if there are any issues to address, then they'll be picked up in the PTB.

    I agree with this. The amount of times I've used gen regression on the same generator doesn't amount to eight I'm sure. This will stop the frustration of Killer gen-jockeys constantly playing for the 3 gen.

    For me though, the 5% basic and the fact Survivors will need to work a generator to prevent further regression for at least 5 seconds will be far more useful.

    In theory, this looks good. Also, because of the changes people may switch up their builds. Maybe go for hybrid builds focusing on chase and defense in equal measure. As a randomizer, not putting my eggs all in one basket is very effective anyway.

  • A partocular point you mentioned I liked a lot, which was they nerfed the troublesome add-ons, yrt replaced them with some fun mechanics like the 33% turn (I think that was the description for one of them!).

    This is how to nerf or buff something: replace overpowered with something fun amd useful.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624203#Comment_3624203

    FOV: Good all round, I believe. Can't assess the Perk changes well enough currently, but I can see Lightborn and Shadowborn going well together. Monitor amd Abuse is still useful, so overall good.

    I'd expect that they won't work together. You can't be blinded if you use Lightborn, and you can't use the new Shadowborn if you can't be blinded.

    Don't crush my dreams like that! :((

  • It sounds more like the original idea with some buffs. The fact any Survivor within 16m of any active TV will be affected by the curse when the Onryō teleports, plus no cooldown on teleports could be pretty useful! Plus, I didn't like them putting teleport on cooldown as this was how I prefered playing with quick teleports, so really happy to see this return.

  • I feel the gen change jas the potential to actually support the Killer more than some are seeing it right now. I cannot remember a time I have regressed a generator 8 times by any means throughout a Trial, so for me this is mostly an extra buff to regression when stomping a gen and the removal of gen-tapping, so I'm looking forward to the PTB regarding this.

    As for STBFL, I can see why some won't like it, but the Perks have to be shaken up, otherwise the same handful just keep appearing. It may spice up changes, but also the changes to STBFL may not be as painful as they're made out to be.

    As for the other changes, they all sound a bit exciting! Especially Hillbilly. That's a really wonderful change!

    As a final point, this Update is interesting because they appear to have changed their minds on a few key things they held onto for so long, such as the Hillbilly's overcharge or Blight's add-ons. Although it took some time, I do applaud them for putting some fun things in place.

  • I'm quite excited for this! There are a lot of interesting changes.

    Generators: I never saw this idea coming and actually can see this working well for both sides in theory. In practice, the PTB will show for sure. I don't recall ever having to regress a gen 8+ times before as Killer, so if that's the case then this adds pressure to Survivors more, whilst also ending any frustrating final 3 stand-offs.

    FOV: Good all round, I believe. Can't assess the Perk changes well enough currently, but I can see Lightborn and Shadowborn going well together. Monitor amd Abuse is still useful, so overall good.

    Onryō: I personally love this. Jumping around TVs rapidly was something I missed with the change and the fact the curse affects all active TV's 16m radius will get some decent use.

    Hillbilly: ...... absolutely nothing bad with this change at all. Welcome back, Hillbilly! We've missed ya!

    Blight add-ons: Seems like fair changes. No real complaints here.

    STBFL: It will still have its uses and I don't see a 1% decrease per stack as a painful change. Besides, people may use a wider variety of Perks as a result, which is only good for the game.

    Grim Embrace: A nice change and I can see it used more. Helps earlier on in the game a little, halting progress and allowing the Killer to return to the chase with a bit more freedom.

    Quick Gambit: Not sure how this will get it used more, but I may be wrong. Interesting change which may be played around with, but I can see this Perk still falling into the background.

    Ruin: Fair change. No issues.

    Ormand: I'm all for change to remove heavy dead zones, so am looking forward to this.

    Overall, a good set of changes in theory! With the new Survivor coming out too, it should be an intriguing PTB!

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622806#Comment_3622806

    Same. Something that I noticed in this cases, though, is the UTTER inexperience of this players. Sometimes when I hook someone the second time and basically RUN to the other side of the map and hide there, the others are too afraid to go for the unhook. Its really depressing to see someone dying on hook with you not even pressuring anyone. It has been said a couple of times, but this game is really, really bad at explaining its basics and it couldn't hurt to revise the basic tutorials and add some advice about common tactics or how stuff actually works.

    The game would benefit greatly from some video demonstrations. The argument could be made that people can watch YouTube, but it's not a streamers job to do so and streamers such as Otz, Scott and others may tend to make videos which help newcomers adjust.

    However, this would be something the game would do well to bring in. They could actually take inspiration from "The Sims", which has tutorials for every aspect and (I think) demo videos for certain plays. Just a simple menu where you could get some info about looping, vaulting, jungle gyms and such. Even put a Skill Check practicer in place! It would all help.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622805#Comment_3622805

    Lovely 😁

    How about this one:

    "Playtech property". When the killer hits an object during chase, PP activates. Rowan screams in anger and reveils his location for 30 seconds. The killer gets a paycut and looses 50% of their earned bloodpoints, unless they down the screaming survivor during that time period.

    Oooo, a Perk that doesn't work in the trial, but punishes the Killer afterwards!

    Would be great if the Perk remembers the Killer player, so of you face the same person again they get a further reduction on top of the 50% for persistent poor performance! :D

  • It's rare, but when I face a group of Survivors who have clearly been screwed by the MR system, I tend to play the Trial by chasing each Survivor in turn and hook each Survivor twice (or until their final state, if they aren't rescued soon enough), then showing I'm friendly and either doing faux chases, getting then to stun and do gens under pressure.

    There's zero pleasure in destroying a clearly inexperienced team and we're trying to keep people in the game, so I can't see a sane reason to just be a twat when you know they clearly have been screwed.

  • @xEa said:

    The entire Viva la dirt league Playtech roster. Especially Rowan as the delusional, always angry and Alan hating Boss.

    https://us.v-cdn.net/6030815/uploads/ZNQ6GXH6X25E/images.jpg

    While it would be a big suprise, it dont think it is outer this world unrealistic. They get sponsored by DBD Mobile and pump out great DBD content as many probably know:

    https://www.youtube.com/watch?v=hcicq2osNGQ



    Could you imagine the Perks Rowan would have? They would be the most meme of Perks ever!

    1. Proud Of You: When being chased by the Killer and they hit Bloodlust 1, POY activates. For the next 20 seconds, the Killer gains a Mad Grit effect to all swings. Survivor earns 200% Blood Points in chases as compensation.

    2. Flashlights Are Hard: Using Flashlights now use inverted controls. Gain 500% BP and 50 Iri Shards if you somehow blind the Killer.

    "Not today, Terror! Not today!"

    3. Unbelievable: If a Killer chases you off the hook, press the action button to turn around and lecture the Killer for 10 seconds on how pathetic they are. This acts as a 10 second stun for the Killer.

    "... and there it is!"

  • My two absolute favourite licenses have come out (Silent Hill and Alien), so I'm pleased to see those two in the mix.

    If there was one chapter I'd absolutely love, it would be The Magnus Archives. It's a podcast, which would be something new. Also, the amount of options for Survivors and Killers are plentiful. Killers alone would have a variety of unique powers, from twisted pocket dimensions of non-sensical hallways, to making people unable to recognise each other, to sending waves of predatory maggots and many, many more. Even the lore from both could have some links.

    Other than that, a few others would be The Evil Within, Haunting Ground, Eternal Darkness: Sanity's Requiem, Slumber Party Massacre 2, Pearl, M3gan and Alice Isn't Dead.

  • From experience, it's very rare that I've come across trash talking. However, it clearly happens within DBD more than it should.

    There's another reason that may also account for the reputation and that's certain streamers who not only endorse but actively celebrate their toxicity. Unfortunately, like-minded people with sad lives and wanting to hurt others because of their own weaknesses and pain latch on to these people and think it's somehow trendy.

    Amongst the answers given to explain certain behaviours - which are also correct - this feels like one which goes under the radar.

  • Forfeiting should never be a thing because there are far too many players out there who already disconnect on their first hook, causing issues for others. If a forfeit option ever came into existence, it would be abused to absolute stupid levels of embarrassment; leaving a number of bots in trials which can be easily picked off and ruin it for those decent enough to play on.

    Likewise, the disconnect timeout should also stay since of someone is upset enough to dip out and potentially messing the trial up for others for selfish reasons ought to take a timeout to cool down. If they dc a number of times, then that's a number of games potentially screwed, so the penalty should go higher.

    For those who disconnect because of something beyond their control (a powercut or home emergency), then it'll probably be likely it's so rare they won't even notice a penalty, since by the time they get back on the ban would have been and gone, so it won't effect them.

  • As an original, I'd quite like to see a Black Veil character. Someone who worshipped the Entity, but is taken into the Trials either as some sort of warped "reward", or just to show the Entity as a creature that doesn't need them, but uses as it needs. Could be an interesting view on what happens to those supposedly in its favour.

  • None of those. My success measure is if I get 9+ emblem points in a Trial, which makes me feel I've done well.

    Doing this takes the focus away from "winning" and more towards learning and practice which - funnily enough - leads to more "wins" naturally.

  • It works as intended, but its effect is pointless. With all the map Offerings around, Sacrificial Ward ought to have its power change to remove any maps associated with any map Offering presented from the pool for that Trial.

  • Spirit looking kinda sus there.

  • I'd strongly recommend "Alan Wake 2". As a story, it's one of the greatest insofar as it treats the player as willing to understand more complex storytelling, rather than spoonfeeds it.

  • Stefano and Obscura combined would be absolute terror-personified.

    Ruvik and The Keeper would be easier Killers to incorporate, but the idea of a Killer who uses time as a weapon, with an additional creature he can summon with extensive reach and even an ability to blind Survivors at will is too exciting for me. Beats the Keeper as some sort of teleporting Trapper or Ruvik doing quick, short-ranged teleports. Stefano would be a more interesting Killer for me.

  • This may be due to corrupted files. Not sure as I'm no expert, but I would suggest you do a System File Check on your system to attempt a repair.

    Here's a link which help:

    Learn how to run System File Checker in Windows to check if your computer has problems with files.


  • 5th Dramaturgy effect: A hatch suddenly appears before you and remains open after you jump in. All gates are now active.

  • Honestly, with the experimentation of Killer varieties recently in terms of size, shape and movement, I wouldn't be surprised of an arachnid Killer isn't already in the works!

    If I was BHVR, I'd release something like that on an anniversary show. That would be a heck of a way to kick off the new year. Maybe the Killer before that will again be a non-human Killer, but it would maintain a relative humanoid appearance.

    Whatever may be, I reckon a non-humanoid Killer is way more likely than it used to be.

  • "Spies from the Shadows" - whilst not directly attacked - got me reported for cheating, apparently.

    On The Game, I sacrificed the 3rd Survivor and Spies alerted me to something on the bottom floor. The crow had flown off near a locker, so I decided to try it on the off-chance. It worked and I found and killed the fourth Survivor.

    They refused to believe I could have had anything which would have shown them that they were there and the fact I had gone downstairs directly and opened their locker must clearly be cheating, despite my pointing out how Spies works. They said they were reporting me and to enjoy my ban. Since that never happened, I can say Spies can very much be a surprising Perk to use!

  • As mentioned before: the anti-facecamp has worked well. What has enhanced it is the removal of rescue-grabs. As well as facecamping, Killers had the ability to play a waiting game by a hooked Survivors, whilst Survivor team players were stuck in a scenario of being grabbed despite being healthy. Now there's more confidence in those rescues. Although I cannot say what the general experience has been, I've not seen any face-camping since the changes. It has succeeded in my view.

    Tunnelling is trickier, as although the BT effect is working as intended, if a Killer wants to tunnel then they will. Also, how far can anti-tunnelling be pushed before balancing is screwed? There is no way to stop this. The only things that can be done are being sensible with unhooks, valuing being unhooked and getting as far away as possible for a safe heal. Killers who do tunnel because it's easy will go up MMR too quickly and suffer, whilst those who learn the craft will get much more gratifying experiences.

    Finally, the 3-gen only needs to prevent Killers who choose to hang around a close 3-gen early on and make it difficult to break, like Skull Merchant used to do. If a Killer focuses on sacrificing Survivors, degending when needed and the Survivors 3-gen themselves, then those Survivors won't be benefitting at all - and rightly so, because this system will be to punish gen-camping Killers, not disorganised Survivor planning, resulting in a 3-gen of their own doing.

  • @Alpseriver said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620957#Comment_3620957

    maybe they changed their minds after 3 years? online service games arent always going to be the same they could add all these in

    As I mentioned, they could revisit them now, as what was said was at that time things were different. They could start looking into these again, although I feel some Killers are in greater need of attention than Nemesis right now.

  • @Verconissp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619991#Comment_3619991

    Then you gotta fix Collision on EVERY Object on EVERY map to actually work and not to slide off it like Butter...

    Which won't happen cause it'll Break every Patch so..

    That's a "them" problem to fix for the long term, should they choose. If they say it's unintended or a bug - if that's what was said at all - then odds are they'll at least try to look for an alternative.

  • From what I've read in the past:

    1. The rocket launcher was discussed during Nemesis' power discussions, but was deemed quit problematic to incorporate into the game at that time.

    2. There isn't a reason for this really, but not sure if this was even considered. Maybe a Power rework idea to put forward?

    3. At the time, they tried more than 2 zombies, but it appeared to be difficult to make it work - either too oppressive, took too much processing power which may have affected other aspects, or simply became a bit overwhelming.

    Now, maybe these may be revisited. The sprint certainly and perhaps an additional zombie. Rocket launcher may be quite a challenge currently.

  • Adrenaline working as a cooldown Perk like Sprint Burst throughout the Trial instead of the endgame only, so free health states on tap.

    Rapid Brutality stacks 5% with every single hit up to unlimited tokens.

  • It's ultimately down to what the player as Killer is wanting from the game. Perhaps they are wanting to see how many 4Ks they can get in a row. Perhaps it's a challenge. Perhaps they want revenge for something or to prove a point. Perhaps they just see it as their objective.

    As a Survivor, I don't begrudge them. Sure, it can be a bit dull for the person floored, but sometimes it has backfired and the wait isn't long normally. It is a bit frustrating if the other Survivor is miles away though.

    Personally as Killer, I won't got for a 4K like this unless a) I down the penultimate Survivor and I am positive the other is nearby or b) for a challenge. It's not important for me, but that's not to say for others it is. Just depends on the player.

  • For the Hillbilly, I often have Spiderbait's version of "Black Betty" running in the background. He feels like an adrenaline Killer, so this seems to satisfy the adrenaline and Hillbilly theme for me.

    For the Executioner it's "Betrayal" by Akira Yamaoka for the simple reason this powerful musical piece is the theme for James' final confrontation with it. Plus it's etheral royalty!

  • Tunnelling is within the rules currently set and therefore has always been acceptable. This doesn't make it popular, but anything within the rules is always permissable.

    Tunnelling as a necessity is ... well, it depends on who you ask and how desperate they are to win. Personally, I don't believe it is. Some of those who tunnel repeatedly to get results don't take the time to get better and end up grossly outmatched, losing a multitude of Trials, then become dejected and frustrated. In the past, it may have had a little more purchase but still didn't work towards improving skill.

    Learning to succeed without tunnelling and treating Trials as learning experiences is a far more enjoyable way of playing.

  • Someone mentioned on the forums his hug tech had been deemed a bug by the devs that needed to be fixed. Obviously, I don't know whether this is true or not. If it is a bug I'd nerf that to work the Blight as intended.

  • My ranking:

    1. G4

    2. G6

    3. G1

    4. G5

    5. G0

    6. G7

    7. G2

    8. G3

    I won't put G8 on the rankings as it's only half way through, but if the quality continues then it would be in the upper half easily.

  • Different experience here; not to throw shade on your Trials, but there are many inbetweeners. It's often the worst experiences which will stand out in memory, making the reality more exaggerated than it actually was.

    Anyway, as for the MMR my belief is that it's failing because it is working as intended. Wins and losses are far too black and white to be used as a measuring stick for the experience of players. The whole principle of it ignores much of what players really should be graded on, which is their Emblem average in each category, as a measure of skill. That shows more about how a player performed in a Trial.

    Grading would be done better if it was matched across the gradings. People who scored low in Boldness but high in Objectives on average could be placed with others with a similar spread. Likewise, the Killer Emblems could also be matched, so it bases the MMR and placement on performance in the categories, not on a win/loss streak which can depend on style-of-play, luck, rng, and the other players. A "win" will always be based on a variety of things, so I believe matchmaking should follow a similar path and not something so basic.

  • https://youtu.be/UbOIq5ylwPQ?si=oaYsKC2mzZ54ZZW5

    Alan Wake 2 is such a great game and this song stands out as a really fun segment. Very catchy!


    https://youtu.be/l81HZfkLwpk?si=uOczvX0_KhKbI9Yr

    As good an art-pop song as I've heard in a while. The song I'm identifying most with presently.


    https://youtu.be/HyJVFvZer28?si=FUgHYrScyxmzcX_0

    A very chilled, night-time track. Great to sit back and relax.


    https://youtu.be/L9HYJbe9Y18?si=OwMGrkZpRGpNRQJZ

    Some amazing melodies with this one.


    https://youtu.be/_WDV5JKsdQ8?si=-bpaymziLY4LB9cH

    Full of attitude, chops and a great Evil Dead tribute in the form of a music video. Unfortunately, not sure I can show the video here.


    https://youtu.be/UJDDvei7NOg?si=OtDIpBxzzEt_lA8q

    Underrated band ... hideously underrated band from yesteryear.


    https://youtu.be/DoramcVbEWA?si=Q-SED7FkA9dLJE7O

    Bonus mash-up of 2 very different tracks that works just a bit too well.

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