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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • At the end of the day, it's not important who played better. You got the W, and that is all that matters - making the most of an opportunity.

    Also, I never get people who message saying: "God, yer so baaaad" and such; they're basically saying they're even worse!

  • Whispers is the best perk for this, and in terms of watching then I try walking backwards as killer from time to time, which may catch the survivor off-guard.

    Pyramid Head has an Obsidian Goblet add-on, which is mostly niche at best, but being undetectable whilst walking the carved trails has worked a couple of times too.

    But really, it's a mix of luck and observation. Or Whispers. They won't escape Whispers.

  • Kinda sounds fun, although the first thing I thought of when I read this idea was of the Adoring Fan in _Elder Scrolls: Oblivion_

  • Therr's a fair few I disagree with, but then again everyone's opinion on which perks are better than others is going to be subjective and garnered through their experience, so really it's fun to know which perks are better in his eyes.

    Not saying anyone is saying this, but these lists really should be seen as one person's experience and opinion, and not the ultimate truth.

  • @MagiDavid said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205541#Comment_3205541

    I don't know, BHVR probably wouldn't like my strong minded attitude. I'd probably be fired within a week of being hired. lol. All joking aside, we'll see what the PTB has to say, I'm on console so I won't be able to participate in the PTB, but will be keeping up with what others have to say. I just finished a match playing Sadako and ended up with a one for sure cheater, and maybe one or two others. The for sure cheater was lag switching and thanks to Sadako's stealth I was able to get him sacrificed, suspected the others as well and they also went to spend some time with the entity. I'm just thinking of the field day cheaters will have if the proposed changes to unbreakable go live, it's kinda scary.

    The systems they're putting in place may manage to deal with a fair few of the cheaters, so it might improve things.

    But in regards to the unbreakable, my fear is that many will be accused of cheating when they weren't, but just benefitting from the perk's boosted power. We'll just have to hope that their anti-cheat stuff will be fruitful. They'll never get rid of cheaters fully, but if they can make them extremely difficult to deal with, alongside wave attacks that knock out cheaters for good, I hope that aspect at least reduces cheaters significantly.

  • Disappointing - I read the title of this post hoping for a "He-Man" related post, and instead get a (admittedly nice) drawing of you in bed, dreaming of shirtless Twins.

    So, will there be a shirtless He-Man or Skeletor picture in the works? :p

  • The Mori rework is something I can't remember ever reading anyone asking for, nor seeing it as a problematic issue. It's literally the strangest change idea BHVR made since an update where they said Hillbilly is exactly where they wanted him, then proceeded to nerf him in the same statement. It's a bad design for something nearly everyone never even asked for!

    The change to making a Mori only active on a final hook made sense, for sure. But there's so much wrong with it.

    The best idea I've seen for a change (if any was even needed) was by someone called @MagiDavid who said changing the Mori to a token system, where every killer has one token = one Mori in every match to use whenever, and the Mori offerings add 1/2/3 Mori tokens for other Mori's.

    But yeah, the more I think about it, the more senseless the idea seems.

  • Yeah, the Mori change is bizarre for both the reasoning and execution. It seems like it is really a pointless change, and I've not heard anyone complain about the Mori being toxic, and whilst obviously it doesn't mean nobody has complained, it's just a really confused excuse for the change.

  • My builds are always randomized, so I like to think survivors will get an unexpected build that maybe shows off a power that actually makes it a little more challenging to understand what I have.

    If a survivor is clearly new, I'll go easy on them after the first hook, and whilst I ignore clicky survivors for attention, the one time I won't is if the survivor I'm chasing is clearly learning, and their more experienced friend is trying to save then.

    I avoid tunnelling mostly, although if an injured survivor who has been rescued wanders into my path I will attack them if there's nobody else, especially to hope they get the message to escape somewhere safer in future.

    Finally, if there is clear messing about going on, I'll get involved, so long as it's not working with a survivor to get the others. In fact, when a survivor has tried that, or is BMing another survivor, I will punish that idiot.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206169#Comment_3206169

    Honestly the survivors who just stay afk till i return to the hook i just walk up them shake my head no and swing away. Basically telling them to get over themselves and keep playing lol. Sometimes they don't like that. But i play killer for everyone to have equal footing. And i personally feel bad for the other survivors so i can't help but go easier once it happens. Some killers double down and go even harder, i don't see the appeal.

    Agree totally. When I play killer and so dunce decides to suicide, dc or otherwise acts as an idiot, I play in a style that benefits all.

    For me, I aim to 2 hook the remaining survivors, so I get my chases and play towards what I would have done, but once a survivor is hooked twice I will leave them for the rest of the match, and once all survivors are hooked twice I help them towards gens to do then let them escape.

    That way, the game can still be exciting, without anyone losing out because of one moron.

  • The unhook attempt action I have no issue with usually, because some will do it knowing others aren't going to get to them. Sure, suiciders use it, but to remove it removes those moments during desperate times.

    I'd be happy getting rid of the struggle phase skill checks. They barely serve any purpose.

    The only issue is that, should someone want to kill themselves, unhooking them won't often change things as they'll just wait for the killer to return to down them again. May take extra seconds out of the killer's time, but ultimately they will die anyway.

    It is very hard to deal with. Someone who tries to escape a hook because maybe they're new or think they won't be rescued could be seen as a suicider to another. There's no effective way to make a judgement call because the view on them is subjective from the people who see it from their angle - not knowing the reason why.

    The only way to realistically deal with it is behind the scenes: to log how many times a survivor does this in the system, and if it happens more than expected then they get a penalty ban.

  • @MDRSan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205291#Comment_3205291

    I don’t carry it over to following games or anything, and never directly help the killer. I just stop being altruistic in any way and worry about myself. After all, my ‘team mates’ that round certainly can’t be relied on to help out with my safety.

    That sounds fair! I mean, if you're injured and with no way to heal yourself, and the only other guy is on their first hook with the killer scouting nearby, it's not worth the save anyway.

    Best follow Dwight's advice: "We need to work as a team. I need you to survive so that I can survive". It sounds like it's all about team work, but note it comes back to his need of surviving himself, and for Dwight I reckon he'd work together to a point, but at the end of the day, if hope seems lost, he'll fend fpr himself.

  • More annoyed than anything, but it's usually annoyance at either a) some survivor mentality (whether I play as killer or survivor), or b) when a survivor and killer works together.

    I can empathise with others that it can put people in bad moods, or even into rages, so always be aware of when you think you're playing too much and becoming lower in mood.

  • I've found prestige does not equal the skill of the player. It feels like a red herring to throw at killers a vast majority of the time.

  • The Fallout series has quite a selection of characters for both survivor, killer and map!

    Survivors: Madison Li, The Mysterious Stranger (could even be a perk!), The Courier, Rose of Sharon Cassidy, Moira Brown, Craig Boone, Veronica Santangelico, James

    Killers: Deathclaw, Frank Horrigan, Legate Lanius, Ulysses, Nisha, Ghost People, Augustus Autumn

    Maps: Vault 101, The Cathedral, Dunwich Building, Sierra Madre, Megaton, Mariposa Military Base, The Pitt, Rivet City

    Basically, a decent choice, and the Fallout universe does have horror elements, so it still fits in.

  • It doesn't sound like a decent rework for something that doesn't need a rework.

    However, a post by @MagiDavid in the Feedback section has probably the only rework suggestion I'd back for a Mori (basically, making a Mori system into a token system, where every killer has 1 token to start with at every trial which grants 1 Mori, and then change the Mori offerings to add an extra 1,2,3 tokens to grant further Moris).

    But this new idea a) could make watching the Mori quite boring and predictable, b) takes away the special and varied ways a Mori may enter a match to add spice, and c) ends a game rather abruptly and takes away survivor escape hook options, or a killer wanting to down a survivor, but with an intention of carrying them to the hatch.

    The idea is pretty needless for me.

  • Please apply for a position in BHVR - those are some great suggestions. The Mori especially, since the new system they are proposing is somewhat bizarre to me, and not really necessary. But if it was your rework, I'd actually be excited for this change!

    Also, your unbreakable change seems a decent response to slugging. I'd probably say a minute down before getting up ought to be enough time, but compketely see your reasoning and also be interested in the change.

    In short, your ideas are better theirs, and whilst their unbreakable idea I do feel okay with, their Mori rework isn't great - yours feels way more interesting and gives freedom back.

  • I'd be fine with most things, but -despite many liking it - I can't see the appeal in Chucky. It doesn't feel like it would work, having a little doll running after survivors. It would feel stranger than having a non-horror licence, because it's just comical.

    Not saying I'd throw a fit (for all I know, were he added he'd probably surprise me), but it just doesn't appeal to me.

  • I do, although in a couple of recent games that same survivor I helped teamed with the killer to get me towards the end of the match, so that sours it a fair bit.

    Fortunately, I will still continue to save others, as well as continue to waste part of my play time writing up dissertations to send to BHVR for colluding with killers that may well end up unresolved for several months. :D

  • People who suicide or disconnect because they can't get their way in the match.

    Players who want suicide options to be available in a game.

    Salt-Lickers: people who post on forums or message others after a trial with the only intent of getting people annoyed, irritated and deliberately attempting to wind people up.

    When survivors swarm a hooked individual, forcing a killer to camp, then complain about camping afterwards.

  • @Edilibs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203289#Comment_3203289

    No one is playing Artist!? lol wonder why though, probably a popularity thing bc shes good, shes anti loop!

    https://forum.deadbydaylight.com/en/discussion/comment/3203290#Comment_3203290

    Yeah people really don't go against Twins. I run into them from time to time so they' re not on my list. Demigorgon would fall in right after the six i listed, quite rare to see him.

    Blight though? People encounter Blight all the time and he's a top 2 killer so that's interesting. Must be a region thing or the times you specifically play.

    The Artist is a great killer, when enough practice has been put in, and I enjoy facing her! Shame she's not played more.

  • 1. Twins

    2. Hag

    3. Hillbilly

    4. Artist

    5. Dredge

    6. Deathslinger

  • It's a strange set of questions, because they obviously will be doing things to fix it in the background, and it should be obvious by now it's a problem that needs to be a top priority to maintain a fun game.

    This question, if anything, is almost seeing whether they need to put as much effort into it. Because if they are taking it very seriously they need not worry about other opinions.

    People who hack, or make hacks, could just swarm these questions with a "not bothered about it" answer and thus make it seem like it's not important.

    So, whilst I wouldn't say this question is necessarily dumb, it does feel pointless when considering hacking should be treated with the utmost effort regardless.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200614#Comment_3200614

    Yes, survivors will not be interacting and picking up/healing themselves longer when it would've been faster if they worked together. Players will need to use judgment in the match but I see the "leave them to pick themselves up in 45 seconds" mentality backfiring on survivors.

    Agree with this. If anything, knowing a survivor can guarantee getting themselves up should encourage another survivor to hassle the killer long enough for the dying sirvivor to pick themselves up. If survivors just believe that they may as well stay on gens, the killer then simply picks that survivor up instantly and hooks them, then goes after the next with various slow down perks.

    Leaving a survivor down is a bad strat, especially with this change. And some suggestions I've read that instead there should be a suicide option after being slugged is completely absurd. If BHVR did that, that would absolutely kill the game.

  • 1. Mastermind

    2. Legion

    3. Blight

    4. Ghost Face

    5. Nurse

    6. Huntress

  • The unbreakable change makes sense for me, since slugging is just a boring strat when they just want to go around and hunt people to floor only. Maybe the timer might be altered, but I get why it's in place. I tend to pick people up fairly quickly, so maybe it doesn't affect me when I play killer.

    The Mori change is absolutely the strangest thing they've done since they said Hillbilly was exactly where they wanted him, before nerfing him needlessly. The reasons they give for the change have barely been mentioned as any issue, and the commonality of them happening can make them rather boring after a while. They don't need to be seen every match!

    I guess the proof in the pudding while be when the PTB goes live. If people find ways to prove these changes completely useless, then maybe they'll revert or alter the changes, but the main thing about this update is that its main focus is on chamges to a Mori system I do not feel survivors nor killers really had a problem with overall.

  • The unbreakable change I can absolutely see a reason for, because it does prevent a very dull and frustrating scenario where a killer will go out of their way to just slug. It's not common, but I've seen this happen both in streams and in person, and it is just a boring strat.

    However, I just don't understand the reasoning behind the Mori change. They pointed out it was done because it isn't seen as much and it had a negative reputation, but I can't ever remember people complaining about the Mori for either those reasons! It's like the reasons were picked out of thin air almost, and the option to have those Mori's as they currently are was more varied, and added spice to the match. Having it as always an ending will lose the appeal to me.

    The Mori idea is really the strangest decision since they said Hillbilly was exactly where they wanted him, then proceeded to nerf him.

  • It's all rather confusing to me as to why this is happening at all. It's been mentioned that the Mori was not seen as much, and it was being used as a negative action to spite specific survivors.

    But the fact a Mori was not as common made them special, and people have an issue with actions that do have negative impacts (like face-camping), but the Mori has rarely been commented on in this way.

    It feels like BHVR have come up with two reasons for the change, that have never really been an issue. Maybe they feel those things are important, but it's not been commented on by the player base at large. So it feels rather needless, honestly.

    I do get the unbreakable bit, absolutely! But the Mori changes feel rather ... needless?

  • 9 emblem points is my "win" condition. I consider that a decent performance.

  • For me, there will always some form of fear, even if it's only something as weak as apprehension, or the nerves of where Myers is lurking. Humans will naturally adapt to the regular patterns - like with P.T., when that first came out it was the epitome of fear for me, and now those videos have little effect. And honestly, I miss that.

    There's always a need for some fear, but constant, unending fear is (as you rightly say) not capable in humans (certainly in terms of video games) as people just adapt.

    The best horror or survival conveys mixes of emotion. The best trials I've had have had elements of fear, suspense, humour and action, but also tension of facing a tough opponent.

    I like your take on it, and whilst for me I'd like to always have some fear involved (just a personal choice) it is absolutely right to say this is a battle of wits. The game has more compexities and random than it's given credit for.

  • Perks are assistances to give little boosts in key areas of the game. No perk should make or break a game by having it.

    I've seen and been the guy with less perks than others, both as survivor and killer, and if the player has greater skill then it's not unlikely that they would either escape or get the killer win. If anything, the challenge of knowing they cannot rely on perks to get them by can improve the skill, playstyle and creative aspects of their game to perform better than if they had them!

    So both sides have the potential to achieve their goals without perks. Just takes more practice.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/3191903#Comment_3191903

    She only have violence in her head, if I don’t pet her RIGHT when she wants to she’ll get upset and she is violent when she is upset

    Wow, I was only talking about her ability to outwit anyone on this topic! Didn't know she was a fighting machine as well!

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3191916#Comment_3191916

    Actually a very good suggestion imo. Id be interested to see that in action. I hate having the same map twice (except with offerings)

    Thank you, and I have given them that to consider as feedback. Hopefully, they'll see its worth and put it in place.

  • @VoidOfMe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3191916#Comment_3191916

    It would be awesome if they had a system for that for sure

    do we know if the maps % chance of appearing are all the same or some maps have a bigger %?

    I'm affraid I don't have an answer for that, but my guess is (ignoring new chapters or offerings) the percentage remains.

    They could take the idea of random.org of including background noise to increase the randomness (no idea how that's done), but I'd say it would be better to take more control of the randomness with exclusions.

  • I'm still of the impression that Silent Hill was the one they put most effort in to. The attention to detail, multitude of easter eggs, the atmosphere - it feels like any other license (whilst still big for them) didn't get quite that attention.

    Not that I'd complain, because Silent Hill has always been my favourite series of games, but there are options. Depends what deals they made with the owners of the licenses too, perhaps?

  • It's happening to me too. It would be good if, when all 5 characters are in the lobby, the previous map all players had in their last trial were removed from the rng (with exception to map offerings).

    That way there would be a greater chance of variety.

    Also, I would like to see more original maps made to add variety. Killers such as The Trickster of The Blight are missing out on terrific map options.

    And also, what about nightmarish versions of a twisted reality for survivors? Like a botanical garden for Claudette, except it's made of flesh, not plants? Or an athletics field with dangerous obstacles like spiked hurdles, or viscera along the track? Even licensed survivors could have amazing maps - Bill would have several options!

  • Not sure I'd want to discuss the importance with then. That cat looks like they know their #########, and would destroy anyone who goes against their views with hard facts and logic.

  • I'd be for an evil female character. I mean, the closest to evil intent actually goes to Yun-Jin Lee, with her selfishness and her effectively being silent towards Ji-Woon's murderous spree - and she's a survivor?

  • What about it is boring? It's not an issue if you do find it boring (people are different after all), because it is how you find it, but your post didn't appear to give any reason for why you found it boring. It's difficult to know what you found dull when you haven't mentioned what it was.

  • The only EGC-related deaths are those when the survivor dies once the timer expires. Other than that, once the gens are done the next objective is escape through the doors. Should you fail that, you haven't played well enough to have earnt an escape. If you escape, the killer hasn't played well enough to beat you. Simple as that.

  • @JonathanByers said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188321#Comment_3188321

    Wouldn’t the deadman (the undertaker/mark calaway) or the warrior (drew McIntyre, cause he can use his sword as a weapon, maybe with his 2010 appearance being a legendary skin) fit more than the patriot/jim duggan though? (Not that wwe could ever get into dbd lol)

    https://us.v-cdn.net/6030815/uploads/2ND5JSRW28C3/5eb132dd-38aa-40a9-97e3-161e547ad6fa.png

    https://us.v-cdn.net/6030815/uploads/T3I57B0GIZ9E/9ad2935d-0063-4d56-936f-500e9fd75d72.jpeg

    https://us.v-cdn.net/6030815/uploads/FA9KLUSPKOUM/20e9151c-066e-4f0b-b87a-9d73eb2abb18.jpeg

    Yeah, but the idea of Hacksaw hitting everyone with a 2×4, and having a Hillbilly/Oni ability where he charges at people from a three point stance whilst shouting "HOOOOOOOOO!" tickles me :D

  • I'd find it difficult to think of one that would cause that reaction in me, and those that would are just dumb thoughts of mine: Timmy "The Mallet" Mallet from Whack-a-day, for example

    book-timmy.jpg

    There are some horror or thriller films that may not work: The Orphan, for one. But really most would suit.

    The Patriot (Hacksaw Jim Duggan) may also be another I'd not go for.

    102-1022449_hacksaw-jim-duggan-render-hd-png-download.png


  • Alongside the fact he uses it in RE Mercinaries, if you notice how he slashes with it, it reminds me of the way the original RE protagonists would use a knife in earlier games - the exact same motion.

    I don't know whether this is a nod to the history of RE, or used later on, but that swipe immediately reminded me of that action.

  • Solo Q could do with some quality of life changes, and I certainly empathise with your experiences. Without knowing the abilities of your team mates, it's hard to know whether the match will be a throwaway or not. Or what level in relation to you they are.

    I'd be all for an adaption to the HUD: having some sort of icon to show what action a survivor is currently involved in would be useful, without heavily hitting killer.

    My concerns of VC are that I prefer playing solo q without comms and enjoy the immersion. If I have some 10 year old bleating down VC at me to do something I feel is wrong, then it's only going to become irritating. Also, not having VC active may get up the noses of some players, who would then BM out of spite.

    Thinking of the HUD, I'd even think something as simple as every survivor gets the "obsession" effect to their HUD on the side, so you always know who the killer is near, would provide enough information to make a difference.

    I actually really enjoy solo q, but it sounds like I'm luckier in my trials overall, and I love the challenge of a hard game.

  • Makes a lot of sense. I can see licensed content remaining as Auric Cells, because they're - well - licensed, but could never fully understand why some original sets also were payable by Auric.

    This is the right move and can only applaud them on this decision. Very wise and can only be good for relations.

  • A mess-about build, but one which just occured to me on my randomizer:

    Build: The Power of the Punch

    Infectious Fright, Jolt, Devour Hope, Forced Penance

    One for wanting a satisfying knockdown feel.

  • Slippery Meat to have an added effect of reducing the timer of being carried by 3%/5%/7%

    Distressing to make the terror radius non-directional for hearing which direction it comes from.

    No Mither to start the trial in a healthy state. Effects start after injury.

    Tenacity to remove blood trails.

    Poised to add a haste effect, alongside removing scratchmarks.

    Up The Ante adds more to your own luck: increases chance of successful escape from hook, random chance of increased vault speed, random chance of a speed boost to a particular action after breaking a totem, random chance of faster Exit Gate opening.

    Insidious has a cooldown, but now a killer can become undetectable for a brief period of time whilst moving.

    Territorial Imperative can now trap chests, causing survivor to become injured or have deep wound status. Killer has to trap the chest though.

    Unrelenting changes to a killer being able to swing wildly up to three times in a row to get a hit. Has a cooldown.

    Predator reveals the survivor's aura on occassion whilst in a chase.

    Bloodhound gives killer 2%/3%/4% haste when chasing an injured survivor.

  • I've not noticed it any more or less than usual.

    If somebody gives me a "gg", I'll give one back. But I tend to respond better if it's a bit more than that. If I admired a specific play or style of the opponent, I will make a point of this in my message - that often garners a nice response, whether win or lose.

    Otherwise, I may joke a bit with it. Recently, a James Sunderland and I worked well together, but I was the only one to get through the gates. But the guy played well, so messaged saying "GGWP. I do hope you're able tp find your Mary soon", which the guy got.

    There's still niceness about, but it's not often shared.

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