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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • Devil's Advocate take (although I'm starting to wonder whether this was an accidental link):

    The point they may have been trying to make was to show the lack of understanding - or even care - about the ecology of worlds.

    Plus, this could be from one of many Earths; this one where crows did reach Chile. However, if that's the case, I want a tale where sentient tumble dryers rampaged through Cambridge and worshipped a local publord as a deity, who then kills in their name and the Entity takes them. AI sentient tumble dryers in-game - that's all I want now.

  • Haven't even seen a true camper for some time, unless you count proxy campers, and even then it's been for a reason.

    I've witnessed some tunnelling, but that's via auras, so I don't know whether the killer was actively doing it, or the survivor was being rather careless.

    But nah, I've been lucky, compared to some others.

  • Empathic Connection, Plunderer's Instinct, Small Game, Inner Healing.

    I call this the: "Oh, you're injured and want to see what work I'm doing? Now watch me do absolutely F all to progress the game or help you!" Build

  • Nah, ######### it: randomize EVERY SINGLE GAME! Random perks, random offerings, random items and add-ons.

    It's the way to ride a really wild Solo Q experience!

  • @Carmina_is_cute said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222091#Comment_3222091

    Bandaid perks are not a solution. We need basekit features since a killer doesn't need a perk to camp.

    It's not meant to be a bandaid perk - it's suggesting the idea OP had would work better as a perk than a generalised mechanic as it offers a niche setup.

  • @Dito175 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222115#Comment_3222115

    I actually like a big bio, but sometimes they try to write a big one and end up with Jonah and Artist ๐Ÿ’€

    That wasn't their finest hour.

  • It is becoming a tad odd now. It's better they stick to the basic lore in the character description, and use the archives to expand on it, rather than jump and make complete changes that make no sense.

    Also, it would be nice if they just kept the original profiles short and sweet, like they did early on. I enjoyed the small details profiles like Trapper or Hillbilly, not long reads like Trickster or Artist. Rather it be in sections and expanded upon in the archives.

  • The proposed changes are terrible, so people using them more incase BHVR actually go ahead with this ######### makes sense.

    The UB change ought to have changed slugging, and now the proposed system for the Mori encourages it. I'm so hoping it doesn't go through.

  • The vast majority of cases are usually the player being pissy that they didn't get their way, and are just bityer kids.

    A teeny, tiny minority may have a more satisfactory reason, such as they have some bugs or problems with the game, making it unplayable. Or maybe killers have blaitant hacks, or the other survivors are being dicks to them. However, these are extremely rare.

  • It's fine to vent, and yes the bully squads are a bit of a disease on this game. It would be nice if BHVR did a little more, although it's not as easy sometimes to differentiate between perceived bullying , or a tactic to distract the killer. It's tough to call.

    The looping and spinning isn't a part of what I'd deem bullying, but it can be tough to counter. As beginner tips, if a survivor tries to do the 360, spinny thing, either move with them, or stand still and hit. That can be a good way to combat it.

    Otherwise, you can find videos on YouTube which can offer tips. But the best thing is, if you face this in-game, slow down and give yourself space to breathe. Bully squads rely on confusing the killer. Keep cool, and you'll start to spot patterns and weaknesses.

    Until there is something BHVR put in place, or can do, treat those games as training and keep cool. See them as sparring npc characters to improve your game, regardless of the outcome. Disassociate, if possible - they aren't worth your time.

  • I always randomize, so there's never a set I use.

    However, the randomizer goes through "phases", and currently is loving Autodidact for survivor!

    Killer is more varied, but currently Brutal Strength and Dark Devotion are popping up more often.

  • I don't like this as a basekit idea, but as a perk it would be a nice perk to have. However, there should also be a caveat that this effect does not increase endurance if a survivor also is within a set radius.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220739#Comment_3220739

    How would I solve it? To give you a fair answer I would probably have to think about what would be appropriate and fair.

    I know I wouldn't 'punish' killers, but I would also not make it so its easily accessible to where they can just cheese Camping/Tunneling.

    I think for one hooks in a way should work similar to how PH's cages work. At least the portion where if the killer remains in a specific radius without any other survivor in that same radius for a period of time, the entity takes that survivor and places them on a different hook on the map as far away from the killer as possible.

    Obviously I am just throwing an idea out there, so it could be tweaked should it create other problems. I wouldn't even include this in end-game because at that point the killer has lost most of their pressure and there is nothing else to pressure. So it could be something that only happens while generators are still up.

    This was something I brought up a while back, and really the only solution to the face-camping issue besides buffing survivor to ungodly levels of power, so it's good to hear others have the same idea!

    My only addition would be for this effect to cancel once all generators are done. I think, by then, it's one of the few things left for the killer to do.

  • It's a good cosmetic! And with a special effect to the trap, it adds even more pizzazz.

  • They previously said that the models they used for killers had to be humanoid for technical reasons.

    Recent(ish) killers, such as The Artist, The Blight, and The Dredge have shown a bit more variety in appearance, but I'd lovebfpr them to try further: a spider-like killer, for instance.

  • On very, very rare occassions, it can be to do with the silly placement of lockers and vaults. Nothing worse than sprinting for a vault, away from the pursuer, and knowing that vault may potentially end the chase, only to leap into the locker opposite like an absolute wazzak and guarantee a hook for the killer.

  • I read supposed leaks that the new survivor would be from the past. Obviously, it's just a leak, so may not be true, but it'd be fun were it accurate.

    Aside from that, they could certainly go back as far as the Age of Enlightenment for survivors. Maybe even further! Leonardo di Vinci was an engineer, architect and scientist, alongside his paintings, and came up with some (at the time) crazy and forward-thinking ideas, so no reason why he'd struggle with gens, given practice. And he was born c.1400s!

  • I say gg moreso when I lose than win, but it's done with the intent to praise specific plays, than just a generalised comment. I'd prefer it to mean something.

  • In all honesty we have cosmetics for: a giant, pink elephant costume; bunnies for both Legion and Feng; Dwight coming out wrapped in toilet roll; a killer who's a pop star; a Ghost Face derp mask; various luminous outfits; swimsuits... beforehand, I'd not feel Scooby Doo would fit, but now Legendary cosmetics wouldn't be out of place.

    It's not my first choice, but I wouldn't have a problem with it. Especially as killer, since their clothes would stand out a mile with their colour schemes.

  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3221109#Comment_3221109

    lmfao "And that's a bonk on the head for you!"

    This was a great read lol ๐Ÿ˜‚

    And think of all the cosmetics The Mallet would have! How many outrageous outfits has he worn? Must be dozens!

  • The Zebedee

    ZebedeeMagicRoundabout2005Image.jpg

    When a survivor teabags, Zebedee is unimpressed with their feeble attempt and springs up and down at ridiculous speed, cause the ground to shake and survivors within a set radius to fall into the dying state.

    Unfortunately, he cannot vault normally, instead springing and hitting the top of the window and stunning itself.


    The Mallet

    book-timmy-360x205xc.jpg

    Has Bubba-like repetitive swing attack with the mallet, resulting in one health state going, whilst shouting: "And that's a bonk on the head for you! And a bonk on the head for you!"


    The Knightmare

    MV5BMDJjZGQwMzgtZjhiNy00YThkLWIzMjgtZTU4ZTIzYjc3NDU2XkEyXkFqcGdeQXVyNjc2MjgzOTE@._V1_.jpg

    Survivors start with a large helmet and a napsack that they have to replenish with food throughout the trial. They have to be guided by each other, due to limited vision, and if survivors don't put food in their sacks, they lose health and eventually die.

    (The Knightmare comes with one legacy outfit - the dude in red, and 2 legendary cosmetics for Kate Denson - Elita, the Cavern Elf, and for Ace Visconti - Pickle, the Elf >> all 3 cosmetics in picture)

  • Can't say I'm impressed with the idea. I have a feeling these cosmetics will be returning, even if not until 2023. The backlash would probably prompt it.

    It's not as concerning for me, as I am not really bothered about buying them, but the practice of "limited time only" reminds me of those tacky tv channels that try to sell crap.

    One real issue though is that it can prey on a compulsive mindset. There is a relation between compulsion and addiction, and people with addictive personalities that could be attributed to poor mental health may well feel anxiety and panic into buying these cosmetics.

    I understand BHVR is keen to be all-inclusive, but it feels like they haven't fully understood the impact these decisions can have upon people with certain conditions. Maybe their decision-making didn't take this into consideration.

  • Not that it is gonna happen, but I'd love the traps to have a "splash" effect when the swamp cosmetic is used and traps' triggered.

  • Really, they ought to put in a system where, when all 5 players are in the lobby, their previous map they each played on is automatically removed from the pool of available maps (map offerings being an exception to the rule).

    And yeah, sure, the Halloween event has had the community choose which maps appear more often, but this would prevent the repetitive situation you found yourself in.

  • Her design looks to me like the actual depictions of Bible-envisioned angels - the scary kind you'd think twice of belonging to a benevolent god.

    It's a funky design, and probably something that may be rather intimidating to be chased by.

  • Just a side note: I was watching Indeimaus yesterday doing a "Silent Hill: Downpour", and upon watching the trailer for the Halloween event, is it just me or does the unstable rift look a lot like the Shade in "Silent Hill: Downpour", is it was contained in a globe?

    Probably coincidence, but just thought it was a fun thing to share.

  • I'll only ever skip a lobby fpr 2 reasons: 1) if the ping is bad, or 2) if, as survivor, I enter a lobby where the other 3 are dressed in the exact same skins. If I don't join in, I fear sandbagging, body-blocking or general bullcrap is in my future.

  • For me, the game doesn't get old because I randomize my builds every single game, so each round feels different. Sometimes I get good perks and items, and sometimes it's dogshit. But because of this, it's helped my focus on skill at a based level, relying on playing without falling back on perks.

    Because of this, sometimes there have been some surprising uses and discoveries about how good some lesser perks are. And it makes the game so much more enjoyable for me.

    It's not for everyone, sure. And a fee may even get pissed because I won't play the game how they wanted, but I've gained benefits in those matches others would never have had otherwise.

    That's how I combat this. It's not for everyone, but it's kept the game fun as both survivor and killer.

  • You're not going to win every game. Those players may well have difficulty with other players who are killers, and not necessarily just Nurse or Blight.

    It's a case of learning from it and figuring out if there are any changes you can do. That's how I enjoyed playing powerful swf teams like that. Heck, a couple of times I even was complimented by them for giving them a run for their money! The game is about learning and improving. If someone is unwilling to learn new techniques, then there's no real point in playing it.

    Maybe just see these games to experiment with. You may surprise yourself.

  • As a solo player, I cannot say we share the same experiences in this game.

    Solo Q has - and will continue to be - a tough experience, because of various elements which include: unpredictability, lack of communication, less information, etc., yet I would not say it's unplayable.

    There are both good and bad trials, but on the whole my survival rate has been steady, the matches have been mostly fair, and especially with BT changes the game feels arguably better than it has ever been since I started.

  • I mostly prefered to play solo or multiplayer games with friends in the same house.

    This game appealed to me moreso because a) watching HybridPanda just got me into it, and b) it feels a little like playing solo anyway, with the lack of communication.

  • The Neon City map would be a great map to use, and certainly more variety to the current selection of maps. I'm all for that!

    The RE Mansion, absolutely! Just remove some of the furniture (imagine looping around that bloody dining room table!).

    And I'm all for Silent Hill maps, although my prefered choice would be South Ashfield Heights Apartments. It's not as well known, but again a map with more than 2 levels and the detail that can be put into thay would be amazing.


    As for maps I'd like to see:

    1. Maps based on survivors. These could be maps that exist to torture existing survivors with warped memories or bastardised versions of things they like...

    So, for example, a) Claudette Morel - The Flesh Garden: a map replicating a botanical garden, complete with sizeable greenhouse area, but all plants are made of flesh and bone, and occassionally you will hear the whimper or cry, which impacts on both her empathic nature, her awkward social nature, and her interests.

    b) Nea Karlsson - Zyderr Production Mill: A open-planned factory with lakes of toxic liquid both inside and around. Badly-scrawled graffiti flakes off into the air and flitters in the air like dust and a couple of dead bodies are about. Represents the futileness of Nea's social justice attempts, the environmental issues she fights taking over, and innocent victims.

    Anyway, other maps I'd like beyond survivor maps:

    2. The Nostomo: The spaceship from "Alien"

    3. A harbour port from Victorian times. Thinking something like "Dishonored"

    3. A Panoptican prison.

    4. A wasteland, like Fallout, with a heavier focus on environmental disasters.

    5. A waxwork museum (for an added creep factor).

    6. The trenches from WWI, with barbed wire walls, trenches and some woodland.

  • With regard to the Mori system you propose, it would indeed stop those games that end prematurely, when with the unbreakable addition there would always be an option to make a come back.

    I'm not sure it's beneficial to bring the auto-end system they've proposed in at all though, because if say the killer has slugged one survivor who is close to the exit gate, and the killer knocks down the final survivor half a map away, then the auto kill would activate, when that survivor near exiting would have escaped were it not for this. It's one scenario where the proposed system is unfair.

    Your Unbreakable proposal does look good on paper, and does make sense to give killer some autonomy back to a slugging tactic, whilst punishing them if they just want to go knocking people down. Whilst the proposed system feels fine to me, this does seem a bit fairer and more probably a better option a better option.

    Really, for the Mori system, I'd just give killers a Cypress Mori as a basekit, and if the final survivor has been downed, with no other survivors in the trial, if the killer has not hooked or Mori'd them within 30 seconds, or they are standing, then they could suicide (effectively punishing the killer for not acting sooner).

    Your perk changes are also good, although I am disappointed you didn't nerf No Mither more - I'd like to see that as a running joke :p. But seriously, it's change gives it some purpose. Maybe have it so that the "broken" status cannot be revealed to the killer too, so the killer may not be aware in the early stages that the survivor has No Mither.

    But yeah, overall I'd be happy with this, albeit the Mori/LSS system is still problematic (although at least you've tried to make it more bearable, so kudos there).

  • For me, I feel it has been nerfed, and now it is a perk that requires more thought in using.

    The distance change is definitely a nerf, which you've acknowledged, and the issue raised is how to use it near a pallet.

    But two specific points I disagree with are 1) the argument that it cannot be waited out, which I've managed to do a fair few times and I'm not an expert. It's true in certain situations it is harder, but they are similar situations as before - pallets, being one. You can bait out DH, but there are certain areas which result in a lose-lose. Old DH had a fair few lose-lose areas too. At least the new one is narrowed down to a specific scenario.

    2) The bit about it not being skillful. The example given does indeed make it harder, but anywhere else not near a pallet does require timing, and therefore requires skill. It's not an oblivious statement to say it takes skill and timing, because in certain areas it clearly does.

    From my games, DH is fairer than before. People may see it differently, and that's fair. Just it's not an issue now from my perspective.

  • It's a decent change. I mean, it won't stop blinds, and reduces the annoyance of that clicking noise. I'm all for it, especially if a few people leave, solely because they can no longer BM.

  • Myers is somewhere cryinf, thinking he has just been sworn at multiple times!

    The filter really could do with some improvements.

  • They're being a bit hop-timistic with that play.

  • The Trapper: Entering Prisoners, Brothel Stinks, Anotation

    The Wraith: Perdedor, Blood Count, Shat-all-porn

    The Hillbilly: Endorphin, Blight-porn, Tim Curry

    The Nurse: Stride-her, Manatee-Phoebe, Hearses Cooling

    The Shape: Shave The Breast Fur Fast, Plea With Gore's Stools, Doing Lies

    The Hag: Sex Turd Wheel, Sext Ryan, Next Divorce the Pope

    The Doctor: Rover Swelling Pubescence, Man Eater and Obese, Over-Charmed

  • For BHVR, I'd say important ones would be:

    Movie: Alien - that is not only a huge movie franchise that could bring in a lot of money, but also opens up the way for more scenarios, killer designs and so on.

    Book: Any Stephen King novel. He is probably the greatest horror writer of all time, so having his work would be a huge win for BHVR

    TV show: Stranger Things is the big one they've gotten, but for a historic look at TV horror The X-Files offers a lot in terms of popular culture.

    Big Game Franchise: A difficult one, but I'll go for Outlast currently. Despite older, more established horror titles, this has a new game coming out in future, represents a more brutal and visceral take on horror, and not short on killers.

    Indie Franchise: Anything related to The SCP Foundation. Again, plenty of killer opportunities, and with the anomalous properties they have, there could be some fun ideas.

    Podcasts: The Magnus Archives. Probably the best horror podcast out there, and although it's finished it has so much potential for creativity, and writer Jonathan Sims is currently starting to get his teeth into video games (Slay The Princess), and this would add a darker corner to DBD.

  • I would have chosen The Evil Within, but I'd rather Stefano Valentini as a killer, with Obscura as his power. Would be terrifying!

    Tumblr_oy4wtknjIx1sue9a6o1_500.jpg

    But as your descriptions stand, The Big Daddy would be a formidable and intimidating killer, so I've gone for Bioshock.

  • MMR now is better than the old emblem system. A complex version of the emblem system with more similarities may provide a better experience, but I can imagine waiting times would be horrid.

    It was a good change by BHVR, and even now I wholly support this change and feel it has made the game much better.

  • No, because it opens the chance for toxicity even before the trial starts.

    Sure, there will be some who may say "glhf", and others who may have a joke with it, but there will be others who will just be dicks.

    In a perfect world, this would be good. Unfortunately, the playerbase isn't all for that.

  • I like Forced Penance too. When my random build brings it up, there have been dozens of times since it came out where it has made an impact. Granted, to compare it with perks like Pain Resonance, Devour Hope and BBQ, and it isn't anywhere on that par. But it's underrated, absolutely.

  • I agree: the unbreakable change is actually fine overall. It's practically never happened for me to leave a survivor for long on the ground, and it does prevent a very boring part of the game. Besides, even 22.5 seconds is okay for me if they use the perk Unbreakable, as again they aren't often down that long.

    What causes the issue is the Mori change which actually encourages slugging to get the win. What seems to happen is the game turns into a trial of being knocked down, then getting up after 45 seconds, only to be knocked down again as the killer continues the slog for the win. The game becomes the same as before, but just more frustrating.

    Basically, I like the unbreakable changes, but the Mori idea has got to be removed - it's way too problematic and causes many more issues than it solves, and personally it's not solving anything important anyway.

  • It's rather nice when these moments happen. Also, by reaching out first to give positive feedback or congratulations, you'll most likely get a similar response back (or at least a gg).

    It's also worth checking in with someone afterwards, in case they're not feeling great after a match. There was a match recently versus a Wraith who wasn't the best. They had a bad match, but when I left there were 2 other survivors who just teabagged to mock them. I sent a message after to the killer saying to them that I didn't condone those actions and find it annoying, and hope it doesn't put them off from learning, and they replied thankful and appreciative.

  • How the Head-On perk could have been.

  • Ages ago, there was some explanation for what killers did inbetween trials:

    They would remain in their realms for the most part, waiting for survivors to appear and for them to kill. Mainly isolated in their own bubbles.

    However, on occasion the bubbles overlap. This may explain how killers are in trials in arenas not related to their history (e.g.: The Trapper appearing at Midwich Elementary).

    During these times, killers may see other killers within those realms. They may be hostile towards each other, ignore or observe. But on rarer occasions something else may happen.

    It's possible Sally and Philip did find love. But the sad bit is it may have happened only once. So they are forced to long for each other, hoping each trial leads them to meet again.

    A rather fortuitous way for the Entity to draw out even more emotion from its killers!

  • The Mori change sounds worse every single time I hear about it. There's no real reason; the idea of it being somehow used negatively is sonething I cannot recall anyone having an issue; and the original, genuine issue of it being used to kill someone after just one hook was dealt with and changed to the fair and existing method.

    By altering it, it now potentially will bring in a score of new problems; ruin 2 unique perks; solve absolutely nothing and could even make them boring. It's a really bizarre change that was never needed, asked for or even serves any purpose.

  • In some strange, sick way, I hope the team continue to find new and inventive ways to make the perk worse and worse, then introduce a unique challenge where you can only equip that perk and escape, but in return win both shards and BP.

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