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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • Sounds like a great Killer idea for The Magnus Archives' "Buried" Entity!

  • The perk itself is far from OP, but I would agree that to have this perk able to stack with Hope is silly. It should be a perk which cannot be stacked.

  • "City of Angels" is mine. That is such a well-crafted, emotional and cinematic film. His portrayal as the angel who finds more to his purpose, once becoming enamoured with Meg Ryan's character, is great.

    A sturdy piece of late 90's cinema.

  • One worry I would have with all these adjustments is how far they could go.

    As an example, the BT basekit used for people becoming unhooked was an anti-tunnel idea. Killers can wait this out and people still are upset about it. So, how much more needs to be done to appease this and how far will the leniency be stretched? There's only so much leeway available and, no matter how much is given, some people will still complain it's not enough.

    A point will be reached when these issues can no longer be blamed on gaming mechanics and the problem is weighted purely on just the flow of the game itself. Otherwise it just becomes hand-holding all the way, which might be detrimental to the game. The questions are: where is that point, and will it ever be enough?

  • @VdG232 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460918#Comment_3460918

    I share your thoughts. Overall the matches are fine and I'm having fun. The HUD really improved the gameplay. Over the last one-two months I definitely had an escape rate > 50%, which is only possible with lovely random team mates who are juicing.

    However sometimes massive losing streaks happen. Today I played 10 games and escaped 0 trials. 9 of this matches were not even close and ended before all gens were finished. It just feels the matchmaker wants to bring you down to the desired 40 % escape rate at any costs.

    I've also come across those large loss streaks and, despite my current success, no doubt I'll come across another dry spell. So I do empathise with those periods.

    It's helpful to look back on trials to find out what went wrong in each individual one, even if it's just to reassure you it's not always because of a killer "always slugging" or beliefs which might crop up because of a couple of bad experiences.

    As an example, I've had 4 trials today and 2 escapes (one by hatch). The 2 losses was one to a Huntress, who was very angry for reasons I do not know and afterwards decided to slash me to pieces on the hook. Before them, I had 2 trials where another Huntress teamed with a survivor to get me and a Wraith who did the same as the most recent Huntress. If I had not have logged all the trials, I could easily deceive myself to think every killer is an arse. This would simply be false.

    Also, logging it allows breaks between trials. Nothing worse than leaving one bad experience and projectile-vomiting myself straight to another. That reflection makes all the difference.

  • As a counter viewpoint to the other posts here, my solo experience feels much different.

    There shall be some matches where things just go completely terrible and certainly there are trials where other survivors make some rather questionable plays. No doubt those who complain are also viewed as responsible by others too, so I do throw a lot of shade on the claims that it's "always other team players". Everyone cocks up, including those who complain.

    However, I've not experienced these trials on such a negative level as others. Often I have been fortunate enough to play alongside skilled players or players who instinctively know how to work as a team with others. I've even been tallying results and, in the last 19 trials, I have escaped (through the exit gate) 12 times and used the hatch 3 times. I guarantee that nearly all those escapes should never have been possible, were it not for the other players I was with.

    So I do feel that, as a solo player, the experience has not been bad at all for me. I believe often a bad experience will always be remembered far more than a good one. In fact, two of my deaths from those games stands out more than any of the wins, thanks to a rather livid Wraith in one and a Meg working with a Huntress in another. Those 2 games stand out. I am certain that, had I not tallied my games, those 2 would marr my experience and make me feel solo is crap.

  • Reworking maps could be done during mid-chapters anyway so both could happen at the same time easily.

    However I choose new maps over reworks for the simple fact no amount of changes will make everyone happy so may as well just throw in more variety of maps. Keep things interesting.

  • I would have said chess but apparently the governing body looks down on teabagging after successfully taking the opponent's queen, so I'm going to choose DBD.

  • She could have the sisters as part of her power as well.

    Jack Baker is a strong 2nd though. I'd be okay if he was chosen over Dimitrescu.

  • One reason why some TTV players are so salty, which doesn't often get mentioned (if at all!), is the fear of public humiliation.

    People are watching their games and if they are shown up - or simply just outplayed - those streamers may believe they have been embarrassed in front of others. Mostly, people who watch are courteous and can relate to any mistakes made or trials which are just a shitstorm. Yet that won't always be picked up by a streamer.

    Depending on their own egos, a streamer can act out extremely negatively, especially if the losses feed into the low self esteem they may already have. It becomes a form of public shaming in their unmoored eyes and the vulnerabilities show. So, they counter this with bravado and act out.

    The more relaxed and chilled can see the silliness of their mistakes and understands that their audience is with them mostly. They can laugh together and share similar experiences. A streamer needs a strong sense of congruence and lightheartedness.

  • The need for overpowered perks. I would be far happier with perks which gave marginal boosts or slight tweaks. Current perks like "Made For This" are not only too strong for my liking, but even has another effect that ought to be a single perk in itself.

    I'm happy with perks which give small yet interesting effects. Quick and Quiet, Forced Penance, Dark Devotion, We'll Make It ... those sort of perks which are not ridiculously overpowered are far more interesting to me than something which is just ridiculously strong.

  • It is what it is. I've even read about Fifa losing licences for different world leagues in the past (I don't play football games, but I'm assuming this would be a fairly big deal).

    Whilst the "Stranger Things" loss was disappointing to hear, they said they had learnt since then. Honestly, cosmetic licences are fine to come and go with me. There's every chance it could come back and if it does not, well that's the world of licencing.

    I get the frustration, but it is - at the end of a day - a business relationship. All sides for a relationship need to be in agreement and if one decides to pull the plug after discussions, that's how relationships are. Look for the future fun ones!

  • I really loved playing as her in the past. One thing as well to mention is she can phase through a survivor, making bodyblocking null and void.

    She's tough. I know there's all this "A,B,C tier" stuff about killers, but the key to a strong killer is who plays them. Take Otz and Trapper, for example. The Onryō can be as devastating as you wish her to be, so long as you put the work in.

  • Survivor:

    Forced Penance - Should a survivor take a protection hit for another, the killer is stunned for 3 seconds.


    Killer:

    Blood Pact: The first survivor the killer injures who is not the Obsession will be linked with the obsession. The next time either of the 2 is put into the injured state, the killer will see the other survivor's aura every 30 seconds for 3/4/5seconds at a time until either of the two are hit again.

  • Heather is probably one of the best, underrated female protagonists. Her voice actress is amazing, especially considering the time it was made, and she stands out even now. That's what made her so memorable in my eyes when I played this game.

    The game is mostly linear, bar a brief exploration of Silent Hill prior to the hospital, but I do believe it fits to continue the flow of the main story. I'd believe too much side-tracking could have hindered it.

    "Downpour" works better with exploration as Murphy is looking for a way to escape, so it makes sense in this case.

  • @GannTM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455226#Comment_3455226

    That his trails are supposed to be used in loops while chasing. They’re not supposed to be used like Hag traps.

    They're effective both ways.

    Laying down trails during a chase is definitely the most efficient, since it's multitasking, both in terms of the current chase and for future chases.

    However, do not underestimate the "dabbing" technique. Survivors look for trails and often overlook the small bits of wire from this. The downside is a mild slowdown, but this has been proven effective also.

  • They're fine for both sides. In some ways they are high-risk/high-reward builds which do not assist throughout the trial and, in the case for survivors, are reliant on surviving through to this point in the first place.

    It offers a different playstyle, which can only be a good thing.

  • I only ever play with randomly-selected perks, I'm affraid. There are some theoretical ones I've seen which are pretty good though:

    1. Starstruck, Agitation, Hex: Devour Hope, Hex: NOED

    2. Knockout, Infectious Fright, Forced Hesitation, Jolt

    3. Starstruck, Mad Grit, Agitation, Iron Grasp

    The Singularity is all about being fast and overwhelming. Therefore, go all out on insta-downs. That's the best way. The first option I think is, by far, the best.

  • @SleepyLunatic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455249#Comment_3455249

    I think that was my biggest problem so far, i kept the pods too close to gens and would keep checking them sometimes to see if someone is there, wasting alot of time.

    Yeah, that's where things go wrong. An EMP attack there and those pods are gonna be useless until you trek all over there.

    I believe quite a lot of people are using it wrongly. The Singularity is a tough killer to learn and shall take some time to master (which is why I do not subscribe to any of the crap mentioning that he's a C or D tier killer). In chase it's a powerful foe that works best with overwhelming the survivor. Ironically, the advert for this chapter subtly shows how best to use it.

  • Its power lies in changing the battlefield. Some play it to keep pods in static placement, but for me it feels better to be shifting where the pods are constantly. When in a chase, shoot ahead of the survivor and trying to set cameras to constinuously track them. Use them or the mounted gun to slipstream and basically be unpredictable.

    Be creative; even create a "killzone" of cameras along a path where survivors will have minimum cover. Just do not use it as a 3-gen or keep cameras in the same place. That's not the best way to work it.

  • @OwlWithMustache said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454597#Comment_3454597

    People really think he's garbage? I find that so weird, he seems like at least wesker level strength. Even with EMPs it's quick and easy enough to reset them.

    I've only played around 2 dozen matches as him, but I've yet to get any less than a 3k. Could be the time I play I guess

    It's not the time, it's the players.

    The Singularity is a good killer. Using it right, his chase ability is phenomenal. It can fire those pods quickly and continuously, the surveillance is great and it's got a lot going for itself.

    Don't be persuaded by people's opinions. Just continue to play it in creative and experimental ways and you'll see this killer is way better than people give it credit for.

  • @Devil_hit11 said:

    I don't understand why people complain about skull merchant and not 3 gen mechanic in general. weird. It almost sounds like skull merchant name is translation for 3 gen are unfun.

    It's probably because 3-genning has been around since the beginning, but the introduction of Skull Merchant (and Knight, although I haven't had a problem with him personally) brought in powers which were overly protective of gens. Even with the older killers that relied on defending an area (such as Trapper) did not have the same overbearing presence of Skull Merchant.

    For me - disregarding the Skull Merchant - 3-gens is mostly poor planning with a few rng problems and a clunky tiling system. However, I've rarely seen such a catalogue of complaints about 3-gens before the Skull Merchant.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454201#Comment_3454201

    I would say both Nemesis and Wesker were well received on their release.

    Nemesis being the most popular chapter of all time. And Wesker being a pretty good killer out of the box.

    When the first RE chapter came out it was a literal ######### show and one of the few times the majority of complaints were 100% justified. The map was hated and a lot of strange hate was guided at the zombies (which I felt was a novel touch!). His power was criticised as well. It was a well-received idea, yet the release absolutely was not.

    Wesker was popular, yet there was a whole host of concerns over Rebecca's perks and the changes to RPD were not well-received. Wesker himself was liked but even then he had detractors saying he did not fit in.

    Just to clarify, I'm not saying I agreed with these sentiments, nor am I suggesting the chapters were bad (the second one was great, and the first was good once the bugs were dealt with), but they were not universally liked upon release.

  • @Exerlin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454159#Comment_3454159

    This is how I feel exactly. I don't remember a single chapter that didn't get this kind of reaction. Maybe the Huntress update? I don't remember

    The only chapter I can recall that did not have much in the way of complaints was the "Cursed Legacy" chapter. Everyone was excited for Oni and Yui was quickly a favourite survivor. The perks were alright, but they had good balance by offering something different to playstyles, with Yui using unique abilities with pallets and affecting a killer's carrying power, whilst Oni brought in it's own "Windows of Opportunity" and perks which created a more planned and clever approach.

    Other than that one, I can't recall another. Even "Silent Hill" had a lot of nay-sayers and that was also a good one!

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453364#Comment_3453364

    3-gen isn't a Skull Merchant issue it is a bad map design issue. Skull Merchant is slated to get retooled anyway which she needs cause her power currently isn't actually useful in ways it was meant to be used. The 3-genning issue is just more pronounced than ever due to the last two chapters having killers with powers that function at require survivors to interact with them, but being completely useless you place them in areas where survivors need to go. With the way maps are currently designed and just generally how the procedural tile spawn rules are I don't even know if they can fix it without changing the survivor objective.

    Some maps are too small which means the gens can't be spread out in a way that stops 3-gens, but some maps are so big that if gens are too far apart basically no killer can really defend them.

    I admit I do not always see the issue with this. On some occasions I do get annoyed when 2 gens appear within close proximity, but that is bad rng on those maps.

    However, the only times I have ever had an issue with 3-gens is poor planning in advance. It's never been the map that I feel was responsible. Not to say that in some cases there is bad spawning involved at times, but I believe some players do not feel accountable for their own actions.

    I still find it odd how the generator has been designed in such a way as to make it complicated to space out even across the map. Come to think about it, maybe that's where the idea of a bad map design comes from, by not taking this into account. That still sounds less like bad map design and more bad asset design for generators though, although I am starting to see what an issue is with maps a bit more now.

  • @AetherBytes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453364#Comment_3453364

    Do remember that generator spawns are unique on a tile. If the minimum range even barely touches it it invalidates the whole tile. Sure, this doesn't sound bad for a single gen, but once you realize that gen then needs to be moved further, that takes up even more space than you'd realize, causing a knock on effect.

    Basically, even being 1m too close cause like 30m offset per gen. Maps just aren't big enough, and this would hurt killers almost across the board way too much if they made maps bigger to support it.

    Would altering the tile size make a difference?

  • @CorvusCorax86 said:

    I refer to him as Johnny 5.

    Same here. He's definitely Johnny-5.

    Why the ######### is "Larry" a thing? Some pop culture reference?

  • The Chapter is head and shoulders over the Skull Merchant chapter.

    The thing to take into account is, as far as I can remember, every chapter has had people bemoaning it. It's pretty much par for the course, especially when people are declaring a killer is crap less than 24 hours after release (which is never enough time!). Just the same old circle of vomit.

    I like this chapter and The Singularity will be a decent killer as time goes on.

  • It's really great, artistically. The decluttering that was done has improved the map, whilst it has still retained all its character.

    I feel this is a well done and creative map.

  • DBD will always be top in the genre. It's got the licences, diversity and it works well. It's a great game which - admittedly - has had some huge missteps at times. However, on the whole it's clearly a good game.

  • The Singularity has not appeared in trials so far from my side. I have had the new map, which I do like a lot and the clutter has been toned down. However, unfortunately no Johnny-5.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453341#Comment_3453341

    Well it's officially a band-aid and luckily not exactly super strong, I'm rather scared in what kind of insanity they gonna brought up with yet to seen "long term fix" would be.

    A long-term fix would be to deal with Skull Merchant and maybe spread the distance between gens a little. That's all they need to do.

    It was explained that there was some issue with spreading gens in regards to setting a minimum distance which I just do not buy. It's not difficult to change some spawn settings and in many cases where survivors lose because of a 3-gen, it's not the killer nor the placement that were issues, moreover the survivors were not taking into consideration gen placement when doing them.

    I do feel the game has moved towards a handheld experience because people do not wish to put the time in to learn and just enjoy it.

  • The killer has a power with a bit of a learning curve but, once understood, is strongly effective. The EMPs can knock them down, but the orbs can be easily replaced. The overclock is very effective and the Mori is great with improved voices. The killer is strong and I certainly do not believe people have mastered it in less than 24 hours to come up with the idea it's weak.

    The map was very cluttered in the PTB, but it appears to have been streamlined in the release. There are more open areas. The colouring is a little disorientating but overall the map feels fine to me. Love the design and glad to see less clutter.

    Gabriel has some strong perks. I'm undecided whether they're too much or not, although I like the fact that they tried to get some stronger perks out. However, I feel perks need to be less overpowered. "Made for This" is 2 perks in one. "Troubleshooter" also has 2 effects (albeit undoubtedly weaker). I feel this is the weak point in the chapter because there's no need to make perks have 2 effects.

    Overall, this chapter is a vast improvement over Skull Merchant. Definitely going in the right direction.

  • There are so many risks and factors to consider, but in the vast majority I would not.

    Of course there are rare occasions I might try for the unhook, such as if I need one more safe hook to finish a task. However on the whole I'd mostly favour my own escape, especially if the gens have not been finished.

  • It is absolutely 100% camping. However, the way you worded the discussion was that camping is a bad thing and you feel the need to justify the action. There is no need in this case because, as you stated, this was a survivor mistake.

  • It's because they're pathetic, weak and feel unloved often. Also, as others have mentioned before on this discussion, their lives are too heavily wrapped around DBD.

    It's common everywhere outside of games too! Such as groups of people getting upset and causing riots because their team cannot play football better than another team.

    It's the child that never grows up.

  • Now that "Decisive Strike" is deactivated once the endgame starts, it may as well go back to 5 seconds. The stun duration was never a big issue; using it for cheesing an escape was the greatest complaint.

  • I'd like it if they change her abilities to be less generator-babysitting and use the drones more in an aggressive way, such as chasing survivors.

  • A few reasons I can think of:

    1. Anger: not getting that hit can make people see red and everything else is a blur apart from that one individual.

    2. Practice: not as common as anger, but some may see a really good survivor as an opportunity to improve their chase.

    2. Practice (2): A few killers may actually be survivor mains and when they see someone great, they would chase to learn how they play, so they could integrate it into their play.

    4. Ego: as @gnehehe says, some just feel butt-hurt and just chase to "assert domination" over them. They're the least popular of killers.

    5. Items: some will chase someone for ages if they see them as a flashlight-saver or believe they have a powerful item. This was especially true when keys were a quick and easy escape.

    6. Prejudice: maybe they dislike Neas. Maybe they recognise a name. Maybe they say TTV. They just have a grudge towards those types, over preconceived opinions.

  • I have no concerns over "Hope" whatsoever. It's a reward for surviving to that point and the speed is strong, yet not overpowered.

    I like it.

  • It would be a BM paradise with players finding new ways to use emotes to mock others. It's already done with those two existing ones and those emotes are banal.

    Also it will just be a farce anyway and the game has many things more deserving of attention than someone doing a TikTok dance or whatever.

  • I would very much not want any more emotes. There's no other reason to have any more, other than to just be a dick with them.

  • I believe years ago BHVR said that all the survivors we play as are the ones who eventually escape out of the billions of people within the Entity. In lore, I think Vigo escaped. Others perhaps, but not certain.

    All survivor memories are wiped at the end of each trial, even though they feel like a little piece of them has disappeared. Every trial is the first for a majority of survivors.

    In theory, the ones we play as are the ones who are able to navigate the trials and learn more skills to defend themselves. They comprehend the changes of the maps. They begin to understand that they are in a cycle and this may be key to them eventually finding more beyond the trials. This may explain why these are the few who ultimately escape the Entity.

  • I cannot recall anybody complaining about this perk before. There is not anything about the perk that can come across to me as overpowered and I'm confused as to how "Windows of Opportunity" can be construed as overpowered.

    It's probably used more because it is very beginner-friendly, as it allows people to learn where to run to and learn the ropes.

    If there are complaints regarding this perk as overpowered, I'm worried about the thinking behind that belief.

  • @WorthlessBeing said:

    I still wonder why they make this when the obvious solution is makin Cypress Mori basekit.

    This is literally all they need to do. It's the easiest solution and I do feel they're over-analysing a really simple solution.

    Make a "Cypress Mori" basekit, then with the offerings make it so the Cypress can kill 1 extra survivor, ivory kills 2 extra survivors and ebony remains as is.

    Please BHVR, please just stop over-thinking this.

  • Use this trial - as all others - a learning experience to improve your game.

    It's guaranteed pretty much everyone will play their fair share of trials against opponents whom are clearly better players. In some cases it will feel quite painful and yet these are the games where, once you realise it's going to be impossible, to experiment and learn.

    You'll come out better for it.

  • The devs listened and did the right thing.

    The cages have that special ability of being immune to any post-hook perks and protection, so it made sense for the Rites of Judgement to have plenty of counterplay, so players were not guaranteed to be tormented. I like the fact the cages have this affect.

    However, when Punishment of the Damned was able to inflict torment it was almost impossible to avoid torment and the camping element was absolutely disgusting. Some streamers were even saying this would make him S-tier and I'd agree.

    I believe an add-on change would be more appropriate. If they wanted to revisit this idea, have an add-on which does this, so long as the survivor is healthy (injured avoids this), or turn it into the Nemesis affect and make it so Punishment of the Damned inflicts torment but it does not injure a non-tormented player. Of course, both options would be Iri add-ons IF they were deemed fair.

  • Whelp, glad you reported her pathetic ass! The fact she even thought this was acceptable for one vault grab is laughable and I hope BHVR levy her with a perma-ban.

    Sorry you had to deal with that wanker. However, you handled it like a pro!

  • @Dwight_Fairfield said:

    I am in the U.K. and saw the same thing tonight. Pings were shooting up, including my own, for no reason.

    I've noted yesterday that the issue had drastically improved so not sure what it was, but I can say that no additional changes were made between my last post and now, so I'm more convinced the error was at the point of server.

  • There's also a song that relates solely towards men's mental health I'll share below, written because it was not talk about enough at the time and this was to bring more awareness. It does have soft strobing lights for anyone concerned, but the song and video are both very relevant.

    https://youtu.be/3O7HpIlnxhU


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