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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • Not sure if this is helpful, but I can givenyou some details as a previous gen player on Xbox One. I'm on a London server with very good internet.

    I've not experienced any problems myself, but I have read on here a couple of other PS4 players have issues with lag and such.

    This leads to the possibility this is a PS4 issue only, because if it was a problem with all previous gens not being strong enough I'd also have that problem.

    Whatever it is, I hope it clears up for you.

  • A "Silent Hill: The Room" chapter. This would be an absolutely amazing chapter and quite possibly bring a lot more horror in-game, but Walter Sullivan is not a well-known antagonist, or at least not against the likes of the first 3 games. It would be a missed opportunity though.

    Other chapters in video games I doubt will appear, but would be good additions:

    Eternal Darkness: Sanity's Requiem; Haunting Ground; Fallout; Dino Crisis; Metal Gear Solid; The Suffering; Tormented Souls; Signalis; Condemned: Criminal Origins

    Also, a chapter that has so much potential it's achingly ridiculous is "The Magnus Archives". That podcast really does offer so much that it's unreal.

  • I used to think that, if a killer brought "Survivor Pudding" as an offering, this somehow meant the killer was going to be cracked every time.

  • This is a good example of what is seen in theory is not reflective in practice.

    The graph focuses on one single specific which is rarely encountered in practice.

    Plus, if a Nurse is within Blink reach, it will be of little consolation to the survivor to know that, if they were side by side, they'd be slightly ahead, because that distance is taken in an instant.

    Also, this ignores her ability to phase through objects.

    As a piece of simple information to compare survivors versus the Nurse in a 100m sprint, then this is alright info. However, this plays virtually no role in the trials.

  • I feel they deserve praise for bringing something fresh and different to the table. There are certain things that do happen which hinder killers more (as someone said earlier, avoid Plague-like powers by jumping into the void until it burns out), but the concept opens up fresh possibilities which people ought to be hopeful for in future games:

    For example, this could be a tester for new game modes. Also, as a power, The Old Man SCP killer would greatly benefit from this (were one to be made).

    Personally, they've made a fun Halloween Event, which I feel will be a benchmark for future events, new game mode odeas and even stretching a few power ideas into the mix.

  • By now, the idea of NOED being a controversial perk has all but passed. It doesn't have to be there because another perk exists. It just needs to simply be.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564023#Comment_3564023

    Different type of notifications being talked about.

    They're talking about the audio ques in the game that the killer gets for survivors doing rushed actions like fast vaults and rushing in and out of lockers repeatedly.

    Ah, sorry. My mistake.

  • Even when not taking into account sensitivity to hearing, those notifications can be rather distracting. Depending on the platform and settings there are options to stop notifications. On Xbox there is an option to silence them - I only get the notification when pressing the big X on the controller and see a notification has been sent. Hopefully there are options for other platforms.

    However, it can be annoying, especially if someone is trying to team with the killer to say where a survivor is.

  • I'd be gutted if they did anything to nerf the Dredge. His power in "Nightfall" is a unique and fun power to face and I've always wanted a killer which can toy with the senses.

  • Firstly, welcome!

    Secondly, this is probably fine here, but there's a section called "Community Creations" where you can put these ideas and expand on them if you wish.

    Also, never thought the cast of "The Bug Bang Theory" would be a suggestion here! Sheldon being chased seems kinda funny to me, for some reason.

  • Appreciate the review. Also, cannot wait for Naughty Bear!

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  • The "it's boring" comment often comes from a place where the individual saying this is deflated, beaten and a little fearful that they find something difficult. It's especially hurtful when someone becomes anxious, knowing others somehow deal better with the problem.

    Effectively, it's the "flight" aspect in "fight or flight". Someone finds it difficult, so they push away and what better way of creating distance than saying: "I'm bored now, time to move on".

    However, I'm sympathetic to those who do say this. Sure, some of it just comes down to a sense of narcissism, but there's also the stigma of feeling laughed at. For example, someone who has difficulty against a Wraith will feel anxious because others may go: "Ah, Wraith is a piece of piss!".

    There's only one killer that, in her previous incarnation, could be deemed objectively boring (Skull Merchant), but now that's changed.

  • I'm not really fussed whether it's FNAF or not, but personally it's not scary for me and BHVR visual designers have proven themselves very adapt, so they'd probably make a far better animatronic killer.

    There are still many potential killers out there in the world of video games who would make killers which would be more interesting to me. To name a few:

    Walter Sullivan (Silent Hill 4); Daniella (Haunting Ground); Pious Augustus (Eternal Darkness); Big Daddy (Bioshock); Vaas (Far Cry 3); Scarecrow (Arkham Knight); Ruvik/ Stefano Valentini w. Obscura (The Evil Within series); Bloody Mary (The Wolf Among Us); Lady Dimitrescu/ Jack Baker (Resident Evil series); Psycho Mantis (MGS); Vladimir Makarov (CoD); Mr Scratch (Alan Wake); Stalker (Amnesia series)

    Basically, BHVR haven't even scratched the surface of potential in video game killers. I've highly likely missed out some really obvious ones too.

  • As a randomizer I barely would get the chance.

    However, were I to choose, I wouldn't do this. Putting all perks into 1 pot sounds like overkill. I'd rather choose a set of perks which would focus on at least 2 separate aspects so I can be useful in more ways than jumping and running from a vault.

    Besides, when playing as killer I've caught survivors who, after checking the results pages, were decked in those builds and didn't find that it benefitted them much.

    Way better to split perk builds to focus on a couple of aspects, rather than lob all eggs into one basket.

  • As a survivor, I want a killer who is trying to kill me. Killers messing about is fine on a rare occasion, but mostly it feels like a wasted trial for me. Sure, some enjoy it and I won't be upset if they get what they want rarely, but if it happens more than not it feels tedious and a waste of time for me.

    As a killer, I go for hooks and kills and play the game as a killer. I may meme a little bit if something funny happens during the trial and I will help survivors if a bug traps them (I remember that bloody hill glitch where a dip would trap someone!), but ultimately I'll play as a killer would.

  • @Hunkulese said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560398#Comment_3560398

    Not really. If you ignore the hyperbolic nonsense like THE SKULL MERCHANT IS DEAD, most knowledgeable players have pretty much nailed how a killer will play on day one. Who was the last killer who significantly moved up or down with people's opinion of their power after the first few days? I can't think of anyone. Skull Merchant isn't like a Blight or Wesker where there is tech to figure out. It's pretty easy to see her potential.

    Yet there are still conflicting ideas as to whether she will be good or not. After a few days there are YouTubers talking about her being good or bad, so there is a clear difference of opinion. If there is a clear difference, then there's no substantial conclusion either way.

    Personally, she looks a lot more fun than before. That's the most important part.

  • It's just Steam, albeit the drop is significant. So we can only go on Steam players with this data and merely assume what is happening with others.

    There's many reasons, but I would say media may be one of the main reasons. A couple of streamers announced they were leaving the game and a majoroty of DBD videos were either focusing on salty experiences, or at least felt moreso than usual. The atmosphere has certainly been darker than usual.

    Also, a few new big games came out on Steam, so many would be playing those more.

    What surprises me is that DBD had arguably one of the biggest licenses it ever had, yet it resulted in a loss of players, when every recent license (at least since Silent Hill) has had major gains, even if player numbers fell after. This is a really puzzling aspect, since it should have pulled.

    Bizarrely, "Alien" could be the first time a licensed chapter has been a failure, despite being a pretty good quality chapter, at least from the perspective of Steam. That's the worrying aspect, rather than the lowest average number. The peak player number is lowest since April 2023, so that's not so bad.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560398#Comment_3560398

    Well, just seeing the evidence, comp players have given a quick and accurate opinion on the recent 4-5 killer releases, so if we go by track record the only thing that happens is that the people eho said "give the killer more time" ended up agreeing with comp players day one opinion or still live in copium somehow everyone is wrong and they are the only ones who see the real picture about that killer.

    If some see something in a killer that others cannot, then there is clearly something. As mentioned before, it takes time to properly evaluate a killer.

    Besides, the vast, vast majority of players are not comp, so what matters more is the impact this killer has on that vast majority, not the select few. Also, many parrot a lot of what others say as gospel without trying to find out themselves. I prefer to find out myself and see how they are, compared to others.

  • @Hunkulese said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560153#Comment_3560153

    While what you're saying is true to an extent, people have figured out DBD by now. For those of us with thousands of hours in the game, it's pretty easy to accurately determine a killer's power level and potential after a few games.

    She's one of the better M1 killers and perfectly viable, but still a low tier killer and probably won't be a ton of fun to play as or against. I doubt much of that is going to change.

    I'd argue that people who have played the game longer than most are actually at risk of being stuck in their ways and assume they know better than they actually do, resulting in - not necessarily being unable to understand - but unwilling to look at things from different, fresher perspectives.

    It's not uncommon; look at jobs where experienced workers often overlook things newer employees find, despite them believing the experience they have gathered over the years should prove them the expert. Happens quite a bit in the care profession.

    As with any killer, it takes time to properly assess a killer and to learn new ways to utilise them. Some people feel she's crap, whilst others believe she has untapped potential. Time will tell.

  • For a licensed map, it's Midwich for me. There is something about how much effort and detail that went into it which makes me believes it was a labour of love by the designers that has not been replicated on any other licensed map.

    For the original maps, aesthetically the Temple of Purgation stands out, like a ruin found in the middle of the forest, complete with ruined remains around it.

  • She feels like a revamped killer where people take a bit more than a few hours to get used to and master.

    For all the talk of DBD needing hundreds of hours to be good at, it seems crazy to immediately know how a killer is after only a few hours of their power being redesigned.

    Let people adjust to her and learn her. She has a fair bit of potential and I can see a few ways she can excel. Certainly way better than the dross of the original power.

  • Lake View Hotel - Silent Hill series

    Nowhere - Silent Hill series

    Nerve Gas House - Saw series

    Fiorina "Fury" 161 - Alien series

    Izu Pacific Land Resort - Ringu series

  • Considering killers have different abilities, you have to have a few "standards" for different categories.

    The Oni and the Dredge are 2 which stand out for me in terms of chase and teleport categories. Oddly, the Singularity also has potential for a teleporting/chase hybrid.

    Problem is is how does the "standard" work in terms of balance for future killers, whilst not making a bunch of closely-repetitive powers? I'd prefer a varied mix overall.

  • Regrettably, calling someone out online doesn't do anything to alter their future actions because they're still protected by anonymity. All that happens is a war of words and - unless someone decides to say something bannable - no changes.

    The main thing to remember though is that whoever starts the toxicity never can win the argument. They already have revealed weakness in doing so.

  • I thought the Dredge was made by the Entity, or even a teeny tiny part of the Entity that grew from the feeding frenzy of the fear on that cultish holiday island. If so, it probably has drifted across timescapes as part of the Entity's subtle treks, absorbing the pain and horror, taking parts and victims to convert into its mass.

  • Amongst a couple of people who wrote that the Entity conjures maps based upon memories, it was also explained earlier on to not understand how things are organised. It cannot replicate exactly because it doesn't know how. Instead, things are warped from people's minds and manifest in a way the Entity interprets, without knowing the function.

    This is why in the realms of The Wraith's memories, walls are made of crushed cars and parts. The Entity knows of those cars, but not what they were there for, nor does it really care. It just pastes things into a trial area. Likewise, Midwich is even more gory and messed up, probably because of Cheryl's memories but also not fully understanding the gore. Heck, even chairs hang about for no reason!

    The bathroom area was lobbed in because it must have been conjured from Amanda's mind. Then it was shoved in as part of the trial. The Entity isn't interested about accurate representations, nor real meaning. It just wants to feed.

  • For me, nearly any killer can be fun depending on a trial-by-trial basis. I have had some amazingly dull matches against Oni (who I would consider is my favourite killer and the one who is built for excitement!). In fact, every killer - with the exception of Skull Merchant - have given me both exciting and boring matches.

    It is all subjective, but a massive reason for how interesting a trial will be is largely based upon a lot of factors in the person who is playing the killer, what survivors I'm with and what the rng gods offer.

  • Out of the perks:

    "Area of Effect" is my favourite. It can be especially useful against people trying to wait out and stealth enough to be able to use an Endurance effect. It's a good chase-related perk that isn't about speed. I like this.

    "Stealth is Wealth" looks fun, but like "Trail of Torment" I would put a cooldown on this perk. It feels too strong to be activated at will with a hook. The cooldown will also stop quick uses when someone may wish to trade.

    "Hex: Postponed" is what a Hex should be: powerful, but with the risk of being snuffed out. It's like when older Hexes were strong, like old "Ruin", "Devour Hope" and "No One Escapes Death", but all risk the possibility of a quick snuff and a vacant perk. A lot of newer hex perks seemed a bit wimpy in comparison, so I'm all for this.


    The power feels a little redone from Wesker, with slightly different effects and built-in Brutal Strength, so it didn't strike me as an exciting power because it didn't standout as unique. I also feel that getting tokens feels a little easy. I'd increase the number of tokens a bit in the current state, or rethink the power into something that makes it a bit more unique.

    However, the perks I do like! Great work with those!

  • It's healthy to take breaks from the game, even small ones. There are so many games - both classic and new - to explore and, as with any game, spending too much time will make any game boring.

    Quite a few took the piss out of Cote when he made the "Civilization" remark, but the truth was (and still is) that Cote was correct and those people just bumbled over the remark without thinking. Breaks are important and so too is pkaying a couple of games alongside each other.

    So, is DBD objectively boring? No, it's not. Can over-exposure to the game make it boring subjectively? Absolutely.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558022#Comment_3558022

    Part of the lack of diversity in survivor perks is based on gameplay. Camping and tunneling in particular are base kit and also so prevalent that the only thing you are guaranteed to do in a random public game is be chased.

    You could bring a full gen rush setup, then be immediately tunneled out of the game without ever touching a gen.

    Same thing with totem builds, healing and team support builds, meme builds, etc. In not even that many games, you'll randomly get a match where you're effectively playing perkless because you just get tunneled immediately.

    Since anti tunnel is effectively only endurance now, and it's trivial to disable it by hitting immediately off hook, your only real answer to it is to make chases as long as you possibly can. You're guaranteed value with chase perks, even if you are hard tunneled from the start... (especially if you're hard tunneled from the start).

    That's very true. People will sometimes heap their builds with these type of perks though and whilst it would help in chase, it becomes much less useful when healing, gens, defence and such.

    It would be nice to see more variety though. I've faced survivors with nothing but chase builds, but once you know more than one survivor is decked in it, I attack by prolonging the game. A player benefits more from builds that allow different strategies than just one.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557623#Comment_3557623

    I've pointed this out a few times on here. IMO it shows how rare it is for survivors to get decent, actually helpful perks. Killers will equip those perks they perceive will help them get a 4k - gen regression makes sense, as the longer a game goes on, the more opportunity to have survivors burn through resources/pallets. Survivors appear to equip chase perks more, to help them last longer in chase/loops and to hopefully buy their team time to get gens done. So the only recent perk on the list being MFT makes sense. It's a decent chase perk.

    @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557623#Comment_3557623

    I suspect it’s because survivors don’t usually get good perks. When they do, they’re typically nerfed into being either bad, situationally niche, or meme; perks that in no case will help survivors escape most trials and more often than not are actually detrimental. This seems to be a relatively recent phenomenon (like within the last 2-3 years).

    Both of you make good points and it's also interesting to note the survivor perks are almost exclusively involved with chase, whilst the killer role is more varied, although their top 3 are focused on gen regression.

    Offering a Devil's advocate stance, is this choice because a lot of players who play survivor aren't confident enough in chase and anticipate quick downs without those perks, when the trials may actually not be so difficult? If those who are playing survivor focused on maybe taking just one chase perk and fill the other 3 slots with perks based on auras or gens, would the outcome always be identical?

    I only say this because, as a randomizer, it's noted that a less chosen perk like Bond or Blood Pact has been a major reason for success and, if I had substituted a meta perk fpr those, the outcome may have been so much different. By the way, just to reassure you, I acknowledge Blood Pact isn't up to the standard of, say, Lithe by a long shot, but it's an example of perks being more useful than first imagined.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557667#Comment_3557667

    Truth been said.

    The thing is, survivor feel much less stressful and chill the killer, no matter the outcome. I wonder why that is and how to change that factor. I can sympatice with killer mains tbh even i often sound like a complete survivor player, because those games can feel very unpleasent.

    The problem is, that i dont think it has anything to do with balance. It might be the overall nature of the game. But the big question still stands: What can the devs do, to change stressful killer games , or is it just ment to be that way?

    For example, when i watch the Streamer TrueTalent, he always seems to be in this situation i have discribed, at least when he plays killer. Eventually he will (or already has) burned out on DbD because of that. I am not a Truetalent fan , but i know what he actually means when he complains about killer experience. His problem is that he can not sort his feelings correctly. In his mind the game is unballanced, and thats why he has this bad killer experience.

    Your question and example using Tru feels linked from a psychological point of view. Your watching someone who has some strong influence on people playing DBD and observing how they are being affected. This reinforces your standpoint, but it's also true that this may be a strong part of what made you feel anxious in the first place.

    It's a reinforcer, but what may help is realising his perception on the game is just that. Tru talks about a lot of negative things in his streams and watching enough will seep the negativity into your viewpoint. People are often affected by external forces, whether they're conscious of it or not.

    For me, I watch more humourous or positive videos. HybridPanda, Ohmwrecker, Negoose and CoconutRTS are videos I watch, which focus less on the mechanical and depressing nature, and focus more on positive or relaxed approaches. HybridPanda is chilled and focuses on community art, news and testing the Shrine perks out; Ohmwrecker feels like your the character in the game rather than a player; Negoose is just laid back and focuses on the trial, not the complaints; and CoconutRTS is basically a made scientist.

    Try watching YouTubers like those and you may feel a more positive outlook towards the game.

  • It's good they've given it a complete rework to be something which can be of significant benefit to the killer, as well as this rewarding splitting hooks.

    This actually feels not only like a stronger perk, but also a healthier perk for the game!

  • I don't send friend requests, but I've had many nice chats post-game with some great people from both sides.

    It does add extra weight that the side someone chooses doesn't prove what type of person they are. It's always about the type of person they are.

  • Although I've not had that level of fear regarding a role before, it's understandable why some feel this way. It stems from the basic fear of the unknown, mixed with some historical or rumoured fears of experience or hearsay.

    It may not be of the actual trial itself, but a fear of what might happen, whether it's being bullied or endgame salt. This is common with many other situations: that is to say the fear of what may is rarely smaller than fear within. It's like a bungie jump for me: the idea is terrifying with all the what-ifs, but when actually doing it then it feels great!

    It often comes down to what you unconsciously are telling yourself beforehand, as the mind likes to avoid any pain or stress where possible to keep you safe so the fear works as a shield.

    It depends on the situation but, in a game such as this where you have an interest in the killer role, the best thing is to push through the waiting part at the beginning. Distract yourself with your phone or chatting with someone whilst waiting. Get that pre-game nerves out of the way and dive straight in. When it becomes clearer that the bad aspects aren't as common as you feel, it gets easier.

    It's down to you at the end of the day though. There's no shame in it. It's a case of creating a new viewpoint of the game, away from the fear of the unknown. I wish you well.

  • I've always supported Nightlight as another source of info. Before it, quite a few people believed the Steam chart was a good measuring stick of the game as a whole but the PC was only one of several ways to play it so I could never understand why people clung to this so.

    Nightlight of course is reliant on player participation and what data to put in, but in order for enough data to be manipulated to reflect a bias over real results would require thousands and thousands of players to be in on it and I just can't see people doing that so cohesively.

    It's a useful source to get information from.

  • The hook stand-offs were a pain in the arse for me. The change has been for better. If the survivor is healthy, it mostly becomes a trade anyway in those situations. It just happens quicker than both sides staring gormlessly at each other for 30 seconds whilst the hooked just gets bored.

    However, I wouldn't have an issue if they brought the grab back if an injured survivor is rescuing. They're going down anyway, so may as well put that back on.

  • Deja Vu - before the gen speed upgrade - had a decent bit of intelligence gathering, showing people where the closest 3 gens were to each other. Whilst I understood why the change was made at the time, I do agree it's time to revert it.

    It's not especially strong as it is, but I would have no qualms with reverting Deja Vu to an older version where it would show the 3 closest gens to each other for 30/45/60 seconds (I might be wrong about the time).

    At least from my perspective, that was more than enough time for me to know which gens I should go for. I have a slight issue with perks which offer more than one effect. It's the reason I don't like MFT. I'd be happier if perks stuck to just 1 bonus.

  • The Singularity has appeared a few times recently. As someone earlier mentioned here, you can quickly tell if the player is learning or has decent experience with HUX-A7-13. It's a harder killer to get used to (and certainly it does not have the ease of learning that a killer like Trapper has), but it's worth the pay-off. It depends on how much patience someone will have to learn it.

  • What interests me is the diversity of perks throughout the years varies largely between survivor and killer.

    Of the survivor perks, only 1 is relatively recent (MFT). Then there's a long gap to Windows Of Opportunity, and the rest are basically either from DBD's first year, with maybe a couple from the second year.

    The killer perks are more varied. There are a couple of early ones such as NOED and Sloppy Butcher, but the rest are spread throughout the ages, with the most recent (Nowhere To Hide) was just last year.

    This may be because more players on the survivor side will be using the original perks than on the killer side, but it's still interesting as to how differing this is between the two roles.

  • These are 3 perks that came to me today, based upon a killer who is was a magician. No idea of the power, but the perks seemed interesting. Some of the names come from magician terms. Apologies if any have been mentioned before:


    1. Palming

    There is nothing so satisfying as a simple vanishing act.

    You start with 3 tokens and can hold up to a maximum of 3/4/5 tokens. Whenever a survivor perk would have revealed your location, your aura will not show. If multiple survivor perks act at the same time, this uses just 1 token. Gain tokens by every time you injure or down a survivor by a basic attack.

    "Now, to make this member of the audience truely disappear!"


    2. The French Drop

    Misguiding is like gaslighting. It's all about where you want them to look.

    When in chase, the perk activates. Stand still and face the direction you wish to work the perk before pressing the secondary action button. Your terror radius will move at a speed of 4.6m in the direction you faced for 10/13/16 seconds. Whilst the terror radius is moving, you become undetectable. This perk has a 60 second cooldown. (Good for making survivors think you are moving away from them, and also may worry survivors in the other direction).

    "You saw me put it there. How can you doubt that?"


    3. Servante

    Knowledge of incorporating props in shows can lead to nasty surprises.

    At the start of the match, 3 pallets light up as rigged. Once any of these pallet is destroyed you gain a token where you can interact with any unused pallet to rig it. If a survivor stuns you with a highlighted pallet, the pallets springs straight back up and smashing. The killer is still stunned, but the survivor screams, reveals killer instinct for 6 seconds and suffers from both the blindness and deafened effects for 20/25/30 seconds. Survivor vision also blurs, similar to the Clown bottle effect for a few seconds.

    "Be careful with that. We wouldn't want any unfortunate accidents, would we?"

  • For me, it's not really concerning. The way I approach this - should Kindred or some other killer-observing perk not be equipt - is when somebody is hooked I'll look at the HUD.

    If there is at least 1 survivor doing gens, I will take the initiative to look for a save. If I am doing gens and see on the HUD someone is not doing anything, I assume they are approaching to save. In multiple matches this has proven correct. That way, time isn't being wasted badly because at least 1 survivor is always progressing the trial to a conclusion.

    The hooked survivor can wave their arms to let others know when a killer is near or gone. Although this varies from person to person, it still is useful. 2nd stage is different, but I don't want to be handfed everything. It's a reason I don't do SWF. If it bothered me, I'd just play with friends.

  • Out of all the perks the most helpful perk out of both sides that has secured me the most noticeable and useful benefit has to be Bond. That perk has been so immensely useful for me, even now.

  • It's certainly a hit, which may be down to a few factors. A big factor is the volume of new, enticing games that have dropped onto the Steam catalogue. Others could be a couple of announcements from DBD creators who want to move away, frustrations with BHVR, the community poisoning itself and other issues.

    What may be interesting is this Halloween event. The clips of what appears to be a completely new map may mean a new game mode is being tested as part of the event, which may bring a fair few back, even if it's just out of curiosity.

    The event may change the fall, but for now it's certainly a drop that, even if just for Steam charts, needs some attention.

  • I'm hoping they'll bring some more Boons or Scourge Hook perks, as they have plenty of opportunities available to them. It's quite odd that no more have been reintroduced for some time. Let's hope that some are due soon.

  • She may need her drones to spin faster than they currently do. Other than in a chase, a player just needs to stand still whilst the scanner passes them and, even when scouting, it feels too slow.

    If the drone was to move from its position within a few metres, that may also add some unpredictability.

    She's certainly healthier for the game than the obnoxious power she had before, but the Skull Merchant may need some more tuning prior to the mid-chapter. Currently, the biggest issue will be whether there are enough players interested in playing her.

  • I just liked the play with rhyming and it also showing my prefered way of playing.

  • For me, this is a game best enjoyed in bouts. That is to play it every now and again, but do not become embroiled in it. It's easy to be worn down by negative experiences or people.

    I've seen a couple of streamers wishing to move on and, alongside game fatigue, I do put it down to being enveloped within the ways some players or streamers are. One streamer said they were leaving DBD, citing the toxicity of the players he would call out played no part, yet their body language gave so many contra-indications to this it was unreal. It would only be speculation as to why they would try to cover this, but when a job is so engrossed in dealing with negativity and lack of variety, it will never not affect people.

    For me, the game is still fun, which is mainly down to my approach towards this. Some others become too absorbed, too meticulous, too much buried under the weight of bad experiences that the perception becomes skewed.

    Despite all this, BHVR need to look at ways of making this game fresh and addressing the problems within. Not to say it's their fault (because for me the playerbase is the main reason this game would be suffering), but since some of the playerbase will always be too stubborn to change, they're the only ones who can realistically do anything about this.

    It's not any major issue overall, but freshness is needed.

  • I like them all, but as a solo player "Lucky Star" would be very useful and the chemical trap is just fun.

  • It's just more fun and brings about epic stories when they work! If not, I have a good laugh about it and move on.

    I'm also a "not-fussed" player as it's just a game, but that usually means I'm more inclined to take risks.

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