Marc_go_solo
Marc_go_solo
About
- Username
- Marc_go_solo
- Joined
- Visits
- 4,120
- Last Active
Comments
-
That showcase was responded to negatively overall. I feel that this idea has - at the very least - been shelved for the foreseeable future.
-
Firstly, if by numbers you mean Steam, that's a really small percentage of the playerbase. Another website you could check is the below link:
On this page you will learn the Dead by Daylight Live Player Count or the players currently playing the game. How many players playing it on a monthly average playing Dead by Daylight each and every month. Together with the number of maximum players or peak players every month. Our data will be presented by […]This too has some flaws, as although it counts all platforms, it does include mobile which is effectively a second game. However, it's still probably a better idea of DBD popularity, compared to Steam.
However, across the board "Tools of Torment" really took a hit on the playerbase (approx half a million left).
However, since the midchapter patch, I'd say games have been much better. I feel the changes were very effective and has improved the health of the game. They do need to rework Skull Merchant desperately (not so worried about the Knight - I've never seen the problem about him), but their midchapter has been much more focused on feedback, making some of the changes far better than before.
Maybe wait for the anniversary before returning, but in my opinion the game is in a good place in terms of gameplay and balance (or as well as anyone can balance an assymetrical game!).
-
It's too obvious and before in other licenced chapters it's been much more subtle. I still remember the 4th anniversary where the clue was how the 4 was shaped, where I think only one person guessed it was Pyramid Head and they were laughed off because of the reasoning, yet they were the one laughing in the end. Also, for the first RE chapter, I think the 5 had the same font and style as the original RE3 game's font which me and a couple of others got.
Don't get me wrong; maybe this could be a hint for a chapter that will be released later this year perhaps? However, for the anniversary this feels a bit too in-yer-face to be real.
-
There are a few things that may help you:
1. Forget perks - focus on the basics: You could have the absolute optimum setup, but it won't work if the base game isn't right. Unfortunately, improving means you will lose chases often as you learn, but it's how you learn to out-think the opponent. This leads on to some of the other points.
2. When you start a trial, don't go in thinking about the 4k. Think smaller. Think about this time focusing on chasing loops, or maybe forgetting the power and seeing how you do with M1, or even work on how to control the map more. Make smaller goals in a trial. It removes the stress, which for me is a huge reason why some trials feel horrid compared to others.
3. Be unpredictable. Again, this come down to experimenting and having fun. I have a randomised build every single trial, using DBD Randomizer. This comes up with things survivors do not expect. It also can add into some unusually effective and interesting results. It also makes you think differently and keeps you out of a rutt, so you may probably enter a trial with a fresh mindset, which will affect your results. Also, just mix up your play. Run into a pallet one time, respect another. Make it confusing for your opponent.
4. Play in ways that reduce stress. The single most important thing I ever did in this game is forget about securing a kill and just keep hunring. I not often camped before, but sometimes (such as getting a down when all gens are done) made me think I had to secure it. This led to (for me) an intensely boring yet stressful experience. Now, I just hook and hunt. In fact, my kills have improved because this not only was unexpected by survivors for me to go on the offensive, but also removing that panic reduces anxiety and stress, which means I think clearer and have fun more. Sure some like the optimal tunnel and camp techniques, but I honestly can't think of anything more boring, predictable and removes the chances of me learning more. Also, yes, this has resulted in more kills in some trials than I reckon I'd get otherwise.
5. Realism. Unlike the 99.99% of the playerbase who apparently are all in the top 1% MMR, you're not trying to be at competition level, so don't play like you're in the pros. Don't destroy the fun for you. Once you focus on just enjoying the game, you'll naturally play better over time. You won't feel worried about putting on pressure. You won't start forcing chases which will ultimately give you a haemorrage (can't spell, sorry). Ironically, this will improve how you play as messing about or trying out new ideas will lead to vast improvement.
6. Most importantly for me is to realise this is only a game and do not let yourself be dragged down by what people write. You'll often read how people 4k all the time, or escape, or say killer/survivor is "easy mode". Please remember life isn't based around a single game, as well as - like most things online - people are often not truthful due to some bizarre idea that maybe not being the best is a sin. It's okay to mess up. It's okay to not be great compared to what others say. What's not okay is to compare yourself, which ultimately is what everyone does, subconsciously or not. You will have better games. You will also have rubbish games. Everyone does. Even the best players were once making mistakes all over and will still do!
In summary, the most important basic aspects are to refind the fun, play in ways that dom't induce stress, experiment, be random and focus on bitesized aims in a trial which you set, nobody else. If you set a goal to 1k with Hillbilly without camping and juat using a chainsaw, for example, then that's your goal. Forget what others put on you, because YOU bought the game to play as you wish, not them.
-
I'd like to give an alternative perspective, although everybody will have their own subjective experience. Mine is subjective also, but it may offer an alternative view.
I play SoloQ exclusively and am a 50/50 survivor/killer player on UK servers. It's my experience thay SoloQ is not the hell that others report. Fellow survivors I'm teamed with are vastly competent at worst and excellent at best. As killer, they're tough but fun matches. If you focus on the forums alone you'll probably come across the idea SoloQ is a nightmare. Ignore any perspective others say as it will skew your experience. Heck, ignore mine, but always approach each trial with fresh eyes.
As for the trials, don't focus on escaping so much. Each trial is an opportunity to improve your skills. Instead of focusing solely on escape, think about learning the tiles a bit more, use aura perks to understand the playing field and how survivors and killers play, practice skill checks, practice saves or blocks, practice evasion or staying unnoticed. You'll find by having that as your aim you may actually a) be feeling better about trials and b) ironically probably doing better as you're not putting stress on yourself and will be thinking clearer.
Removing stress really does pay dividens. Although this is more for killer, for me camping and tunnelling is just dull and pretty much easy mode. Because I don't camp, immediately the stress of getting that kill is removed and because I'm feeling better my performance is better. I've killed more than I used to when I tried securing kills in the end game in the past.
That's the key to doing well: remove that pressure. Forget what people tell you is the aim. Trying to just focus on the win is like entering a marathon to win, without learning how to conserve energy or improve cardio - it takes time and setting smaller goals will really improve your overall experience. As you get better you will meet more experienced players who work better as a team, because as Dwight says: "We have to work as a team. I need you to survive so I can survive".
Remive the pressure; improve the experience.
-
I have had quite a few which have drawn out a chuckle.
The most recent was a few trials back. I used "Darkness Revealed" to see survivors running towards the circus part of that map I cannot remember the name of, so sent my Hillbilly into overdrive and blasted across the map. I arrived at the gen and saw no survivors but thought I saw something at the corner of my eye. Turns out I missed a Feng cosplaying as Jill Valentine by inches and she was now teabagging right next to me. She stopped when I looked at her, waited for her to face me, then I nodded as in "Yeah, how did I miss that?", then smacked her one and she ran off.
-
Exhaustion perks are of no concern to me from my experience. Whether I play killer facing them or I am a survivor with them, I sometimes see them effective and sonetimes not.
They're not broken, are not an issue and I do wonder whether this jump has come on the backend of the Dead Hard nerf, with some trying to capitalise on forcing further changes. I've barely seen much in the way of complaints like this prior to the Dead Hard nerf, so just assume this is may be jumping to make changes that currently do not require them.
-
That circle is the culprit. I had 2 trials recently where Bitter Murmur was selected in the randomiser and when it came up I could not see survivors until the circle had gone, if they were on that generator. I don't know whether that's intentional or not, but I would say it ought not to be.
-
It's rare. Well, it's extremely rare actually, but it has happened once before that I can remember. We only had 1 gen left though on Hawkins. This is a real exception though. 2 left after gens are done is easily possible, but if there are 2 gens or more it's extremely unlikely.
-
@EmmaFrostyEyes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413971#Comment_3413971
I joined a swf after and its better now. Also i dont think we need unbreakable baskit just gives a give up option when slugged or something
I don't think we do neither. It's more what I'm fearful of of giving too many perks as basekit.
-
This is one of those very, very few moments whereby -as SoloQ - the odds are unfairly stacked. Sure, some will say "Bring Unbreakable", yet that's not helpful when you don't know how the match will pan out. These I can imagine are frustrating, yet I think this has only ever happened once to me.
However, if this became more widespread I can see BHVR return to the idea of basekit unbreakable, which isn't a great idea but would be needed if slugging gets worse. Players need to be aware of their actions as that ends up normally directing the game's flow in future shake-ups.
In this case, I can only empathise with you and say that I hope your future trials do not end in this type of clusterfudge.
-
Whilst I disagree the game needs "saving", I hear what you mean in terms of recover from the failings of the last chapter.
"Alien" is my absolute favourite, but thinking about it - if "Stranger Things" returned with Vecna and 2 new survivors, as well as bringing back the original chapter and map, plus a new map to boot, that would also be pretty amazing.
-
#########, I didn't read this right, I meant yes but differently!!!
I don't feel it really needs a "I pick one, you pick one" thing. Just a randomiser would do, like DBD Randomiser.
It's how I play every one of my trials anyway, so it would be no biggy for me in terms of changes, but it would certainly make things interesting.
-
The MacMillan Estate has always been a balanced realm overall for me, although depending on how confident and comfortable you feel with some maps there can be some maps that work well for you, even if they aren't balanced. As an example, Ormand (which I believe is notorious for being more survivor-sided) is actually one of my better killer maps!
However, objectively MacMillan and Autohaven are more balanced .. which is odd, when you think that these were the early maps and therefore ought to be less balanced due to the devs finding their feet with the game.
-
@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413847#Comment_3413847
Damn, you are awfully positive. Are you sure, that you are in right community?
This is Farmville, right?
-
I don't, but I'm gonna bump this because it's such a lovely offer and someone out there may do.
-
I feel there are more nice survivors than not. Just that negativity, as in quite a bit of media, is louder and evokes a stronger desire for responses than positivity. Hence calmer individuals will just move on or even compliment the opponent. I've had many a nice chat because of this.
The more babylike ones who cry at the end are remembered more in part because some of the things they say come across as immature or plain savage. The brain remembers this more since it's in this way that it attempts to avoid or weaken this form of attack.
Anyway, I'm digressing sorry. There's no real way to change a negative mind such as that. However, the one way you can lessen it is by initiating more positive chats with others. Whether you win or lose, there's nothing wrong sending a message to compliment the opponent on something they did well. In my experience it has always come back as positive or as no response at worst. Doing this more lessens the impact on the negative comments and therefore gives a more valanced and healthy view of the game.
Some of the playerbase is really pathetic, but I'm of the opinion more of the silent majority are decent people who - I dunno - maybe even receiving a little compliment can make their day and maybe make yours too!
-
I feel that one thing often forgotten in these discussions is the skill of the SoloQ player themself. There's often a lot of "SoloQ is bad because I'm matched with n00bs who don't do gens" comments, but rarely (if at all) any admittance that maybe they have aspects of their game that requires improvement.
Whilst the other aspects are important, I feel this is often passed over, as if the player thinks it's weak to admit there are things they can do to get better. In fact it's not. Even great players or YouTubers out there had times where they maybe screw up or needed to improve an aspect. There is no shame in this and needs to be seen with a more empathetic eye.
-
Currently playing _Lorelai_ which is the only game from the "Devil Came Through Here" saga I haven't completed.
Seriously, those Harvester studio games have some of the best story-writing I have ever come across in games.
-
Not me! Camping is subjectively the dullest thing I can do as killer and why would I want to play a game to basically a) practically go afk, b) heighten stress levels and c) consider I've done a good job by staring at a hooked survivor like an uncomfortably longer shot at 2 lovers looking at each other from a romcom.
-
Often, it would make no difference. I've played with P100 who were not as good as a P10 player. I've seen high prestige survivors completely throw a game, compared to others.
Also, it would cause elitism within the game, which is dumb anyway because the MMR should be putting you with others who have had similar results in games. No amount of lobby-dodging will get you out of that area.
I'm personally against even prestige being shown in the pregame lobby. Considering some players will make any excuse as to why they performed bad (not usually focused on them) it's kinda pointless to show Prestige anyway.
-
I'm sorry to hear you're having a bit of a crapper with the game currently.
As a SoloQ survivor and killer 50/50, one thing I've noted is that being cautious and observant of killer behaviour is key to avoiding those scenarios, but also that of your fellow survivors. If you strap on Kindred for a few games, you'll start to note which survivors work well with others and are, therefore, more likely to help you (and be capable of helping) against a camper. The perk also gives them information whereby the other survivors can work better to free you.
If you notice a killer who is a bit too obsessed with eye contact, best thing to do is (providing you are not the current focus of their affection) to focus on staying far away and continue with gens, whilst always making sure you have an escape route planned out if they go for you. Sometimes it's impossible (Basement dinner parties with Bubba is almost always a lose-lose), but in other cases you may be lucky.
Also, Kinship is also another perk to consider if you're worried about camping. With experience and luck, you'll eventually find better games. I wish you well.
-
@JawsIsTheNextKiller said:
If you consider that their goal is to improve balance, you have to look at the things they have done so far. For the most part they have neutralised some of the most oppressive things. A nerf to nurse, a nerf to the meta, bumping up some of the less used perks.
The way I see it, they are on the right track. Right now they seem inundated with complains about Blight and his addons. I'm pretty sure he is on their radar and should soon get hit with a well-deserved addon purge.
As for solo-queue, I do think people need to reconsider their builds. Bond, Empathy, Botony Knowledge are all even more useful now. Killers are now used to frequently changing their builds and it is good survivors may now have to do the same.
With regards to SoloQ, I just like to share my agreeance with you on mixibg up the perk builds. As someone who randomises perks every game, it really can take the killer off-guard when they don't expect it. Even as killer, I got my first ever experience of Power Struggle when I hadn't seen it ever working or even being used! Damn jump-scared me!
I also feel that, as SoloQ, people need to be a bit more cautious and work better as a team. Find ways of communicating, take turns in distracting the killer and think more. My fellow survivors have been working well together since the patch and it has helped with escapes. Be less reliant on perks and more reliant on your own skills, unpredictability and knowledge - these are a set of perks the opponents can never fully be prepared for.
-
It'll be nice if, since the stronger perks were nerfed last time, that the next set of perk changes improves some of the lower ones. They don't have to be buffs which are outlandishly huge (although some could do with reworks), but at least make them have a stronger synchronicity with others to make some interesting combinations.
I'm enjoying the variety of perks people are bringing recently, so maybe having some more made viable to be tested will make games even more interesting.
-
It's difficult because every time I think of one, suddenly a few times keep coming to mind when they clearly were useful.
For me, personally, I probably think Shadowborn hasn't given me much value, but that's extremely subjective. The truth is it mau have given me more value than I reckon. However, I've not had a game where I think Shadowborn would have made a difference and sometimes think another perk would have been more useful.
-
It may be a Netflix issue really. I genuinely believe BHVR are trying to find a way to bring it back, but ultimately it's down to the owners.
Would be a nice 7 year anniversary option though!
-
UK servers here.
My games have been pretty much brilliant for the most part! Of course, there may be the odd game where things aren't great, but that could be for any number of team mates, whether it be because I made an error, my team mate made an error, a 2-3 man swf was playing to altruistic or whatever. However, most matches have been brilliant with some great plays. Even losses as survivor feel that we were more outplayed than any other aspect.
I had an 8 match game as survivor today, of which 5 were escapes and none by hatch. 2 deaths were probably avoidable (1 was me thinking a killer saw my tracks, when in endgame chat they weren't aware and the pallet gave me away, and the other was just me doing a dumb altruistic save whilst injured). The third was simply that the killer was too good (not saying the other 2 weren't, but they were more my mistake).
Previously, I had 6 games as killer, which were 2k,0k,3k,0k,2k,4k. Interestingly, I've had no 1k result since the new patch!
However, all games have been fun and enjoyable. My fellow survivors have been competent at the absolute worst and opponents have been challenging and helping me improve. I'm having a great time!
-
It's not a problem. Were it the case then killers would be absolutely trashed the majority of games and, judging from past stats, kill rates have generally been over 50% (and that was during the old Dead Hard).
They're balanced and there are a number of ways to counter them, especially with Bloodlust, perks such as Fearmonger or Blood Echo, or even just being a bit more tactical. You won't win against exhaustion perks every time, neither will you lose all the time. That's what currently makes them balanced.
In fact, I'd even suggest a small buff to Balance Landing in making exhaustion still affect how often the speed burst works, but have the reduced stumble effect work regardless, since it's more situational than Lithe of Sprint Burst.
-
@CausticMisery said:
It's a really nice tool, I hope they keep developing it. And the random build challenges are a nice feature!
That's a nice extra and certain keeps the game interesting for those who fancy trying out some different builds.
-
@Dwight_Fairfield said:
This is from 145k games? Wow. Very interesting read.
It's a fun fact-finder for sure!
-
@ShinobuSK said:
PC only?
Uncertain, but perhaps. I haven't looked all that indepth as to what platforms are involved.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412228#Comment_3412228
That's already implemented.
It's called Solo Q
Sheesh, if I knew that already I would have joined in with the disconnects .. if I had some ego problem. Shame I don't.
-
I feel they should not only have the disconnect penalty, but also put in a matchmaking system where people who dc often are forced into games with other people who dc often and need to play through a set amount of trials without disconnecting before they're removed from that section.
-
I'm hoping it will be licensed and for it to be "Alien". It's not that I'm expecting it to be "Alien", but after "Silent Hill this was my second dream chapter and feel it would be a great fit. Also, we could do with another stealth killer and having the Xenomorph could bring back a bit of terror in that respect.
Other than that, it does need to be a license really. The Dredge was a great killer and is a hoot to play, but especially after the Skull Merchant chapter bringing such an unpopular killer, they need a popular killer which is well known.
-
This looks like a fun challenge! Not sure if I'll do it straight away, but it would be good to hear from you as to what happens, or any clips where these perks worked well with the challenge.
Good luck!
-
@09SHARKBOSS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411848#Comment_3411848
where would its face be to blind it?
Where it normally would be on a spider. It may offer a new way of blinding it, or alternatively it may be tall enough that the torch would be aiming where a head normally would be anyway.
-
I'd definitely prefer an Alien chapter for the anniversary, albeit nothing has been confirmed.
However, a non-humanoid killer such as a Spider thing is also something I'd really like to see.
-
This is a link that gives you a list of servers, if you scroll down a little:
There has been a lot of discussion surrounding dedicated servers recently, so the Dead by Daylight team would like to address several questions and concerns.As for changing it, I admit I don't know, other than perhaps having a VPN?
-
@SeaFlower said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411645#Comment_3411645
If people don’t want to be slugged, they can equip Unbreakable.
Why bother when, later down the line, they may get it for free if it continues? I don't want it, but enough ignorance on the matter and this may well be a reality.
-
I can't say I feel the same. Just to help you with statistics, I'm from the UK servers.
My personal experience are that the games are a lot more fun now since the recent update. There's only been one match of an opponent being a bit of a dick, but then again I blinded that Wraith twice with a flashbomb whilst escaping him, so at least there was a reason for the constant ding-alinging. Yet both killers and survivors have been otherwise really nice, complimentary and fair from both sides.
So I can't share the sentiment, but don't doubt the bad stuff isn't happening to some players.
-
Completely agree. There's plenty of evidence to support this statement but some of the playerbase is just plain ignorant of these facts. They just cover their ears and close their eyes to live in their little bubble of righteousness.
An asymmetrical game is difficult to perfectly balance anyway and for the most part the devs have done well to try and keep a continually changing game as fair as possible.
Besides, we're sadly aware of what some of the playerbase can be like. That guy who got a 1,000 game win streak, then getting death threats and such because of this. Sad, pathetic pricks.
-
Admittedly I'm a little ignorant of the match multiplier. What does it do?
I still wonder whether the devs should put in place a system where people who dc often are shoved into games with others who dc often, as a deterant.
-
@SeaFlower said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411640#Comment_3411640
It was a horrible idea that made more problems.
Yup and I agree. However, if this style does become more popular of slugging, don't be surprised if the idea is reprised. The whole idea of "Your fun is none of my responsibility" that some stand by will have repercussions if people just abuse it, no matter what side they're on.
-
It wasn't the besy idea. However, players have a duty to be aware of how their playstyles may impact future changes. I've read a few comments of people complaining of everyone getting slugged early on and, although I've experienced this about twice in my entire time playing DBD, if this style becomes more prevailing, don't be surprised if the devs revisit this option.
-
Although I've only experienced this maybe two times in my entire time playing DBD, I would hope this doesn't become common because the devs are now showing interest in shifting gameplay styles if one techniqie is used too often.
Unbreakable basekit was proposed, then simply went away due to the backlash. However, I reckon now if killers were to play a slugging match to the point it becomes too common I wouldn't be surprised if they broight this back.
This short-sightedness could be their undoing. Some people have said the devs need to combat things like this, but when they do it causes (unneeded) uproar. I feel people need to be a bit more aware of whay consequences may be further down the line when they play.
-
I've not seen a one-sided poll like this ever! At least Trapper wins at something!
-
Alien would be the big one for me, or otherwise as a licenced chapter Dead Space or Evil Within would suit me fine.
If it's original, it needs to be something different. Perhaps a killer that is not humanoid (like a spider-being) which then opens up the gates for some more types of beasts.
However, I feel they really need a licence for this anniversary. It would be a mistake to make an original, especially after the last chapter.
-
Stefano Valentini with Obscura would be a great killer. Stefano could use a shorter speed attack like Wesker, whilst unleashing Obscura could be quite terrifying, especially with it having a flash attack that could even slow survivors ridiculously.
To be honest, a few of these titles I'd be happy with, namely: Evil Within, The Walking Dead (TV series though), Dead Space, Left 4 Dead (chapter 2, since Biiiillll's here!) and The Evil Dead franchise.
-
Wolfenstein legendary skins - Mecha-Hitler as Oni. Can't see what could be wrong with that!
-
When starting out and encountering him for the first few times on indoor maps he absolutely can feel like an overwhelming killer. As you become more used to him, he does show many weaknesses such as the slowness of his power or outdoor maps.
His scary parts are the Tombstone Myers, where he breaks the rules and can just rip a survivor out of the trial instantly. The counter (if you cannot evade) is to find a locker and leap in. Sure, it's a hook state, but it's preferable to an instant death.
Basically, he's not as strong as a lot of other killers, but it does not mean he is not a threat - just that he has more weaknesses to exploit. However, despite this, Myers sits alongside Bubba, Oni and Pyramid Head as one of few killers whose presence still unnerves me.