Marc_go_solo
Marc_go_solo
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There are so many here, so my apologies if there are any repeats, but here's a few:
Survivor perks:
Prospector: You may not know the realms, but you instinctively know what's available.
The perk allows a survivor to notice anomalies within the map. Rumaging through them may bring unusual items that convert to additional BP, add-ons or even Iridescent Shards once the trial ends.
The perk grants a 12%/25%/50% chance of success when searching.
Tit For Tat: Despite the overwhelming power of the killer, you have enough in you to fight back.
When in a healthy state and hit by a basic killer attack, you become wounded and gain the deep wound status. However, the killer becomes stunned for 2/3/4 seconds before wiping their weapon and moving again.
This perk activates on death hook/second hook/first hook and can only be used once per hook stage.
Rig: The trials have taught you to make the most of every part available.
Once you have repaired a generator for 70%/60%/50%, running into a locker allows you to craft an explosive rig device. This can be placed on an breakable wall. The wall will now have a prompt whenever it's within eyesight, so triggering it will blast the wall outwards from where the rig was. Any killer hit will be stunned and suffer blindness. Any survivor hit will be hindered for 6 seconds.
If a survivor additionally sabotages a hook within the killer's terror radius before crafting, the rig will explode automatically when a killer is within range of the wall without player interraction.
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A killer that feels/looks intimidating and gives an adrenaline rush, whilst not giving a sense of "Oh, that old chestnut again".
For me, my favourites are: The Hillbilly, The Shape, The Spirit, The Demogorgon, The Oni, The Executioner, The Nemesis, The Onryo, The Dredge, The Cannibal
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He's already good enough. He's also relatively rare as he is a strong killer survivors enjoy facing! I've had messages from survivors giving me props for just playing Oni.
It may be best to improve your own gameplay first.
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For the most part, I agree. To avoid a 3 gen scenario survivors need to have a certain degree of planning and all too often many survivors will just want to gen rush without thinking of the potential consequences.
Up until now - especially against a killer such as the Trapper - it's vital to deal with the gens that are closest together early to avoid such a difficult endgame.
My only rebuttal for your argument is that, should the Skull Merchant locate the 3 gens closest to each other early on, her power is more effective than the Trapper at keeping them secure. The drones ensure that a survivor has limited time to work on them, which is something a killer such as the Trapper doesn't have in the early game.
The Skull Merchant has only just come out and, when survivors learn to play with more of a strategy in mind, she'll become easier to face. I still remember when the Dredge first came out and some people declared it was the new Nurse. That didn't happen. Let's see how she is further down the line, once survivors start to effectively plan out a trial.
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@BendIt said:
https://forum.deadbydaylight.com/en/discussion/comment/3269663#Comment_3269663
https://forum.deadbydaylight.com/en/discussion/comment/3269662#Comment_3269662
https://forum.deadbydaylight.com/en/discussion/comment/3269667#Comment_3269667
A player knowing that they lost because of the advantages of a SWF or that they played against a really good bunch of random solo's can affect their progression in the game in learning how to play and adapt.
I hear lower ranked SWFs tend to be ultra altruistic which is why they lose matches.
Very odd in two games this happened.
Why BHVR don't make it easier for everyone by showing this endgame is beyond me
But surely learning is gained not so much from that information, moreso from what happened during that trial. Learning how survivors were playing. Learning were they gained distinct advantages. Learning where they made errors. That's where they would learn the craft, not finding out how many were swf or not.
It's the playstyle to watch out for. And swf can have a variety of squads from beginners, just having fun, memers, bullies, elites - that information cannot be gained from knowing whether they were a team or not at the end; it's collected from in-game.
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Yup, the game is absolutely dying. No question about it... oh wait ...
... the "game is dying" phrase is real old now.
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As a solo Q player, when this appears in my build it is a godsend! I can't always be certain my fellow survivors are aware of any threat of a 3-gen, so having this really can make the difference between victory and defeat.
As an example, one match was against a very good Trapper, who (thanks to the intel from Deja Vu) I could tell was setting up a perimeter around a close gathering of 4 gens. Because I constantly headed for those gens, after 2 other gens had gone, I think another survivor figured out what I had and started attacking the same gens. Another came in when we were on the backfoot, and although Trapper got some hooks, we took a key gen out. This meant we had an easier endgame with 3 escapes.
Deja Vu is definitely underrated.
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It can sometimes make them feel that they aren't as good as they claim to be.
Although, at the same time, what are you looking for from asking such a question? And if you believe them to be swf, but they deny it because they genuinely aren't, it's not going to change your opinion.
Basically, it's better to ignore those things and focus on what you feel you can learn from any losses. You are the only thing that you can ever be certain of, and therefore the only thing you can reliably change.
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3269129#Comment_3269129
Can I send in my friend's VOD as evidence? Also do you know the website for filing the reports (it's been awhile)?
Yes, you can. The website to report to is below.
But before you do, one more thing: did you report them on the results screen? By that, I mean just selected the icon for unsportsmanlike behaviour by their name? BHVR will need that.
Eitherway, here's the link:
https://support.deadbydaylight.com/hc/en-us/requests/new?ticket_form_id=9329839132180
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My cat takesa strong dislike to the crows, and as I play as survivor whilst hiding, she'll start battering the screen. So much so that on occassion I deliberately disturb the crow so it flies off and she stops. There are 2 occassions where I feel this resulted in my demise (at least!).
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/3269120#Comment_3269120
The Killer was not working with them, the Kate had Lithe and Vigil, so they kept getting away after sandbagging.
The killer after realizing what had happened apologized to my friend who was streaming, and gave them hatch, literally a Gigachad.
Sorry, I worded it rather unclearly. What I'm saying is that they intentionally tried to cause problems for you, which made it easier for the killer. So, although the killer wasn't working with them, they were using the killer to work against you. So it's still reportable.
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Yes, they do care because if they didn't they wouldn't be profitable. You have to have care in your craft to make it a good money-maker.
Of course, any company will focus on their own stuff first. Literally anybody has to look after themselves before anyone else, but that doesn't mean they don't care.
Honestly, there's much evidence to prove this, but whilst your actual post was more about problems within the game you perceive, the whole "they don't care about us" whinge is just cringy AF right now.
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All I can say is I hope you reported them. They clearly worked with the killer.
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Off the top of my head, I wonder whether the story for this chapter idea could wind around the Entity separating Torque from the monster inside to create the first chapter wjere both survivor and killer are 2 halves of the same person.
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I'd love a Silent Hill 4: The Room as a chapter!
Henry Townsend and Eileen Galvin as survivors, and Walter Sullivan (a.k.a The Orphan) as the killer. With the AI about, using ghosts as something which hurts survivors over time with their aura could be a new take on using AI, with survivors able to use either holy candles to ward the effects away, and Swords of Obedience to pin some down.
It could even link to the DBD universe - maybe something in Walter's plans goes wrong, which accidentally acts as a portal for the Entity to emerge from.
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I'm not a fan of the whole cult thing, honestly. And some other bits confuse me, such as this Entity has swallowed worlds, yet seems awfully picky about what it wants. It's a bit messy, and in some cases like the Nurse it's outright non-sensicle.
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Carnage for me, being the fact that even before the symbiote he was a murderer.
There are some good killers from non/mild horror genres that could work well, even if unlikely:
Scarecrow (Batman), Finn Kelly (Neighbours), Bob (Twin Peaks), Agent Smith (The Matrix), T-1000 (Terminator 2), Adachi Touru (Persona 4)
There's many more! Just unlikely to be picked beyond mods for these guys.
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I feel that the Knight has good long-term potential, so long as the devs continue to improve the AI. Currently, the power works best as a pincer attack, or smashing pallets quickly (with one of the three only), so it's not an incredible power for sure. But of they make the AI better, the Knight could become extremely effective.
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I don't know enough about VHS to know if they were actually balancing around the top 1% or not, but it doesn't make sense to balance a game on such high level of play, when the game is about bringing people in. People won't join if the game has been balanced at a non-entry level. It has to be more accommodating.
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@Lycidas said:
https://forum.deadbydaylight.com/en/discussion/comment/3267871#Comment_3267871
They were talking about the "Witching Hour" event.
Let's not defend doublespeak, please. It's like shooting ourselves (the community) in a foot and then giving BHVR the gun saying "Do it again, I liked it".
https://forum.deadbydaylight.com/en/discussion/comment/3267889#Comment_3267889
Nope, when an outfit is bought from the Store, it's unlocked, even the in-game store agrees
https://us.v-cdn.net/6030815/uploads/XM7PSF9R8G2A/image.png
Saying A, then doing B without ever aknowledging the fact that you said you'd do A in the first place (they did it multiple times as well) is not really admirable, especially if you do that to paying customers.
https://forum.deadbydaylight.com/en/discussion/comment/3267895#Comment_3267895
I am unsure if they themselves were even fully aware of the marketing teams direction at the time (if they were gauging player reactions).
EXACTLY. And they did the same exact thing when time-limited skins were announced. Radio silence for the first what, 3 weeks? Then after the partial outcry of the community they announced (not in a clear way) that they'll be back next year.
Still, a MUCH better answer to the question "Will they not be appearing in the store later?" would have been "I can't disclose that yet" if you're not sure, because as @Mooks said, the event was already over at that point and there would have been no FOMO involved.
https://forum.deadbydaylight.com/en/discussion/comment/3267931#Comment_3267931
Noone says policy are not allowed to change. But if you change something that was already communicated to the public, the right thing to do is aknowledge the fact that you changed something and take responsibility for the change. Doing it like this seems like a cheap way of trying to sweep everything under the rug. They did it multiple times already, everytime doing nothing to address the thing.
They did it for the P3 rewards (bragging rights anyone?)
They did it for the catch up mechanic (second phase of the catch up mechanic? When was that mentioned?)
They did it for exclusives (Deep Rift items that are never coming back in the store)
It's becoming an habit of them, and it's not rubbing me the right way.
https://forum.deadbydaylight.com/en/discussion/comment/3268036#Comment_3268036
Not Rift cosmetics. Those were Event cosmetics.
The Rift cosmetics they released are Mime Feng and Pumpkin Eater for Clown, but noone said anything about those (we don't know yet if those 2 particular outfits will be available next Halloween or not, BTW)
Touché, good response! Although I've never heard anyone say they unlock outfits in store (I've heard people say "purchase" when talking about the store mostly), it does clearly say "unlocked".
Judging by bad wording, it's now more likely people could be misled. I'd still say it's not despicable, and much more down due to terrible wording and perhaps trying to be more clever than they actually were, but it's not great advertising neither.
I guess for me I made an assumption that it makes no financial sense to create an outfit to be sold for only 2 weeks before being discarded forever, so logically it just seems better to allow that cosmetic to return, but yeah .. I accept defeat on this one.
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Whilst I'm not sure a 4v1 game can ever be perfectly balanced, I absolutely agree that, for the best part, this game is relatively well-balanced, considering how many factors need to be taken into account.
The most unbalanced thing about the game is people's attitudes towards it, and fairly often it's down to not understanding they either need to improve, or their bias blinds them. Sometimes there are legitimate concerns, and that's where the devs then try to balance in a game which is constantly in flux.
I hear one of the biggest complaints are the gaps between killers, with Nurse vs Trapper being a big example, but I honestly feel that they are meant to have that gap in ability. This is because each killer is meant to have a difficulty level, and some are meant to be harder to win with than others. It's a challenge, and sometimes I feel some players just want an easy ride.
There are some changes some killers do need, such as The Executioner's add-ons; when comparing his add-ons to the sheer variety of effects The Wraith has, it's clear he needs an add-on overhaul to make him more interesting. But that's more about variety and experimentation, not to buff or nerf him.
But yeah, this game is much more balanced than people give it credit for. Not perfectly, nor will it ever be, but it's in a good state.
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I play both 50/50, because I feel then I'm getting the most out of the game. Playing only one side feels like you're only playing 50% of the game that feels a waste to me.
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The key words I see are "earned" or "unlocked". When they appear in the store, they are neither of these as they are bought. So there's no backtracking that I can see within those messages.
However, Mandy did word her final point unclearly which may have caused a bit of confusion, but up to that point it was clear her focus was that the event would be the only time they would be unlockable.
"Despicable" is hardly the correct adjective for this which, at the very most, was a fair answer with a tired ending.
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I play it less than before, but that's mostly because I've been starting to play: Skyrim, Disco Elysium, and Control.
Yet that's not been because I've enjoyed DBD any less. In fact, for me it's been the most balanced and enjoyable it has ever been, with maybe a glory moment around the "Cursed Legacy" era.
What's not going well isn't the dev's fault, moreso players who come in just to BM, dc or basically try their best to get clips to show off to others. The devs will always be fighting fires as issues will always arise, but they've been doing a good job recently.
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Insidious could be changed to a perk with a charging value similar to Stake Out of Diversion. Have it so you need to be in chase for a total of x seconds before the perk becomes active, and then the killer can activate it to gain a set time of undetectable whilst moving, or an instant-undetectable whilst standing still at the press of a button.
Predator is all about watching a survivor's last moves. They could make it so again, by pressing an action button, the killer will see a "ghost" of the survivor's last moves, which would give a better idea of which direction they went, as well as learning how a player controls the survivor. It's still not great, but it does give more of an idea of how the survivor likes to move (do they always hide, or juke a certain way).
Slippery Meat I reckon could do with an additional effect that reduces the time for the wiggle meter to fill. Like a "Breakout" for the carried survivor, but maybe with smaller percentages than Breakout.
Bloodhound could play a bit more on the excitement of the chase, like Agitation is for carrying. Either it adds an ability which reduces the time it takes to gain a bloodlist tier speedboost, or it drops blood which appears like the Oni's power which, was the killer has run through enough, may gain a slight speed increase for a set period of time.
Up The Ante needs to have a bit more going for it than a slight increase to luck for escaping. Give it a small percentage chance to all survivors to gain a small speed boost when vaulting, an extra second speed burst after being hit, a faster unhooking speed or even add an extra second to a successful stun on the killer! Again the percentages can remain small, but it's possible affects granted to all players makes it more viable to use.
Deathbound could add the exposed status to the healer, as well as oblivious-if-within-x-metres. Therefore the main drawback is still there in terms of distance from the killer, but the pay-off is much more rewarding.
And for now, Territorial Imperative could be an area that the killer chooses to set up, where if a survivor wanders into it will grant Blindness, Exhaustion and Hindered. So the killer could attempt to lure survivors into this area for a big advantage, but as a disadvantage being it would take time to set the area up.
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I guess my worry would be a limited pool of survivors that would be used, owing to most players using just a survivor who offers the one perk they'd want. Since all survivors are basically skins, it meams at least the variety will still be there and they could pick any survivor and customise them how they want.
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I'm not pro nor anti map offerings, but I'd be down for them going and instead replaced by meaningful map-alterating offerings. I'd just like them to be replaced by something, if they were to go.
At the same time, as killer I'd miss them a little: one of my top maps for performing is oddly Ormands, which is often considered more in favour of survivors, so it's always a joy to have that offering flung at me!
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@CBT137 said:
https://forum.deadbydaylight.com/en/discussion/comment/3259357#Comment_3259357
I think of it the opposite way, I remind myself that these survivors I am playing against are real people, who are analysing what I do and how to counter me and what to do if I make mistakes, it makes me feel more “like a killer” I think it’s fun.
Maybe I should have been clearer: when I mention that I imagine my in-game opponents as AI, I meant that I don't grow any sort of emotional link to things they do. So any attempts to fluster or anger me into a mistake doesn't often affect me, nor does it make me resent them as players.
It's not meant as a commentary on how they play and learn, but I do see why you came to that conclusion and admit I wasn't clear. Hopefully this makes it more understandible :).
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I have no issue enjoying playing as killer, and certainly don't get the whole "You have to enjoy pain to play killer" mentality - just sounds like bravado.
For me, there are a few things that make it pretty enjoyable:
1. I randomise every build every single game. Therefore, the game remains fresh and I get surprisingly good value out of unexpected perks, probably due to the survivors being blind-sided by it.
2. I have my own agenda for each match. My main one is to score 9 emblem points minimum, but I'll also add other targets to achieve, whether it's measureable or not. I don't worry so much about kills (although, ironically, kills comes as part of the parcel, so there's no shortage).
3. Role-playing a killer helps. Currently, I play Oni and have fun being tactical until I go into a blood rage where I throw tactics to the wind, in exchange for chais.
4. Most importantly, whatever people say, remember you paid for a game/character to play as you wish. In some ways, it's good to bare in mind other players are human so as to treat them with respect in chat, but in-game see it as you vs AI. It takes away a lot of stress and turns the game into what it should be: a game.
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In my trials, the main disconnects happen mostly after a quick down. And if not, then they tend to suicide on the hook instead or afk until the killer returns.
There are other reasons of course, and I don't doubt even a couple of disconnects are just bad fortune involving the IP or a blackout, or even an emergency at home (were it just these, then the issie would be virtually non-existent). But most come from easy downs, and that's an attitude problem by those particular survivors; not game mechanics, bad killers, bad teams or any of that - it's often down to a piss-poor attitude.
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Playing with bots only would very much just feel like training grounds. The AI is not advanced enough to offer a significant challenge, and getting BP and such for basically little time or effort feels cheap. It wouldn't be right to reward someone for repetatively playing very easy mode.
As a training ground, that should be used just for training and testing things out; not getting rewarded for beating a weak AI system.
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In terms of losing a killer power when near the hook, there is one probable way of making it, which punishes a killer earlier on but changes as the game progresses.
If there was a radius around the hook where a killer could not use their power which shrinks after every gen is used, then that for me would be a bit fairer.
My reasoning is that towards the end a killer may have nothing else to do other than camp to either put on pressure, or if all gens are gone, so punishing for face-camping endgame (which may be the only viable thing left) should not be punished. But face-camping early on when a survivor is down and no gen is done is a bit crappy, so the radius should be larger to discourage it for a quick down.
Alternatively, have a small radius which slows down the timer. Don't stop the timer, because perks like Kinship or Reassurance would then be absolutely pointless, but make it slow enough that it's just dumb to do it.
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Whenever they come up with something different, I've always read someone complaining about it, so it starts to become a bit limited.
Personally, I like the ones which maybe takes a few games to complete, but doesn't force a throw, such as Emblem tasks. But there are opportunities for different takes on challenges:
Cleanse 1 totem, 2 games in a row. (So it's not really wasting loads of time in a trial searching, but encourages a secondary objective)
Complete a trial, using [perkname]. (In this case, survivors don't have to use the perk to complete 4 gens for example, but just have it equipt as part of a line-up and escape/ get 3k+)
Find the relic. (Locate a chest or random item within the trial, which in turn gives you a specialised item, or provides a unique bit of lore)
Alternatively, DBD could introduce things such as a randomizer, where a challenge might be to use it and play with that setup, but if they succeed then they could get a mixed reward that may have Iri Shards, BP, Rift Shards, or even a trickle of Auric Cells or an Iridescent item or add-on, so it makes it more enticing to try it out.
I've rambled a little, but I am rather tired and also there are quite a few, new ideas, but it's currently limited by what is available within the mechanics and coding of the game.
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It's probably best not to waste time on those conversations, honestly! No matter what explanation, evidence or otherwise you present, they won't ever turn around and admit it. You could have recorded the entire thing and they'll still come up with something.
Best let them deal with that annoyance and leave them to simmer.
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It was one of their best events, enhanced by the fact they brought back many ideas from previous Halloween events and put them altogether.
More of this, please!
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@TTV_Monstarella said:
https://forum.deadbydaylight.com/en/discussion/comment/3250321#Comment_3250321
- If you're going to discredit Steam as a valuable sorce of data-collection and then list other platforms [many of which do whatever possible to hide such data] then you cannot, in the same vein, say it's not.
- However slight the differences are, there is an overall agreeance on variating topics that actually matter universally. So, that remotely isn't a good rebuttal.
- Growing it's staff is such a loaded interger when used to cite how a game is doing. Blizzard has hundreds and hundreds of staff at it's disposal yet the quality of it's games/playerbase differ widely.
- I have no idea what you mean by "bleeding out it's genre". If you're saying its killing other surival-horror games. That simply isn't true. So go ahead, BVHR can subvert the quality of the game by adding random "licenses". It still won't do much to retain it's playerbase. Especially with the very old war that has been waging between Survivors and Killers.
- I took a lengthy break due to the deplorable state of DBD. [Roughly around 6months, maybe longer] and recently came back, seeing barely any noticable changes that have dissuaded me from the still very much current belief that Survivors still hold the power. But you cannot previously state Steam isn't a full-source then try to uose it. No. The return to favor has been due to grabbing old-players back with "Mega-Update" + Wesker + Halloween Event. As for the cheater remark. I cannot really remark on that, since, personally, I haven't seen rampant cheating problems after the first three years of the game.
- Same remark. To say people solely left because of Cheaters is massively incorrect. I'd say the biggest concern was the general lack of quality content, poor developer balancing, tired and abused killers leaving the game, etc.
- I have about [thinks] 5k hours or so in this game between two accounts. Have been here since there were only 3 killers and 1 map and window meme was a thing. So I'm by no means, misinformed.
Cheers!
P.S by no means is this game "dead", but I seriously doubt the state of DBD will continue to maintain a vast majority of it's player in the coming years. As has been shown over the course of year-sample size.
1. I never discreditted Steam, but pointed out it was a small portion of the overall playerbase. Not sure where the idea of discrediting it came from. It's about proportion.
2. There are overarching ideas, but there are also other reasons and games on different platforms which may lead to some loss of interest. I grant it's not a big reason for change, but it's also unwise to ignore it.
3. I don't believe pumping more staff into a game would be done to a game that's dying, so it shows confidence in the product. They've mentioned in the past about increasing staffing, and that's not done unless there's revenue and reason to continue it. It's a decent sign of game health.
4. To clarify, "bleeding out" into other genres means it's becoming involved in genres not normally associated with it, so PUBG is not survival horror, for example, but DBD has become involved in a cross-over. I appreciate you didn't understand what was meant, but it's best not to make an assumption, and just ask instead for clarification.
5. I see your point about Steam, and I'm sure you would have read that I too saw the irony in it, but to initially say it was going down when the only source you had at your disposal was right in front of you, and said otherwise, is a very confusing analysis to make. I'm not sure, if that was your source, how you could have maintained this stance.
6. My comment never said cheaters were solely responsible, but implied there may be a link between a fall and cheaters leaving, which is very plausible. Not the sole reason, for if I felt it was then my comment would have said so.
7. 5k in hours means you have gained 5k hours worth of your own experience, which will be riddled with bias, as would anyone else in the game. Therefore, that experience only relates to you, and may not relate to others with similar experience in the field who may think differently. No idea why you say you were not misinformed, since nothing was said about you being so.
Ultimately, my point was to state that a game cannot be judged as going down based on a single piece of data which shows a segment of the whole playerbase. That was where my points were alluding to. And I stand by my comment that those who say it is dying are basically regurgitating a meme at this time.
I appreciate you being civil in your reply though. In the past, some others have been somewhat dickish, but I'm glad you were a) respectful and b) brought in counter arguments that for the main part felt thought out.
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@TTV_Monstarella said:
If you look at player retention through the years; you'll notice it been dropping more and more each year.
Yes, events will bring back players; but it has not been shown to hold onto those players.
This isn't debatable, this is just analzing retention/player tables.
If you're just looking at Steam charts, then it is highly debatable for the following reasons:
1. Steam charts only represent Steam players. This does not take into account the various other platforms this game's played on, and from my knowledge this isn't possible. So we cannot conclusively say what the trend is.
2. Following on from above, the Steam playerbase will have different views and opinions from other platforms. And also it has different game titles and such coming out, so it depends on what is available to play at the time. So on one platform it may go down, but another it may go up. It's a little like judging public opinion on politics by taking a survey solely from an area which is more positive than negative.
3. The popularity of the game is also measured by company growth and interest. BHVR has increased its staff, and although it won't solely be because of this game, it's a huge part of it. It's been voted one of the best companies to work for, and clearly from its growth it currently is doing well, so it's safe to assume its chief title is also healthy. It's also now working on a huge title in Silent Hill: Ascension.
4. Licences are still coming in, with one director even hassling DBD to get their Clown killer into the game. It's making a lot of money from licences and is even bleeding out of its genre, with links to PUBG and For Honor. It's got legs and interest.
5. Since BHVR have been focusing more on game balance, the overall playerbase has expanded over the last 6 months based on Steam charts (and yes, I'm aware what I said earlier, but considering how many months they were losing players, this shows a return to favour, at least on Steam). It's been seen overall as more favourable, and because of them listening more and dealing with cheaters, whoch brings back trust.
6. Cheaters. Since a lot are on PC, is it possible to suggest that a fall in playerbase may also link in cheaters leaving? Also, before that people left because of cheaters. If things improve, then I'd say it will gain even more favour.
I'll stop there, but the game dying statements is basically a meme now. There's no concrete evidence to suggest otherwise, and even the Steam charts show a gain over the last 6 months.
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I remember something similar being suggested, mainly in the form of a marketplace where add-ons, offerings and items could be sold and bought. It's a good idea, because people can trade in add-ons they won't ever intend on using, and even trade with other players directly.
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Annoying for the team and/or killer: Yes, absolutely!
Should it be a bannable offence?: Absolutely not.
It's not stopping the game from progressing, nor holding anyone hostage. If this became bannable, there would be nothing to stop people from reporting things such as unnecessary dropping of pallets, hiding in lockers or using any perk that can work with Head-On. It's really got no merit to be an offence.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3249243#Comment_3249243
Ahahaha, thank you ^^ I mean the Pig is the killer here, but often she has to fight an uphill battle and that was a nice break from the usual mold. Got no boobs, though.
Erm ... I think you meant "boops"...
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I'm still trying to fogure whether this post is actually a troll post or not. Feels like a spoof of what someone would write when they are clqiming the game is dying, when it is very clearly not.
If this is a spoof, I feel this is a rather unique and clever way of making something odd. If this is the case, I applaud you!
If it isn't though, it comes across as trying to make a point by being clever, when it actually ends up anjumbled mess. I get the basic premise, but it's way too broad a scope, and doesn't offer anything constructive.
I'm hoping it's the former, because if it is a spoof I do get it.
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I just like this comment for the simple fact the Pig uses the phrase "ham and slice and dice", as if the butchered has become the butcher!
Neat tale though and glad it worked out for you.👍
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Myers. The very knowledge that you could be a second away from a grab, down or mori is enough to make me very edgy around him.
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@Shartley said:
https://forum.deadbydaylight.com/en/discussion/comment/3248658#Comment_3248658
Um excuse me, did I forget to mention that I killed 2 survivors (and likely scored at least 1 or 2 hooks on the remaining 2 survivors) before 3 gens could even be completed? Where the ######### is the entitlement? You people are absolutely delusional, do you even play killer bro? If I can kill 2 people before 3 gens get completed then YOU HAVE LOST. GG. NO RE. You have been completely and totally outplayed - I played an outstanding game. And its dogshit that once I have dominated in a game, it just gets thrown back in my face. For what? To make one survivor feel good about getting owned? They deprive the killer of their earned victory so someone who objectively lost gets to feel like they won? Where does that happen for killer? Where does killer get their feel good points when they get two hooks? Where is my safety net for that? All I get is people t-bagging me at the gate. Entitlement? ######### outta here.
Even the way you're writing reeks of entitlement. You've killed 2 survivors with 3 gens to go, but you haven't killed the other 2. I've been in a match where that happened and me and the other both escaped. That killer clearly didn't deserve the win.
If you cannot catch all 4, you didn't deserve the 4k. It's really that simple. Common sense. Nothing left for me to add.
Except I hope your tantrum has made you feel like a big guy now. You deserve it.
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Yes, you can, but video evidence is a must with this. If there's no evidence, there isn't a thing they can do about it.
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There has to be an element of "play" involved, because its current method of feeding is not the most efficient way. It would be easier to understand what survivors fear most and create a realm where it can bunch a large amount together and feast.
An example could be a large battleground where everyone sees the other side as demons, and despite the horrific atrocities, pain and torture endured through the many ways of death, the people reappear with a singular drive of survival and continue to fight, not always remembering what happened to them, but remembering the pain and a false knowledge that one more push could be the victory they need. Feeds hope, fear and reduces the amount of effort.
So it has some need for entertainment. But it also has weaknesses inside it, which may mean it is still unable to fully control the realms, so maybe the trials are the best it can muster, without causing too big a rift. That would be the difference with it having a superior intelligence or a more animalistic intelligence: does it create these realms for fun, or is it because it's the safest way for it to feed.
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There's nothing mentioned yet, but predators and prey always adapt. The Entity would have evolved from the abundance of a food source available, and likewise when a predator evolves to consume more and more, eventually the prey adapts, or at least the biology changes (becomes more toxic, develops various defences). This may explain the purge that ised to happen.
Basically, its opposing force will most likely come from the prey it feeds upon, rather than another being. And if there is another being, it would ne a rival for the same food source, that somehow becomes stronger to the point it may hunt the Entity.
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Currently, I'm maining Oni and trying to master hitting his charges consistently on console (it's getting better), but my favourite killer which I've mained is Sadako. She's fun to play, has multiple different powers to toy with, and is either stronger than most give her credit for, or my playstyle and her powers are well-merged. Either way, Sadako overtook Pyramid Head for me, and that says a lot.
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Nobody "deserves" a 4k or an escape. It has to be fully earnt. Nothing in this game should occur purely because a player feels entitled.
But I can empathise when 2 survivors are remaining with 3 gens, so they go and hide. It can be frustrating hunting them down. Likewise, the survivors are also trying to outlast each other, in the hope that they can get an escape, which is their win condition.
Unfortunately, that's the nature of the game. And whilst your proposal for crows to appear constantly if gens exceeds survivors feels grossly disproportionate and gives an unrewarding and undeserved victory, a smaller change, such as survivors which just locker-jump would get crows if they go from locker to locker within a set time. This would mean the survivors cannot just hide away in lockers constantly, and forces them to venture out. Or maybe reduce the time a survivor remains idle before the crows come.
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I admit, my initial thoughts to this are that it's not needed, because of various changes implimented recently regarding the shortnening of time it takes to hit bloodlust, alongside other quality of life changes to killer. I'd feel this would be a bit unnecessary, given this.
However, if they wanted to trial this out in a PTB I wouldn't be averse to it. Maybe it might spice chases up.
