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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • As "justified" is meaning "having a good reason for something", I would say no.

    Sally was badly manipulated and broken by the asylum she was in. The dream crushed her entirely and she became fixated on cleansing the asylum. That's not a good reason - that's her being unable to think reasonably. There was no cleansing needed, the patients did not want to die and the only motove for her was corrupted. So I'd have to say her actions were unjustified.

    However, that's not to say that her deeds were not understandable. Understandable isn't the same as justified though.

  • It could work, but with offerings already doing that they would probably need to do far more than offer another 100%.

    You could have an incentive perk which offers a bigger reward if an objective is met. For example:

    1. If the killer is able to hook each survivor in the basement once during the trial, the bloodweb becomes 30% cheaper when accessed until the player starts their next trial. So, depending on how many BP someone has, they could plough through blood webs and get lots more stuff.

    2. If a survivor is able to escape a trial with a chalice (chalice appears in a chest and is part pf the perk for sake of this example), for the next 10 bloodwebs, brown bloodweb rewards are removed, meaning more of all the other coloured rewards appear.

  • Various books by James Herbert are extremely good at creating visceral horror and imagery. I remember reading "The Fog" which contained some rather grotesque scenes and a sickly feel throughout. Definitely check that author out!

    Also - and you may already be aware of this - but "I have no mouth and I must scream" also hits hard.

  • I'd like to throw a couple of twists in, including introducing lesser known characters, creating a coupke of plot twists and a surprising ending that links to another universe entirely to make it interesting. So...

    Survivors:


    Benedict Baker - Neil Patrick Harris

    Vigo - Benedict Cumberbatch


    Dwight Fairfield - Dylan O'Brien

    Meg Thomas - Katherine McNamara

    Claudette Morel - Ayo Edebiri

    Jake Park - Justin H. Min

    Nea Karlsson - Ruby Rose

    Ace Visconti - Lin-Manuel Miranda

    Feng Min - Lana Condor

    David King - Tom Hardy

    Vittorio Toscano - Jeffrey Dean Morgan

    Andy - Daniel Kaluuya

    Nikki - Brooke Satchwell

    Nicolas Cage - Nicolas Cage


    Killers:

    Evan MacMillan/The Trapper - Braun Strowman

    Philip Ojomo/The Wraith - Adewale Akinnuoye-Agbaje

    Sally Smithson/The Nurse - Jessica Chastain

    Anna/The Huntress - Maria Wattel

    Herman Carter/The Doctor - Djimon Hounsou

    Bubba Sawyer/The Cannibal - Andrew Bryniarski

    Pyramid Head/The Executioner - Robert Maillet

    Talbot Grimes/The Blight - James McAvoy

    Adam Francis/The Teacher - Regé-Jean Page (plot twist!)


    The Twist:

    Jon/The Archivist - Dev Patel (big plot twist - link to Magnus Archives)

  • I don't have a particular favourite killer to have, but my money is on Predator. It would be a good excuse for a Predator-Xenomorph skin for a start, alongside the 2 large franchises are strongly linked.

    As a side, another opportunity for a cool Xenomorph skin would be the unlikely addition of Baraka from "Mortal Kombat", for the Xenomorph-Tarkatan skin. Of course, it would have to be the Baraka from the old MK storyline, since his allegiance change in the new era.

  • For licensed characters: Ellen Ripley

    Up until the "Alien" chapter, Cheryl Mason was top. However, Ripley was an absolutely amazing character who subverted the idea of the heroine and how they were often depicted. She's gutsy, intelligent, strong .. pretty much every good quality to have in a protagonist role. Sigourney Weaver was an absolutely titan in that role and, although Weaver isn't the VA for Ellen here, the spirit definitely lives on.

    Honorable mentions: Cheryl Mason, Nicolas Cage


    For non-licensed character: Yui Kimura

    Closely followed by Jeffrey Johansen, Yui Kimura is a great character with great lore and also a fun collection of perks. Again, she's a powerful individual who had obstacles to overcome and proven herself as a fight. Also part of a great chapter alongside The Oni.

    Honorable mentions: Jeffrey Johansen, Dwight Fairfield

  • 1. More map-interractive elements, where both killer and survivor can set up distractions or small traps to gain the edge over the other.

    2. Different objectives, based on the map. For example, MacMillan may have generators to open the gates, but each realm has its own missions. As a rough idea, Lery's could be to do with experimenting on "patients" within the grounds, the swamp maps could have more magical or curse-related elements to create an incantation to escape, or Midwich could be a number of surreal puzzles. Would rrquire a lot of work, but then each trial would feel different.

    3. Effects, such as weather, which have an impact on killer or survivor in different ways.

    4. Gathering items within a trial which can be later used to create add-ons or items, both within the trial and outside of the trial. These items could even create effects not usually expected or newly developed for rare purposes, like a toolbox that can also be used to stun a killer by slamming it at them, or the Trapper can create a once-only use trap which launches at a nearby survivor, injuring them in the process.

  • When SoloQ has a great, closely-contested trial, there is literally nothing that surpasses it. Absolutely agree!

  • Suddenly, the game turns into Danganrompa, with the killer and remaining survivors entering a trial hosted by a Monokuma Entity. If the killer is found guilty, the game continues. If one of the survivors are guilty, instant Mori with that weird Danganrompa execution music in the background.

    DBD meets courtroom drama. A new genre surfaces!

  • They could make a tiered system, such as you described, but resets if you rehook somebody before you finished hooking the other 3.

    Using your example, the first goes as you say with a 500BP bonus, but if you hook Dwight - Claudette - Dwight, it goes back to the original value because Dwight was rehooked before Nea and Jake.

    However it's done, anything which rewards killers for spreading the "love", gives survivors a bit more respite who have just been hooked and overall promotes a playstyle which could only benefit both sides will always be a good idea in my book.

  • @TotemSeeker91 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549007#Comment_3549007

    We are hoomans, we make mistakes or get sidetracked sometimes

    Indeed, hoomans we are, and from mistakes we learn.

  • Firstly, I like your outlook and desire for a better community. Quite a few players take this game so seriously to the extent that they are ruined by it. Every imagined slight feels like someone insulted their heritage. It's pretty painful to see. What is sadder is that those who decide to take out their anger on others still simmer even after doing so. It never truely goes away until they acknowledge they are the only ones who can make it better.

    There are a couple of other things:

    Streamers can be a force for good or toxicity in this game. I prefer streamers like HybridPanda, Ohmwrecker or Coconut because they focus more on the games, silly builds or news. They're fun amd entertaining. Then there are others with a different agenda.

    Some streamers will focus on toxicity in the game. Often focusing on other streamers who act disgustingly, they use them as examples or content. Maybe some have good intentions, calling out this behaviour to say it's not okay. However, I'm not sure they understand their audience. People become motivated to play to teach others a lesson and make an example, rather than enjoy. The negativity spreads. Emotions heighten. People even revere those who are being called out, because they see something in them.

    I feel streamers need to move attention away from the trolls and more towards the wholesome and funny ones. Focus more on the positive aspects such as "Light in the Fog" or more enjoyable things. Make people feel good and are going to play the game with a good time in mind, rather than go in with this darkened view of what players may be out there.

    There are other things, but this has gone on for a bit already, so I'll call it here for now. Keep positive! Well done on promoting this.

  • @BubbaDredge said:

    Yeah, I"ve been playing since Leatherface, I like it more now than ever.

    Only played survivor once, didn't like it, too scary.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549122#Comment_3549122

    I think you're on to something. Since our skills in DBD don't carry over to other games much, I think lots of players get good enough to compete and if they quit, they feel like they wasted their time, so they play despite not wanting to. FPS players, etc, can just move to the new one everyone's playing. In our genre DBD is always the one everyone's playing.

    I play all the time unless I want to play something else or not at all. I get into an SP game, you won't see me until I get tired of it, then I'll be back. To me, DBD is the game that's a breath of fresh air, it's the only multiplayer game I play.

    My other favorite game, Project Zomboid, that's the game that abuses me emotionally. Play a character for 2 months, stock up on everything, learn to do everything, die. A ten minute trial with NOTHING to lose? Trials are like potato chips, I'll have a couple more, won't spoil dinner.

    I just don't get why so many players take this game so seriously without loving it. I love it more than most players, I take none of it seriously. Never ever.

    This is the thing we do to get away from the things in life we don't enjoy.

    There's always a chase for being optimal. I don't blame people for wanting that because people want to get as good as they can. However, that quest becomes all-consuming. One bad game of getting destroyed, one game against bad behaviours, one game with a toxic comment, one game where a team mate may screw them over ... all these can get someone upset because one thing this does is break that illusion of being skilled enough.

    This game is largely governed by luck; moreso than skill. Unless somebody dedicates their life to this game, people will lose and lose often. Take this into consideration and focus on just doing well and the game becomes a lot of fun.

    I don't care about meta builds and knowing how much percentage of a second I can shave off. I just go into every game on a completely randomised build. The game feels so much better for it and sometimes those lesser perks that appear can even be the main reason why I won. In a game where luck governs, it's no surprise playing in a random way is better than some may think.

  • @Nun_So_Vile said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549129#Comment_3549129

    Any tips you'd share? I've watched a few of Otz guides he put out on him but I'd like to hear from a Coney (Console Oni).

    Just practice a lot and find your own balance, but as for a few tips:

    1. Crank the sensitivity up to max to make flicks better.

    2. You can turn a flick at 90 degree, from what I have estimated. Try round the corner flicks first.

    3. Injure over down where possible. Get blood orbs absolutely everywhere and especially when you do down someone, unless you know where another survivor is exactly, pick them up and hook. Save up the power so you can get back into demon mode quicker.

    However, as mentioned before, the best way to learn is practice and try as many flicks and tricks as possible. It increases your confidence and will make you so much better.

  • @Maelstrom808 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549111#Comment_3549111

    Well, I guess we can file it under an accessibility option for us dumb people. I can do rudimentary math and I can count hooks just fine. The problem is retaining that information in a flood of other information as well or remembering if the survivor you hooked was the Meg with the grey pants or the Meg with the same outfit but slightly darker grey pants.

    No need. You're not dumb, but you may not be fully focused on the game, which happens to every single player. It's not a crime nor unusual. However, I admire the jump you made to that conclusion when I had earlier said not being able to keep up is due to other distractions.

  • I play on the Xbox One and although he can be a tricky one to get used to, especially with the flicks, once you do adjust he is a really great killer to play. My favourite killer in the game currently.

  • Alongside a perk already existing, poor Bill won't have anything unique to him soon!

    I feel this would probably ruin the endgame. If the killer had this offering too (which would be only fair under the circumstances) it would just be messy.

    The system is good as it already is.

  • As a 50/50 player, both sides are still a lot of fun. My belief as to why some become jaded is because some people may play beyond the point of enjoyment.

    Remember when Cote was berated for suggesting if people are not having fun then they either try the other side or play something else for a bit? He had a damn good point. People shouldn't play something they don't have fun with, yet neither does that mean giving up on the game entirely. Take a break, or play it alongside another game. Those who mocked him hadn't thought his comment through.

    Killer is still fun. I'm back on Trapper and even without the buffs the role is absolutely not unplayable. He's one of the weakest too! Best thing is to take a break if it's frustrating you. A clearer, refreshed perspective may help rejuvinate the enjoyment.

  • @Maelstrom808 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549007#Comment_3549007

    Playing killer well, especially if your trying to rotate hooks means keeping track of:

    - The locations and activities of each survivor.

    - Which cosmetic model applies to each survivor.

    - Suspected perk and item loadouts of each survivor.

    - Status of each generator.

    - Status of key environmental objects (God pallets, breakable walls.)

    - Map layout for this particular game.

    - Status and location of killer objects (totems, traps, etc.)

    - and of course as is being discussed individual hook status of each survivor.

    All while constantly re-evaluating your approach to the macro game as well as thinking through the micro game in chase.

    It's a bit more taxing than just "rudimentary knowledge of mathmatics".

    It's really not as complex as you make it. As with anything, the brain is processing many things at once. It's really impressive how much it can deal with and certainly all the examples you gave are there for the vast majority. The brain will retain what the most important bits of information are.

    Counting hooks is rudimentary maths. It takes little use of the mind. You'd only not know if you weren't being aware (by that I mean that someone is distracted by something beyond the game mostly, like what to do later or not involved enough to care).

  • I wouldn't feel any changes are needed for seeing hook stages, since there is already a counter for overall hook stages and I presume most people playing will have a memory and the rudimentary knowledge of mathematics to keep track regardless.

    It feels unnecessary to me, because all it would do at most is encourage a small handful of killers to target survivors. It doesn't really add anything more beneficial.

    Basically, there are more pressing matters for BHVR to be pushing ahead with than something which will really do nothing overall.

  • A dirty one might be Pyramid Head and the Xenomorph.

    If tormented and downed, Pyramid Head sends the survivor to a cage which will be fairly clear as to where it goes, then the Xenomorph uses the tunnel to get there to intercept saves or quickly down the survivor.

    Of course, you'd need to torment first, but otherwise it's quick.


    For the non-licensed killers, I'd say The Singularity and The Blight. The Singularity plants pods everywhere without need to teleport, but merely observe, so The Blight knows exactly where to go quickly amd end survivors.

  • I don't think it's in the pipeline and there is only so much which can be done honestly. There's only so much that can protect a survivor fairly before it becomes overly unbalanced.

    As a side, I do wonder whether the anti-tunnel kit in place made things more obvious. Before, killers had to guess if a survivor had BT. Some would tunnel anyway, but others felt that targetting the rescuer may be quicker. Now, killers just need to count to 10 then hit. Many survivors don't arm themselves with DS like before (I know it's been weakened now), when before it was put in place as a back-up. The BT basekit in place gives a false sense of protection now. Also, people use the given NT as a shield. Most killers see through this and basically punish this with a quick hook.

    The endurance effect could probably be replaced by a brief 3 seconds of no collision, but instead vastly increase the speed of the survivor for maybe 10 seconds to get the hell away (unless they start on a gen or another conspicuous action which abruptly ends it). Obviously, once the gates are activated this effect should be cancelled.

    Maybe this would prevent tunneling better than just counting. A killer would more wisely give up tunnelling if the survivor sprints away with plenty of distance, than an endurance effect where the killer just waits it out.

  • Firstly, welcome back to the game! I hope it's going alright for you.

    Just a few things to get you going, as it might be more fun than just reading:

    1. A good solo survivor perk recently got released in Ellen Ripley's "Lucky Star". A perk that represses pools of blood and grunts of pain for a period of time in a locker may help escaping, but when you exit you'll see all survivor auras as well as the closest gen. A useful info perk, which also helps with hiding.

    2. If you're looking for chaos, Nicolas Cage is happy to provide! A very unique healing and hiding perk in "Plot Twist", whilst his "Dramaturgy" can bag you some decent items. His third perk is a bit more of a meme perk (although thr two I mentioned are still darn memey!), but has its uses.

    3. Finally, Gabrielle Soma has brought in "Made For This", which is a pretty packed perk and will probably be altered soon. "Scavemger would be great if you can hit those skill checks.

    Anyway, have fun exploring!

  • This absolutely has my backing! Great points, well made.

    However, please may you use some paragraphs to help break the wall of text? My small noggin' struggles to keep track. :D

    Seriously though, the tribalism is a thing but it gets ridiculous after a while. It is just a game and after surviving, dying, slaughtering or whatnot, when the game ends everyone does their own thing and the trials become just some time spent on a game. We're definitely more than just some pixels and winning or losing does not reflect at all on anything in that person's life.

  • At the end, does it really matter how you play, so long as it is within the rules? It's highly likely a player who calls you out after the trial because they escaped will also call you out if you beat them. This isn't because of any reason other than how they are at the time. No amount of playing "fair" or playing "nasty" will change that fact.

    The one thing to remember is if you change your playstyle and outlook based upon bad manners by the opponent or endgame, resulting in acting in a nastier way towards others, then those people who upset you have 100% beaten you. They achieved what they wanted by taking away your ability to play the style you want. You lost.

    If you decide to play as you wish because you want to, inspite of how they acted, you've proven stronger than them and they lost to the only game which means anything to them: ruining your day. Because they will still be bitter and angry and moronic, becoming upset at every future loss or inconvenience. You carry on with life, realising one trial out of many really means nothing in the grand scheme of things.

  • I agree with you "Brahm's" being wrong. On that subject, you equally must have been peeved with this Silent Hill movie spelling also:

    Screenshot_20230920_155632_Samsung Internet.jpg


  • No side should be able to get discount BP over the other. Nobody "deserves" a discount. It would make more people play one side than the other, provide actual ammunition in slagging off other players (the whole "BHVR favours..." bollocks) and just isn't needed.

  • Name: Boon: Choose Your Illusion

    For: Survivor

    Description: Once the Boon is lit, the survivor has the ability to change their physical appearance only into any of the other survivors in play. If the killer is chasing you, the chase icon will appear alongside the survivor you are taking the form of. Time taken to transform is applied when standing still for 10/8/6 seconds.

    Name: (new category) Glyph: Gravitas

    For: Survivor

    Description: A Glyph appears in the basement. When the survivor collects the glyph, this can be placed anywhere on the map. If a killer comes within 10m of the glyph, they are strongly pulled towards it and either have to wiggle free or destroy the glyph to escape. Once the glyph is destroyed, the perk goes into cool down for 90/80/70 seconds. Only 2 glyphs can be on the map at any time and survivors can only cast 1 glyph at a time.


    Name: Hex: Faulting

    For: Killer

    Description: A totem is hexed. Until it is cleansed, any vault action (be it through a window or over a pallet) will cause the survivor to become hindered for 3/4/5 seconds. Any survivor vault-related perk will be inactive until the Hex is cleansed.

    Name: Hex: Mimic

    For: Killer

    Description: A totem is hexed. If a survivor searches a chest, once opened it will:

    Tier 1 perk - Slam shut and injure the survivor, cause Deep Wound and reveal their position for 6 seconds with a visual and audible prompt.

    Tier 2 perk - Same as above, plus it will destroy the item within it and cause the haemorrage and mangled effect.

    Tier 3 - All the above, plus when the Exit Gates are powered, any survivor who had opened a chest will become exposed for 40 seconds.

  • It feels fine overall and does address some of the main complaints by the playerbase.

    In particular, Trapper and Skull Merchant got nice balances which should make Trapper feel a bit better and Skull Merchant more tactical. The Borgo map change is nice, I like the variations on existing maps and some of the tweaks are also good.

    My main gripe is they saod they were changing a "handful" of perks, yet procede to mention just 2. That's not a handful and, considering one change was a near indifferent change to Furtive Chase, it is a little deflating.

    However, other than that it's an interesting gathering of nice alterations, so fair play!

  • Not new, but reportable. Reporting does work (not reliably) but it does work and it's better to make a report with evidence and try it, rather than not do it and let them go scott-free.

  • It's been the difference between surviving and being sacrificed on a few occasions and, with a team working well together, healing isn't a big issue to get the perk working.

    Also saves a bit of time and can really throw a killer who tunnels when I hold them off for long enough.

    As a randomizer player, I am never disappointed when this perk enters the build.

  • Interestingly enough, the playerbase in-game is alright. There are some who are dicks in endgame messages, but the majority have been fine; some even very complimentary!

    The issue lands on the forums, Twitter and so on. Anonymity is pretty powerful, especially when many who troll do so due to their own weak personalities and failings. It's just cowardly.

    Yet the reasons for toxicity is varied and complex beyond the blanket idea of inferiority. Obviously, as I'm sure everyone is aware, the DBD playerbase isn't alone on this. I remember when "Silent Hill" was readl big during the first four games and people were just as much dicks then. "Any TRUE Silent Hill fan knows..." was the "Killers/Survivors are treated unfairly" at that time.

    People age, generations develop their identities, fads come and go, idolising a different celeb changes often, but trolling ... trolling never changes.

  • The Executiomer does need a full add-on rework with more variety, so any additional effects from being in a cage would certainly spread the opportunities for different plays.

    He has 3 parts of his power, so there's no reason not to spread add-ons to each of those 3 areas.

  • With luck (should the PTB include the anti-camp mechanic) there will be a lot of face-camping during the PTB. The more data that can be extracted through people testing it will give valuable direction as to how to implement this in the most efficient way possible.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543275#Comment_3543275

    They'd mess up if they completely deleted her current identity and gave her an entirely new kit, to pick just one example.

    I share OP's sentiment, I really hope that the new Skull Merchant is recognisable and improved. Her kit's design is super interesting and it'd be a massive shame to lose it.

    From the picture on Twitter, it doesn't look like the kit is going anywhere. It's not the kit whoch bothers me, it's how problematic the implimentation was.

    I agree it has potential and it still play a part in her power, but even if the kit was replaced by a completely new power, it still could not screw up worse than this current iteration did

  • Honestly, I cannot see how they could mess her up, since she is the most screwed up any killer could be.

    It's a question of whether her new take is fun and viable enough.

  • The way I find it fun isn't to not care about the outcome, but to create my own challenges. There has to be an aim for me to enjoy it, but the aim isn't necessarily to escape. It could be to preoccupy a killer for as long as possible, roleplay as the killer (one challenge I loved was killing 3 survivors and letting the 4th escape, but out of the exit gate - gave the sense of sending a message to the campfire), set goals for saves or hooks or whatever.

    The game feels more like a slasher sandbox to me and my challenges are often a good way of having something to focus on. Thay's a key for enjoying the game: make your own win condition or challenge and aim for that.

  • Why do they even need to be compared! Similar genre, but people can like more than one game of the same genre. It's a bunch of crazies who have that mind set.

    I love "Silent Hill"; it's my favourite horror game series. It does not mean I had to hope games like "Outlast", "Resident Evil" and every other horror game ever made had to be killed by it. It's such a weird thought process to me.

  • You're right on one thing: that what will eventually kill DBD won't likely be the devs but the community. However, I use the word "eventually" because this will not happen for quite some time.

    To say TCM will be ending the game is unbelievable at best. It doesn't have the longevity in it, although I do hope it has some time left. The devs for TCM are just looking for a fun game and see where it goes. They've done well, but to say TCM will kill DBD is just not going to happen.

    What MIGHT happen is that the success of TCM may inspire a different apprpach to assymetrical horror. A developer may get an ambitious idea from TCM and, alongside working with the successful aspects of DBD, and gradually wprk a game which eventually - over the course of years - supercede DBD. However, that will take a lot of time.

    DBD is likely tp be killed by the very consumers it attracts. The only other alternative will be a catastrophic business decision of such massive proportions that everyone leaves out of absolute disgust. It will have to be something inhumane. TCM is not going to be the game that will directly contribute. DBD has a few years left.

  • Name: Keep the pace

    For: Survivor

    Description: When chased by the killer, once the killer hits Bloodlust 1, the survivor increases their sprint speed by 0.2m/s This happens when the survivor is on final hook/ second hook/ first hook. The perk has a 40 second cooldown and deactivates the killer loses bloodlust.

    This perk cannot activate if the survivor is in-chase whilst on cooldown.


    Name: Scourge Hook - Infectious Chromium

    For: Killer

    Descriptions: These hooks some of the strongest metals around and their essence has an unusual property. 4 spawn around the map

    These hooks cannot be sabotaged and, once a survivor is sacrificed, the hook will not break. The unhooking action takes 4%/7%/10% longer.

    If a survivor is hooked twice on an Infected Chromium hook, the hook they are sacrificed on becomes Infected Chromium too. However, it's important to note these additional hooks cannot carry the benefits of any other Scourge Hook with them. The strange infection only strengthens those hooks.

  • Because it's a challenge where enough practice makes for a far better player, unreliant on others. I love the randomness and those moments where great stories can be made. A recent trial had a Nea and myself left with 2 gens to go against a Wesker, yet despite not being in communication, we worked brilliantly as a team and both escaped with Nea even saving me during EGC, which I wouldn't have blamed her if she left. Those moments crap on any victory with comms.

    Also, the one time I tried swf I hated it. It broke immersion, felt easy and cheap (like I had more perks equipt than I actually had) and it just felt dull for me. I'm decent enough to escape a fair quantity of trials, although I can have trials where I feel that I have never played it in my life (my trials are not consistent, where some I can be excellent and others plain embarrassing), yet I also randomize all builds every trial, often play with other aims in mind than escapibg and also do not expect to win, understanding I can have good and bad spells.

    I wouldn't enjoy this game enough if I was in a swf to play as often as I do.

  • For a licensed killer, The Executioner is my favourite. Alongside being from my favourite gaming series, he has a strong power which has counterplay, yet still devastating. His mechanics involving the trails and cages adds for a bit more strategy and I do like how he can be a menace to face with an eeiry presence. He desperately needs some better, more diverse add-ons to make him more appealing to players who may otherwise be happier playing the likes of Nemesis or Wesker. I reckon he'll be seen more often if his add-ons are improved.

    For an original, it is The Oni for me. He has a fun and extremely devastating power that the killer has to earn to begin with, which I felt was a novel mechanic that should be explored again. His add-ons are decent, he has a scary presence that - like The Executioner - can be heard across the map. He's a strong killer which again has counterplay but also is powerful.

    Six other killers I like that are worth mentioning as ones I enjoy are: The Onryō, The Hillbilly, The Dredge, The Trapper, The Deathslinger and The Singularity. I haven't played The Alien yet, but that will likely replace one of the above later.

  • Hi! The EMP is used against the Singularity by disabling those pods the Singularity shoots out, thereby preventing them from infecting or teleporting to survivors. It doesn't knock them out forever, but it does deactivate them for a decent amount of time.

    Those bone things (the ones which appear eitherside of the survivor portrait) mean 2 things: 1. One survivor will have them on permanently and much larger than the others. They are the obsessiom, which the killer gets more BP for killing and the obsession will important for some killer (and even survivor) perks and 2. If you see them wiggling around a portrait it means they are being chased. A good way of knowing when it's safe to do something else, or figure out if the survivor needs helping and is on their last hook.

  • It's good to see them acting on the bug so quickly. Hopefully, they'll be able to rectify this quickly and return everything as it should be.

    Aside from this, it's strange that this bug was jumped upon quickly, yet the Xenomorph bug which prevents unhooking is still in place. I understand it's a new killer but, with an exploit such as that which breaks the rules as the flashlight bug does, I don't understand why this has not been killswitched too until it's fixed.

  • @SimpleTora said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538998#Comment_3538998

    I typically refer to sweating as people who do unnecessary things for the sake of absolute victory. If you kill 2 people there's no reason to slug the 3rd for ages for the sake of the 4k you've already won and unless there's an archive demanding it you have no reason to do that for the 4th kill it grants you nothing of importance other than a boost to ego.

    I always say this when it comes to DBD but there is no screen in this game that says VICTORY or DEFEAT. If the killer technically "wins" by getting a 3k but has less BP than the 4th survivor who maybe got out due to hatch or whatever circumstance did you really win? The game never told you that you won and your "score"(BP) is lower than the survivors.

    Victory is self imposed in this game and some people will play in a way they don't even find fun that will ruin the game for everyone else as well all for the sake of victory. I consider that sweating.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539003#Comment_3539003

    Can't say I relate. I've never really been so into a game that I play only that game for months at a time. I play a game for a few hours and if/when I get tired of it I move on to the next and if i'm not interested I stop playing for weeks then come back and repeat. I find DBD relatively challenging for me since I don't spend enough time getting so good that it becomes too easy still find moderate enjoyment out of the game since it's not a walk in the park but also not so difficult that it's impossible

    I hear what you're saying and, as if often the case, the idea of looking for the 4k via slugging the penultimate survivor can be quite time-consuming. "Sweating" is fairly subjective anyway, so whilst I can under stand why people consider this tactic sweating, for me it's not because it doesn't come across to me as somebody who is exhausting themself. It's less exhaustive than playing "Where's Wally" at any rate :D. Then again, I don't do this because I'd rather play a new trial than hide n' seek.

    You're absolutely right about winning in this game being self-imposed though. The high/medium/low mmr arguments are kinda pointless as the boundries are often vague anyway and a win is defined as whatever you make it. If I can pip or complete a challenge that's a win, regardless of the outcome.

  • A good description of what you term as a "fun killer" would be useful here. Nemesis and Dredge both have anti-looping capabilities too (Dredge leaves his shadow in places, forcing survivors to break loops or be pincered, and Nemesis just whips over obstacles), so what makes them more fun to you? Mechanics? Extra zombies? Design?

  • The word "sweat" feels like it's just a thing people accuse others of when they got outplayed (or even just not playing as they wanted them to), so as to feel better about themselves. A deflection away from any negative emotions such as self-doubt.

    Often, the accused hasn't even been sweating. Just relaxing, but ultimately better than the opponent.

    Everyone wants to do well in this game, whether in a more casual format, completing challenges or wanting to get the 4k/quad-escape/solo-escape. "Sweating" feels more like an excuse or insult, rather than any reflection of the reality.

  • @rafajsp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538180#Comment_3538180

    I agree with this.

    Honeslty, at this point of 1000000 perks and addons i would kinda remake the game:

    • Remove killer perks make Base only.
    • Remove all survivor items make Base only.
    • Restrict perks to 3 for each survivor because i think 4 is toooo much.
    • Rework Bloodlust (This is when problems started in the game imo.)
    • Rework Hooks ( This is old and noone has 3 lives ...)

    Then work on maps/gens. Maybe reduce gens to 4, make another escape condition or even remove this mechanic.

    Not sure if I'd go that drastic, although I do see what you are trying to do. Items and killer perks still have a role to play, they just need to be toned down a fair bit. Make minor changes, rather than hugely powerful ones.

    I would say that killer add-ons should be a mixture between buffing the power, but also reworking it in a way for different tactics. The Wraith definitely is the model killer, as even his meme perk "the beast" offers other alternatives, such as more of a sinister approach or allowing terror radius perks to work alongside.

    Survivor items I would (perhaps controversely) revert to not being kept after a trial, unless they have an add-on which allows it. Bloodwebs are easy to grab stuff and replenish, as are gather from chests. Instead, both survivors and killers could gather resources during the trial to craft items.

    Overall, restructuring the game would perhaps offer some healthy changes. Perhaps this may be where the team are considering to go with different game modes? Who knows.

  • Chinese. It's been so long since I've had one though.

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