Marc_go_solo
Marc_go_solo
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- Marc_go_solo
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/3151079#Comment_3151079
I agree. BHVR was basically an indie developer, and they still managed to create what is, to date, the greatest horror game in its class. There are a lot of changes they do that I disagree with, but ultimately, they get a lot right. I'm cautiously optimistic for their upcoming game, too, because they have more resources and experience now. DBD had a lot of trial and error, especially in the early days (OG Feng always comes to mind lol She looked awful!)
And also some of the changes or decision they implimented, which garnered a negative reaction, actually ended up being better for the game overall.
I'm glad that, whilst listening to feedback, they have also done what they wanted for - what in reality is - their game to do as they please.
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What confuses me is that the fog was toned down due to performance issues, and yet the Garden of Joy heaps the fog back! If the fog works there, why not bring that fog to the other maps?
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@friendlyant1 said:
https://forum.deadbydaylight.com/en/discussion/comment/3150450#Comment_3150450
Appreciate that this was your intention, but there's no way for Jill to know that. Tunneling is so often in games now that I can understand her DCing.
The point made, though, is that plenty would not have. It's unfair on other players to just dc like that. If she were like the better-intentioned players then she would have been rewarded for it and the team might have had a chance. It's that selfishness which ruins it for everyone.
I had another dc after 1 hook today on Haddonfield. I'm now taking the opinion that any match where that happens I shall then hook every survivor twice and then let them escape. The dc'er gets the timeout, and the other survivors get an escape and (hopefully) a shedload of BP.
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They've done a lot right and, whilst some decisions have been questionable, for the game to have done as well as it has with licences, publicity and balance in a constantly fluctuating and altering game it shows a lot of dedication has been put into this.
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I'd just like a killer that looks like an Egyptian god.
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Where did you pluck that one out from?
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One recent trial I had involved Jill being hooked and rescued. I found them healing close by and struck, knocking Jill down again.
I wasn't going to hook her again, so went for the person healing her and injured them. They ran off, and I just then decided tp see what would happen if I went to Jill and just hung around for a couple of seconds then left her alone. She dc'd when I was barely there a second.
Her jump cost her team the trial. If she had hung on, she would have been picked up by another survivor, but some people cannot be bothered.
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There will never be a patch that everyone will like. It's almost guaranteed some won't like it, even if it's the most perfect patch there was. The game is constantly changing, so patches will work with the fluxes. In terms of recent patches especially, BHVR have shown a lot of competency amd wanting to shake everything up to make the game feel fresh. Some don't like change.
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"High level play" will vary from person to person. And people will have different ways by which they measure it. So someone may feel they're playing top tier survivors, but actually they are just better than them.
I've beaten 4-man swf before, which I considered "high-skilled". However, how do I know that that level of "high-skilled play" is actually high? I know they were difficult and coordinated, but compared to others they may be amateurish! I don't know. All that can be known is, in relation to my skill, they were a real challenge. I cannot say whether they are high mmr or not, nor should that matter.
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The Black Vale does feel somewhat unnecessary to me. An alien being as massive as the Entity doesn't need a bunch of muppets to enable it further.
A more interesting tale would have been what happens within these realms. The trials seem a small part, manufactured by the Entity, but it may not be the only alien using these auric cells, and rumours of realms with people setting up societies and such means other forces could be at work. That would be a better story.
Bringing cults into these types of stories feels a bit cliche and a bit mad, considering this Entity must've been doing a pretty good job so far without them.
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I can't remember how far back it was when I received an insult from a killer, but there have been a few insults from survivors between then and now.
Both sides have toxic players, but it's been some time since a killer has been toxic to me . When I play killer, insults seem a bit more common post-game.
However, I have had many compliments from both sides, so both sides have really nice players.
I do wonder how much pack-mentality plays in toxic post-game chat. People feel more justified in bigging themselves up when in groups, and maybe that's why survivors may be deemed more toxic.
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She is definitely one of the least powerful, but as with any killer if you put the time in on her then she can be devastating.
I'm currently maining her, and utilising confusion is the way that works best for me. Unpredictable teleports, not chasing directly, but taking circular approaches and especially manifesting/demanifesting a lot to confuse makes her fun. She also has one of the best abilities to take on body-blockers by walking through them.
Maybe it's because I enjoy her more, but my results have been better than when I played The Artist or The Executioner, which I considered 2 of my better killers. So it does depend, but yes she is certainly a lower tier.
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No, it's too simplistic. There are more reasons, such as the killer wanting to out of amusement, a tactical play due to the flow of the game, survivors making it too easy, bm'ing and so on so forth.
Both sides have the choice of how they play, but the reasons for their choices still have variety. A clicky-clicky guy could be doing it to bm the killer because they want to be toxic, but could also be doing it to distract a killer from a weaker player, or even because they'd had some bad matches and are venting.
Whichever way, the explanation OP gave is too basic and single-minded for what's actually a multiple-answer reason.
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Depends from day to day. As killer, some days I've defeated competent and skilled 4-man swf, and others I have been scratching my head wondering how my killer managed to 0k against survivors with little to no perks (even now I cannot understand that battle).
As survivor, I survive probably just below 50% now, but that fluctuates lower at times, but in the vast majority of games where I do not survive, I'm normally in the last 2. Today, I managed to be the sole survivor twice in 4 games, with the other 2 dying 3rd and last.
I'm a better killer than survivor, but my game usually goes in line with what my team mates are like, so morale definitely affects my performance.
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Those posts are often emotionally charged, which therefore blinds them to anything remotely factual that may contradict their statement.
Also, I understand that people have preferences, but if those players who are bias play both sides equally, rather than just play one side, they may understand the game better.
And there are people who play one side, yet keep an open mind about the idea of balance. That's good to hear. Others aren't always as willing to see the whole picture though.
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Because there's plenty of evidence in patches previous that indicate BHVR have buffed or nerfed both sides. For example, Wesker has received some excellent buffs since the ptb. If they were survivor-sided, that would not have happened.
That's just one of many, many buffs killers have had. Survivors have also had buffs, and both sides have had nerfs. Therefore, there is inconclusive evidence that BHVR are bias to either side.
Conclusions of bias are also often emotionally charged, and emotions don't work well when trying to rationalise.
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For survivor, the main piece of advice that's always helped is from Dwight's "Bond" perk: "We have to work as a team. I need you to survive so that I can survive". Once a survivor dies the game becomes extremely difficult if too much is still to do.
As killer, it's to keep a cool head and suck in the ego: it's fine to give up on chases - you don't have to keep following that survivor, because they know what they're doing. Leave it, and catch them when they're more off-guard.
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Not that often, but he's a welcome sight when he does.
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I just like the challenge. Playing an optimal killer with all the best perks doesn't interest me, so when playing as someone like The Onryō (as I currently am) it's all an experiment to see how well I can do with whatever random tools I get from the randomizer and what the killer themself can do.
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Tunnelling was always a strong strategy at any mmr, and this was always a much-complained about topic. So the idea of not much tunnelling at high mmr doesn't ring true for me.
I've experienced far less tunnelling over the course of the past few years, and even after the patch I've not seen that much of a change. Obviously, I'm not saying it doesn't happen. Maybe I'm lucky; maybe people let their emotions judge what tunnelling is; maybe it's people switching over to killer more ... most likely all three and more.
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Whatever they do, it's not because of the reason you say it is.
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I used to think The Executioner was torturing the Entity, but recently I've had a change and believe it's sonething else. The Executioner still breaks the Entity's rules, but it's not punishing him.
The realms are made from Auric Cells. Survivors' consciousnesses are alive to suffer, but their bodies have been so mangled, that in order for them to be brought back anew for trials, Auric Cells are used to recreate their bodies which their souls inhabit.
Since Auric Cells are reused time and time again, and taking into account the massive numbers of survivors and killers within the game, effectively all the realms are made with fragments of souls, or at least contain echoes of souls. So, when The Executioner rips the floors apart, creating pain-filled trenches, he is torturing all within the Cells within the trials.
The Executiiner is powerful, maybe aided by the Sun Goddess, and has found a way to not just disobey the Entity's laws, but also steal kills like Myers. I do imagine the trenches brings more influence of the Sun Goddess into the realm, but it's symbiotic, not an invasion or torture.
A bit like those small fish which feed off whales as they swim through the ocean, so to does The Executioner and the Sun Goddess feed off the guilt left by the Entity.
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I'm still waiting for them to release more maps in general on a more regular basis. A few chapters have passed which could have brought new and interesting maps, but it is disappointing these opportunities are missed.
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Trying to solve that ######### box during a chain hunt is the singular-most irritating and rage-inducing moment of this game for me. I can cope with everything else (even though dropping a pallet instead of removing the chains irks me), but that moment really is the worst thing about that killer.
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When the range add-on change comes through with the next dlc, then we'll see perhaps a fairer Nurse, as the range add-ons are the real difficulty with her for me currently.
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To start it was worse; less because of the killer buffs and more due to an increase in quitters.
But as time went on I've found myself with much more competent team mates, and even when not I find myself mostly with people who don't give up, which I respect way more.
I sometimes wonder (with no evidence whatsoever to back it up) whether matchmaking takes dc'ers into account and matches those who quit with other quitters, because I see them way, way less these days.
As for difficulty, as survivor it is harder, but the matches are more my style: a challenge and rewarding.
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The Hillbilly: The chaotic playstyle and chase playstyle makes him a killer that always gets the adrenaline pumping.
The Shape: He's still the master of jumpscares, and is an intimidating presence.
The Executioner: For me, the most intimidating of all killers because of his appearance, and the sound effects are nostalgic (for SH2) and unnerving.
The Onryō: Not on The Shape's level, but still a jumpscare machine in the right hands, and extremely unpredictable.
The Oni: Fiery demon charge is one heck of a creature to run from, and his chase music is probably my favourite.
The Demogorgon: Just the most fun killer to face for me! Also the most well-balanced killer made for me.
And from what I've seen thus far, The Mastermind looks like he'll be up there too.
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It may work, if they picked the right character. Some may be outright "No's" such as the Sonic.exe and Inverted Mickey, due to licensing and such. But some may work:
Slenderman is the obvious one, but a less likely one which could work well, especially thanks to the short film made on it which is a bit creepy and comedic, but could be pulled off as a frightening killer: The Smiling Man
https://youtu.be/_u6Tt3PqIfQ -
Disconnecting because of not being able to find a totem to boon?? Some of these reasons are plain stupid. I can empathise with the frustration of the Nemesis player, although they still could have seen it through, but I do get the emotion behind that.
Totem Tommy, on the other hand, needs to get a grip.
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Make sure you've made a report on the results screen, then go to support.deadbydaylight.com where you can submit additional information from the drop-down menu. Attach the video footage too.
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Some who play this game legitimately have a low emotional IQ, it seems. Rather than playing the game through, they have a hissy fit and dc.
Those who suicide are arguably worse than the "noobs" they get upset with. And also being a prick is also seen as some demented badge of honour - one video I watched recently was about a guy claiming he was the most toxic player (in reality, substitute "toxic" for "insecure"), and what is worse people actually look up to these wasters!
There's a lot of insecurity about this, and it's not because of the game, moreover something happening in their lives. Maybe some have genuine trauma. Others are just spoilt or have a complex. But as long as people are able to release videos displaying terrible behaviours, then there will be people who see them as people to look up to.
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With the final survivor on the hook, the struggle phase would just be a big waste all round.
However, now people get a mini BT of they escape the hook, I think BHVR could do with looking at the final survivor being able to attempt a 4% if it's their first hook.
Of course, a killer may choose to slug the last if they feel like it, but really that would be dull for both parties.
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I think my worst ever was 7 games in a row, if loss = sacrificed.
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She's one of the most rewarding killers to play as, from my experience. To play her well, you have to play like a literal artist: be experimental, creative and understand techniques.
When she's good, she is absolutely deadly. She also has counterplay and personally she's one of the best when played enough.
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It's really dependent on many factors such as their playstyle, location of hatch, how the match went, etc., so it's hit and miss with me.
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Not during matches, but if I'm on the setup screen and leave it idle for a bit I can suddenly be disconnected.
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There's no downside, but were they to boost solo q then having a HUD would be far suitable, because it would work throughout the game.
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It's the best strategy for the easiest victories, but for a challenge it's way more gratifying.
Tunnelling is valid, I agree. People fling the word around like it's an insult, but there's nothing inheritantly wrong with it. Plus, if survivors unhook safely, it negates it pretty well. But unhook in front of a killer, then it really shouldn't be a surprise if it happens.
I don't play that way because the challenge is way more rewarding than the simplest route, but neither am I saying I've never done that, nor that it's invalid as a decent tactic.
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A victory for me is pipping up. If I have a game where I die but have pipped, then it's a win. However, on a stricter note I consider a decent game is a game where I score at least 9 emblem points.
Sure, escaping is nice and currently I'd say I escape 45% of the time, but a trial where I die yet know I've cobtributed heavily feels better than escaping in a rather cowardly and low-scoring effort.
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Because ot's entertaining and every trial is its own unique slasher story.
I solo q and my games have mostly been fine! My escapes are about 45%, but my pips are very common and I'm often with team mates who at the very least want to see the game through to their demise (which is much more deserving of respect than suiciding).
Solo q absolutely needs some changes and I am a bit confused as to why it's currently not on the horizon for BHVR. However, in my experience it is far from the nightmare others have witnessed.
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I'd also be interested to know how water would work, but fire has the most potential for an aggressive killer for me.
Don't forget various other, lesser talked-about elemental areas that also have a potential power yet to be explored:
Light, Ice, Sound, Nature, Chaos, Metal, Sand, Gravity, Crystal, Radiation, Magnetism, Wood,.
The list goes on, and that's not to mention more specific sub-genres of elements such as: fraxikinesis (manipulation of burnt matter), plassikinesis (manipulation of plastic), futuristic gadgets and more.
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A victory for me isn't the survival, but whether I pip or not. However, since the change I'm more cautious with the saves. No need to give the killer any more kills than is necessary.
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Fighting survivors on RPD with torches that had the filaments made from the core of the sun was an experience.
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Rarely comes up in my randomized setups.
If I were to choose an offering, it would be fairly low on my list.
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The guy complaining seems to be confused with "Bejeweled".
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It's a good perk, but always catches me out: Scourge Hook - Floods of Rage.
I was in the basement opening a chest (hoping for a first-aid kit as I was injured), miles away from where the action was. The survivor was downed, so went into a locker to avoid BBQ, waited the additional few seconds because of Lethal Pursuer, then crept out and continued opening. The guy was rescued, and shortly after the terror radius hit and Blighty-boi came down to give me an unwelcome smack.
I remember spending most of that trial annoyed, thinking "How would he have known that?", but in the endgame the Blight got the 4k, and looking at his build deduced the only way he would have known was because of Floods of Rage.
This perk is perfectly fine, but its effectiveness can become really frustrating, especially since they need to make it extremely obvious to reveal they have this.
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The one thing that confuses me (and this may not be aimed at pesky clicky peeps, but perhaps those using it as a tactic) is when they click the torch before performing a fov tech. They usually fall, so I don't understand what relevance the click is for.
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The killer role feels like it's been in the best position for some time, and the changes have been very beneficial towards the killer role.
The generators are fine. It's more noticeable that for 5 gens to go it takes longer. Survivors may well get a couple quickly still, but especially around the mid-game it takes longer to get those final 2-3 gens done. The extra time should be adequate (even if survivors are working on gens together) to find survivors and hunt them earlier in the game than before (earlier, as in terms of gens being done).
The survivor blocking issue I just don't get why a select few people have an issie with that. They are risking their health states to save a survivor. They are trying to survive, because the more survivors there are alive, the higher the chance of escape. It's a risky play that sometimes works and sonetimes doesn't. As survivor, I do this to save another, and as a killer I can understand this. It's fair.
Finally, I too was apprehensious at the first announcement, but thinking about it it isn't as big a deal. OTR works for as long as they don't do anything, so if they want to follow me around then it's one less survivor on a gen I need to worry about, and in the endgame it's useless. Dead Hard is as it ought to be: no more janky escapes and better timing required, but if the timingis right then a survivor should benefit from pulling it off, especially now.
As a side note, grades mean nothing now, other than how much you play. Currently, I usually hit gold, but don't play much. Plus I end up - more often than not - with skilled team mates, and the killers are tough, whilst people at Iri rank sometimes complain about how they always get bad team mates, which implies they may be further down the mmr (not always, mind, considering how wide the mmr gap is).
Maybe have a look first at what you could improve in your gameplay to start, or adapt to new survivor playstyles. If you can focus more on yourself for improvement and shift your current thought process away from what you perceive are problems in the game, you have a better chance of improving your odds and overcoming the obstacles. Sometimes, digging at game mechanics is warranted, but in this case it may moreover be a case of looking at what you can improve.
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My experience has been to the contrary, as I've been fortunate to have more games where people have, at the very least, tried to work together. Of course, there are trials whereby the killer may have been a better team mate than who I was with (and no doubt a few trials where the others thought the same about me!), but overall I am experiencing better quality team players. At least with people I play with, the understanding of partnership has improved in symmetry with the killer buff.
Maybe it's to do with the time of day/ region/ MMR or something else where players aren't as cooperative? Perhaps the tome challenges at times promote a more selfish or risky style of play that goes against team work? Maybe making tome challenges that focus more on teamwork could do that?



