Marc_go_solo
Marc_go_solo
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- Marc_go_solo
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This feels like the stronger 2 Perks of the 3. Scene Partner is extremely fun, but it can be a double-edged sword and having an action interrupted because Nicholas has spotted a Killer is a bit frustrating.
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It feels a bit like rewarding someone for not doing well. Sure, sometimes it's bad luck and all, but this could be purposefully exploited to gain the benefits in the long run.
I'm not sure this tweak would be a good thing.
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Happy New Year to you too! Hope you have a booning good year ahead!
Same to everyone else.
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Any unexpected interractions that can break the suspense is always fun for me. As Killer, for me to down a Survivor then kick a Generator, only for it to explode in my face, will result in me slowly turning to that Survivor then mock a sigh.
As Survivor, if I'm running to the Exit with certain Killers behind me, I usually look up in one of those mock cartoony runs. Or being cornered by a Killer once I had Diversion and then I pointed in a direction and lobbed the pebble, with the Killer deliberately turning with a delayed reaction to the throw. Those moments are great!
In general, anything that's silly and lightens the mood for a moment is always welcome.
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A return to the 5 second Decisive Strike may not prevent tunnelling across the board, yet it will make those players think twice about tunnelling in the first place.
Regardless, the Perk does need this stun duration returned to make it more useful.
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The Evil Within gets my vote. If they can get Stefano with Obscura as a Killer, that would be amazing!
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It's an uncapitalised concept. When it was first announced, I was hoping for more walls whicj the Killer could see as fake but Survivors could not. I also felt that they would be integrated into the scenary.
Unfortunately, they're little more than glorified door stops. Granted, in more open maps there are less opportunities. However, the tiles present could have had randomized areas where they could be smashed. Some tiles could be unaffected, of course.
The walls were a wasted opportunity for a far better and more nerve-racking game design.
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Your animal analogy is a good way of expressing the difficulty some companies face. There are also difficulties when so many people have varying demands amd the company is spinning, trying to prioritize.
BHVR can be sluggish in response and also make some questionable decisions. However, when people claim they do not care, that's so far from the reality because the game is what is paying their wages and allowing them to live the lives they lead. It's also their baby, so it's natural they shape it in their image.
Overall, I enjoy the game a lot, but my expectations, the way I play and how I see it are all rather different from other plauers, who - in turn - also are different to others. Different demands and such. As with Otz, I don't agree with some of his comments on that video regarding the AMA but it doesn't mean he's wrong - he has a differing angle.
The best thing BHVR can do is to scrap AMAs because they clearly cannot give details to many questions. Instead, they should focus on polls, giving feedback and statistics, and updates as communication. AMAs are not the way to go when companies cannot disclose much about future plans.
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In terms of boring Killers:
1. The Legion
2. The Twins
3. The Pig
These three can be fun some times, but generally these are the Killers that you know what to expect when you face them and - in my trials at least - they often play the same way.
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It's believed to be an original Survivor. If it is, taking into account the amount of Shards being dished out over the past month or so, it's probably not going to be ground-breaking in what they offer, since they would be effectively free.
I feel this is most probably going to be a mid-chapter treat of sorts, with a stronger link to the lore to make them stand out a bit. I may be wrong, but it feels plausible.
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It's whatever you want it to be. For me it's a survival game where I am trying to kill or survive, but it's not overly competitive for me. It's not going to upset me whether I win or lose. However, I can see why some consider it competitive and others consider it a party game. For me, it can be in the middle.
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I feel some are worth it, but I feel a slight change to the Hex Totems in general are needed, with some such as Third Eye, Crowd Control and Devour Hope benefitting from the Totem being lit after the first benefit is felt (first unhook of Devour Hope, or first hit from Third Eye). It's a small thing, but it would at least grant some use.
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In terms of fear factors, the closest top 6 for me are:
1. The Shape
2. The Oni
3. The Executioner
4. The Cannibal
5. The Dredge
6. The Onryō
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My order of preference, based upon which Killers I enjoy facing (not difficulty, just look forward to:
1. Executioner
2. Demogorgon
3. Oni
4. Dredge
5. Hillbilly
6. Onryō
7. Shape
8. Cannibal
9. Singularity
10. Xenomorph
11. Nemesis
12. Good Guy
13. Trapper
14. Mastermind
15. Deathslinger
16. Artist
17. Pig
18. Hag
19. Spirit
20. Huntress
21. Blight
22. Knight
23. Nightmare
24. Doctor
25. Trickster
26. Nurse
27. Plague
28. Twins
29. Ghost Face
30. Skull Merchant
31. Clown
32. Legion
33. Wraith
34. Cenobite
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One thing to mention is players who want to tunnel will tunnel, no matter what incentive or punishment is laid out before them. Some may change, but those who want the win and are heavily reliant on tunnelling to achieve this won't change their tactics.
Rewarding a Killer for not spreading the hooks between Survivors whilst also boosting anti-tunnel mechanics significantly may be a good way about it. However, there are many nuances to consider. It's a tricky fix to get it done right.
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I think they should get creative with his add-ons and bring in different ways of playing. Some ideas may be.
1. Reduce the sprint speed, but instead he can steer better and do a Bubba-style chain attack of up to 3 times, where the final swing would be extended at a very rapid speed.
2. Smashing a breakable wall or pallet with the chainsaw injures any survivor within a 3m 180° angle ahead of him.
3. If sprinting up am upward incline, Hillbilly can gain extra airtime to go further distances.
4. A chainsaw down gets everyone within a 24m radius to scream, revealing their location.
5. Being stunned pr blinded by any means whilst using the chainsaw gives Hillbilly 5% haste for the next 20 seconds.
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BHVR won't refuse to deliver cosmetics based upon a handful of complaints - there are far more RE fans who would enjoy more content than a few who don't. So BHVR not making more cosmetics is moreso down to licensing and time constraints, rather than a few people complaining about something that sounds so trivial.
I do think it's strange to complain about cosmetics though. I can understand if people feel 3 RE chapters would be too much. It's not something that I'd object to, but can see their point of view and wouldn't be upset if a third never came. Yet cosmetics? Sounds strange.
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I feel people will deem anything toxic if given half a chance. Some people probably even secretly love to be a victim!
The snowballs are a bit of silly fun. Both sides can lob them. I personally don't see it as toxic.
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And a Merry Christmas to you too!
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I like those more chase-orientated Killers, so I'd definitely want more. However, I also hope DBD explore other avenues for Killers. More stealth and range would be good. Maybe some more inventive powers such as the Singularity, such as a warping Killer. Variety is nearly always a good thing.
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So far, so good! Lots of snowballs and I think I've become a Snowman-using expert, so all is well.
Not as many disconnects as usual which is good. Overall, a good experience.
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Playing comms with friends works because in the vast amount of cases they are friends.
Playing comms against strangers in a game where people happily bm during the game already and is fairly emotionally charged at times will probably not go well.
Those who do not want comms as SoloQ will also probably be singled out by those who do. Some people take things too seriously amd will get snappy.
If somebody wants comms, then they can go and make friends online. Many wish to form swf with others and do that. This forum even has a section that offers the opportunity to meet with others to form an swf.
My guess is that all these aspects have been heard by the devs and it's simply not a priority. I'm happy for that because if I want comms, I'd want it with friends, not randoms.
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Those people are hurting in other aspects of their lives, so whilst they make you feel bad for little bit, remember they are still fuming afterwards and - whilst you can simply move on - they cannot.
Best thing to do is let them fester and move on. Focus on the many who play and are decent individuals and the better aspects of the many trials ahead of you, instead pf the rare ######### many will come across.
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As a randomizer, there's use in the vast majoroty of them, so I'm fine whichever.
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If I was the Entity amd the trials don't work because of this, then time to drag out less pleasant methods of emotion extraction.
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Play to learn, don't play to win. The winning will come naturally the more you play but go into each trial with something to prove: Escape chases from a Killer in one, learn evading in next, learn how to deal with a certain tile another. That way you'll get better naturally and rely more on your abilities than with Perks.
The winning will happen, but by playing trials to learn you will have a much more rewarding and less stressful experience.
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The last time I considered it actual horror was the "Silent Hill" chapter. That held very true to survival horror.
Unfortunately, with brighter maps, meme-ability (people running around as bunnies getting chased by a giant, pink elephant), the familiarity of the trials and such, the survival horror is long gone. Even when "Alien" came out, it didn't have a scare factor.
I doubt it will ever return, but a focus on creating more atmospheric maps with less predictable tiles and placements, maybe with a bit more hide n' seek over running in circles might bring a bit back.
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I'm not so keen as this feels like a punishment and gen placement would still be the best way to go, had the devs programmed the ability to place them better. Certainly, so long as the Killer was not playing for a 3-gen and the Survivors caused the situation themselves, then it makes little sense to punish the Killer for a Survivor-made scenario.
However, the devs did say their upcoming solution is based upon deliberate protection of the 3 closest gens by the Killer which sounds like a second-best scenario and - should this be implimented well - would be a good alternative.
The aim is to prevent Killers from planning defence and patrolling a 3-gen early on, instead of doing their job of killing. The Skull Merchant's old design really brought this to light and it's an unenjoyable style of play, so this would be the way to go.
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I feel a reward for hitting milestones like P50 and P100 mau be nice. Not necessary, but as a "well done" type of thing. A charm, banner, badge or something. Doesn't have to be big because someone playing it so much must enjoy the game to a degree. It would be senseless to do otherwise.
Personally, I'm not bothered either way. The problem arises when BHVR used a reason for not implimenting this as FOMO, which is exactly what happens with some cosmetics. Obviously, rift cosmetics are an exception to this for me, but to put an outfit into the store for a limited period is what I'm refering to.
Again, FOMO isn't that big a thing for me, but BHVR aren't too wise to use this reasoning for not implimenting one thing, yet doing this to another. I feel like that's the biggest snag here.
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It may be a punishment from the Entity to the Killer, whom feels too comfortable when it should be feeling some form of tenseness within the trials or causing emotion. The other Survivors may feel safe to dp gens and the emotions aren't there. So the Entity decides to give the Survivor that edge, causing uncertainty and anxiousness in the Killer.
Basically, during a trial everyone should be on edge - maybe with the exception of the Executioner, although Pyramid Head is basically made of emotion in some respects, so there's yummies to be had there.
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It would be very much reliant on rng and luck.
However, I'd guess it may be the Killer who wins. The reason is we currently have a massive winning streak by a Blight player (was it above 2,000?). He must have played a swf who played as close to perfect or competitively, so the results are there as some loose but plausable evidence.
However, with each rng this will always play a strong factor if both sides are equally "perfect", so any result could happen on any given day. There is no solid answer to this. Fortunately, this is something I doubt will ever happen, not possible.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613707#Comment_3613707
Well, at least if you don't have guilt you are completely safe.
Easy escape.
Mever needed an escape. Just don't kill your significant other and you'll be fine!
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613621#Comment_3613621
https://www.youtube.com/watch?v=aM_dygCIX9I
(Sorry, I had to do it)
Seriously though, let me break it down for you Marc: PH is actually the easiest, because you can just... have no guilt.
Sometimes you aren't haunted by your actions, and if that happens PH is useless against you.
Unfortunately, Pyramid Head will only appear to those who have guilt. Therefore, in a real life situation (and I use that term loosely, considering!) whereby someone has enough guilt to conjure him, then they are the only ones who would face him and thereby be unable to hide.
Those who don't face him because of not enough of the right guilt cannot say they can hide from him in a real situation, since he won't have ever existed. Those who face him will be found.
Basically, the only chance of prolonging your survival is provide enough mannequins from him to have happy time with so he may leave you be for a bit.
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Any Killer can be hidden from in real life, if the person is stealthy and agile enough.
Ironically, the exception would probably be Pyramid Head, being that he's the guilt of the individual he stalks, so if he's your demon then there's no escaping him.
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@Azulra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613136#Comment_3613136
Actually the killer can see Blast Mine- A trapped generator will have a flashbang sitting on top of it emitting faint amounts of smoke to warn the killer that the gen is trapped(although just about no one pays attention to it). That's why occasionally you can find a killer who certainly kicks gens, but will almost always actively avoid kicking trapped gens since some killers do look out for the warning sign.
I never knew that! That's my new learning experience for the day. Thank you for sharing!
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9 emblem points or more equals a win for me. Means I've done enough to help throughout or performed decent enough as Killer.
Often, this reflects in surviving or getting 3-4k anyway, but this feels like a decent measure of doing well and also more a measure of overall performance. I could get a 4k because of 4 absolute beginners and a quick win, but if the emblem points aren't there because of how quick I "won" then it's not a true victory to me. I have to earn it.
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Two things which come to mind regarding the issue of Survivor skill, which feels like it does have long-term issues within the game:
1. The desire to win versus the desire to learn. People wants to win, of course! However, this is prioritised over wanting to learn the game. Learning loops, gaining experience of when to make the save, take the chase or sit on gens .. other things too, but it takes time and people aren't willing to wait long enough for this; searching for wins over gaining experience. This goes to my second point.
2. Perks over skill. To get that win, there is a desire to get all the best perks and this then gets people to become too heavily reliant on those Perks. Sure, Lithe, Sprint Burst and Off the Record are useful, but when someone hasn't got the experience of relying on their own skills at avoiding, evading and out-playing the Killer, they've only gained a few seconds of extra freedom.
I cannot stress how important patience, experience and practice are, as well as how heavily overlooked they are. I wish more people took that view.
Hoping your games get better.
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I'd agree it's not a meme Perk and has its purpose. However, it takes 50% of a gen to activate this so there's a condition. The Killer can also clearly see it, unlike Blast Mine which is a stronger perk.
Chem Trap hinders, but that's about it. It's not overpowered as a Perk and it's usage rate is low (as of writing, Chem Trap has a usage rate of 0.6% and is 0the 79th most used Perk out of 131, according to NightLight). It's fine as is.
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As a fellow SoloQ player, I'd recommend the first thing to do is to keep a note of your Trial results. From experience, despite it feeling like you lose more, you probably are doing better than you think. Negative experiences are naturally going to feel bigger than positive as it's built into all human DNA. It will help keep a better perspective.
I don't like the term "skill issue" as it often comes across as a degtading phrase. What I will say is everyone has the potential to learn more skills and adapt to what is happening. Anyone who feels they have learnt all they have to learn often really mean they have given up or hit a threshhold. Practice makes perfect. Experience and instinct will help you more than any Perk could.
A third thing to consider is to take breaks. If you hit a few losses and start to feel frustrated, leave the game for a while. The experience will not get better without a break for at least a day or two. A fresher mind will mean better performance and a healthier mindset.
There are other tips, but I'll leave you with a quote from Dwight which actually means a lot: "We need to work as a team! I need you to survive so that I can survive". Ultimately, if you want escapes you may need to make some selfish plays at the end, but keep people alive for as long as you can. Take hits or hooks for people on their last legs. The more alive, the better the chances of escape.
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For Killer, I would choose Hex: Ruin. By having a Perk which protects Generators whilst allowing the Killer to focus on chases, it allows more of the interesting parts of being Killer to flourish. I'd bump up the rate of reduction, but would make it so Perks such as Surge or Scourge: Pain Resonance cannot work in sync, to make sure it doesn't become too oppressive. Spending years doing Generators is not fun and would end up in long stand-offs.
For Survivor, it would have to be Decisive Strike. This would punish the Killer for tunnelling, working as a way of reducing one of the more frustrating aspects of Survivor. I'd bump DS maybe up to 6 seconds and have it so the activation time does not reduce in chase, in exchange for a shorter activation time and keep the current status of deactivating after all Generators are done.
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One person I spoke with recently made the simplest solution which was to remove unhooking and skill checks entirely, with the exception of Deliverence and the Face-Camp Unhook mechanic.
The problem is that people will still go AFK or run to a Killer to be re-hooked. However, that way it will be easier to tell if someone is trying to ruin it for others, as well as simplify what to do. As a Killer, I'd just slug 'em and let them bleed of they try to ruin it for the other team.
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https://youtu.be/gov_SBThMgs?si=LUqKBq6URUslu678@UnknownKiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610536#Comment_3610536
Ohh really there is no video of singularity who doesnt play with soma photo
Check your sources before making false statements. I also believe somebody else has also supplied a video.
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@UnknownKiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610072#Comment_3610072
If you need 2 purples to actually make it work its not balanced
You don't, so that's okay.
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Focus less on AMAs where they probably cannot answer any of the questions because of stuff in the pipeline and what they are allowed to say, instead communicating by updates, asking the playerbase for opinions on aspects and surveys on what people want in.
AMAs are really kinda pointless. The nature of questions asked - combined with the limited scope they can answer with - just creates frustration.
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The Hillbilly change for me, because there was absolutely zero reason for a change and the devs even said as much before announcing a change!
It was infuriating because of the extreme lack of logic behind it and trying to even comprehend the change halved my IQ. I think my IQ has to lower even more to actually understand this.
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As Killer, my top 3 underated Perks are:
1. Dark Devotion: This is such a fun Perk to use, both adding stealth as well as unnerving Survivors when the Obsession runs into them. Such a fun confusion perk.
2. Forced Penance: Gets far more usage than some people think, especially with altruism. Also, if everyone is bundling in on you, there's no cooldown to worry about. The effect is pretty strong too.
3. Hex: Two Can Play: This is a fun meme Perk which actually is more useful than some make out. Seeing Survivors running into walls and obstacles after slamming a pallet is just funny to watch.
As for Survivor...
1. Lightweight: I'm certain this is slept on. So many Killers have lost me because of this Perk.
2. No One Left Behind: This is such a great Perk, whenever I make it to the end with this. It feels like I'm cheating, basically. The information is staggering and worth the pay-off in my book.
3. Scene Partner: It just keeps making me laugh for some reason. It's useful, although often can screw me over unless "Calm Spirit" is thrown in the mix. More of a pain when trying to do something, but it's just a stupid, dumb, fun Perk that I cannot help but love.
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@Xendritch said:
Honestly the community is not the best at asking questions I wish they would do more developer updates instead so they can actually talk about things they're allowed to.
This I agree with, mostly. The problem with AMAs is that the amount of questions people can ask is dramatically reduced because of what the devs can actually answer. At the same time the devs know this also, so why do AMAs when the questions cannot be answered?
The updates are what they should be focusing on in regards to communication; asking people for opinions on aspects of the game, such as they are with the maps; putting forward opinions on future changes - that is how they would be best to communicate.
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My guess is they will do something to simplify the power of HUX because some players have stated they find it too challenging to learn.
As someone who has played him, I agree that the Singularity is actually in a good place, once the learning curve was dealt with, as well as on YouTube there are Singularity players who are doing the craziest and most creative plays using HUX. HUX is a decent Killer with a lot of potential.
Maybe the devs will rebalance the EMP/ biopod effectiveness or change the way the biopods work when infecting a Survivor. Not sure how, but it's not because HUX is a weak Killer. Then again, I am probably wrong.
As a side, I'd love the ability to bring up a seperate screen whilst moving to view the Biopods. This will probably make it more complex, chasing and viewing through biopods at the same time, but it would also feel pretty darn powerful!
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The power is more rewarding and offers a different way of playing, rather than running about with a whip. Singularity all the way for me, although I do find Nemesis' zombies a novel addition to Killers. Shame the system currently can't go above just 2 zombies.
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I think of they increased the speed of his chainsaw attack and alter the engravings to accommodate this, then I'd be fine with him. Currently, his Chainsaw Sprint is just too slow and easy to dodge.