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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • With the right survivors it is possible to make very co-ordinated plays. Using Deja Vu, I guided the others to see a potential 3 gen issue, which helped us avoid it and get a 4-person escape.

    There have been many matches that have had great synergy between survivors, or knowing how best to work together for the escape, and best of all some ideas require no perks but common sense.

    For example: if I have no hooks to my name, and another survivor has 1 or 2, then get the killer into a chase. It prolongs the game and is good for practice for future chases. Or the ability to figure if completing a gen or healing is more important.

  • It's not throwing, unless it's very obvious that doing one is completely detrimental to your survival.

  • I will always slaughter the idiot survivors making it bad for others.

    There was one match where 2 survivors were vaulting about and attempting to block in another survivor. I tunnelled them 2 hard, eliminated them and let the other 2 go.

    They did call me a tunneller. Didn't feel a need to argue against it, so invited them to report me (knowing it would do F' all) and left them fuming.

  • Felix: The killer won't leave me! Please, for god's sake help!

    Nea: Quick guys! POINT!!

    (Nea, Cheryl and Jake all point)

    Bubba: Oi, that's rude! Stop it!

    (Nea, Cheryl and Jake continue to point)

    Bubba: P-please! Stop it!

    Felix: It's working! Keep pointing guys!

    (Nea, Cheryl and Jake point like their lives depend on it, shoving them up Bubba's nose)

    Bubba: Okay! Okay! You win! (Walks away and sobs)

    -‐---------------------------------------------------

    This will never happen.

  • Sometimes, and it's always meant with some humour. Like as Pyramid Head, a survivor and I had some great chases and he ultimately escaped, but before he stood still for me to take a Punishment of the Damned blast. I missed the non-moving target, but hit the other survivor. The survivor looked back then at me, so I looked there, then at him, then nodded like: "Yup, I have no idea how that was missed neither!".

  • "Difficult", "better player" or "outplayed" is often misspelt as "boring". I blame the education system.

  • There are lots of tips here, and all good. Mine would be:

    1. Get them to drop pallets early, and then keep them near those less safe areas.

    2. Block vaults where possible, over trying for a hit that may not work. Especially good with Wraith.

    3. Be unpredictable. This is a big one. Often, many killer players can be identified by playstyles, like always respecting a pallet or trying the same mind games. Sometimes, being clever often becomes predictable. Play dumb sometimes - they don't expect it.

  • People do have bad experiences here, and my experiences matches with yours in that it's not as bad. Not to say others are invalid in what they are saying though, as some may well be in some sort of gaming hell. Others may simply be remembering the bad games more, because the mind likes to remember bad things with more intensity than the good.

    It could do with a buff to the HUD in terms of more information, to bring it up to the level of swf a bit more. But what my experience is, is that the issue comes from people giving up or disconnecting too much. That's experienced less with swfs for obvious reasons.

  • @sauteedjellyfish said:

    https://forum.deadbydaylight.com/en/discussion/comment/3176906#Comment_3176906

    I think it's pretty obvious that people are being hyperbolic to accentuate how miserable the experience is. Dismissing it and taking it at literal face value is beyond disingenuous and borderline gaslighting.

    There are probably those who do dismiss it. I've not, because I've always refered it towards my personal experience and in previous posts on other topics said that everyone has their own personal view.

    Not sure who these gaslighters are that you speak of, but as gaslighting refers to psychological abuse, please be very careful how you use that word towards those you feel are disingenuous, because gaslighting it is not.

  • @CyberRoninX said:

    https://forum.deadbydaylight.com/en/discussion/comment/3179350#Comment_3179350

    I'm not invalidating your opinion. Your opinion is that you hare having easy times with soloq. Which leads me to believe that you are low MMR because of your opinion. I accept that people have different opinons that doesn't mean that the game isn't easier at low MMR. Also ask any player on the forums, all will say that the number of hours you've played will directly effect your ability to be good at the game. Therefore making it a much better experience because you have more experience. Isn't that the point? To get good at the game to where its easier to loop or mind game the killer therefore allowing for higher survival rate, and it may be worthwhile accepting this.

    This is where you made a mistake: that I am having an easy time. I said that it is not as bad as it is made out to be. In other posts, not related to this one, I've mentioned that I've been fortunate enough to have good teams who don't dc. I have some escapes, and have faced tough opponents that I enjoy because I enjoy a challenge. Never once has the idea of it being "easy" been entertained.

    The fact is your previous 2 comments before your most recent very much felt like trying to undermine the fact that I wasn't having as bad an experience as yourself. Firstly, the assumption that maybe I played too much, with a comment about people who have a life wouldn't have such an opinion. When I said I play more casually, the comment after was something about it must be great playing at low ranks. So there was always this undermining tone.

    I feel this comes back to you. My comments were always about my own experiences; experiences you hadn't had and maybe this made you frustrated - not at me personally, but at the fact that others found solo q more fun than you.

    Ultimately, I consider myself decent at the game. I've had good survivors and hard killers. My survival is probably 45% currently, and that's as much thanks to having good survivors as it is my own skill. I enjoy the game and randomize every single build. And my personal experience is that solo q is not as bad as some make it out to be, but having more info in the HUD would make it better.

  • I doubt that would invalidate my opinion, even if I were. And nobody knows their MMR truely anyway, so that's again another overly-simplistic response. People have different opinions, and it may be worthwhile accepting this.

  • Whenever the randomizer selects it.

  • Dwight's quote for Bond says it best:

    "We have to work as a team. I need you to survive so that I can survive"

    Survivors do have to work as a team where possible to reach a realistic chance of escaping. If they don't, then they're just meat for the Entity.

    Once the escape is available though, then a survivor can choose whether to flee, or stay to help the others. Depends on how the individual wants to play the game.

  • Nemesis and Twins.

    Giant Nemesis spawns out lots of baby zombies and ends up looking like multiple boss battles with the Nazi baby from South Park.

  • @CyberRoninX said:

    https://forum.deadbydaylight.com/en/discussion/345590/you-reckon-people-are-greatly-exaggerating-the-state-of-the-game-rn

    https://forum.deadbydaylight.com/en/discussion/comment/3176906#Comment_3176906

    How many hours you have in the game. Some people have a life and are more casual and for them the game is complete garbage. I guess if the goal was to push away all new and casual survivor players the community and BHVR have done a spectacular job.

    I'm a casual player. Contrary to this rather simplistic belief that people who enjoy it therefore have no life, people have different viewpoints and experiences. Mine is that solo q for me is nowhere near as bad for me. It needs improving, and I certainly don't doubt others have had horrid experiences. But it's to do with individuals, not hours.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3176895#Comment_3176895

    It happens to me a lot in Solo Q. Happened to me several times today. I recorded it

    I watched the video too, of the S.T.A.R.S members and the Artist pratting about. I just feel taking away aura reading of downed survivors will only cause a series of terrible problems and make solo q even worse.

    They could have a specific section in reporting this for a faster resolution. Some of the reports go on for ages - I have a 6 month ticket still from their reports department that has yet to be resolved!

  • @Mushwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3176923#Comment_3176923

    Yes there is a possible female new pinhead but again going by the books, you don't know cos they have no gender, it isn't about gender swap just she wa siconoc in the films and books to have;

    This new female Pinhead is deemed to be female in the new iteration being shown soon, as she comes from a female human who transforms. I suppose this is just how the licensing works.

    The other female cenobite is genderless, as you say. My comment simply is about using a model of one sex to be converted to another for a skin. But either would be good skins, as well as perhaps Butterball.

  • I've managed 4 in a row as the best run. But, personally, I'm glad it's more difficult now. Makes the trial escapes feel earned.

  • The new Hellraiser has a female Pinhead - certainly (if the licenser allows it) that could be a stronger possibility for a Cenobite skin. And as survivors already have the Cheryl/James genderswap option and Legion has the option of playing as a male or female killer, then Pinhead could also benefit from this.

  • Since the 10 second change, my matches have experienced it far less than before. It's simpky a better tactic now to hit the incoming rescuer, then take them down once the unhooked gets away.

    Now, unless the unhooked decides to get under your feet as killer, the incentive to tunnel is much less, which is good. However, it's also down to the rescuer to ensure a safe escape, and the unhooked to get away as fast as possible.

  • Solo Q could do with a boost, but I agree that - with the trials I've had - the game isn't the "impossible" solo experience others claim. I've had many great team mates as survivor, and whilst of course there have been quite a few matches where it was just one big shitshow, I've never noticed it as bad as some others claim.

    However, I do believe solo q needs bolstering to a similar level of information as swf has now, especially now killers have received a few buffs which have made a decent difference.

  • I've been the unfortunate survivor who was hunted down by a killer and another survivor on 2 occassions. Both reported, with one being actioned and the other I have no idea. So it is infuriating.

    However, this is out of literally 100s or 1,000s of games I've played. I'm not sure where on the scale of players this happens at the regularity you say, but it's way away from mine, and I barely even hear of this happening. Either you're incredibly unlucky, or perhaps the few times this has happened has made you feel it's happened way more than it has.

    Either way, absolutely no way is hiding your aura from other survivors when dying a good idea. Being able to know where other people are has saved me and many others many more times than not.

  • As killer, whenever this happens now I try and make it good for both sides: I double hook every survivor, then let them escape. That way, those who aren't weak will benefit with a heck-tonne of BP, and at the same time the game remains interesting for me with the chases (up to a point).

    Those who quit, give up, or generally pathetic individuals get little.

  • Old was rewarding a survivor way too much and required very little skill.

    The new one needs better timing and anticipation, so getting it right feels worth the reward of protecting themselves from a hit.

    The old DH was way worse.

  • I agree it should be 5 seconds again. I recently got DSed by a survivor, and as Pyramid Head I quite quickly got the down thereafter.

    The fact it no longer activates after the last gen is fixed is more than enough of a nerf for me.

  • If people just stopped playing and buying without an explanation as to why, then that would be infinitely worse for the game.

    Complaining expresses dissatisfaction with something, which means that person is expressing a need to change something that (whether warranted or not) will improve their experience, and in turn may improve the gameplay experience for everyone.

    Complaints have helped change the game for the better. Simply walking away without giving a clue as to why does nothing. If someone wants to walk away, best always give a reason why - which is officially a complaint - and if enough do it then something might be done about it.

  • And after the feet, here's one for the animal lovers:

    Screenshot_20220901-214541_Samsung Internet.jpg


  • I can imagine the explicitives being launched from her mouth in her ancient language.

    Second is Ghost Face, just because that sigh of annoyance reflects how I sigh after a few pallet stuns.

    Myers has the worst grunt ever, because it's completely unfitting

  • Although I've not used it, I have seen it work in a trial.

    I was healing an Ada Wong by the Exit Gates, when someone got floored not far from us. Her healing progress leapt up, as if I had hit an Autodidact skillcheck.

    I'm on Xbox One, and only witnessed it once (happened today).

  • It perhaps feels that way now, because of how often an RE character is in each trial currently, which is to be expected considering it's fresh out. The same can be said when Attack on Titan released all those cosmetics and suddenly I was living in an anime.

    When it has had some time it will feel more varied. Just need to let the chapter do it's thing.

  • I remember never versing The Dredge until the PTB came out for Project W! Meanwhile, Wesker has been everywhere, and there is certainly some Wesker fatigue coming on.

    However, on the plus side it shows people are buying and playing, so it's a good sign for the game's health and the chapter's popularity.

  • I'm quite happy without a bunch of 10 year olds crying at the end, souring the taste.

    There's very little that chatbox offers. Console feels better without it.

  • Admittedly, I liked the original and found it made some amazing matches overall. It was bigger, but made it feel like a real survival game as a result. The library floor was horrendous, sure. But I liked the old version quite a lot.

    The new maps feel a bit like what would happen if RPD was bought by someone on "Homes Under The Hammer":

    Host: So, what are you going to do, now you've bought this property?

    Developer: Well, we're gonna knock this wall out, knock a few other walls, knockout this room, remove those doors ... then we'll wait forever to figure out what to do next.

  • Keeping a track of where the totems are, then when a hint of Pentimento rears its head just saunter back to where it was and bust it out. Takes a little longer, but better than all survivors becoming permanently oblivious. When playing as killer, having survivors all oblivious is like Christmas.

  • He's a 6/10 for me to play against - he has a fun power, but currently I feel people are still working out how best to use him, so they haven't felt as strong as I was anticipating. That will most likely change as people adapt.

    I've not played as him.

  • @vanGlasse1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159049#Comment_3159049

    that's a thing I love about this game, you can't really take anything for granted/ mastered. There's always more stuff to get better at and things to learn on both sides!

    Exactly! And an important thing to remember is that everyone struggles at something, and despite all the flexing there really is no reason to feel bad about something that you find tricky currently.

    For example, currently I'm having issues with the new RPD maps and judging distances as to when to take a vault and not get hit. Others may find this easy, and yes it is annoying, but everyone has their own weaknesses and it's up to them whether they want to improve or not.

    Glad you're seeing it in this light, and yes I do agree seeing the same perks over and over again can become monumentally annoying :D

  • I believe the game is now called "Dead by Wesker". Someone hacked the game by modding him into something like the Predator with a bell, but otherwise many people are facing the 2 killers: Wesker, and S.T.A.R.S Wesker.

  • I'd like to have a twist on the Tomes to focus on a licensed cosmetic character!

    Personally, a tome on James Sunderland, which perhaps depicts the Rebirth ending as a link for this James into the Entity's realms - like the ceremony to bring back Mary ends up actually a ceremony to summon the Entity, or something along those lines.

  • 7 minites is all he could give the basketball outfit.

  • It's his opinion, and him sharing it is fair enough. People may disagree, and depending on the player there is a right to. Pallet Freddy is a tricky killer, so long as people aren't able to pay attention to where these pallets are. And he'll have teleportation and dream-affected add-ons. Not great imo, but has some use.

    I missed the part about the importance of caring though. Someone has an opinion and shares it. Others have different or identical or similar opinions. Is Scott Jund about to tear down the entire game by slyly saying pallet Freddy is weak? I don't feel I should care, but I now do care about the reason why I should. You're leaving me hanging here!

  • Nope, it's better than their first attempt by a fair mile, as in not bugged to buggery.

    I'm a little cheesed I spent some of my game time making tickets for 2 games where I made it to the last 2 survivors, only for Wesker and the other survivor (Feng Min in a Jill Valentine cosplay, and a Jill Valentine) to team up against me, but I'm hoping these are just isolated and down to pure bad rng luck, rather than some obsessive fans of RE sticking together.

  • @My_Aespa said:

    https://forum.deadbydaylight.com/en/discussion/comment/3158071#Comment_3158071

    I've played this game since 2017-ish and I still struggle with looping and great skill checks. I'm getting better but I still lose chases 80% of the time and I get a great skill check 1/4 times maybe, and I still have fun with the game. Overcharge still gets me almost every time but I think it makes the round more interesting instead of just worrying about holding M1.

    Exactly, and in the end it's a game, so if there are areas where people aren't as good, it's okay; nothing to feel inferior or shameful about. Like I'm pretty skilled at losing killers through confusion and unpredictability, but even now my ability to judge distances is terrible, and my "fast vaults" aren't always helpful. But that's for me to learn to improve on.

  • @My_Aespa said:

    I think people dislike it because it's effective. Especially destroying survivors if they aren't good at those sudden skill checks. The key is to always expect them and have your hand on the space bar and be paying close attention. Practicing achieving great skill checks is super helpful in this game. In the end though, perks to assist in chases or locate survivors are much better than gen perks imo. They can only go so far to be helpful.

    True. There's also something behind when a player says something is "boring" or "lazy", in that what they at least partially mean is that thing is difficult for them to deal with. But there is pride at stake, and also a small degree of shame (which is not warranted) that they struggle with something others might not.

    It's okay to struggle at times, so long as it targets them to improve that aspect.

  • For survivor: Deja Vu, Empathy, No One Left Behind, We'll Make It, Quick and Quiet, Repressed Alliance, Diversion, and Autodidact

    For killer: Spies from the Shadows, Forced Penance, Agitation, Monstrous Shrine, Floods of Rage, Dark Devotion, Rancor and The Third Seal

  • @Jay_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/3155770#Comment_3155770

    Survivors actually leave when the gates are opened? Please teach me how to make this happen lol.

    But on topic i see what your saying. I tend to stay in the area regardless in EGC but short of face camping your not gonna secure a kill if the survivors have even half a brain (i know some of them really don't have even that)

    I think the real issue isn't with any base kit perks, isnt to do with tunneling or camping its the fact that EGC in its self is just a broken/boring mechanic and needs really looking at.

    What would you do to improve it?

  • Unless the 4th survivor runs up to me as I floor/hook the other one, I just hook and play the hatch game. It ends quicker and I can get on with the next trial.

    I can see why some want to do so, but it's not for me.

  • @Jay_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/3155737#Comment_3155737

    Honestly this is what I try to do. I'm not one to always tunnel unless the need arises and i will always go after the rescuer (unless the one on the hook runs at me with endurance and if thats the case i will tunnel them even at 5 gens because they basicly asked to be hit and chased)>

    the issue is unless you commit to camping at end game (which is very boring so i barely do it) I usually get back to the hook just after they have been rescued. This results in 1 hit on the rescuer then they both escape the exit gate.

    Not saying this always happens but unless you wanna Camp at end game to ensure hook trades you might aswell just stand in a corner and let the game end (well untill the survivors have finished teabagging and waiting for you to watch them leave :) )

    I hear what you're saying. My view is that if you have someone on the hook during EGC, then keeping in the area is the better idea, since it's the only thing remaining for survivors to do, other than pleb around the Exit Gate, (or, god forbid, actually leave!).

    There are exceptions, and of course some you win and some you don't. But if those kills are important, then enticing survivors into the last, great rescue attempt is the way to go.

    Camping is dull, I agree. As survivor, we got a 4 escape result from an insidious camper due to some clever plays today, so it doesn't always pay off, but at the end it may be the only sensible thing left to do, if kills are a priority.

  • Silent Hill 4: The Room - that would be my dream part 2 for Silwnt Hill.

    Having Walter Sullivan (a.k.a The Orphan) as a killer who has ghosts as AI, and both Henry Townsend and Eileen Galvin as survivors would be great.

    Maybe Walter can mori a survivor, then resurrect them as ghosts, or survivors can obtain Swords of Obedience to defend against the ghost AI.

    Walter Sullivan:

    WalterSullivan.PNG.png

    Henry Townsend:

    HenryTownshend.PNG.png

    Eileen Galvin:

    eileen_galvin__silent_hill_4__the_room_by_alienally_denk8aa-pre.jpg


  • I don't. Try changing the endgame tactic - when a rescuer comes, target them. Hit them once, they unhook the hooked, then take them again and get the new guy on the hook. Chances are there may be some hook trading, but then the remaining survivors have to do another rescue attempt, or they escape and you still get your kill.

    Especially now DS deactivates in the endgame, and also OTR cancels endgame, it's really not a major issue at all. Even the extended BT we'll get at the next chapter won't protect the rescuer.

  • Wesker will be more popular. Not to say Nemesis will be no more - his zombies and general presence will have a fanbase. But Wesker looks more fun to face in a chase, and his power takes the Demogorgon's charge as a base, which was really popular bexause of how it made chases exciting.

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