Marc_go_solo
Marc_go_solo
About
- Username
- Marc_go_solo
- Joined
- Visits
- 4,120
- Last Active
Comments
-
That recent vault bug where the survivor would go for the vault but then slide along and remain on the same side would make a fun and novel perk for a future survivor.
-
I've not encountered one which face-camps for ages, and rarely a proxy camper.
To be honest, I used to fear them. Now, I realised I was wrong - the ones which don't are much scarier.
-
You don't spell "bullying" as "f-u-n". It has a few more letters than that.
-
I find by looking up the moment you hear the drop, you'll avoid it every time.
As for pick-ups, that's for the killer to be aware of. If concerned, briefly look around before the pick up. Flashbang is strong when it works, but the timing has to be pretty perfect, and even can blind the survivor (which is pretty funny).
-
The game is clearly not dying. There is no evidence whatsoever to prove that.
The balance has been the best it's been for some time, and the devs have been more proactive towards making changes thay do contribute to an overall balance. And although MMR has its issues, it is better than it was before, and they are making changes to make it more representative.
I do agree with hitboxes and servers (in respect to hits) but that's a lot harder than people give it credit for. The Huntress hatchets could be improved though.
And they've also introduced changes to make tunnelling and face-camping less rewarding, both with in-game mechanics and perks. Ultimately, if killers want to do it, they can. But things have been put in place to make it less enticing, and also survivors need to take some responsibility in making safe saves.
The game could always do with improvements, but the devs have made many legitimately helpful improvements, and even when they don't come up with a good idea (please don't make the mori change devs!), at least the reasoning behind it actually made sense. But it's not dying.
-
@Regulus47 said:
Sadako worst killer?! Someone hasn't been keeping up with the stats. Even putting them aside she has everything needed to be strong - instant mapwide teleportation to gens, stealth she can activate at the drop of a hat (with a barely perceivable lullaby, allegedly, though I've never heard it in game) and exit in literal seconds with an unnoticeable movespeed penalty, spirit's passive phasing on command, making mindgames often result in free hits with no effort involved, and the entire condemned mechanic that can kill people at 0 hooks and force game slowdown if you're using the right addons. And on top of all of that, she's tiny and can't be seen over loops.
I think many killers just struggle to down survivors unless they have an antilloop power like nurse or blight so they see sadako's fairly meh antiloop and treat her as the worst killer in the game. Ridiculous if you ask me.
I especially love her ability to just walk through survivors, which renders bodyblocking almost mute. A lot of people tend to forget that, but when used right it's damn effective.
Sadako is perhaps my favourite killer I've played, and her unpredictability (and even her size!) makes her more powerful than people give her credit for.
And yes, taking tapes out of vcrs stunts her power, but if a killer can choose 5 gens early on to defend, that map-wide issue disappears fairly effectively on most maps.
-
@whispersenthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/3246601#Comment_3246601
Yesterday my solo queue team got a 3k escape against a good nurse (not a comp nurse by any means, but good nonetheless, they had some nutty blinks) with starstruck/pain res/dead man's switch/noed. The key? Everyone tried. No one rage quit, everyone stayed productive. One of the Mikaelas was 2 hooked when we still had 4 gens left but she kept doing gens instead of playing passively (which is the biggest issue of inefficiency in survivors), the Zarina took chase away from where the gens were (awareness, woo!), I kept pressuring a gen that was 80% that the killer kept coming back to cause I saw that my teammates were doing other gens so it gave them time to complete them.
If survivors stopped crying so much and actually tried, they'd do much better.
Agreed. Many losses can be attributed to either disconnections or selfish plays. If those individuals stopped worrying about just escaping, and instead used the game to improve various aspects of their playstyle, then survivors would escape more and have better games. I'd rather play with newer or less skilled players, than whiny, bm'ing players.
I think my most memorable escape was a 2k with another solo, where we beat a Legion with the usual slowdown perks, when we had been dwindled down to 2 with 3 gens to spare. And that was pure teamwork.
When the killer kill-rates were shown, I wonder how much of that may have changed if survivors worked better as a team, or at least were putting in effort to achieve half-decent team work!
-
@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/3246608#Comment_3246608
Altruism gets more survivors killed than just a killer "hunting".
Many many games i've gone from a 1k to a 3 or 4k because of altruism. You cannot save everyone.
It's also resulted in getting 4-survivor escapes when it might have been 2 only. And it's more excoting to get those escapes than just leaving to leave the others to fend for themselves.
In reality, escaping is what most would do, but as a game it's more fun and rewarding to improve those escape attempts and learning.
-
I love Dark Devotion when it enters my randomized builds! It's not only a useful perk that can confuse survivors, but also it's unexpected and I feel it's one of those perks that is not just fun to use, but fun to face.
This perk has given me plenty of worth during my matches, and what I tend to do if survivors aren't close together is break chase, then rejoin if possible. That survivor is also not necessarily aware, and when a chase is broken they can get a false sense of security, only to be taken when unprepared; (this tactic is alsp how to get rhe most out of the Nemesis perk).
-
I think this is a great idea! It promotes some altruism, and rewards better team players by more likely being teamed with similar-minded players who want to work together.
It also may bring back those endgame exciting moments when trying to save that hooked survivor during EGC.
This is a good addition to the game. Nice work BHVR!
-
The very fact they started the comments with calling you out because of something they did kinda messes them up, because they clearly knew what they would do would annoy the other, so the moment they then try to claim you over-reacted is completely mute.
-
@Kosturko92 said:
https://forum.deadbydaylight.com/en/discussion/comment/3246513#Comment_3246513
Why should there be any empathy ?
This is Dev problem.
Solo Quee suck
Killer in high mmr vs SWF suck
Doesn't feel like a dev problem, moreso a whiny-dc-player problem, which is the worst issue with survivors from my experience.
In matches with other solo players, we've beaten some tough killers. Likewise, I've been in matches where we've been smashed. The reasons are too varied to count, and there are too many mini-events to take into account as to why a trial went the way it did.
Basically, a match with the same 4 survivors vs the same killer can have multiple outcomes in many trials, even if nothing was done to change the setup. I wish the whiners just actually tried, instead of disconnecting.
-
She's already abused enough by how badly she gets played at lower levels. Leave Sally alone, you monster!
-
It's only a short gap to give a tiny bit of extra room to get that hit. It's still a small area to get the torch in, but may encourage more altruistic plays. We'll see how it is when it plays about, but the killer also got a quality-of-life change in becoming invincible to blinds when snatching a survivor out of the locker.
The bigger picture also seems to be bringing a more altruistic approach to survivor, as the proposed changes to MMR show.
-
@I_CAME said:
https://forum.deadbydaylight.com/en/discussion/comment/3245771#Comment_3245771
That's the issue though. People will flat out claim that it's IMPOSSIBLE to win without camping/tunneling because THEY can't do it. Even though there is evidence of very good killers winning without these tactics. Yes you need to be good but the way people claim it's impossible is ridiculous. It's more accurate for them to say they aren't good enough to win without camping/tunneling. Saying that it's impossible is objectively incorrect.
True, and it's difficult for people to admit they perhaps are not as good as they claim. Many players will have inflated ideas about their own skills, or blame their performance on other players or unfair tactics, when if they looked objectively at their plays across their trials they may realise there are mistakes which they can learn from, yet refuse not to.
Rather than see scenarios, as you say, as something that is impossible, it's better to see it as a challenge. There was a video by Coconut which had him seeking to achieve something a survivor did to him that seemed ridiculous, but he saw it as a challenge. That's a much healthier attitude to have.
-
Unless someone is playing professionally as killer and clocking in tons of hours, getting 12 hooks or 4k without tunnelling or camping nearly every game is highly improbable.
However, it's not correct to assume the only way of getting it otherwise is playing against "potatoes" (I really dislike that word). It's just not something to expect consistently. The more practice you get, the better the chances.
Yet don't let people put you down by complaining about tunnelling or camping. You bought the game, so play it how you like. In some cases it's the best course of action.
-
@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3245735#Comment_3245735
Solo needs only a few infos
- On Gen (with showing 0-20-40-60-80% progression)
- On Hex
- In chase
- At Gate
Solo is bad because of no coordination, not because bad at chase. You may die having 2min chase because an injured last hook teammate scared when hearing TR, not knowing killer is chasing you. If Hud shows someone is in chase, their could feel safe sitting on Gen and completed it.
Exactly. It shouldn't be overpacked with information. It would be like holding hands with excessive info for me, and would encourage people to be less creative.
-
As survivor, I'll rescue regardless. In the vast majority of matches I've had, that guy would just go afk afterwards anyway, but it's BP for me and if they don't care about my trial I'm not going to worry about theirs.
As killer I'll ignore them and treat the bird blasts as a distraction to even the playing field with the other 3. I won't kill that guy until the end and in most of my trials they ultimately dc. Again, if they want to ruin other people's games then they shouldn't expect people to move for them.
-
I admit the recent ones have felt a bit stale to me, but Samnation clearly has a lot of support still, so maybe it's just different humour that I enjoy.
But if you want another comedy sketch about DBD, I'd strongly recommend _Viva la Dirt League_, who are terrific at comedic sketches and recently did several episodes for DBD. Worth a watch.
-
To improve solo, I'd be happy enough with the HUD being updated to show what survivor is doing what. That's more than enough information.
I hate the idea of voice comms. Nothing more off-putting than having some 12 year old yelling down a mic, and even if there were options to mute it, it could open the doors fpr other survivors BMing because of it.
Solo-Q would certainly benefit from some information changes, but turning trials into some form of CoD squad game is a turn-off for me.
-
Just depends on my mood, objectives, behaviour during the trial and various other aspects.
But if that survivor had played well, without being obnoxious, they'd have a better chance of survival.
-
There isn't a need to add a buff, jist because the other side did. As much as I was quite negative towards the mori rework, the one thing I wouldn't take away from BHVR was that the proposed changes were not a tit-for-tat thing, but to attempt to resolve 2 complained-about issues. This is not spoken as much as it should be, and I admit I'm also one to have overlooked that at times.
The killer got buffed a previous patch likewise to address issues regarding speeds of gens, with the changes to create a fairer playing field, and now survivors are being looked at for other issues that are often seen as issues.
These changes, whilst not always positive, are always done with the intent of improving gameplay and the bigger picture.
-
There will be at least one more PTB to trial these ideas before they would go live, especially if the feedback was largely negative.
My guess is with especially vocal concerns regarding the Mori system, there may be a considerable rework of that proposed system. There appeared to be less complaints at the unbreakable-esque basekit, but that number was still not minor so my guess is that will be subject to some reviews also.
-
@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/3241707#Comment_3241707
What about poor Twins, who have no choice but to slug unless they never use their power and already pay a huge penalty?
That's up to BHVR to resolve, but to stop a legitimate resolution to a problem because of one killer isn't a good enough reason. The Twins may need a power rework, were this to be a severe problem.
-
It's not that bad a perk to go up against (I can certainly think of tougher ones!).
It's instantly known if it's in place, and I bear that in mind if I'm rockin' an exhaustion perk. If there's no exhaustion perk in my arsenal, then the blindness really is a minor inconvenience at best.
If you need to find an aura at a certain point, just don't touch the gen or at least make of note of where you see it before settling down to fiddle with the wires.
-
@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3242962#Comment_3242962
My bad, I didn't understand!
I never thought of a reward for this kind of thing, I just thought of rewarding those who face the most powerful killers ๐
But it's sure that there would be a lot of ideas to develop on potential BP gains ... although I'm afraid that it could provoke, by competitive spirit, even more dirty gameplay, precisely where public games are by definition made to have fun ๐ฅ
There is that, true. That never crossed my mind, so nice work for pointing it out! The last thing we need is people playing in the most unfun way on either side, just to strive for the 1%.
-
You've not played with me in a trial then :D. I'm very attentive when it comes to Trappers and Hags, and especially if there is a Hag about, my torch is more often aimed at the groind than above.
I feel it's more to do with the moment than being solo. I remember seeing a video where Dowsey was doing that survivor challenge with Aryun, JRM and Otz, and even after explaining to Otz where the trap was he still got caught. It can happen to the best of them.
But it's absolutely right that if people are taking on a Trapper or Hag (or heck, even Freddy - although his should be painfully obvious) that it pays to take a couple seconds more to survey the area before doing a Leroy Jenkins.
-
Changing Pinky Finger from being a quick, cheap down to something that gives a little more chance to the survivor seems fair, and 12 metres still makes it tough on the survivor, so that's my favourite change here.
Maybe reduce the haste speed from 75% to perhaps 50%, BUT have it only apply to the Clown, and also give them a slightly longer effect to the recovery against stuns, missed hits and successful hits, to make the Yellow Bottle a bit more enticing.
Also, perhaps add or alter a couple of add-ons to the Purple Bottle to have unique effects, such as slight wobbling to the survivor's pathing for a bit after, or maybe a more blurry skill check to appear for maybe 120 seconds after intoxication.
-
I'd not like this, honestly. The unpredictability makes the game fun for me, and to know exactly what is being brought in would not only take that away, but also nullify a lot of survivor perks without them having a chance and feels unfair to me.
Sure, it can be predictable what they'll bring, and the survivors already reveal their item to the killer on the loading screen, which gives the killer a slight advantage (a fair one, though). But knowing a perk loadout feels a bit too much.
-
@Zeidoktor said:
https://forum.deadbydaylight.com/en/discussion/comment/3242974#Comment_3242974
I use it as part of a meme build that includes Dark Devotion and Distressing. BBQ was my 4th for points. I haven't decided the new fourth perk yet.
I always laugh when IF successfully triggers.
That actually sounds like a fun build to face! Something unexpected - it's great to find survivors or killers armed with the unexpected.
-
That's a decent idea! It gives him more variety in his power during a match, and since he's a dream demon, manipulating the dream world ought to be more extensive.
Maybe even alter those add-ons to give additional effects to other areas of the game, such as perhaps seeing all gens as 50% done during the dream world, and being unable to see the actual progress, or maybe increase the burn out of charges of survivor add-ons during the dream world.
Little changes here and there to make the dream world more daunting, to make up for his relative weakness when survivors are out of it.
-
@Zeidoktor said:
https://forum.deadbydaylight.com/en/discussion/comment/3242927#Comment_3242927
And remember, this is Infectious Fright in a Killer whose whole thing is negating his own Terror Radius.
If I recall correctly the Meg was my last down, everyone else hooked or dead, I had yet to hook her my the point so she was my 4th Barbecue stack, and she d/c soon as I downed her.
A bit like Michael Myers having Infectious Fright, Unnerving Presence, Coulrophobia and Overwhelming Presence, whilst rocking Scratched Mirror? I agree, that's probably not the best loadout I've come across. :D
-
@Steel_Eyed said:
My go to response is to let them know โIโll do it again.โ
Fair comment, and the funny thing with such responses is that I could reply even with: "Sorry, I should never have done that. I am a prick, as you say, and my deepest regrets for my actions are passed to you", and I'd still get jip! It's a no-win, really.
My guess is that they probably spat all that out then blocked me. Wouldn't be surprised if they never got my response!
-
@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3242612#Comment_3242612
I don't think we should reward those who play Nurse, Blight, Twins and Spirit, but only the survivors who play them ๐
Indeed, as a survivor, you can't choose which killer you face, so the BP bonus would be due to chance only โบ๏ธ
Whereas someone who is a hand nurse would be continuously given a bonus while those who don't use it would get nothing ๐ค
As sorry, maybe I didn't make myself clear: I don't mean extra BP for playing a powerful killer, I meant for people who make it into the top 5% mmr out of all killers or survivors. It gives an acknowledgement of making it to a certain level of dedication to the game. I'll never reach that, but those who do play really well could see it as a nice acknowledgement. Or maybe just the top 1%?
Not saying they have to, and your idea is definitely a decent one. Mine is jist a throw on from that. Admittedly, mine isn't as well thought out - more a reactive thought in addition to yours. :)
-
@Tostapane said:
If I were in you: "oh really? Is tunneling and camping against the rules? No? Then cope and seethe salty looser. If you think that insulting me will change my gameplay, I must disappoint you since you are only enforcing it"
It's a fair response to an aggressive message, but I'm not so good at that style. I tend to respond in an amused and nonchalant way best, and sometimes wonder if rising to it justifies them. Then again, I did come across as a bit smug - maybe should have been a little more empathetic, but then again those guys need to watch how they talk to others.
-
@The_Krapper said:
This is why I hate people, they have the nerve to message like this over a game it doesn't matter what side you play, all those participation trophy kids are all grown up and can't handle when they lose or get outplayed, somehow it's always the other sides fault like we're supposed to treat video games characters like it's real life, the funniest ever for me was when someone threatened to call the police on me for being "toxic" lmao
It's so strange how some people get irate on the smallest of things. I mean, this player's message just reeks of hurt and anger, it's embarrassing! Many people do get those thoughts every now and again, and in some ways at least the guy's honest, but most of those people understand to keep those outbursts to themselves and cool down a bit.
As for the police threat(?!?!??!), that is slightly on the extreme reaction :D. Then again, there are those guys who do call the police on streamers, and that's where it can get quite dangerous. At least that guy was probably 12!
-
@Zeidoktor said:
I've thought that I'm this scenario I'd just reply "I'm very sorry you lost a video game" and nothing else.
https://forum.deadbydaylight.com/en/discussion/comment/3242853#Comment_3242853
My favorite salty survivor remains a Meg who got mad at my combining Barbecue and Chili and Infectious Fright... on Freddy. (BBQ was for points, IF because I think it's hilarious when it actually works)
Yeah, I have reflected on my response, and although I feel my response was quite tame in comparison to how others may have taken it, perhaps I could've been less smug. At the same time, they could have chosen to not message as they did. But it's still funny to me.
That is an odd thing to get annoyed about with the BBQ and Infectious Fright. I mean, what were they expecting you to use instead? Unrelenting and Hangman's Trick? The loss is usually the reason, whilst the reason they pick on you is simply just trying to justify their anger.
-
@HellDescent said:
They funniest messages I ever got was when survivors added me to their group by accident. There was so much salt. I was just sitting there and reading all of their messages, without them realizing. It was priceles ๐
It's odd, because if the person had simply said "Tunnelling trash", that oddly has minorly more impact than ranting. Clearly, the guy's hurt somehow, and in hindsight perhaps I could have been a little less smug in my response, but then again they're not making any friends.
Did you make clear your presence after they had spewed out every remaining granule of salt they had?
-
I reckon so, especially with the release of the remake coming up.
The question is more will it happen around the release or not, but Maria was such an iconic antagonist that I cannot imagine they'll never add her.
-
I feel saying they "suck" is a rather unfair comment, considering how detailed and varying they are. Also, Cheryl is the first character to have a legendary of the opposite sex, and really they are quite excellently made.
However, I do understand what you mean about them giving a bit more, and having an alternative Mori or extra little additions is a good idea (I'd love the swamp creature outfit to make splashes of water when a trap is set off). That would make them more appealing as well, and a good way of further diversifying the roster. Those changes are great ideas, and I agree they could give more. In that respect.
-
@Sleem said:
Seems like a normal post-game chat to me. Toxicity is nothing new.
No, but I admire the Britishness in the swearing, and oddly it's not normal for me. Nobody has ever gotten this mad with me, especially for something quite as small.
-
@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3242574#Comment_3242574
Since everyone can agree on the composition of the Tier-List of DbD killers, at least the fact that the strongest killers are Nurse, Blight, Twins, Spirit ...
Why not a bonus of BP that the survivors who would face these "top-tiers" killers would receive? ๐ค
It wouldn't change the balance of the parties involved, but it might motivate the survivors who don't like these very powerful killers.
(yes, I know, some might say that it's a shame to have to motivate a player to ... play a game but somehow ... it wouldn't hurt anyone ๐)
I like thay suggestion! Motivation is better than punishing, and maybe if someone climbs into, say, the top 5 mmr then they should be granted a buff to the BP they acrue every trial fpr as long as they remain there, and also makes a mark that, as you say, anyone who faces them also gains some extra BP.
That may not only make people feel better about a match if they get absolutely squashed, and also rewards the highest players for achieving thay status. Happy days all around!
-
Nurse is regarded as S-Tier for a reason. She's the killer equivalent of a final boss, and by final boss I mean Sephiroth or Dragonforce Guitar Hero of a final boss.
She has counterplay, but the higher the level of skill the player has of her, the much less of a chance you'll actually have against her, unless you yourself have an equally high level of skill.
The MMR is a big factor in this, and it's a lot to do with mis-matching at times. Nurse has also had some nerfs during her time, but it's hard to find how she can be nerfed fairly, without making her useless. It'll be interesting to see how this may be approached should it do.
-
@Wampirita said:
https://forum.deadbydaylight.com/en/discussion/comment/3242097#Comment_3242097
i think you mean Iri king for Doctor, Iri Queen is nothing but a meme addon
Maybe so. Can't remember which is which.
-
Myers - Tombstone, Fragrant Tuft of Hair
Clown - Pinky Finger
Blight - Compound 33
Plague - Black Incence
Doctor - Iridescent Queen
-
It would be disastrous to the game, as a lot of killers would, understandably, skip swf teams. This would mean a decent portion of the playerbase may decide to leave, being unable to get a game, and that's unhealthy at this point.
Maybe a killer could be granted additional BP at the end of a match if they meet an swf, which I'd be okay with, but really there are only a comparatively small number of "de-pip squads", and most swf have their own weaknesses, such as being overly altruistic or trying to make plays to entertain their friends.
-
To wake up ... what, exactly? The Entity? DO NOT TOUCH THAT SCREEN!!!!
-
The player ultimately determines whether a killer is good or not, and the caliber of opponents measures how good they are in relation to others.
For example, although on paper Sadako shouldn't be good, players may have found ways to adapt her to a higher level of skill, or choose a different type of curse play. She also allows players to experiment, as out of her abilities, the ability to walk through players when not manifested is largely forgotten about in discussions, and that has some clever uses.
So, for me, on paper states how powerful they could be, but the player determines whether it meets, exceeds or falls short of that expectation. Even at the weaker end, in the hands of a good player a Trapper, Onryล or Pig can be your worst nightmare.
-
BHVR are decent people, and get way more flack than is proportionate in my mind.
It's no surprise they would do something charitable without seeking publicity.
-
He has to earn his power, and when he does he's rewarded with his speed and strength boost, so it's a high reward for the patience in building it up.
For me, he's also the trickiest power I'm currently trying to master (not helped by console controller maneuvreability!), so he's not the easiest to get with, butI'd say overall he's balanced and one of the more enjoyable killers to face as survivor too.