Marc_go_solo
Marc_go_solo
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Justin Long reminds me of Keidis from RHCP.
But Elvira would be my choice. She is an icon of horror, and ot would make sense to honour her in the only way DBD knows: by hooking her into oblivion.
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It's not a good move by them. I like the idea of a few perks offering something other than an in-trial benefit as it offered variety and another way to go through the Bloodwebs.
I never understood their need to do this anyway. It's a rather silly thing to do, and probably goes up there with the Hillbilly nerf (when it happened ages back) as one of the BHVR changes which made no sense and barely anyone (if any at all!) wanted.
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I do find it strange they wanted to remove BP from perks, especially these ones which aren't up there as it is.
It is disappointing and I am unhappy at the decision, considering the grind in place. It may not make much difference, but gave a reason to use perks which were applied less often, and gave an extra incentive to use the weaker perks.
There's no reason why they should be removed. It's probably something we'll forget in the long run, but it added variety and is a move which - alongside when Hillbilly was nerfed some time back - is BHVR just doing weird stuff for no logical reason. Stupid decision really.
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The tooltip itself has nothing wrong with it. It's logical to suggest patrolling gens when looking for survivors is a great way to locate them. Afterall, the gens are the only real way survivors will ever make it out.
The issue is more with those killers who decide that this is the only way - something this tooltip has never said. Finding survivors is key, but the best way to slow the gens I've found is aggressively injuring, downing and hooking multiple survivors. There have been many occasions where my killer games have lost because of being unable to put the pressure on survivors. In games where I have, I have pretty much won every one, because they get caught in a spiral of healing, hiding, and losing hope.
When killers solely patrol gens, the problem is that they change the role from an aggressor to a defender. Now that gens have a limited number of times they can be kicked before being blocked from further regression, survivors can afford to chip away. I've won a few games as survivor because the killer opted for a 3-gen, and all survivors knew what to do. There's always a place for regressing gens, but never do it to the point that it overtakes the aggression.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843520#Comment_3843520
they already have that. some people forget, but freddy has a mechanic where when you are awake, he is invisible past 32 meters and than between 0-32 meters, he has a mechanic where he phases in and out of reality.
there is also an add-on called black pill bottle which makes him fully invisible up to 24 meters and than he phases in and out of reality from 0-24 meters. the problem is that even a single instance of seeing killer is enough to deduct that the killer is there…. and than he has regular tr in 32 meters… which you can reduce to 24 meters with monitor&abuse or use undetectable perk like unforeseen or trail of torment but stealth freddy is gimmick. Supposedly, it is there to punish you for using alarm clocks and waking up but abilities so weak for regular freddy that i don't even see point of waking up. I'll be in games with freddy where i am asleep entire game and when your asleep, freddy has lullaby… so none of tr perks have any effect.
prior to his rework, he had lullaby when you were outside of dream and his tr was 24 meters by default so M&A made a little bit more sense. dream world had passive effects of making you a better stealth killer. now it doesn't do anything outside of dream world and your actively rewarded for staying dream world by making his stealth ineffective. it is like opposite of cannon. you get weaker for being in dream world.
Oh, I know about his current mechanic. This was something to make it more prominent and to reverse the effect; to show he's not appearing during the waking part, but survivors are appearing in the dream.
The current mechanic isn't as explicit, and the TR makes him more obvious. I wanted something that was more impactful and would make Survivors more on edge. Currently, it's just not working.
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I'd like it to be a little more unique. Currently it's a bit like Mangled in that it takes a bit longer to heal, although it's a different type of mechanic.
I'm not sure what would work, that still fits in with the effect. A not-so-great rework may be increased volume with grunts of pain and breathing, to reflect the severity of the wound. That would be a status effect which at least gives it some uniqueness? Not overly strong, but would stop the eternal mending mechanic of Legion!
I just don't see it as unique enough in its current state.
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It's been slept on, absolutely! It's not one of the "meta" perks, but it is one of those perks Survivors do not see coming, and it's only be luck (such as choosing Calm Spirit) whereby it's countered.
Another slept-on perk is Whispers. It always gives decent intel, even if it isn't with pin-point accuracy, but what is so great is that there is no counter whatsoever. Once someone gets used to the different whispers to show how close you are, it's actually a really decent perk.
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Freddy has a lot of potential to be one of the most creative and fun killers around because of the dream power. Unfortunately, he's been hurt pretty bad by the reworks and his power hasn't reached its potential.
One aspect I feel they could have brought in - which falls neatly into the remake - is to introduce a "micro sleep" aspect. I wasn't a fan of the remake, but one thing I actually really thought was great were those moments where the protagonist fell asleep for a second and Freddy would attack. That scene where he tries to slash at Quentin at the school for that fraction of a second was a fun moment and it could be enhanced.
There's so much which could be done when survivors are fully asleep. However, the micro-sleep could be a fun alternative mini-game. As a rough idea:
Whilst survivors are awake, Freddy cannot interact with any survivor or object (except gens). However, he is also invisible and undetectable. He can hear survivors with a built-in Stridor-lite mechanic and can see movement in vegetation, and can see scratch marks.
Survivors have "Micro sleeps", where for a few seconds at a time they briefly appear in the dream world. Freddy sees them for these moments and, during this time, he uses a mechanic he had at the start where he sucked people into the dream world. Survivors can see Freddy for those moments too, and once "zapped" the Survivor has a few seconds and a brief Haste effect before they are sucked in permanently. Micro-sleeps occur more often the closer Freddy is.
This aspect brings back an alternative version of his original power. Once in the dream world, add-ons could be made to create an array of powers, from Snares and pallets, to new periles such as harmful generators/totems/chests, disorientating status effects, hallucinations and such. A faster gen teleportation would also be good.
Basically, go nuts in the dream world and make the micro-sleeps anxiety-inducing for Survivors, whilst not making it so Freddy can get cheap hits.
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I always like a new chapter! The perks are interesting, the lore is well done and very relevant to the game at its heart, the character designs are great, and the dog seemingly can be customised!
I feel this will be a good chapter, although shame that the PTB map isn't coming until later (although the livestream may bring some clarity). My only real problem with this chapter was how it appeared without any fanfare. Perhaps that was due to the leaks, but the builds for original chapters are normally quite exciting and gives those chapters the extra oomph that isn't always there for the licensed. BHVR, please do build ups for all future original chapters, because they've always been a key selling point for me.
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@jamally093 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842988#Comment_3842988
Hmm interesting well I think it still goes to the whole idea of people still making up new things about it. But the idea is maybe it also will target those who might go a bit to close to its true nature of what it is. Sorta the idea of oh its based on this thing the unknown might not bother but if you start digging deep enough to find out what it truly is then it ends up targeting you because of the fact your finding out the truth about it. When I have a chance I'll explain possibly how the theory could tie into its add-ons also.
Okay back so add-ons to add to my theory.
Obscure game cartridge: So it goes to the government conspiracy area where people would believe the unknown or project Apple pie is from well the government possibly linking to the unknown being a hallucination caused by it possibly or bring some weird creepy pasta esc oh when you turn on the game weird guy looking back at me.
Device of undisclosed origin: More enter the idea of the unknown being an alien possibly trying to mimic a person but well failing at it.
Sketch attempt: This more enters what unknown looks like. Imagine basically seeing a drawing of a thing that could kill you if you dug to deep into looking at it or enters the whole look at this photo and your going to die.
Blurry photo: Like most myths and legends even the most normal photo if you have a weird blur that looks like a person suddenly you got this myth of something in the woods.
Homemade mask: I could see this as more oh killer uses this story as a way of getting away with his crimes by having it link to what he's heard about it.
Front-page article and Milk carton: So I'll have it sorta link to the homemade mask in a way. Basically the killer let's call him Howard. Howard would use the unknowns story as a way of luring people into the woods in some way or using the woods as his play ground. Milk carton explains a girl took the long way home possibly passing the woods where Howard stalked and kidnapped her. Front-page article simple the woods are big so Howard would scare them off and try picking each off but possibly left one alive so the story could spread further.
So this could also enter the idea of the unknown's story was spread further because the serial killer or Howard used it and made it to his advantage which could have increased more people wanting to figure out if the unknown is a real being or something else but also linking it to other things that might not have actually even been extremely close to connecting to the unknown's true origin.
Overall it could be that as another theory that the unknown's story is because of a serial killer's "hobby".
I think I need a new tin foil hat
You've definitely thought about it! It could be an Egregore that needs to be thought of, but wishes only to stay as something not known. A bit like Rumplestiltskin - a being which wants to be known, but wants to be seen as an enigma.
It also bears some similarity to The Executioner, as both beings are conjured from the minds of others; the difference being The Unknown needs a collective to think it into existence, whilst The Executioner just needs an emotion (in its case, guilt) to exist.
The fact The Entity brings in creatures of thought is an example of the wide range of abilities it possesses.
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The maps probably need adjusting so the bias towards either side is reduced. Regrettably, this will take time as well as "trial and error" to get the balance right, and it's extremely unlikely that maps will ever be perfectly balanced (even more unlikely that there would be an overwhelming agreement amongst players!).
There are some things they could do to ease it. I'm not for the complete abolishment of map offerings because I do like the variety in Offerings. However, there are some ideas:
1. Make Sacrificial Ward not just cancel out map offerings, but completely remove it from the pot.
2. Make map offerings occur less often in the Bloodweb.
3. Create grouped map offerings. By this, I mean consolidate 4 realms into one offering and balance them so that there's as much chance of a survivor-sided map as there is a killer-sided or mostly-balanced map. That way, they may be used more to avoid a realm, rather than go into it.
4. Perhaps alongside 3, create new Offerings which affect things within the map, such as weather, side quests for extra BP, or maybe adds portals (such as on Vecna's map). Maybe even an Iridescent offering to randomize everybody's perks (including your own)!
It's possible to add some new flavour in Offerings, whilst still leaving room for maps.
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It's as much a sense of The Unknown's true being as any other idea or theory about it.
There is one aspect which may need further explaining, which is an Egregore relies much on many people thinking it into existence. So it needs people to believe in it to take its place in reality. The Unknown relies on being unknown, and the way survivors can defend themselves against it to a degree is to "know" it; to view The Unknown in order to remove the weakness, or to observe the remnants it leaves scattered.
I'm interested to know how the duality of this theory - both needing to be known yet also unknown - can co-exist. As I've said before, your theory is as good as any. It would be interesting though how this conflict works for it.
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Superior Balance is my favourite perk here, because of the unique ability to offer immunity against a status effect, whilst also offering an additional effect that would still have some good use in the game.
Rhythmic Routine is a nice way to prolong a chase. I had a similar idea for a perk, where the survivor would see an increase of 0.2m/s when Bloodlust activates, so I'm onboard with a perk which keeps up the pace.
Aerial Grace is probably the one I'd change. Finesse shows that 20% is more than enough in most cases, plus this perk would make that one completely redundant. Perhaps it could have a different effect, such as maybe clearing further distance in the air when vaulting, or maybe being able to leap further off any high ledges.
Basically, 2 really great perk ideas and one which feels perhaps a little done already.
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If it's done right - and I hope it would be in the hands of a competent team - hopefully it will do well, both in terms of the franchise's legacy and in success.
Any comparison to DBD though would ruin it. DBD won't be beaten, nor threatened by this. It won't have the flexibility and pulling power. It would work better if people stopped comparing or bigging it up against DBD, and instead focus on the merits the game offers.
Basically it won't compare, but if it's allowed to breathe without comparison and follows its own course, it may do well.
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I admit I hesitated a little with this question as the 2v8 option threw me. 2v8 is meant to be a fun, party version, so for a moment I thought maybe it would work. However, I think their are many more negatives:
1. **ABUSE**: This is the obvious one. Having someone just shut insults, or use their anonymity to say whatever slurs they wish, is enough to put people off. BHVR's ticket system is not the best, and from experience it used to be good but now I don't see any actions, so there's no guarantee of punishment for these types of cretin.
2. **IRRITANTS**: The idea of playing a game, only for some shite music being blasted through the speaker as some player tries to advertise their piss-poor excuse for music isn't appealing. In the right hands, somebody could make this funny, but that's a rarity. Most would just be annoying.
3. **IMMERSION**: Quite a few players like to get involved within the game and all its tensiom and storytelling. What more could destroy a moment where you're hiding from a Killer, only to have Michael Myers walk by with Groove is in the heart blasting through, or being a Killer advancing on survivors, only to be greeted with chipmunk voices.
There are others too, but these stand out most for me.
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I could imagine that they could include most of the characters as Legendary outfits for original survivors, then have Frank "The Champion" Stone as an Killer-only chapter.
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Chaos Shuffle was my favourote by far, mainly because everyone in that mode would be playing very close to how I play in regular games. Also, I loved the unpredictability of the mode.
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So, I would say that Hamstermaxxing should be achieved by using a Demogorgon or Xenomorph, since hamsters make their own burrows, or repurpose existing burrows of other animals. I'd probably say the Xenomorph fits better, because Hamsters spend most of their time in burrows, so too a Xenomorph could spend more time in the tunnels, listening out for Survivors before pouncing.
They are solitary animals, and will fight fiercely with any other hamster to the death often. Therefore, any perk or add-on that reduces attack or power cooldowns is a must.
Hamsters also carry their food great distances, so I would have to say Iron Grip and Agitation would need to be a part of the build.
These little guys also like to feel comfortable in enclosed conditions. Therefore, consider perks that restrict where players can go such as Hex:Crowd Control or Cruel Limits to encourage that warm, cozy feeling.
Finally, bring an Ebony Mori every time. A dark fact about Hamsters is that they are known to sometimes to resort to cannibalism, especially when it comes to their young. Therefore, the munchies are important.
So, there are some ideas for hamstermaxxing to consider. They may be cute, but do not forget they are still capable and - as with all animals - have their dark sides.
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Personally, whilst 2v8 is a lot of fun as doing something different is always welcome, I would always go back to 1v4 and play it more often.
There are some reasons for this; the main one being the restricted class system, rather than the amount of customization there is in the main game. The variety of builds, style and options available for randomness is one of the key enjoyment factors this game offers, whilst 2v8 is much more plain.
Other factors include 2v8 feeling more like a quick thrill than a more engrossing trial, the game feels more cinematic in 1v4, there's a greater challenge in 1v4, and the lack of available Killers (although I realise that won't always be the case).
This isn't a slate of 2v8, as I welcome any new and enjoyable modes to this game, and 2v8 has been a good success, brought more people in or back, and it is a lot of fun. It's just for me, 1v4 is more varied, challenging and a bit moreopen to story-telling.
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Sometimes, but not for long and never with any intention to leave the game for good. It's mostly to spend time playing another game instead. It wouldn't be healthy for me to play the same game always.
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The only time I slug for the 4K is if there are 2 Survivors left and I down one, yet see the other Survivor nearby, in which case it would be rude not to.
However, I never hard slug for the 4K. It's dull and a waste of time. Just get that 3rd Survivor out of the wau, then race to the end. Far more exciting.
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Invocations do feel like the positives don't necessarily match the negatives. I'd be fine if the Survivor became broken after the invocation, but then make it so that the Survivor can only be healed from injured to healthy once after every hook they take.
I don't feel Boons are any issue at all. Survivors can keep spamming Boons for as long as they're alive. Even with Hex: Undying it's just one more chance. Boons are fine.
Teamwork is more a minor subset, where the word is more to make it easier to find. I think they're okay. Not amazing, but okay.
As for the Killers, the Hex and Scourge perks all have restrictions in themselves. Hexes are limited. Scourges require RNG to really be useful. I don't feel there's m7ch of an issue.
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No, I don't believe it's accurate now. It makes good sense though, because Survivors were being targeted based upon an Offering, which is a bit crap.
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So long as you enjoy playing the game, be as old as you like. I remember over a decade a go, I was getting tips on Red Dead Redemption from a 65+ years old, who had recently retired a couple of years before and had decided his post work life was to be dedicated towards playing video games!
Wherever that guy is, I hope he's still out there, blasting aliens, assassinating unsuspecting people, and exploring strange, new worlds.
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As Killer, I'd only really get frustrated at my own mistakes. Anything goes, so however the Survivors play (charge the gens, play for memes, Head-on Heaven, etc) it's fine by me, so long as they are playing. I like the challenge.
Survivor is more frustrating as there's a chance I'll end up teaming with a wet-wipe who ends themself on hook or disconnects because they were forced to realise they were ######### at the game, and they can't handle that.
2v8 hopefully will be a nice change.
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I will continue to do so, because I want the BP. If that player isn't interested in anyone else, then there's no reason to be interested in what they want.
Anyway, this was a very long-winded bait post (because it's the weekend!!!), so credit for the effort in this. I'll give you a like, even though the actual topic is crap.
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The bots are not good enough to replace your average DBD player by a long shot. Whenever a bot activates, the trial is going to be far harder and more likely to fail (granted, only from personal experience).
When somebody quits, the trial is made more miserable for the other players regardless. With that in mind, the DC penalties should stay. If the bots become much more competent, I may be inclined to re-evaluate my position. Unfortunately, the present situation isn't enough to compensate the game for those wanting to continue on after somebody quits, so penalties should remain.
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Evan MacMillan: MacMillan & Sons Mining Corporation.
Philip Ojomo: Ojomo's Transparent Bellfoundry
Max Thompson Jnr.: Max Thompson's Max Slaughter and Butchery Co.
Sally Smithson: SmithsonCare and Terminus
Michael Myers: Haddonfield Stalkerware Services
Lisa Sherwood: Lisa's Hex Education Classes
Herman Carter: Carter's Sparkplugs
Anna: Anna's Shelter for Young Newly-Orphaned Girls
Bubba Sawyer: Bubba's BBQ & Chili Diner
Freddy Krueger: The Hot-Hot-Hot Dream Dating Service
Amanda Young: Young's Jigsaw Workshop (Make Your Choice)
Jeffrey Hawk: JFC (Finger-licking Good Chicken)
Rin Yamaoka: Yamaoka Dojo for Kendo amd swordplay
Legion: Probably some ######### car boot sale somewhere - dumb wasters.
Adiris: The Adiris Church of Á-sàğ
Danny Johnson: Murder Rag
Demogorgon: Pets At Home
Kazan Yamaoka: Yamoaka's Art of War School
Caleb Quinn: Quinn & Co. Bounty Hunters
Pyramid Head: Supreme Court of Judgement and Redemption
Talbot Grimes: Grimes Chemicals
Charlotte Deshayes: Family-finding Detection Agency
Ji-Woon Hak: The Joker's Tribute Band
Nemesis: Nemesis
Elliot Spencer: Spencer's Secret "I opened your box. You came."
Carmina Mora: Mora's Classes for the Artistically-Gifted
Sadako Yamamura: Blockbuster 7 Day Rentals
Dredge: Dredge Gyms for Body Sculpting (be what you make of yourself)
Albert Wesker: Blockbuster 7 Minute Rentals
Tarhos Kovács: Kovacs Medieval Reinactment Society
Adriana Imai: Imai's Generator Manufacturing Co. (Infinite year warranty)
HUX-A7-13: Singular AI Solutions
Xenomorph: X-IVF Technologies
Charles Lee Ray: Good Guys R Us
Unknown: Some dodgy Amazon Seller of mystery boxes
Vecna: The Games Workshop
Dracula: Transylvania's Blood Bank
Portia Maye: Maye's School for Dogs
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From their perspective, they had a crap game and wanted to move on. Sadly, they quit. They then get one of the survivors going "gg", which they may very well take as a mocking statement. "Gg" doesn't have any explanation to it - no emotional hints as to the meaning - and I believe some also use "gg" as short for "Git gud". Because it has nothing to clarify the motivation, and bearing in mind that the Killer had quit, I can see they may have taken this as a form of mockery.
I fully believe that you meant it in good faith. It's just sometimes the room needs to be read better, and an understanding that letters are more a convenience to shorten phrases and save time, when words are far more important.
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This Killer was leaked some time ago, or at least the artwork was. Perhaps they decided (since it was an original chapter) that there wasn't really any point in a build up this time around.
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Funniest moment I had recently was playing as The Doctor. I did his Static Blast to find Survivors. I found one, and two players instantly became bots! My logical conclusion was that the Static Blast was so super-charged that it knocked out two players' computer/console. 😁
On a serious note, it's embarrassing how people decide this is the way of playing. They probably do this most trials, then complain about why they team up with new players (which they'll berate as "potatoes", or some other term, when ironically they were this exact type of player in most others). They need to just play right through. I've had trials where I was the victim of being hooked twice, and on a couple of occasions deliberately tunnelled, yet still escaped.
It's just painfully weak.
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Run the perks you enjoy most, not what people declare are meta, or "You have to have x perk to get anywhere".
As somebody who runs random perks, items, add-ons and offerings every trial, I can say that in the vast majority of games the skill and creativity of the player matters much more than the perks or add-ons. One example was having a Tombstone Myers with Insidious, lying in wait behind a wall and it working!
Of course, in the pros perks matter a lot more. If I faced a strong pro team with random builds, I'm pretty certain I'd be decimated even moreso than if I chose! Then again, for maybe one moment it might confuse them, but that's about it.
The best perks are the ones which work best for you.
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So, from what I gather, this map is not a part of this Chapter, but will be released to the public before 2025. I took another look at the roadmap:
Judging from this, it both shows that they are fulfilling their plan, yet also not. There will be a new map, but it's not related to the Chapter, which means a new map will be introduced in December, even though the advertising states that the map is a part of the chapter.
It's a little confusing, because as advertised this says a map is a part of the Chapter. Does this mean we are getting another map with this as part of the chapter, with this snowy map an additional map for later?
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It won't stop tunnelling. It does add another way of playing. An example would be seeing someone giving long, fantastic chases, so you may want to take a hook state from them. It also could reduce those moments where players lose earlier on because of a tunnel. I actually like this perk!
What I don't think is necessary is the scream and Exposed status. From the Killer's point of view, they haven't lost a hook state, but it's been shuffled. What would punish the Killer for tunnelling more would be trying to get that one Survivor out, only to realise too late they have been granted that extra hook. That punishes tunnelling. Thanks to the strange caveat in place, the Killer will now know, recognise the scream and know who to target next.
Remove the scream and *Exposed* caveat, and you would have a somewhat decent perk that can trick the Killer.
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I'm happy for any change, but the Tombstone add-ons haven't been dealt with well for me. They still have the potential to take someone out straight away, which needs to be removed.
I have no issue with them granting a Mori on last hook, like The Executioner can do if a survivor is tormented. I'd also be happy for them to add an additional ability, such as maybe seeing generator progress auras at certain points whilst stalking, or silencing the changes in tiers whilst surpressing the TR whilst in tier 2.
Unfortunately, they left the problem "within" for these add-ons.
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Yes, they are useless. They nullify map offerings, but do not remove them. They should be made to remove that map offering from the pool.
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I'd like the idea of a switching role mid-game. No perks, and the Killer is selected randomly. At intervals, all characters change to different characters, and the Killer character is switched.
It's completely chaotic, but may very well be a lot of fun! It would remove the need to win, because you don't know which side you'll be on anyway, and it acts a bit like asilly mode (maybe be on for as long as "My Little Oni"), but it's just a silly game mode to have fune with.
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@humanbeing1704 said:
I have noticed the past 2 months of new accounts posting very obvious rage bait threads
The weekends are usually when they crawl out. I can set my watch to it!
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If the hatch was removed, the final Survivor could just go and play hide & seek for the next goodness knows how many minutes and prolong a game to a ridiculous length.
Besides that, it does offer a dramatic endingbto the game, which I enjoy as both Killer and Survivor.
The Hatch should stay, both for gameplay and logical reasons.
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I randomize what I do. It's not that interesting to keep seeing the Mori over and over again, so I randomize what I do with the last one. Keeps it fresh.
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Cheryl Mason
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It's not bannable, as has already been said. However, if the option is simply removed it would take away the option.
Having a category for people to report this however is probably them being lazy. They said it's for categorizing, but that makes zero sense unless they laugh at your expense. I don't like it being there.
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I'm going with Bloody Mary, since I think she has the potential for some fun mechanics and powers involving mirrors.
However, I would LOVE to see "The Shy Guy" in the game! I'm just not sure how they'd impliment it. Same with "Death Angels": a great addition, but how would they make it happen.
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I actually think the boundaries between Survivor and Killer would merge a little. Because of the chaos and additional free will, factions could happen within Survivor ranks, as they argue what action is better, or maybe try to control domains!
Likewise, some Killers may change allegiance and help the Survivors. The Deathslinger I believe would be someone who would. Maybe the same with The Cannibal (may feel safe within a more caring environment), or Spirit (if she is able to see through the manipulation).
Either way, there will be some Killers who would be almost impossible to kill (Vecna, Pyramid Head), and some who would just enjoy the bloodbath (Oni, Dracula). It could be epic though, especially since we are playing just a microscopic amount of characters who are within these Trials. For all we know, there's a version of Finn Kelley from Neighbours out there, killing with a bow and arrow!
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Congratulations! Nice to see more Zarinas in use too!
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I was able to! Got humped, bled-out and smashed around when I was finally hooked by a very angry Doc for my troubles, presumably because I took protection hits for a Survivor he was tunnelling (although maybe he didn't get the sweets they wanted from Trick or Treating - am unsure).
Probably best to stick to the event. People seemed happier there. :D
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I see the problem: Some arsehole has hacked your screen and made some comments appear, as well as a blue box to your left.
It's a problem, but sadly not a bug in the system. Maybe get good antivirus software.
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It's definitely a reason, but not "the" reason. It's too simplistic to bear weight on that alone.
However, it is probably the biggest reason, because of how many Survivors still kill themselves on hooks, or deliberately troll and so on.
I still would rather play with 3 other Survivors who are just starting out, yet willing to play to the end, than 3 better players who just give up when they hear the TR music. Obviously, this is not representative of the player base as it's just my experience, but it is more common to find higher Prestiges quit in my matches than lower. I don't know why that is, but maybe game-weariness.
The best games are when everyone fights on, and in those trials I have escaped much more than not. When someone just trolls or gives up, this unsurprisingly results in more deaths than escapes. It messes the MMR up, amongst other things (both devs and the more childish of the playerbase are responsible for the MMR system being a bit screwed).
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@Iron_Cutlass said:
Team Perks or perks that benefit the team over one's self, such as Kindred, For The People, or Leader (just to name a few), have been around for a really long time and normally (but not always) provide insane value where they are used IF they can be used.
At the same time, Team Perks are only as strong as your team. Their effects can be insane… but they can also do nothing.
The Survivor meta when the game came out was incredibly team originated and slowly shifted over the years to be more "selfish" in the sense that perks only benefit the player using it and not the team as a whole.
Recently, we had Distortion which was the "peak" of Selfish Perks since it would often provide massive benefits to the player using it but actively be a detriment to the players around them, since it made you harder to find without having any effect on your teammates, leading to situations where they get found and chased more often.
Distortion had a mostly negative impact on the game, amplifying already existing issues with the game and making them worse than before; but Distortion isnt the only perk to have similar effects. Sole Survivor and Left Behind exists.
At the same time. Selfish Perks like Distortion provide consistent value to yourself. They are reliable since you have more control over how they work and function.
Either way, Distortion got nerfed, and players move to the next shiny thing. I dont have Killrate data so I cannot really tell the impact this had, I can only speculate and I rather not jump the gun just yet.
Do you think Selfish Perks contribute to higher Killrates?
Do you think they are "healthy" for the game?
How should perks be designed in a way that benefits the team without feeling too weak or overly impactful?
There's no evidence thus far that they do. A "selfish" perk - in reality - is a perk used mainly to benefit yourself so that you can stay in the game for longer, ideally. Therefore, it benefits the team that you stay alive for longer.
The perks aren't the issue; the player themself is the issue. If all "selfish" perks were removed or reworked, a "selfish" player will still play as they do. No perk should logically change that fact.
I feel it's more appropriate to call these "self-presevation" or "last chance" perks. I don't feel using a label such as "selfish" is necessarily a useful one.
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You made the point that VC is something "what is usually expected with a multiplayer game with friends", and indeed DBD already is that. If someone is playing solo, then they aren't playing with friends for a reason, and that's to play their own way, and that often may include not wanting to speak with others. This is already evident in the replies to this thread.
It's not a good idea for me, because if I wanted VC, then I'd gather friends and play with them. It would be ludicrous to suggest (and no, I know you've not said this) that people would VC with strangers on the net and not be toxic, insulting or worse. The internet's entire history is riddled with this evidence.
You could say "Well, mute it then!". So someone mutes, whilst another wants the chat and becomes frustrated with the player on mute, so they end up messing them up somehow. This will happen in some cases, with the VC just giving an extra excuse.
I also read someone suggested this would be bad because children play this game, and the response was "It's an 18+ game". Someone has to be really unaware of society to think children don't play this. There is so little protections in place, and what protections there are are probably ignored by terrible parenting skills. That's not even to mention how even people mature enough to know better are idiots! There was a video on YouTube I saw recently of a Streamer over 40 years old ranting racist trash, just because he was beaten soundly in a trial, and he went on and on!
VC is in place for people who wish to play with friends in forming SWFs, and that's perfectly adequate. I'm not wanting my experience spoilt with having to hear some little twat playing shite music, or cussing away because they didn't get their way, and I certainly don't want to be BM'd by a fellow team player, just because I'm on mute. VC is in SWF. If someone wants VC, find a SWF.
