Marc_go_solo
Marc_go_solo
About
- Username
- Marc_go_solo
- Joined
- Visits
- 4,120
- Last Active
Comments
-
It feels like the team were able to find flaws in what you considered a flawless game, which often comes when facing a sharp spike in the skill levels of your opponents. Tactics you believed were great are shown to be weak against more skilled individuals. Happens to everyone, mind!
Best way to approach anything is from a position where you are willing to learn. Using the word "flawless" implied you were over-confident in your ability, rather than saying something like: "I played the best I could", which implies you did your best, but not saying your best is THE best. Even the top players will make errors or discover weaknesses, which is why the best players are always willing to learn and feel they can always do better. That is the best way to improve.
-
@thisislastyearsmodel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505693#Comment_3505693
This is the biggest issue I have with it. It's like old Balanced Landing, where you had the actual exhaustion part of it but you could also use it in tall loops because of the permanent stagger reduction.
Knowing that though, I have no idea how this perk made it past the brainstorm stage. I think the devs are, for the most part, making good changes for the health of the game, but sometimes it really does feel like we're moving backwards.
It feels as though they had a decent idea with the 3% speed boost, but then overthought it and added an unnecessary additional effect, which could easily have been a perk on its own, then forgot about it stacking.
In short, they overcooked a perfectly good piece of steak and now people have gotten indigestion from it.
-
It's a terrible idea on so many levels. In a game already pestered by entitled, whiny players, this would just add extra ways to piss people off. Fortunately, I doubt BHVR have any interest in ever putting in such a pathetic option.
-
If someone wants to bottle a game, they will always find a way, regardless of what obstacles are put in front of them. It's sad, but there's only so much than can be done against them.
I'm not agreeing with the kobe being scrapped and the dc penalty should stay, but I do agree the second stage hook shouldn't have any skill checks and just advances the same way the first hook did.
One other thing I'd suggest is that if someone disconnects, then they should be booted completely out of the lobby. I see some streamers disconnecting and then watching their bot, which feels a little like a reward whilst waiting for the dc timer to end. I'd get rid of that mini incentive.
-
Removing the endurance is a good idea because currently the perk is really 2 perks in one.
Not sure I'd put a timer on the 3%, but I would make it so it cannot stack with perks such as Hope. I'd make it so that if someone has MFT and Hope, then if all gens are done, Hope overrides MFT for the time it's active, then MFT activates if the survivor is still in the trial after Hope ends.
-
https://youtu.be/DbwlGv9SWfY https://youtu.be/S8IA3qONp8c https://youtu.be/BTZl9KMjbrU
The 28 Days Later track is just perfect in building up the pure terror.
Silent Hill: Revelations uses SH3 theme track, but again suits the jarring anxiety of the scenario
Suspirium by Thom Yorke is both beautiful and eeiry.
-
It's a great game! It has flaws, but does way more right than wrong.
I like the unexpected nature of the game. Being able to mix and match perks and builds randomly adds so much flavour for me. Both roles are entertaining to play and I enjoy the unique challenges each trial brings.
It also has some great licenses and original ideas! From the licenses, both my dream ones ("Silent Hill" and now "Alien" coming up) are now in and there's plenty of possibilities in the pipeline. Original titles have also created some memorable characters, from the OG Trapper, Meg, David et al, to some really creative ideas such as Artist and Singularity. They even have dared to reach out of horror and brought in the likes of the Deathslinger, which still fits wonderfully.
I feel the game needs to have some more evolution moving forward to allow new ideas for perks and powers, but I do believe this whole game is overall great and has plenty of legs left.
Also as a side, now bots are involved, when the servers finally end, I reckon this game could then be played with bots only offline. So it may have secured an ongoing legacy. However, I doubt this game is going to end anywhere soon. It's quite the cashcow now.
-
Play the way you enjoy most, depending on how each trial seems to be going. If you're against really strong survivors and just want to learn, play as you do or experiment. If your aim is to win at all costs, play with any amount of sweaty tactics you like - there is no wrong way.
Remember that sweat makes more sweat, so don't be surprised if playing harder creates even more nightmarish tactics from your opponents.
-
I've seen people use this perk to avoid the effects of Jolt or Knockout. In fact, there's a video by Coconut showcasing a guy doing this, which unironically helped the team!
People have used it to hide from the killer and heal fully, when otherwise they would have been caught because of the noise they make.
It's also a handy perk to reset when others are busy and there is no medkit.
Plot Twist is a good perk, not bad.
-
@ShErMaDeRmA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505162#Comment_3505162
I'm not saying remove the scream-
I'm saying remove the scream interrupting things.
The scream is the whole point of the perk, getting interrupted by it isn't
Yup, ignore me I misread entirely. I back the idea of it not interrupting actions. Think I read somewhere else someone wanted it removed and I mixed the two up. Apologies.
-
Considering the Legion alrrady have bunny outfits curteousy of Silent Hill, I'm all for a bloody Teletubby cosmetic :D
Hell, throw in Dora the Explorer too! Now Alien and Silent Hill are in, pretty much anything else is gravy for me now!
-
I feel the perk would lose all of its meme allure if the scream was removed and also become rather too strong in the process.
This perk is great when working as a team, a bit like when a group of birds are feeding, then one sees danger and chirps to alert the others and hide.
I do understand that, in terms of stealth, this is the equivalent of trying to burgle a house whilst wearing a suit of armour, but I wouldn't want any change to this perk. There are enough perks out there which allow auras to be seen without any downside. This gives a bit of a twist and the meme is too good to remove.
-
This is only true under a niche area within the game, with a powerful swf. This is not representative of the entire playerbase at all.
Were this to be true of the game, then every killer other than those you mentioned should be losing nearly every game. This is completely inaccurate, especially considering there are successive win streaks for every killer around. There is also strong evidence in the kill rates BHVR provided a while back, covering both the general playerbase and the top 5%. Taking into account matchmaking and such, there are too many pieces of evidence to prove the contrary.
In summary, this statement of the game as a whole is absolutely false. This is purely for competition level gameplay and even then I'm sure killers have won with other killers than the ones you mentioned.
-
The point you are making is fair but the example is absolutely atrocious! The results page shows a win and we only have your words for it that they were as bad as you say.
It would have been far better to show result pages where you were stomped to illustrate the point you're making. This example is just confusing since it negates the point being made that you need a strong killer to deal with sweaty teams.
I'm not denying that stronger killers are ideal for a better chance at strong teams, but this example is poor.
-
MFT is also odd because it's basically 2 strong perks in one. BHVR could have made one perk give endurance and another the speed buff.
Personally, I'd get rid of the endurance bit and make it so that, when MFT is in use it cannot stack with any other perk (like Hope) and does not trigger any exhaustion perks. So getting that extra constant speed comes at a cost of losing the shorter speed bursts.
-
If I place them at pallets, it's at fallen pallets. That way a survivor being chased may think they need to vault it, get Lithe and burst off, but end up vaulting into a trap.
Other than that, I place them anywhere I feel would be unexpected, with maybe a couple in more obvious places to make survivors think I'm a bit simplistic in my style.
-
@spagz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503091#Comment_3503091
I get what you’re saying, but it comes down to many things in the end. Survivors have been dealing with nerfs, tunneling, camping, slugging, bleeding, bugs in killers, playing the same killers over and over, corrupt, lethal, all the hex’s, etc. it’s getting to the point where if I can’t even get extra bps I’m playing a losing game. Do I get away sometimes? Yes. Do I deal with toxic killers and survivor teammates 98% of the time I play? Yes. It just keeps piling so I think that’s where this all comes from. If things were balanced between killer and survivors (the team as a whole) then I would agree with you 100%
This is exactly what I getting at: this final issue that has caused OP to become fatigued is the accumulation of numerous experiences prior.
I'd just add that survivors and killers both experience numerous problems, whilst your comment seems to imply this is mostly a survivor issue. Both sides become tired out due to perceived victimization. That doesn't help, because in the end this type of mentality doesn't help the core concern of fatigue. Taking a break is the best thing that can do.
-
They are fast, stealthy killers with impressive intelligence and built as a perfect killing maching. They have acidic blood, which is both a defence and also known by the xenomorphs to be corrosove enough to use as a tool.
Another interesting thing is their ability to adapt to the environment, especially the biology of the victim they're birthed from. They often share characteristics, as illistrated in "Alien 3", where the xenomorph was birthed from a dog and their appearance resembled a dog.
Finally, they have a Queen and also a potential "hivemind", which not only works on the xenomorphs into creating an efficient army (like ants), but also (and perhaps more terrifying) can induce nightmares, visions and even a form of religious fever in potential hosts, making them even willingly give themselves to the xenomorphs.
The face-hugger stage is perhaps the least worrying aspect about them.
-
I reck9n they're moving towards less humanoid killers now, but I'd love to face something that isn't bipedal.
-
Skins for survivors maybe. I just do not know how Homelander could be a killer because he's absolutely devastating in the tv series and any conversion to a killer which is fair would be a ridiculously tremendous downgrade to his powers.
Homelander feels better in the hands of the Elder Gods in Mortal Kombat, rather than within the realms of the Entity.
-
Pretty much every one of these I would love and this shows how much potential fpr future chapters there are on this alone!
However, The Evil Within offers some very creative killer possibilities and I'd really like to see Stefano Valentini and his "pet" Obscura.
-
I felt it was time. Also, the way the Singularity walks reminded me a bit of the movement of the Xenomorph, especially with how the legs were shaped, so I believe they were using the Singularity a bit like a test for playing with the models.
-
I feel a "Deadly Premonition" chapter could bring some rather funny perk amd power ideas to fit in line with the uncanny valley type of game it was.
Honestly, I'd be happy with all of them, but since I enjoyed the Cage perks so much, I feel this chapter would give further options for more crazy #########.
-
The Entity is wanting to feed off emotions in any way it can. Fear - as has been mentioned earlier - is a strong form of sustinance, and this can be harvested from both survivors and killers. The idea of the pain from a pallet or the fear the pallet will prevent the kill and anger the Entity may be instilled into killers.
Some killers may not respond in this way, such as the Executioner, so the pallets work in another way which is to impact on the psyche of survivors. Hitting a pallet stun may make survivors get a small dose of hope or glee, but that then evaporates when they realise that's the end of that and the killer may become ever more angry. The trials are almost a natural process where the Entity may not really care about the results, so long as it was well-fed after.
-
One thing this may mean is that the Nicolas Cage that was taken lives in the same world where The Dredge, The Blight and The Doctor all came from, so this particular world seems to be of stronger significance towards the plot.
It's possible they could be other worlds where the Stampers perhaps are a chosen bloodline throughout the multiverse - maybe even Entity-created and planted as agents on many worlds to help open the gateways up for it to seep through. However, from a narrative perspective the DBD story would probably benefit from keeping these particular significant events to this one version of Earth.
-
Depends if any of the characters come from a world with a Nicholas Cage.
People like The Trickster or Jane were celebrities on their worlds, but it's highly likely they may not be recognised by others. I have a feeling The Trickster would be narcissistic enough to be rather annoyed by this!
My guess is the threat of being torn to shreds may override other survivors for wanting to get his autograph, but those who do recognise him may feel a burst of hope (yet more yummy emotions for the Entity!), so this would be a good score for the feeding process.
As for killers, it depends if - on their world - they liked their version of Nicholas Cage. If they did, they may be merciful. If the Cage on their world was disliked, then he may be targetted for more punishment. All depends.
-
Take a break. Not wanting to play for something that's a pretty small issue in thebgrand scheme of things implies there are other things at play where this is the final straw, rather than the main catalyst.
-
If I do witness this, I always do target them. Sometimes a survivor has tried to block another on purpose. One survivor even tried to get me to take on another - didn't end well for them, but I led them on first which was the best bit!
I'm all for fair play and seeing a survivor jip another really does irk me when playing killer.
-
A couple of thoughts (apologies if there are any repeats):
1. Recharge stalk juice in survivors over time. Not sure if this happens already as I haven't played him, but if this already happens then speed it up.
2. For tiers to fill quicker.
3. Tier 3 to have a faster base speed (120%?).
4. Maybe a reserve juice ability which works a little like "Potential Energy" where, during tier 3, he can choose to stalk, which reduces the time to reach tier 3 again. Myers perhaps reduces to 110% walk speed whilst doing this.
-
Lots of reasons, but mostly frustration or throwing toys out of their prams. Some will come up with excuses about how it's the game's fault for various reasons, but I'd put money on the majority of those who disconnect do so purely out of being wussy. Some will disconnect out of frustration to a really bad hitbox or something unfair happening, which I can accept. But the majority just complain and are sore losers. This counts towards players in general, not necessarily which side they play.
-
I would be a bit wary that some current 4 perk set ups are already really powerful, that a 5th perk would make some builds far too strong. If perks were overall nerfed in power I'd be okay, but presently there could be some stupidly overpowered builds. Speed builds alone would become stupidly impregnable to face!
A perk nerf overhaul would be needed to accomodate 5 perks. Currently, at 4 perks I'm quite happy with.
-
@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502913#Comment_3502913
You bleeding out on the ground WAS also caused by your own actions. I might agree with you if you had crawled away from that spot, which IS an action you could have done. You COULD have crawled to a hook so YOU can give up rather than expect the killer to. You could have started crawling to the open exit gate, or look around for the hatch. You chose to do none of that. If this pic was you laying next to a hook, you'd have a point. This is instead similar to old hatch standoffs with 2 people calling each other sweaty, only in this case... the killer knows he'll win in afew minutes.
I agree with this. I had a team once who would purposefully run to one side of the map where, for some strange reason had only spawned 2 hooks I could get to. Once those were used, they kept purposefully running to the corner. So I let them bleed out, because it was their own doing.
Guy got annoyed afterwards and tried to spread some salt, but when the7 admitted (probably accidentally) that they were well aware of the hook situation I just left the convo.
Likewise, as survivor I found myself in that scenario where I was dropped, so rather than just bleed out I crawled for some time to a hook. I think the killer felt grateful as they hooked quickly and walked away, rather than hit or whatnot. In that scenario, why make it difficult for everyone when I just want to do another trial!
-
I love facing Onryō! She's much tougher now and certainly requires more effort, but she still has ways to counter successfully. It's just a case of working harder and managing between gens and tapes. Trying to "just do gens" against Onryō is a one way tickets to death.
Personally, I love a killer that adds more to a trial than just running away and doing gens. If Skull Merchant was reworked entirely to have the drones not acting as a 3-gen, but more of an attacking style, she could also become fun because it's an extra objective that makes the trial way better than just running and genning.
-
For Killer:
Dark Devotion: It's a sneaky way to cause chaos, with people panicking when there's no threat and also catching people offguard. It also has a good, long period when it's active.
Forced Penance: Way more useful than people give it credit for and no cooldown. It always gets value every trial.
Trail of Torment: Especially with the new buff, now it gives a lot of value. Also, with gens lighting up for some survivor perks, people may find it harder to tell the difference between Trail of Torment and say Blast Mine.
Spies From The Shadows: Again, this geivesa surprising amount of value in trials. Also, because it's unexpected, survivors have tried to hide in lockers, only for a crow to fly away and give them away. I got accused pf cheating because of this, it's that good!
Terminus: If set up right, it's basically NOED with none of the downsides of being caught. It does need the set up, but the pay-off is worth it.
Blood Warden: Survivors can cancel this, but killers can open gates too. Downing a survivor before opening the gates and triggering it is one way to use it, but the best is timing it to perfection and hooking the survivor at the right time to basically turn a 0k into an unescapable 4k.
For survivor:
We'll Make It: Fast healing and a great counter to Mangled. Also, at tier 3 it's 90 seconds of speed healing. This can turn a trial around so quickly!
No One Left Behind: Since the buff, the combined ability to see where everybody is and increase to all altruistic actions makes this a powerful endgame perk.
Quick And Quiet: One of the best mindgame perks around. A quick cooldown and can be paired with so many others.
Blood Pact: I've used this with an obsession player a few times and working together has utilised the speed boost enough to distract the killer away from gens for long periods. Also a good info perk.
Leader: Dwight's "Prove Thyself" often overshadows this, but never underestimate the value this gives to knocking out a hex or opening an exit gate. Also it gives a boost to others healing you, which is always nice.
Bite The Bullet: Again, like Quick and Quiet, a perk that's useful by itself and can be used in other, unexpected ways to hide from the killer.
-
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501471#Comment_3501471
This one is from Alien Isolation, the Torrens which is the same model as the Nostromo.
Then there's this one. All similar layouts but with different scales. I imagine it'll be a bit more like this to allow for wider corridors and more complete loops.
https://us.v-cdn.net/6030815/uploads/8XBFF34A2UV8/d0m9s-nwsaqwkkk.jpg
It looks like an interesting design and I'm excited to see how they translate this to a map, all the while keeping it true to lore!
-
@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501469#Comment_3501469
Sadako's "double tap" is her glaring at someone EXTRA hard, lol
It's where she does the stare, looks away for a couple of seconds, then snaps her head back to stare EXTRA hard, as you say! No survivor was getting up on her watch! :D
-
Meme power: If a survivor disconnects and is replaced by a bot, the bot will try to actively sabotage the other 3 survivors in order to preserve the "perfect organism".
I reckon it will be a fast, stealth killer. Not a hit-and-run killer, but one which somehow stealths with speed for quick hits in some way. Maybe get it to crawl and pounce at survivors.
-
I don't think BHVR could ever censor enough of the game to fit in with "Garten of Banban". It makes films like "A Clockwork Orange" or "A Serbian Film" look like "Sesame Street". Please be aware of the PTSD this could put everyone through.
-
I can still play this game with all the basic perks and still win, in which case I'd argue this game is not "p2w" since you can win from the get go with powerful perks, even at base level (Meg is basically the winning toolkit of perks). It's more about variety than anything else.
The game uses shards for both cosmetics, perks and non-licensed characters, which are relatively cheap already, with regular sales. I'm finding it hard to empathise with the idea of getting the latest, non-licensed products for free is somehow not free enough.
-
I'm confident it will be an indoor map. This chapter appears to be based on the first movie, where much of the action took place aboard the Nostromo. The interiors also reflect this, especially of the dining area which featured the infamous chest-burster scene.
I'm gonna see if there are any maps of the original ship (somebody may have made one for fun). If so, I'll paste it back here.
Edit: I found this map based on the Nostromo which was converted into a board game called "Alien: Fate of the Nostromo". Apparently, the floor plan is pretty accurate, so I'm imagining the map will follow this design mostly:
-
Dammit! Now we can't double-tap to make sure they're dead!
-
WoO isn't worth a nerf. The perk just gives information and killers have their very own Zanshin Tactics, should they wish to know where vaults and pallets are too.
It gives a little knowledge as where to go, but doesn't offer speed boosts or anything else, other than where something is. If the killer is good enough, WoO makes little to no difference.
There is no reason to nerf this.
-
I'm optimistic, but likewise not going into this with the expectation that it will be the greatest killer ever made. I'm just going to wait and see, but they do have the dark, forboding atmosphere absolutely right.
Including Wesker, I'd say BHVR has only truely failed once. Wesker is objectively a fun killer to face; the Knight is a bit "meh", but really nothing as bad as some people make him out to be. That a few people were stating he was as bad for the game as Skull Merchant is a blaitant lie. Plus, he has variation in how you play him which is good; Skull Merchant is terrible by any standard because no killer should be designed in such a ridiculously stupid game; and the Singularity is a great killer to face and whilst a bit tricky to learn it's well designed.
So I'm just going to be excited to see what happens and look forward to the experience.
-
dear god, no. Last thing we need is more of the UwU bullshit!
-
I'd actually say the opposite is true, that Lethal Pursuer showing where survivors are at the start of the game is fine, but then the extended aura-reading abilities gives far more information throughout the trial than it should. It feels more like an "all-seeing" perk, especially with add-ons and other perks which grant aura viewing at already strong levels.
-
My guesses are:
1. The Xenomorph will be an aggressive stealth killer, which may introduce a much faster form of stealth playstyle.
2. I hope to god Sigourney Weaver reprises her role as Ellen, with perhaps a legendary skin in Amanda Ripley.
3. The map would be the Nostromo.
4. The Xenomorph may have a perk that involves injuring survivors if stunned (as a reference to their acidic blood)
5. The mori may be a head-munch.
6. Ripley (if it is her) will have a perk that may introduce a new item, such as a flamethrower from a chest, that can be used to seal off areas for a brief period of time to prevent killers from chasing. Maybe one-use, and probably trialed already during the anniversary in the form of the blocking of vaults.
7. If Sigourney Weaver is involved, she may have some voice lines. Not nearly as many as Cage, but maybe a handful in reference to the Xenomorph ("Get away from her, you #########!").
-
I reckon the Xenomorph will be a stealth killer because that's where the true fear-factor is with them.
Also, I will make a stab at one of the perks to be based upon hurting a survivor in some way after a pallet or locker stun, in reference to the acidic blood they spurt when injured, like something which works with or like Spirit Fury
-
Alongside "Silent Hill" this was the joint number 1 on my wishlist for the game.
Literally, after this they can add the Tellytubbies for all I care - this is fantastic news!
-
One thing to keep in mind: BHVR will say "big licenses" for most licenses, because it's to big-up the chapter hype, as well as to keep good relations with the licensed chapter. So, it could be a big name like "Alien", but could also be smaller, such as "Alan Wake". It certainly won't be an obscure or relatively unknown in the public eye like "The Magnus Archives", but it may not quite be the blockbuster some may be considering.
-
It may also be the equivalent of the bot knowing the spawn spots or memorising if someone had passed there before.
With bots, they react to code and the mechanics, rather than "seeing" what we do. Perhaps the code makes totems or mind-gaming tiles easier for a bot? Maybe, after a fair amount of data gathered, they might be able to fine-tune the bots.
