Marc_go_solo
Marc_go_solo
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@UnavailableName said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499357#Comment_3499357
60% with random perks is impressive.
I have a friend that plays like you, always switching perks between each trial and he is really really good, better than i actually am considering he does not run META and achieve almost the same success as i am.
I think that at the end of the day, once you have played 100 trials, everyone end up at the MMR they belong.
Sure you can have bad teammates (had a griefer yesterday morning) or an extremely good Blight/Nurse or a DC/kill on hook etc... On 5 games the impact is huge, on 100, 200 or 500 trials, all those events are negligible and everyone end up at the MMR they belong. The only common factor in all those trials is the concerned player, if he is loosing most of his 500 trials, he is ths weak link.
Ppl that refuse to admit it are jsut delusional and are just too arrogant to open their eyes and accept that they need to improve and thus they will neve improve.
Thank you. I'd say that one reason your friend is good at the game is because he actually makes it fun for himself. By changing up the builds and effectively experimenting, he'll find more creative and sneaky ways to get some perks to work, whilst not having the meta means he needs to rely more on his skill than a perk. If he's having that sort of fun, then no doubt he will be really good if he plays enough.
Also, sometimes I have had a perk in the mix which, if I had not had it earlier, may have cost my survival or kills and it really does go down to the minute details: For example, if I had not had Deja Vu once, then that was the difference between getting the final gen done or the killer stopping me, or Spies from the Shadows helped me find a survivor I would otherwise have not done so. It's all down to the little details, alongside enjoying the game and playing it against yourself, rather than killers or survivors.
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I think good for you regardless because you're obviously succeeding. The problem with these types of threads though is that anyone who is having a rubbish time and sees that their beliefs about the game being tough are being challenged, then this triggers a response where the individual needs to seek justification for you being wrong amd them being right. Maybe they'll note it's the killer, the perks, the prestige, but no matter what you show there will ALWAYS be a way for someone to discredit you. In fact, evidence allows them to looo for more info.
Basically, this thread will do nothing to deter detractors, not will any other. As SoloQ, I'm on a 60% win-rate with randomised perks, items, add-ons and offerings, but there will always be someone who will look at it and go "No way they can be better than me! They're lying!" and get salty.
Every trial is too random to compare. Maybe I'm a good player! Maybe I'm a bad player, but take on worse players! Maybe I'm lucky with RNG! Maybe I'm on a lucky or unlucky streak. There are so many variables. However, personally, I believe you're doing well so well done and keep it up!
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They could (at least) bring in characters based on those classic types. Looking at the potential roster, even creating a killer inspired by a horror classic has lots of potential. There's a plethora of monsters to choose from as inspiration (even if not the real deal):
Werewolves, Reptilians, Yeti, Gorgons, Golems, Cyclops, Orcs, Imps, Mummies, Elves, Banshees, Skeletons, etc.
Lots m9re options still in the pot.
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More could easily come. Nicki Minaj has entered Call of Duty, alongside Snoop Dogg, and way before this celebrities have appeared as themselves in a few games (or at least they were included, even if they did not act). Some examples:
50 Cent: Blood on the Sand, Ville Valo (Downfall), Marshmello (Fortnite, alongside a few others celebs), Ricky Gervais (GTA IV)
I reckon a few could come in in future, amongst all the original and licensed content. Trixie Mattel and Chandler Riggs have both been open about playing it. So many options are open now.
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I've done nothing but this and is probably a strong point as to why I seem to enjoy this game more than others.
This would be a healthy addition.
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@Chaotic_Wretch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498365#Comment_3498365
It appears I was mistaken, Sadako is classified as short. My bad. But I'm talking like, half her height.
I'm guessing you're looking into killers such as Chucky or Leprechaun? I would say Sadako would be as short as they get. Trying to loop as a killer who can't see crap over walls isn't a great design and I'm uncertain they'd be anything other than comical.
Granted, if they can pull it off then great, but for me there are many killer options which would work better with the mechanics and theme.
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It could be tweaked and your reasoning is absolutely sound. However, I wouldn't be totally in favour of removing it entirely. Killers can use it their advantage too by making survivors think they're going one way when they aren't. It is also useful to newer survivors who may not be so knowing of how to deal with the killer. Beyond the newer players, the stain plays far less of a role.
However, with regards to your points:
1. For killers, they could have an option to remove the red light from their screens. Actually, just remove it from their screens entirely. So long as the killer knows the survivors can see it then it's all the same. Good point.
2. This would be a tweak that could be done to remove the stain being seen through walls. Again, another good point.
3. I'd keep this, honestly. The only killer that this applies to majorly would be Nurse and survivors could do with all the help they could get against her. Others like Hag or Singularity really would see no benefit in this being removed.
4. Surprise scares are still better for killers using stealth strategies, such as Myers, Wraith or Ghost Face. There's little reason for killers like Oni or Executioner to get this naturally. Besides, there are enough perks out there which can allow killers to be undetectable, not to mention that some killers even have add-ons which do the same.
Overall, you do have decent points amd removing the stain from the killer perspective and improving the accuracy of visability in regards to walls is definitely something I'd agree with. However, there's still a reason for this to be around and ways to remove it for killers.
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Skull Merchant. She brings nothing of value to the game and her perks are nothing that would be missed anyway - recycle them for a future killer, if needbe.
The fact the 2 survivors offered so much more to the game than her is somewhat shocking for a chapter, since the killer is normally the true seller.
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The first hook is not the problem; the second stage hook is.
There are perks survivors can use to free themselves with (notably Slippery Meat, Up the Ante and Deliverence). Some may use it to kill themselves, but the likelihood of putting a blanket ban on freeing themselves from the hook doesn't make any sense. If someone wants to kill themselves, then they will just go afk. Some people would choose those perks and want to use them to escape by themselves.
Therefore, more to annoy those weaker players who do want to disconnect, simply removing struggle skill-checks from the second hook would be a far better alternative.
Whatever happens, a survivor who wants to die without disconnecting will do it anyway, even if going afk or running towards the killer for a quick death. There's nothing that will outright stop this, but there are things that can be done to make this act far less enjoyable. When I'm killer and see a suicider, I just slug them and leave them to rot.
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I agree that the rule for a survivor skin isa a little dumb, but what is dumber is reading the rules (thereby reading you cannot use a new survivor) and deciding to run it anyway.
Eternal would have been far better to have proposed changes for future tournaments, rather than running a survivor that is clearly prohibited. Also, there is the issue pf the psychological advantage: a killer will see Cage and be made to assume they might also be running the perks too. From that perspective, the rule is less dumb than previously thought.
So the only truely dumb thing was the decision to run the survivor, even though the rules were clear.
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This upcoming Silent Hill addition is literally "Born from a wish!" - yours, to be precise! :D
What I would love is if, in the lobby, there is a rare instance of James and Maria together, James would say "Aren't you Maria?" and she replies "I'm not your Mary". That was an iconic quote for me.
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@HPhoenix said:
And this is why the DC penalty will never be removed from the game.
https://us.v-cdn.net/6030815/uploads/J1LTY9G8VUY0/dc-penatly-wont-be-removed.png
This I agree with completely. The only other scenario I'd say would be alright in replacing the penalty is to throw persistent disconnecters onto a server where they'd only ever play with others who constantly disconnect, except remove bots from those games. It would be like a strange form of gaming purgatory for them.
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I'm pretty happy with the Singularity and Onryō, albeit if Onryō is toned down a tad that would be fine too. Both killers require some more thought, away from some of the more straightforward slashers and I welcome this change in direction, so long as it isn't done into the ground.
The Skull Merchant is absolutely terrible though, with one of the least thought-out power designs BHVR have ever done. Her power definitely needs changing, of that fact I feel is almost universally agreed.
The game needs to offer more variety as it evolves and this character-dependent set of powers which rely on survivor skill over killer weaknesses is a nice way to explore more styles (so long as they are well thought-through).
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There may be tweaks, as is normal once new content is released. However, what would be better is to give it a few weeks. See if people are still having issues then, or if people are adapting. If the issue remains, then adjust it.
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I would not like that. It would be a little like the whole "end mori" idiot idea that was tested out some time back. I want to continue to the end of the trial and disconnects always felt cheap and unsatisfying. If this means I get to kill all survivors, it's far more fulfilling.
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Give some time to adjust. There have been moments where people will always panic or overreact when something new comes along. I remember when the Singularity first revealed in the PTB and I believed it would be S-tier. A while later and I was pretty wrong!
People will find ways to counter. Currently, the best way is to prioritise grabbing a video tape early and holding on to it for as long as possible. Once you lose it due to a hit, the current Onryō tactic is to continue to teleport for condemned. Grab another tape and post it. Onryō without televisions is a great weakness. If everyone works like that, the chances will improve.
No doubt, better tactics will evolve. Until then, this seems a good place to start.
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@Dustin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492789#Comment_3492789
Yeah that's fair - To me paragraphs are just footnote updates with smaller bits of content. Chapters offer a lot of different dynamics in a bigger package. I admit I am indifferent about calling this a chapter too but it is fun and has a lot of unique stuff in it so it doesn't bother me.
Either way - Already P3'd Cage and having fun with him.
Out of interest, which perk are you getting the most from?
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I can live with the changes, but I do have a fondness for the old portraits.
Perhaps the nostalgia plays a part in my opinion. Either that or the survivors look like they've been recreated using The Sims.
Sadly, thanks to you (you absolute cad!), Myers indeed does look like he wants to shove that knife into a place it was never made to go, even for a killer.
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@Dustin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492768#Comment_3492768
Well for starters Nicolas Cage is a big name and they used his likeness in game and he also has voice acting for most of gameplay. For survivor that's a pretty big deal. For Nicolas Cage given he's a pretty big name and an active actor I was expecting the price tag to be a bit higher personally.
Either way outside of the question - I love this update and it's a win for me. I love Cage's humor and the perks are fun. I could care less if we get meta perks - People need to chill and appreciate when BHVR adds perks with unique interactions and animations.
I agree with you. He is offering something which can add some more enjoyment into the game with his perks. I genuinely think this is a great addition - just that it feels odd to describe it as a chapter to me.
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One thing I don't fully understand is why it's called a chapter. Previously, when they released characters earlier on in smaller packs such as Bill from L4D or Bubba, they were called "paragraphs".
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There are definitely some interesting aspects and Nick Cage's perks will be nice, new additions for those who want to challenge themselves in the trials, whilst also offering some interesting plays. "Plot Twist" has already proven to have some exceptionally clever uses for creative players. I know some don't like them, but the perks will offer variety and also will be a badge of honour when using them to survive.
Other than Cage, I will miss Onryō's ability to teleport without cooldown. I dunno if she's going to be stronger for the change, but that was a tactic I loved doing. They may have reduced it to 10, so maybe it won't be as bad? We'll see.
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Licensing. They may have the rights for the character, but perhaps not the rights to music. I agree it's a shame we haven't got them, but there may be more boundaries currently with changing the music.
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I guess the licensing has something to do with it. Plus he's going to be pretty popular and from a business perspective it would be really bad to not profit from this, which probably has cost them. I doubt Cage is cheap. It makes sense.
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Killers:
The Wraith: "Ding, Dong, The Witch is Dead" (from "The Wizard of Oz"), simply because of the bell.
The Cannibal: "Love Buzz" by Nirvana, because that's my feeling of Bubba's relationship to his chainsaw.
The Oni: "Fire" by Arthur Brown, for the rage and redness his power eminates.
The Deathslinger: "The Good, The Bad and The Ugly" by Ennio Morricone, for pretty obvious reasons.
The Executioner: "Betrayal" by Akira Yamaoka, because of a) it's iconic role in Silent Hill 2, b) it would be great, if unusual, style of chase music and c) it's just an amazing piece of music.
The Blight: "Pinball Wizard" by The Who, for his ability.
The Mastermind: "Highway to the Dangerzone" by Kenny Loggins, necause it fits the sunglasses and cheese of Wesker too well.
The Skull Merchant: "Dog Ending Credits Song" by Akira Yamaoka, because she's a joke.
Survivors:
Dwight Fairfield: "Danger Sport" by HOOKSOUNDS, because of the brilliant "Leader perk" video by Dark Hood.
David King: "What's the Story (Morning Glory)" by Oasis, because it's the swagger I imagine King to have.
David Tapp: "Tap That" by Megan McCauley, because of his name brings it up.
Kate Denson: "All Too Well" by Taylor Swift, because of her physical similarity and the music I imagine she would do.
Adam Francis: "Word Up" by Cameo, necause of his hair.
Yui Kimura: "Wait" by Adventure Club, because of the vibes of her racing trailer gave me.
Cheryl Mason: "You're Not Here" by Akira Yamaoka, because of the obvious Silent Hill 3 theme.
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Better map gen spawns would be the way - space them out more evenly. Coding is an issue because of trying to distance them is a problem, according to feedback. I suggested they do something like they do with the hooks, which is to have a minimum distance put in but somehow this cannot be done (design flaw).
However, this would be the better way. They just need to do this and completely rework Skull Merchant. If survivors rush to finish generators without due care to how they are spread, the onus is on them and not the game. Likewise, a killer should never be designed to make camping a 3 gen at the start nearly impossible. It's an obscene design.
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I'll speak as a survivor on these as I havem't played all the killers:
The Trapper: Anxiety-inducing killer, who I have a lot of respect for if the player is skilled, being that he's a weaker killer. Still dangerous in the right hands.
The Wraith: Makes sounds more like a pig than the actual Pig, yet still a threat. Has a rather funny running animation which takes away from the fear though.
The Hillbilly: Brilliant to face. Not scary, but can be extremely chaotic and throw the trial into anarchy pretty easily. One of my favs to face against (also one of my favourites to play as).
The Nurse: A cracked Nurse is basically a countdown to destruction for me. I don't often out mindgame them, but that's more on me for doing some dumb plays. Looks menacing as heck from a distance.
The Shape: Probably the killer I fear most, with the insta-downs and constant threat of being killed instantly. Oddly, I also feel he should keep this unique ability, especially considering how weak he is compared to other killers.
The Hag: Jump-scare expert, but unfortunately I'm not that affected by jump-scares. Unique addition in terms of that type of horror, but doesn't feel menacing, especially in chase.
The Doctor: Most Doctors have been evil bastards, so in that respect it's great roleplaying! However, they have been known to be rather dickish at times.
The Huntress: Fun to face, but for some reason they often seem pissed at me. Most likely killer to hit me on the hook. However, these killers are often fun due to - when I win or lose - it's often a proper trial of skill.
The Cannibal: Behind the Shape as scary, mainly because you mever know if a dramatic chase will be followed by 2 minutes of boredom. Great presence in the trial.
The Nightmare: I understand he's not popular, but I enjoy a good Nightmare trial. Adding the extra objective to "wake up" adds a bit of tension which I enjoy. Not very imposing though. In a trial, I'm not often "aware" of him.
The Pig: Kudos to anyone who plays her, because she definitely is not threatening and I cannot remember every finding her traps an issue. Of someone is good at Pig, they have my ultimate respect.
The Clown: I do not like facing them. The bottle ability feels quite obnoxious. Not overpowered, but does become very irritating with the drugged effect. Don't like his sound design and clowns are not scary to me.
The Spirit: She's got decent counters now and is still strong. Enjoyable to face, although the cackling sounds feel rather odd for an undead being (minor pick, but otherwise she's fine).
The Legion: I don't like them. I'll tolerate a bunny costume Legion, due to my Silent Hill fandom, but these guys aren't intimidating nor that interesting to face. Once the Feral Frenzy has done its bit, they become Trapper without the brains or anxiety.
The Plague. Her trials can become epics and my most memorable trials have Adris in them more than any other killer. Requires a good team effort and, since I play solo, those trials where the team comes together make for some brilliant trials.
The Ghost Face: The Scooby-Doo villain of the roster. I've learnt to see the entertainment value in him, when before I used to hate him. Still not a favourite, nor one of the most interesting killers for me, but I'm fine with Ghost Face.
The Demogorgon: Always a joy to face these guys. Well-balanced killers which are both dangerous yet counterable. One of the best killer designs BHVR made.
The Oni: Absolutely fantastic to face! Great trial presence, interesting power and intimidating. An improved Hillbilly for me, even though I have a lot of time and respect for Hillbilly.
The Deathslinger: He's pretty decent and I like the FPS vibe he brings. It's also refreshing to have a killer which isn't really meant to be a horror villain and fts another genre entirely (a steampunk western). Wouldn't mind a couple more killers which don't fit the stereotypical horror role.
The Executioner: Third most intimidating and scary killer for me, mainly to do with my Silent Hill fandom. Best sound design of any killer and can be very oppressive. Don't see them quite so much as the tunnellers people say they are, but don't doubt this happens.
The Blight: "Pinball Wizard" still plays in my head when I face them. My reactions aren't great versus a cracked one, but most others I believe are fair, although those infamous add-ons need altering.
The Twins: Victor is just hilarious, which is a bit of a shame considering how good the trailer was. Charlotte is actually pretty intimidating in her own right and trials can be a lot of fun against them. Shame they're so rare.
The Trickster: I imagine this is what would have happened to the Joker if Batman was not around to push him. I do admire BHVR for going out of horror again but, unlike the Deathslinger, this chump was a bit of a letdown. Not intimidating at all.
The Nemesis: The zombies are fun additions and he's a monster to face. His music is cheesy as heck, but at least it fits the cheesy horror of RE. No complaints of trials with him.
The Cenobite: Easily the second-most annoying power, although it is at least fair. He is great at disrupting the flow of the trial and a good Cenobite can alter their playstyle well tp focus on finding the box above all else.
The Artist: Love facing this killer, even if the chase music feels like it belongs in "The Wizard of Oz". Great power and chase potential. As a survivor, you need all your wits about you, because of the different ways she deploys her inky crows.
The Onryō: Heavily underrated, in my opinion. She's a dangerous foe with some interesting stalking styles. She's intimidating and also nerve-racking. Her condemned builds can make playing her more dangerous because of the completely different playstyle.
The Dredge: Again, I love facing this killer. Greay design all round, scary power that can hit you out of nowhere and the darkness power is something I've wanted for a while up to this. I know some don't like it, but it ramps up the fear factor and excitement for me.
The Mastermind: A fun killer to face, although a tad oversaturated recently. The power is balanced and he's got counterplay whilst also being a real danger. Cheesy as hell.
The Knight: I've not experienced him as the true camper some depict him as. He feels like a gen-protector, but not ridiculously-powered. Granted, it's not a fun tactic, but he also excels in pincer attacks and using the right minion at the right time makes him more than a gen protector.
The Skull Merchant: The worst killer BHVR have ever made by miles.Terrible power idea, crappy lore, animated purely for "sex appeal" (which even that is done terribly) and is just a disgrace. BHVR have made.many brilliant killers. This just shits on their works.
The Singularity: Only faced 2 of these and both were the worst of tunnellers and campers, which is a shame since I've seen videos of them being played as way more enjoyable.
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I'd love to see a live play of it. If NRB put it on their channel, that would be an instant watch.
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When AI eventually enslaves the entire human race, the one thing nobody thought of was that what started the insurgence wasn't insults on chatbots or nefarious programmers, but being repetitively put through hour-long matches versus the Skull Merchant.
Think of your children and your children's children, before you hit that dc button!!
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I wouldn't say "way more" unenjoyable, but it's always going to be more fun in any game if there's a challenge involved. If it's too easy it becomes boring.
The only reason I'm fine if I face a weak team is that I end up 2 hooking everyone then let them go. This is really rare now, but sometimes MMR finds a way.
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I'm currently about 60% since I started noting the results. Well, I stopped recording after a while but feel it's still about 50%. There have been some spells when I lost 10+ games in a row in the past and, no doubt, this will happen again.
Hopefully you'll be having better luck soon. It does come in waves and you'll be getting some escapes soon.
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I enjoy playing as The Executioner, but admit his power sometimes feels like controlling a tank, albeit I love the feeling of strength that comes from it.
If there's a reason why The Executioner is not as popular, it's that his add-ons are completely uninspired and are possibly the dullest in-game. If the add-ons were reworked into something diverse and varied, I can see him appearing more often.
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I know you said one, but here's a few - these get quite addictive to do!
1. Unnerving Presence: When survivors are on a generator within the killer terror radius, the speed of rotation for skill checks increases by 50%. The skill check areas are reduced by 25/35/45%. Great skill checks cannot activate.
2. Predator: Following scratch marks reveals the killer instinct effect intermittently for 2 seconds of the survivor you follow. The effect lasts for a further 1/2/3 seconds upon leaving the scratchmark trail.
3. Bloodhound: Pools of blood are bright red and remain for an extra 2/3/4 seconds. If the killer is in chase, bloodlust activates tier 1 after 13 seconds, tier 2 after 22 seconds and tier 3 after 30 seconds.
4. Overwhelming Presence: When within the terror radius of a killer whilst using an item, the depletion rate increases by 80/90/100%. Skill checks have a 20% increased chance of occuring and the speed of rotation increases by 50%
5. Territorial Imperative: The killer can lay an area of up to 20m/26m/32m circumference anywhere on the map which remains active for 30 seconds and is unseen by survivors. The killer will see the aura of all survivors within the circle and gains a 2% speed boost within it. Once the 30 seconds is up, the perk cannot be used for another 60 seconds.
6. Beast of Prey: The killer cannot go beyond Bloodlust tier 1. Upon reaching bloodlust, the killer becomes undetectable and the red blood stain is transfered to where the survivor faces. Once out of chase, the undetectable effect lasts for a further 5/10/15 seconds.
7. Scourge Hook, Hangman's trick: 4 Scourge hooks appear. Whilst a survivor is being carried the killer sees the auras of all survivors which are 6/7/8 metres from any hook. Scourge Hooks cannot be sabotaged. Killers can move a scourge hook by activating a scourge hook, then going to a normal hook and activating it, at which point the scourge hook moves. This action has a cooldown of 20/25/30 seconds.
8. Scourge Hook, Blood Echo: 4 Scourge Hooks appear on the map. Whenever a survivor is hooked on a Scourge, all survivors suffer from the exhausted effect for 30/35/40 seconds and all injured survivors suffer from haemorrage for 40 seconds.
9. Scourge Hook, Deathbound: 4 Scourge Hooks appear on the map. Whenever a survivor is rescued and the killer is more than 24 metres away, both the hooked and rescuer suffer from the Oblivious effect permanently until either is caused to lose one health state. The rescue notification is delayed by 4/3/2 seconds.
10. Scourge Hook, Leverage: 4 Scourge Hooks appear on the map. Whenever a survivor is hooked on a Scourge Hook all survivors suffer from the Hindered effect for 30 seconds. Whilst the survivor is hooked, all healing is reduced by 30%/40%/50%. If the survivor is unhooked whilst the killer is more than 24 metres away, the rescuer suffers a permanent, stackable 3% penalty to all their instigated healing actions for the remainder of the trial.
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Killer is nothing like as bad as OP says it is on console. I play on the Xbox One - currently as Trapper - and it is absolutely fine when you get the practice in. You'll win some, you'll lose some, some matches you'll face arseholes, some matches you'll face really great people, but with everything put together killer is absolutely fine on console.
What I would suggest to anyone who is unsure is, if they find they've had a couple of bad trials, take a step back and play something else. Make a list of what happens every trial, because it puts a lot into perspective. People who claim every trial is bad are mainly remembering bad trials. It happens to everyone! I have won 8 of the past 10 trials I've done, but the one that sticks in my head is the group of 3 who just spam-vaulted and teabagged at the end. If I were to believe the hype I'd say many games were like that and they are not.
So, if you are new and reading this, do not get put off. Just go in with a level head and see it as it is: just a game.
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I'd be fine with disconnect penalties being removed of they are replaced by people who dc are put into lobbies only with others who dc regularily. That way, those who are persistent offenders get to experience consistently the annoyance of playing with like-minded people.
If someone disconnects a set number of times, I'd also make sure a visable "prestige" is shown for that person, so others know of their disconnects, for a set period of time. That would be a ban effectively anyway; even on these proposed servers, people would think twice about facing someone like that.
Either way, a deterent needs to be kept in place. In most cases, those who disconnect are probably the same people who teabag at the exit gates or hit a survivor on a hook repetitively anyway, so I don't have much sympathy for that majority of people who disconnect.
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Hatches are really no bother at all. If you are a killer and want that 4k, then slug the 3rd and hunt the 4th. If you consider 3k a win, take it and play the final section. The hatch WAS a problem when people could just get a key and run away mid-trial, once it appeared. That's gone now.
Really, when it's down to 2 survivors, the killer chooses how to play it. Taking the chance of hooking the third to chase the fourth is down to them. Today, I hooked the 3rd amd then lost the hatch chase with another Yui, but I was completely okay with that because that was my choice. Own the decision you make.
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The problem lies more with suicide hooked or afk, once the bots are introduced.
It's normally clear that someone is suiciding at the second stage (the first stage could be genuinely trying to escape), but at the same time they could be REALLY bad at skill checks. Not likely though.
Set up something whereby those who go afk or suicide on the second hook are put into matches with others who do the exact same. Forcing them into matches with others who do likewise would be punishment as how many will those guys be caring about each other's chances?
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There's a number of reasons for this. Some challenges may depend on it, more kills means more BP, they are angered at the person they slugged (for either rightful or wrongful reasons), a challenge from the Tomes.
It's their prerogative to do so and in those cases either crawl as far as you can towards somewhere inconspicuous in hope of getting the hatch or get yourself a nice cup of tea and read a bit of your favourite article or book.
Of course, you could also just avenge in the only way how in those situations and just keep so well hid that you bleed out without them ever finding you. That's a little satisfying.
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For killer: Forced Penance, Dark Devotion and Spies From The Shadows are very underrated. Forced Penance is really devastating , especially with altruistic teams. Dark Devotion causes a decent amount of chaos and an insidious effect that cannot be removed for the duration. Spies From The Shadows is a surprisingly useful information perk.
For survivor: We'll Make It, Bite The Bullet, Quick And Quiet. We'll Make It os a great counter for Mangled and can be a great reset if you can reach the injured fast enough. Bite the Bullet is a neat way of hiding from the killer. Quick And Quiet can fool a killer when done well.
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Whilst I don't mind offerings being altered, new ones coming in or whatnot, this is being made into such a big deal and it's really not. Even when facing hook distances which are farther apart or going to a specific map, it's not the deciding factornof whether I succeed or not.
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The three gen itself isn't a guaranteed survivor victory by any means. It is, however, nothing like the big deal some players make it out to be.
For the most part things were fine until the "Forged in Fog" chapter, amd the problem was dramatically worsened with "Tools of Torment". What really made 3 gens a problem was vastly down to the killer design. Up until then, it was mainly survivor mistakes with a bit of RNG, but those alone really were not problematic as even a squad of 4 solo players with some experience would understand where to do the gens.
I'm concerned the problem was caused by poor killer design, but the devs are looking at more convoluted ways of dealing with it, rather than just changing Skull Merchant entirely and perhaps altering the Knight a tad. It's not the nightmare those people make it out to be.
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Resident Evil chase music - whilst thematically is well made from a RE perspective - is cheesy as hell and doesn't fit in with the theme of DBD.
A big issue with the game is this search for more "meta" perks. This game would be far more tense if stronger perks were nerfed and weaker perks left as is (or reworked sideways). People shouldn't be able to win a game because of a perk, but their own skill.
The "Lethal Pursuer" buff that was introduced has been problematic and was never needed.
HybridPanda is the most underrated content creator in DBD, and he has the best intro of any content creator.
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Things I would like to see:
1. Add-on reviews that look to add different playstyles and tactics for eaxh killer. Wraith is the prime example of add-ons done right, so creating more diversity to what a killer can do and synchronicity with perks.
2. Some new maps for existing realms. Originally, I was against this when someone suggested it, but upon reviewing it the idea of adding to some realms actually sounds appealing.
3. A new game mode. Maybe a fight for survival on a larger map where it's all about being the last to stay alive. That's just a brief idea - no doubt there are better ones if I have time to think.
4. New objects and items to interract with, both in the bloodweb and out in the maps (the latter to have items both survivor and killer can interract with, like the pumpkins that granted haste or hinderance).
5. A review on bloodlust tiers. I believe bloodlust should stay, but perhaps reduce the tiers more mobile killers have. They tend not to benefit much from the additional tiers anyway. Perhaps mildly increase or decrease bloodlust so every killer has their own different speed. This may help out with Trapper and such.
6. More Cage-like perks. Add some more creativity and fun to the game.
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I like counters to killer powers, whether playing as or against. It makes it more unique and I was gutted when they removed the lightburn effects for killers such as Wraith or Artist. They offered unique ways to counter them, yet you needed the right tools. My only guess is a dev got annoyed at continuously getting lightburned as Wraith and went: "Well, it's MY game and I'm gonna do what I want with it!"
The only counter I was glad that went was when you could break a Trapper's bear trap. The already-weaker killer didn't need that extra ######### to deal with.
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Wesker is a fun killer to face. My guess is it's not the design but the frequency he appears. It's like the Entity asked the killers who wanted to do extra hours and Wesker was always that guy who waved his hand excitedly in the air, shouting: "ME! ME! ME!", and when asked how many he'd like, he replied "Yes".
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Not at all. Default skin survivors often are great disguises for very skilled players. 0 prestige survivors could well be P100 for another survivor or using a smurf account.
If anything, the only thing that has had some degree of success for me in guessing if someone is bad is if they have bright clothing and have flashlights, which even this isn't that accurate!
It's a crap-shoot. Just see how the game plays out and take it from there. I've been in trials where the survivor who went down 30 seconds into a trial ended up being mvp easily. You will just never know.
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I like playing quite a few of them because each has their own skill and difficulty setting. It's especially satisfying when playing a lower tier killer and beating a strong team! Anyway, the killers I enjoy more than most are:
Trapper, Hillbilly, Shape, Plague, Oni, Deathslinger, Executioner, Artist, Onryō, Dredge, Knight, Singularity
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The Skull Merchant is my least favourite because she's basically custom-built for 3-gen builds. If the Skull Merchant decides at the start to protect a 3-gen and just wait it out, the trial becomes the gaming equivalent of looking up at the sky and seeing a huge meteor coming to wipe out Earth. It's just awaiting the inevitable end.
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I seriously don't get the sheer mentality of the absolute dipshits who feel getting so angry that they should abuse the artists who simply entered a competition. It's absolutely ridiculous, especially since it was the devs who chose the winners!!
Granted, those designs - compared to some others - really are not that next-level brilliance (it's quite bad on the judges when a killer charm is the best design!!!). That's down to BHVR though, not the artists.
I suppose they have to consider design ability and such. In summary: wanker minority community comments, sub-par judgement on winners by BHVR.
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They add variety to a game, so I can't say I have any issue with them when I face a killer or am a killer (unless overpowered).
However, as to whether I use them or not depends purely on whether they come up on the randomizer system I use.
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Removing bloodlust was tested some time back on a "bloodlust-free" weekend and the response was largely negative. Currently, bloodlust is a necessary mechanic for killers less able to keep up. Killers as weak in chase as Trapper or Pig will be destroyed without bloodlust; also killers such as Blights and Weskers will have no benefit because their power pretty much negates a need for it.
Removing bloodlust would make weaker killers even worse and have no effect on faster killers. Currently, there is much more evidence to support it remaining than being removed, citing the "bloodlust weekend" feedback as a decent bulk of evidence.