Marc_go_solo
Marc_go_solo
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- Marc_go_solo
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This is refreshing: someone announcing they're leaving the game, but leaving with well-wishes, dignity and kind words!
I wish you well in your escaping. Feel free to return if you choose in future. Take it easy!
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I do feel there's more they can do, but they are limited by a number of factors: some legitinate, such as game mechanics, accessibility; whilst others simply due to either a job being rushed or simply a lack of imagination.
To be honest, there's only a finite number of abilities they can do, although they can do variations of a theme.
Some abilities I wouldn't mind seeing, if possible, include:
1. As you mentioned, some sort of killer able to wield elemental powers - which really can be extended to each element belonging to a different killer.
2. A killer who can change a survivor's pov to first person, thereby limiting their abilities and causing confusion.
3. A killer who has a power which strengthens when a survivor looks at them (say, a gorgan who hinders you as you look at it).
4. A killer who can crawl of walls or ceilings.
5. A killer who can jump from hook to hook. Not teleport, but moreover using hooks to jump from/to, and pounce off.
6. A killer who can create phantasms of itself (split into maybe 4 other phantoms) who walk all the the same direction during a chase, but the killer can switch into any of those phantasms, so the survivor doesn't know which phantasm is real.
7. A killer who can "sight-jack" and view things from the survivor's viewpoint.
8. A killer who can make every survivor and themself look exactly identical, which is like the mimic idea, but making it a bit tougher for swf.
9. A killer who specialises in sonokinesis.
10. Similar to your first idea, a killer who - whilst not necessarily controlling a survivir - but can manipulate movement or make it harder for them to go the direction they want.
Also, Identity V had some interesting ideas. I can't remember the killers names sorry, but abilities such as creating a mirror image of itself at a distance away and can control both the image and them to attack; or the Clerk's(?) ability to record movements and then replay to block a survivor's direction (even record themselves taking a swing, so they can replay that and use that to take a hit).
Finally, variants can be good if given a unique twist of sorts. Off the top of my head, perhaps a killer who traps pallets and walls with mini bombs to cause damage to survivors; various ranged attacka using different weapons such as a crossbow or bow n' arrow, but does not have m1, so purely reliant on stealthy shots; a killer who causes survivors to go mad but instead of the doctor, different effects happen.
There's still a number of ideas they could do, depending on twhat the game mechanics allow.
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@penguino said:
If you want to play casually as Killer, the best advice I can give is simply not to sweat every game trying to win because you will end up at a point where you encounter Survivors that genrush, know how to loop, and are just generally sweaty and efficient.
When I play Killer, I have games where I'll just death hook everyone or go for jump scares (Bubba and Myers are great for this) mixed in with games where I play normally (although I give the last person hatch if they seemed lile they played well). The combo of games where I throw mixed in with games where I play normally keeps my MMR out of the sweat bracket
This is the healthiest way of playing. It feels like those killers who sweat, slug and camp (which is efficient, but also easy mode) end up jumping against survivors, who are simply better than them, so end up feeling they're struggling and not enjoying the game.
If people played the game for enjoyment and learning, not for some mistaken belief they need to be top 1% mmr, then firstly they will naturally get better at a pace that suits them and enjoys, secondly they'll go up mmr in a less rushed, less stressful pace, then thirdly the game just becomes so much better!
A fair amount of stress is caused by people simply playing outside of their avilities, caused by some mistaken belief that winning is the only way to have fun. It's potentially way more stressful. Why have a game where you go on to effectively guarantee to be stressed?
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I'd be all for a reduced terror radius, or maybe alter a couple of add-ons to bring in the undetectable status. He's quite a big presence and not hard to spot lumbering about, so a reduced radius would be a nice little bump to his ability.
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The darker, grimier map aesthetics. I do like the better graphics of the updates, but the older maps felt far more in line with a horror setting.
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I feel some people forget just how far from balanced the game was in the past. Mori on second hook, insta-gen Brand New Part, infinites, traps directly under the hook. Today it is way more balanced, or at least as well-balanced as you can expect an asymmetrical game can be.
Although, I do miss the way survivors walked, like they were genuinely cautious and concerned, rather than how they stand now like "Come out me bro!" And crap. The grimmer atmosphere I do miss also.
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Honestly, it's been actually more enjoyable since the patch. For the record I'm on UK servers. My results often seem fair too. Any losses I put down to either being outplayed or making errors. Only one match had disconnects on a first down (2 dc's in fact).
As killer it's been especially fun. The healing changes and gen regressing changes are clear, but a killer is now doing what a killer should be doing, which is chase. Gen management simulator was pretty dull anyway. My last 6 trials have been: 3k,3k,4k,0k,2k,3k (this last one I gave survivor the gates after shutting the hatch and finding them).
Survivor has felt much more like surviving and I feel the killer is more fo a threat than before. I've felt less of a change, other than working more altruistically with my other survivors. Team mates have been good and SoloQ has been fine for me! I had a nice win streak going for a bit, but currently my last 6 games have been on a bit of a losing role: 3 deaths, 1 escape, 1 death, 1 escape in that order.
However, the one thing I have noted is auto-aim on console feels is worse now than it was before. I'm not sure what's changed, but it really is far to sensitive. I'd rather they just get rid of that feature currently as that is frustrating.
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Nemesis is absolutely counterable in a number of ways. There are guides all over via a quick search on Google to help and assist.
Although a killer is counterable, it does not mean it should be counterable 100% of the time. If there is a fool-proof way of countering with that sort of success then there's a bad design fault with that killer. No killer should ever be completely counterable.
I'm not here to say what is and isn't subjectively boring for anyone, but to claim he's uncounterable is simply false.
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Normally, I'd play devil's advocate and offer some words of positivity. Unfortunately, because of the Skull Merchant, I have absolutely nothing for you. I'm just so sorry for your experience and wish you're more lucky next time around.
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"The Walking Dead" would be a fun chapter. They have enough well-known survivor and killer opportunities, the characters are recognisable and map potential would also be varied. I would be very happy to see this chapter in DBD.
"Chucky" .. I admit I'm probably in the minority here, but I really dislike that character. Never found the appeal in it and the idea of Chucky as a killer strikes me as rather lame. However, a lot do like him and certainly he's a well-known killer who would attract attention. I reckon he'd be more a paragraph than a chapter though.
"The Last of Us" would be a great chapter also. It's been mentioned already, but as it's a Sony exclusive they may have some say as to whether their title should appear on rival consoles. However, ignoring that this series absolutely has the protagonists and maps, and the killer could easily be an infected. In fact, a Clicker as a killer could create a completely new type of playstyle.
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Sounds a little presumptuous over your fellow survivors' abilities to me.
However, if I'm a killer I'm fine by this. If someone is trying to get my attention (which, I will add, is perfectly fine in game - it's the game equivalent of when someone in a horror game shouts abuse at the killer in a movie to distract them), the odds are that's 2 people not doing gens = more reason for me to ignore and get the win.
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@Skill_issue said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418052#Comment_3418052
4... I think it is because the killer wants to move on to the next game maybe? I don't see why they would get upset that you fought to the end.
Neither do I, honestly. Thought they might enjoy a bit of a challenge. It's only happened twice that I remember, but it's still odd to have a Hag eventually down me and do nothing except message me how "I am in their world now" or something equally odd.
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Whatever feelings about this newest chapter aside, there was one thing which strikes me as a poor business model regarding not just the Skull Merchant, but also the survivors:
Having the tome based solely on a new chapter struck me as odd because, in order to do the tasks, BHVR put all the new perks in the Shrine of Secrets early. So, since survivors are basically skins, people don't need to fork a lot of shards or money on the survivors, but instead just get the perks with shards. Same with the Skull Merchant - people who don't like her but maybe think her perks are worth it just go and get it there.
Sure you can buy everything with shards for the original chapter anyway. However, a lot of people do buy with money and now the playerbase understands this is the model BHVR want to carry on, people may just wait for the perks to appear om the Shrine, which they know will come soon because of the tomes. BHVR then may lose a decent bit of revenue.
This is a concerning business strategy to me. I'm hoping I'm missing something.
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Whilst it is a money-maker, the thirst side of DBD I've never got. It also felt a little like BHVR lost a part of their control by deciding to develop outfits to please certain fans.
It's not really a big thing for me whether the outfits are sexy or not, but this was a small example of a larger concern where the creativity is swayed by the public and not the vision. Early killers felt menacing and creepy. Some of the newer ones look like they've come off "The X Factor". It would be great to return to the more grotesque and creepy designs of earlier on.
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I've not seen the reduced speed be that much of a hinderance to ranged or fast teleporting killers. I feel that there ability to attack at range more than makes up for their speed deficit, so for killers reliant on ranged attacks believe the 4.4m/s is correct for them.
The Hag I can see a case for, since not only does she havea limited range for how far she can teleport, but also because survivors can pretty much nullify the traps entirely. Removing the lightburn (which for me was an unnecessary thing to do) means survivors can all just rub out the marks. The Hag's been much harshly nerfed as a result, so a speed buff wouldn't be out of the question.
As for Spirit, her phasing is again more than making up for her slower chase speed, so again I do not believe the speed is needed, especially since she is still one of the strongest killers. Buffing her doesn't feel needed.
I mean, I could be wrong and actually overall the speed buffs would be beneficial, especially for killers lower down the tiers. In some cases, Deathslinger does have a strong argument because, unlike Huntress and Trickster, his attack can be much slower and less oppressive. However, I do feel Spirit, Huntress and Trickster are absolutely fine as they are.
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It keeps a tally and doesn't reset after a ban, moreover it resets over time. If you have internet problems then this will only get worse, so either find a way to improve the service you have or find a new provider. Failing both (I know some areas only have 1 to choose from), you're gonna have to wait a fair few days for that timer to go down first. Sorry, there's no other way to go about this.
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@Skill_issue said:
As killer: what is the proper etiquette if a survivor is afk at the beginning of the match? Do you go slug them and leave, hit them once and leave, ignore them and chase the teammate, down them and hook them?
As killer: do you give the last survivor hatch if they stop wiggling on your shoulders/is the last one left or do you fight for the 4k?
As survivor: what is the proper etiquette when you open the exit gate? Do you farm with the killer? Offer your item? Do the butt dance to rub it in?
For both: if a survivor disconnects do you show mercy and farm or just finish the game as quickly as possible?
For both: if a survivor offers their item do you show mercy or hook them regardless?
For me if I am playing a low tier killer I go for the early hook otherwise I ignore the afk survivor, show mercy if a disconnect happens/an item is offered, and only worry about a 3k
and as a survivor I leave as soon as my teammates are safe(sometimes I leave my item behind) and if a disconnect happens I usually farm with the killer depending on how many gens we have done as a team.
What are your thoughts on proper etiquette in dbd?
I tend to go by my own rules when it comes to this, but I'll explain my think:
1 Afk survivor: I'll hit them once then leave. A reminder to them that another killer would have easily taken them.
2. Hatch: Depends on how I feel really, but in the end unless the hatch spawns right next to me I normally go to the hook. No point in stretching the game out for both of us. Just end it so we can go to the next one.
3. Gates: I will wait for other survivors or go to help in many cases. If NOED triggers, I'll scan safely for the totem but if not I'll then leave. If a killer sees me at the gate and waits, depending on how the game went I may offer my item as a sign of respect, or if the killer clearly was screwed by matchmaking it will more likely be a peace offering to show understanding that this was rather unfair. I hardly ever teabag unless the killer has shown disrespect to me (by this, I mean pretending to hump me if I'm downed, hitting on the hook and just bming whilst I'm down). Camping or tunneling, whilst unfun, is not a bm and I won't teabag for that.
4. Disconnect: As killer, if this is done early I'll hook every survivor twice and after that any who haven't dc'd or killed themselves I'll let them go. Otherwise, I consider it a kill and play as normal. As survivor, I play to the end. I don't expect mercy from the killer and just treat it as hard mode. This has been known to annoy a couple of killers in post-game chat for some odd reason .. guess those couple of players were a bit odd.
5. Gift Item: As killer, it again depends. The survivor hasn't earned a free escape by dropping an item and it's not them trying to be nice. It's just a bartering technique. It means more to me as killer if they leave the item after the gates are open and they clearly are going to escape. As survivor, I only do it if the killer hints at it. A demogorgon chased me and cornered me, but then looked at my First Aid kit and swiped to imply I put it down. I was gonna die anyway, so did it. Demo gave me the escape.
Etiquette in this game is subjective, so I don't feel there's a real guide as to what to do, except don't deliberately piss off the other side unless it's to distract them away from an injured survivor.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417599#Comment_3417599
That's basically worse knight.
Instead of patrol, it would be stationary.
It's so bad idea... I am not sure you even tried to think about it.
She would be so useless. Basically putting trap, who is knight's soldier. You can outrun it. You can easily see it and it's possible to disarm after some time.
It would be triggered whenever survivors want (or never) so unlike knight, merchant wouldn't be always in position to follow up based on it.
Better tracking? When you have claw trap, I can see exactly where you are, how is this any better?
If you didn't notice, DBD AI is not best thing in the world. Both Zombies and Guards can be so stupid with their tracking. We really don't need more of that.
Again, you didn't read!!! I said the drones could attack and follow the survivor. The only bit you've answered with any merit was about bad AI. Stationary drone guarding a gen detects survivor and then follows the survivor. What part did you not get??
It's clear you're not bothering to read the post I put, so I don't feel like bothering to debate further with you.
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@NoHookDC said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417690#Comment_3417690
What dignity?
I can handicap myself for Survivor fun all I want; I'll never be thanked. I don't get to win. And I get insulted.
I can handicap myself for Killer fun when I play with my friends: Same thing.
What do I get out of it? To think "Oh! I may have only got 2 hooks, and insulted, and told to uninstall; But at least the people telling me this had fun!"
I've been playing off and on since launch, and I have never, NEVER, had someone say "You know what? You could have camped me. You saw my teammate waiting to unhook me, and you walked away. Thanks." Or "Thanks for not tunneling the Meg." Or "Thanks for letting me sacrifice you after the gates were opened, so I could get some more BP."
Heck, I stopped giving hatch after I had three different people on the same day say "EZ. Noob Killer. Uninstall." When I carried them to the hatch and dropped them on top of it.
Yet they had this thought that, somehow, they beat me. I'm still wondering if they thought their previously-unknown psychic powers made me let them escape. 🤦♂️
I've also had people insult me for NOT giving them hatch. You know "Be happy with a 3K" and "Stop sweating for a 4K." They literally thought giving the hatch was expected, not a gift for me to give out at my choice.
So again; Why, when I'm playing either side, should I care about anyone's fun over my own?
I care about everyone's fun insofar as:
- I don't DC
- I don't insult people.
- I don't sandbag.
- I don't cheat/Use bugs.
I make sure everyone can play the game as intended; Without greifing, cheating, or being a massive jerk. But when it comes to trying to win; I will try my hardest, and don't expect any less from anyone else.
Dignity as in being able to be yourself and play as you wish, rather than allow others to influence and change you, which is what has happened. You played fairly and met with some right dickheads. Those dickheads influenced and made you change your mindset and now you play how you feel is best to deal with them, thereby losing the initial purpose you had.
A survivor player then comes in with equally good intentions of having a fun game, but is met with a killer who sees them as a weak link and then tunnels and camps them out quickly. This happens a few times with them. Perhaps the killer calls then an "ez n00b" and "uninstall". They then change. Become more hateful. Start hitting out against others. It's really not hard to understand this, because this behaviour is documented in many areas of life.
My point is not to pick at anyone, but simply point out why the cycle continues. People eventually become apathetic to the insults. In time, some of them actively seek this and see it as some perverted badge of honour.
So again, I'll point out that the reason to - not care so much as in let everyone basically ######### on you - but to care a bit and be conscious about how you play is to not feed this cycle, because it will get worst. In fact, I'd bet many people don't play this game for fun; they play this game to vent. Doesn't mean you should let them win, but especially as someone who plays both sides be aware of what really isn't fun.
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Nice drawing!
But huh, your seasons sound very different to ours. Here is the UK we have four: Cider, Prosecco, Beer, Wine.
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Airplane. Absolute ######### classic. Right after the fish soup bit - you can tell she's not feeling good. :p
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@NoHookDC said:
Welp. Every time I don't camp or tunnel, or clearly go out of my way to cut off a chase on an injured player for a healthy player; I get t-bagged, flashy-clicked, and told to uninstall in the end game chat.
So now I play how I feel like playing. If Survivors don't give a rats behind about my enjoyment; why should I care about theirs?
This made me think of a continuously circle of misery people set for one another. One person experiences bad stuff from another, then they themselves expel their frustrations on another and then the whole thing just keeps on truckin'
Survivors and killers are like the chicken and egg scenario: we don't know which started it, but we know the cycle continues. People need to be a bit more conscious regardless of experience because it will only get worse and worse as people give in rather than fight through to retain any dignity.
As for tunnelling or camping, I've not experienced it much myself, but I noticed the best tactic for killer is to tunnel the first out quickly then slug the rest. I don't do it, but I sense if this style becomes prevailant it will not go unnoticed.
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UK server player here who plays 50/50 as SoloQ
My experience has actually been much better on the whole. My team mates are normally good and work well together. Granted I did have a crud trial today when 2 survivors dc'd after getting downed once in a match, but overall it's been a better matching of skills. I don't think there's been a trial that hasn't been a walkover on either end (bar the afore-mentioned one).
Maybe it's who is on at certain times? Not sure. I do shirt work, so I'm a little all over the place. However, I can't share the same experience you've had. I just want to give another perspective here, because I hear a lot about bad SoloQ yet I'm barely seeing that.
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You get the wrong people at the right time and they'll tell you Trapper is op. Just people needing to take some responsibility for their own playstyle.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417171#Comment_3417171
Then I can just ignore drones?
We already do it when we stay injured. It's an option, but risky.
Without exposed status, we would just ignore it. So what she know about me being there? She is M1 killer.
If I remove her drone, she will know my location, if I don't, she will know my location.
Removing exposed status from her is simply bad idea. She wouldn't work at all.
As later on in my post said, the drones could be in a more attacking capacity. So it won't just be a killer knowing where I am.
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Good Clowns use this really well in chases. I've not noticed it being used as a camping ability, but don't doubt this happens.
If they wanted to nerf this, I'd just make it that thr concoction is so potent that if the Clown makes a direct hit and is within the cloud, they too become hindered or have their eyesight blurred. Just stops them hitting survivors at point blank range. Honestly though, I'm not overly worried about this.
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The exposed status needs to go for a start. That's why people are wary to go in there for any length of time. The fact the exposed status is gained so easily and stays for a ridiculous amount of time is very unbalanced.
If they were to make minimum changes, they'd need to remove the exposed and perhaps even the undetectable status and have it so the Skull Merchant can only detect survivors using her tablet thing (no killer instinct or otherwise. Undetectable could be an add-on perhaps.
Also, if the drones wanted to be more of an attacking ability, have them follow a survivor once they detect one and as long as the survivor is in eyesight of the drone it can maybe try to attack or continue to trace, allowing the killer to have a better idea where survivors are, in exchange for no 3-gen.
Finally, for the love of god fix that walking animation. No two-ways about it, it's absolutely terribly animated.
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The games not bad in itself, but the last chapter was bad in a number of ways and encouraged the very game style BHVR were otherwise trying to move away from.
For an asymmetrical game it's actually really good, but a mixture of the last 2 chapters alongside some of the playerbase has put people off. "Forged in Fog" was okay for me and if this zoning ability was followed by a chase or stealth-oriented killer I feel the backlash would have been far less about that chapter. Unfortunately, "Tools of Torment" took the already unliked idea of what the Knight could do and made it much worse.
I still really enjoy the game, but I also see why people have been disappointed recently. I DBD did want to get away from the gen-guarding ideas, they really need to focus on killers who are good in chases, stealth and map-pressure, as well as killers with more unique abilities. Gen-guarding needs to be scrapped and, whilst I honestly do not believe the Knight is a huge problem with this and by himself offers some variety, the Skull Merchant desperately needs a rework. Also, her lore is astoundingly terrible.
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Exhaustion perks already have a downside which is the exhaustion effect itself. They are not some sort of unbalanced perk-set and, if anything, one of the exhaustion perks needs a minor boost - Balanced Landing. This perk is so situational, I reckon the stumble exhaustiin needs to be removed and have exhaustion solely effect the Sprint Burst.
I've even seen Lithe as a hinderance on a couple of occasions. One survivor I chased used Lithe in Gideon Meat Plant and I'm guessing they either didn't think it was active or underestimated the tile, but they went sprinting into a corner and appeared stuck momentarily.
Exhaustion perks are fine and this is speaking from someone who plays both sides equally.
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The Nurse ised to be able to take advantage of the exposed status with a blink hit, which was removed because of how unbalanced this was. Giving Legion this power would be equally unbalanced.
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Decisive Strike does need a numbers buff, especially since this no longer works after all the gens are done. The nerf to not be able to use it at the endgame was absolutely needed, but the reduced stun wasn't.
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For me, he's as balanced a killer as there is in this game. He has decent map pressure and attack abilities without being oppressive. The portals can be dismantled pretty easily, so if I suspect a portal is nearby I will dismantle it after taking time to find it. His shred has some mindgames but is not impossible to dodge.
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The Pig House Gloves need a rework, because there's really very little chance it can be used because of the overheat. The chainsaw overheats even less now than before, so that needs a major change, or at least make it a brown add-on, because it barely will find use.
Leafy Mash is decent, as you say! I had a match on Gideon Meat Plant and my randomiser gave me this add-on with Trail of Torment. Combined, these undetectable abilities were the absolute star of the trial. So much use out of both, which resulted in a nice 3k and 11 hooks.
Also, I fully agree with the heavy clutch. That 30% reduction is very noticeable whilst weaving around maps, especially like Lery's. It is a literal "clutch" item to have.
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As survivor, the player needs to understand that, if they are unhooked and wish to use their endurance to protect their rescuer, then likewise they may too become a target.
If I'm ever unhooked, the vast amount of times I'll peg it as far as I can away from the killer. If the person who unhooked me is injured already, my instinct may be to protect them. However, I'm also aware of the consequences, so if that does happen then it's to be expected. As killer, I'd do the same thing if the unhooked survivor tries to block me.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3415915#Comment_3415915
Lorewise though, The Magnus Archive would fit really well into dbd's own lore since it's already been established that the black vale uses things like signals and horror podcasts among other things to transmit encrypted messages and information to one another about things such as the locations of bleeds and other supernatural stuff.
Also, the trials already feel like they're eyepocalypse realms for the Hunt, the Eye and the Web. The 2 settings effectively coexist in many ways in my headcannon.
I was thinking more mechanically the Distortion enemy would be too problematic with motion sickness and such. Doesn't mean the Magnus Archives can't exist as a good chapter. Afterall, the killer roster could be plentiful on their own!
The Distortion, Jane Prentiss, Jared Hopworth, Nikola Orsinov, Not-Sasha - many more besides.
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For me, this phrase feels more reflective on the person than the words themselves.
Technically, the phrase is accurate for everyone. All players want to play the game their way, which is their right because - in many cases - they bought the game, not someone else, so have the right to choose how it is played. This doesn't mean that player's idea of fun is to make others not have fun.
However, the problem isn't the phrase but the type of people who use it. Those who use it are often hurt themselves. They've had bad experiences which they realise they're powerless to change. So they let themselves be consumed by this and the phrase becomes less of a factual point and more of a way of excusing themselves. It becomes a bit like the phrase: "I'm not meaning to be rude, but...".
Even nicer players usually have a selfish reason as part of what they do. For example, I don't tunnel or camp. Sure, there's empathy there, but it's also because the tactics are too easy and rather boring to me. If I found them fun, then perhaps I'd do it more? I dunno.
So in reality, many people have this mentality. It's just that some people get hurt more than others, so use this idea as an armour for their reasons in playing - a way of distancing themself from what has happened before. In reality, if I ever started to feel like this, I'd just play another game personally.
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@pseudechis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3415900#Comment_3415900
Sure, even so none of these things are something to get angry about As the OP puts it “making the game miserable for the opponent” it’s just gameplay.
Without these things there is very little variation in game outcome.
I do agree there needs to be some distance people ought to put between them and a game once it becomes unfun. Almosy everyone has periods of gaming whereby nothing goes right, such is the nature of DBD. It rises and falls. I can have several wins in a row, followed by several losses. The idea of accepting this as just a game is healthy.
It's when the game become all-encompassing that it becomes unhealthy. Cote was mocked ages ago when he suggested if people are frustrated to play Civilization, when in actual fact that was very sage advice. Do something else if a game becomes frustrating.
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Spoilers ahead for "The Cat Lady" and "The Magnus Archives"
A bit obscure, but I'd say a Entity-touched version of The Eye Of Adam from "The Cat Lady". A physically disabled person who spent time online convincing depressed people to kill themselves and succeeded, this "parasite" as he was called could have his abilities enhanced to maybe briefly control survivor movements, make them walk towards him or create mini nightmares for survivor.
However, he may have issues with mechanics such as vaulting (I believe he's confined to a wheelchair and almost fully paralysed) and carrying survivors, plus his story is perhaps too dark and may trigger things in others.
I'd also say The Distortion from "The Magnus Archives", which is an avatar of The Spiral deity. It's power could involve throwing people into pocket dimensions or warping the area to shift the structures of loops or items. However, this could be mechanically game-breaking and the Distortion itself is so crazy in appearance that it may even cause seizures.
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@pseudechis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413971#Comment_3413971
The suggestion to bring unbreakable is a valid one regardless of how the match plays out.
People complain about being slugged and how it ruins their game, well there is a perk for that and if you don’t like being slugged you should probably bring it.
The same reason I run lightborn a lot. While you can avoid a flashy save it’s so much easier to not worry about it at all.
Does it always get use no, but I don’t like having to worry about flashlights so I often bring the perk.
If your gripe about the game is you hate being slugged then bring the perk that helps you evade being slugged.
If your gripe about the game is you hate everything and want to bring your choice build while avoiding anything the opponent might do that you hate, then your complaint isn’t very realistic.
I don't have a gripe. I'm empathising with this particular scenario. Unbreakable basekit is not something I want and it's more my fear that, should slugging become too common and enough complain, it may be brought in to reconsideration at some point.
Survivors don't want a lot of things: slugging, tunnelling, camping, certain killers, certain scenarios, NOED. However, they only have 4 perk slots to help. My comment was simply to state that hindsight advice isn't always helpful. It's just whatever happens in the draw.
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I'd say there's a lot to unpack here and whilst some I agree with and some I don't, I will say I admire your dedication in making this list. It couldn't have been an easy task and this is a fun piece of work to go through, so kudos👍
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@Unequalmitten86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414507#Comment_3414507
This all of this!
You need to also remember this the internet and you can't believe everything you read. Just because these people are saying they are having easy games doesn't mean they are. I play both now yes gen rush is a thing and three greens are usually done before I even hang one person but in that time the pressure is on. So don't get nervous. Drop the chase after 10-15 seconds. Don't keep getting looped. I use whispers and the Knights perk about injured survivors. Don't camp because most of these 4k people on here are using sweaty tactics but won't admit it and don't compare yourself to anyone. MM is broken so you will lose some matches and that's OK. There are hackers so just tell yourself they have to cheat to actually do good. Don't freak when the gens pop off I have gotten more kills when there are 2 gens left. Since you play survivor think like a survivor too when play killer.
Also, another thing to remember is that sone people will claim they are always tunnelled or always have bad team mates or whatnot. There are other purposes for saying this, which are to try to force changes into the game to make things easier for themselves. It's quite a dishonest place, which is another reason to ignore what others say.
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"Alien" would be the big one for me, but I would not be upset if it was a "Stranger Things 2" announcement, especially if it brings the original chapater characters and map back .. but I'd also like a new map also.
But having a map similar to the Nostromo for "Alien", with the Xenomorph as a stealth enemy, Ellen Ripley as the main survivor and a legendary of Amanda Ripley would be my fav.
I chose this for Alien though. A big no to Chucky from me.
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Louis and his everlong search for pills in the Entity's realm would amuse me.
On a side note, I'd say Zoey's outfit for Meg was almost like the real Zoey already! It was the best of the cosmetics for me.
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I feel she warrants her own chapter. With the boy who meows a lot and her hair-like powers, I'd feel her being used as a skin would be a waste of a chapter's potential.
Alongside using her hair as a weapon, the boy could feature somehow and even her crawling could be a stealth mechanic.
I'd avoid any idea that, because she's a female japanese ghost, she could be thrown in with Sadako. Kayako is very much her own identity.
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They could still make a chapter like this, but they may need to tweak it a little further.
For example, a swf will know their friends and just simply ask. However, would it be so easy if suddenly every survivor and killer looked exactly the same? What if everyone was made to be the same person in the same outfit, including the killer? This could make for some chilling or unnerving moments.
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It depends when it's done:
During a trial or when it's 1v1 at the end, it's an attempt to survive at any cost, with the hope that the killer will be merciful. Sometimes works and sometimes doesn't, but mostly it's a self-preservation thing and nothing to do with them being nice.
If the survivors are at the opened gates and they drop their item before leaving, it's a sign of respect, or at least a peace-offering (if the killer got smashed and the players feel this killer has just started and got screwed by mmr). This is far more meaningful and often done when the survivors feel they have had a tough but fun match and wish to show respect to the killer.
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UK server player here. I've had that happen maybe once recently? Otherwise it's been fine. I play at different times, so can't give a consistent time when I always play (the joys of shift work!). Is this happening at a specific time?
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Pyramid Head by far. I admit the RE chase music sounds cheesey to me which - I mean - it suits well in the RE unuverse and it's not bad. I just prefer something with more grit.
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I'd just not bother fullstop. If someone tries to be rude in end-game chat the problem rests with them, not the other player. Besides, it shows they're weak of character.
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@Adaez said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414511#Comment_3414511
Skull Merchant really seems like the worst killer in the game because she is best at defending a 3 gen and making games long an boring, also it seems the forum is not as active as it used to be. Maybe this has something to do with the forum rework as well, I much preffered the older version.
The Skull Merchant is made almost especially for gen protection. When you compare her power to the powers of The Executioner, The Artist and maybe some others, the game actively stops you from placing defences close to gens, yet the Skull Merchant actively ignores this with an arguably stronger defence capability. I feel she's been developed at a time BHVR are actively looking to do away with such tactics, which makes it all the more odd.