Marc_go_solo
Marc_go_solo
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- Marc_go_solo
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It could be people returning and being rusty, but as you say: the MMR isn't affected by rank reset.
However, it may be how MMR works and the range is wide enough that it may incorporate newer, more casual or rusty players.
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I believe it was also a tome challenge at one stage too. People may be trying to complete that one as a portion of the gestures.
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I'd be happy with it reverting to 5 seconds. Deactivating it at the endgame is perfectly adequate a nerf and it needs to be effective aganbst tunnelling. 3 seconds can be useful, but think of the new players trying to come in - it's no longer an endgame threat by janky players trying to be cool; it's a perk to help during the game and punish a tunneller.
5 seconds ought to return.
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It's good as it does reduce the effectiveness of her most complained-of add-ons by at least giving survivors a better chance at avoiding her. She should still be a real challenge to face and will feel like it's a bit fairer of a challenge.
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In no particular order:
• The Onryō: Right at the start, her teleportation and demanefested form of not only sneaking up but also walking through people, made her fun to play. You can tell when panic sets in with survivors. Although she's consistently rated a lower tier, Onryō can be heavily underestimated.
• The Hillbilly: Max Thompson Jnr. is the type of killer that, even when playing as chaotically and nonsensical as possible, is both hilarious and exciting. Zooming around the map and getting the snipe is very gratifying. Unfortunately, my wife does find my manic laughter as I drive 'billy like a lunatic somewhat unnerving.
• The Executioner: It was a tough creature to figure out how to play well, but once I understood when to capture survivors into the Cage of Atonement and when to save it for the quick execution this killer gave a real sense of power and intimidation. Plus, I'm a huge fan of Silent Hill, so this killer would always be up there.
• The Artist: As her title states, Carmina Mora is way more creative than people give her credit for. Often deemed boring, she's actually a very inventive killer, and her crows can be used in many novel and tactical ways. She is absolutely an artist, and playing her with artistic flare makes her so enjoyable.
• The Trapper: I admit I have a soft spot for Evan since he is the face of the brand, but clever, unpredictable trap placement and herding makes him a bit more complex for what is really a very basic killer. Regardless, he's the OG and I can't not have respect for him.
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The way you worded your comment, I was starting to expect an epic, "Team America: World Police" montage of the training, as your character is first destroyed, then lasts longer and longer, until you are teabagging on their head as they blink frantically to find you, interspersed with press-ups, running up and down RPD library stairwells, and have Bill shouting encouragement as you run around and around shacks.
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There's no way of picking who you do not want to face. Blocking simply means you won't receive their messages or invites, and is mainly to try to prevent harrassment or people who are generally causing some form of frustration.
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In my matches they're usually fun matches, and never noted any that slug unless it makes sense. It's one killer I enjoy facing.
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I cannot really comment on the first question, since all my builds are randomized.
However, as for the second point I'd actually like "Silent Hill 4: The Room", with Henry Townsend and Eileen Galvin as survivors, and "The Orphan" Walter Sullivan as the killer.
Ages ago, I think I came up with a fantasy chapter of this, where his power involved AI ghosts thay would damage the survivor over time with their aura, so was chuffed when DBD brought in AI zombies with Nemesis! I don't know where that is now though. Would take a lot of searching.
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I've not changed much, especially on the killer side. My builds are always randomized, but I can say there are some observations:
1. Survivors are starting to work together more, and especially are learning to be more strategic, such as body-blocking or using gestures to direct or share information.
2. Less in the way of "bully squads".
3. More variety in setups and perks being experimented with.
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Legion. Just don't find them appealing, which is a shame because their perks are fun.
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50/50 solo player here, and from my experience this patch has made the games more challenging, but also more fun and satisfactory to escape. Before, escaping didn't really mean much, but now I feel it's an actual achievement.
Killer feels much more powerful and less bully-able, so a huge improvement there.
I feel solo needs a boost, sure. But it's not a hellscape, and escape is still possible. Also, players I'm teamed with are learning to work together more. Players more and more instinctively know when to block for others or communicate in game more to come up with great plays. We do need a HUD as survivor to know what others are doing - that would help. But I'm enjoying this new DBD post-patch.
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The fact they have made a game that at its most basic level created a true slasher-survival experience whilst also being multiplayer is great, but it has expanded into many realms and stretching out into all different genres of horror: from movie slashers like "Texas Chainsaw Massacre", tv series "Stranger Things", gaming "Silent Hill", "RE", and recently books and anime .. it really is an amazing horror multiverse!
I'm still waiting for a podcast though! "The Magnus Archives" beckons!
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Because Silent Hill is my all-time game series.
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The Onryō is a really fun killer to face and play as (at least for me). But there are a few killers I wouldn't mibd facing more of, such as :
The Hillbilly; The Shape; The Demogorgon, The Oni, The Executioner, The Blight, The Twins, The Nemesis, The Artist and The Dredge
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3131765#Comment_3131765
Yeah, but sacrificial ward is like shattered hope, its useless if they dont bring a map offering.
You know what would be awesome, if sacrificial ward didnt get burned if it doesnt cancel out a map offering. Probably way too strong though, i would literally use it 100% of the time.
I could see that as a fair idea. As you say, if there's no other offering then it may be good to keep it, and I'd add at the expense of becoming a rarer offering, so people don't become overloaded with these wards.
Could even backfire if a survivor randomizes their setup (like me) and ends up with an offering that would be perfect for that specific killer, only to be cancelled out. Someone would be absolutely peeved if that happened!
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The killer role is still substantially strong, and has been given some significant buffs. Even without Thanataphobia the affect those extra 10 seconds on the gens, combined with nerfs to stronger survivor perks and improved chase potential, has put killers in a very viable position. Certainly fairer than it has been for some time.
Reassurance is a much needed survivor perk to combat camping for the sake of camping. Maybe it needs an alteration, but really that would just be for it to be usable if a killer is within a certain radius, to avoid any needless keeping survivors on a hook when there is no reason to and no threat to them. It's a really good perk to stop needless camping and gives survivors in unwanted positions (such as Basement Bubba campers) a better chance of survival.
Basically, killers are definitely not weak because of those changes.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3130476#Comment_3130476
Banning maps would probably be a bit more fair tbh. Unless you can ban 5 maps at once or something.
Not sure I'd enjoy that idea. Especially if it becomes too commonplace. The Sacrificial Ward offering normally is good to protect against any bias anyway, so there's something already towards that affect within the game.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3130428#Comment_3130428
Agreed. It adds such a variety to the game. Kinda a shame that people can decide the map though.
I suppose it depends on the killer:
I'm maining The Onryō currently, and I've had a few offerings for Haddonfield by survivors. But she is surprisingly effective on that map.
Sure, it can be a bit annoying when a Trapper finds themself on Eyrie Of Crows or Mother's Dwelling, but I just treat it as a higher difficulty.
Mind you, it would be better than the alternative of offerings that ban maps. It would just be the same crap over again.
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MMR can be somewhat confusing at times (nicest way to describe it). I had one match where I escaped with 2 others and we all played really well against a pretty tough Pyramid Head killer, then the next trial got put with 3 new players (which went as well as could be expected, but everyone has to start sonewhere, and I am sure I was like that when I started - although it's still frustrating to experience). The next trial was with great team mates and a not so great killer.
There is that wide area the MMR incorporates, I believe, but it can be messy.
I feel it's far better than what it was before though, and when you hit that sweet spot of equally skilled team mates and killer, the matches are amazing! I've been mostly lucky though, but sometimes it throws very unexpected curveballs.
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Quite possibly. It would be an extremely dull game were all maps carbon copies.
Some maps are great and some aren't, but the aim is to make maps unique and varying in balance, which for me is great overall because it eleviates boredom and acts as a difficulty level for me..
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Not sure they need to nerf its affects. Just make it so that the killer has to be within a certain radius of the hooked survivor for it to activate. Stops the rare chance a griefer may want to piss about for the sake of it, and means when it is used there's a good reason for it.
It'll still nuke camping.
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@Cybil said:
Walter Sullivan from Silent Hill 4.
This, very much. Complete with ghosts as an AI power that weakens survivors as they chase. Maybe known as "The Orphan"
But, if I'm to make a realistic guess, and the rumours of a licensed knight are true, I reckon the next killer shall be from "For Honor".
And finally, if I'm looking for an unlikely killer, I'd say one of the many enemies from "The Magnus Archives", such as Jane Prentiss (The Hive), Jared Hopworth (The Boneturner), Nikola Orsinov (The Stranger) and Michael (The Distortion)
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All the previous comments are right, and another way to approach this is to stand still and swing. When they're "disappearing", they're messing with your field of view by pulling a 360 or spin to make you swing. Stopping at the right moment means that you will focus on the survivor better by steadying your view.
There are a few ways of dealing with it, and it may be worth watching videos by n00b3 to watch what he's doing as survivor, to better understand what is actually being done.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3124976#Comment_3124976
but then if killer got more BP and people play too much killer, people who play survivor will get incentives and get more BP
Ah, so what we're talking here isn't really that the killer does 4 × as much work as a survivor so should get more, but instead a rather crafty BP harvesting scheme to increase everyone's BP by boosting the BP intake so much one side, that there would always be a shortfall of survivors, and therefore always a higher incentive for survivor.
You cunning fox you!👉😏👉
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I feel he'd study them all with curiosity, with a few exceptions. He may especially be interested in The Blight and The Plague with their biological powers.
He'd probably feel uneasy in the presence of more supernatural beings, as they don't follow the realms of science that he's used to, although I don't think he'd be scared. More irritated they don't follow a scientific rational. Although he'd be intrigued by unusual mechanics like Pyramid Head's trenches and cages, or The Dredge's teleportation and creation.
His ego would absolutely make him feel he has ascended: chosen by a God to kill and torture lesser beings, so he may like it here to start, but perhaps later on it may become menial.
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It had some amazing dlc packs! I don't think any of them were duff ones and each had different atmospheres and felt like entirely separate games, from the outrageous comedy of "Old World Blues", to the pilgrimage of "Lonesome Road", each stood out so well.
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Really, the Black Knight is the epitome of a survivor!
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Overall, the games have been much more fun, both as killer and survivor in solo q for me since the patch. Sure, my survival rate is probably 40%, but my pip rates have vastly improved, because I've had to improve my chases and team work (helped by survivors who also are adapting) I'm normally one of the last 2 to die - rarely before then. As killer, I'm averaging 3k and with survivors adapting to the changes the matches are getting tighter, but equally enjoyable.
There also has been much better responses, although I've been lucky in the past with responses, but now people are instigating it more. So there are fewer of the knobs about. It feels healthier for me, although it's also true that others have had a harder time of it.
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One problem is that when a competitor arrives on the scene, some people immediately champion it as the game that will topple DBD and kill it off, rather than just treat it as a separate game. Of course, there will be comparisons, but those games cannot grow at a reasonable, manageable rate because everyone has jumped in, hyping it up, and then - as with all games like this in their infancy - there will be rough edges, but players would have had such high hopes that they feel the game let them down and interest wains.
These games are there as competition, and I hope more come along to do well. But if they are always heavily hyped then it leads for disappointment, regardless of how good it is. There won't be a game for some time that will "kill" DBD - only games that will make their name and try to succeed for itself.
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It doesn't feel right to do that, as the killer has a completely different objective. Also, if one side got more BP, then nearly everyone would play killer, and the queues would be horrific.
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Unless the gen is close to finishing, healing would be a better tactic because it avoids a quick, needless down further down the line. Also, they may have been surviving on that state for some time and perhaps are now becoming weary or jittery, making them more likely to go down quicker.
However, of the gen is close then may as well finish it first.
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I've had matches where I was hooked twice in quick succession in the early parts of a trial and still escaped. Sometimes, not so much. But this is absolutely riight: people don't get any better by quitting; they just get more frustrated and get stuck.
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@Sonzaishinai said:
That awkward moment where getting facecamped by your teammate is worse then getting facecamped by the killer
I'm now waiting for a video clip of a basement Bubba and Rebecca Chambers facecamping a survivor in the basement. True terror!
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@RiskyKara said:
https://forum.deadbydaylight.com/en/discussion/comment/3121228#Comment_3121228
Yeah sure!
I hope you don't mind but I brought along something that makes me happy for the adventure.
https://us.v-cdn.net/6030815/uploads/91S9IOR8Y51Y/20220808-133946.jpg
Completely fair and well done for touching the grass. Feels nice, doesn't it? The fresh air and everything ... stop touching the game! I meant the grass!
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@RiskyKara said:
Can we just killswitch all the killers except for Pyramid Head? Oh my god I think I would just faint from all the special attention and time with my #1 Pyramid Daddy oh I'm getting all excited just thinking about it now.
BHVR Please let me have lobby offerings for killer preferences. I just want to spend an eternity in torment.
This is some grass. Please ... please could you just touch this grass? It would really be so good for you?
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Wait ... when did this happen? Why would this happen? I hope this was a glitch, because those 2 perks offered a good symbiotic pairing, which I thought was what the devs are now leaning towards in the case of other perks.
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@MinlerDemon said:
Wesker in DBD looked weak than RE version.
https://us.v-cdn.net/6030815/uploads/XJYZAGKA2LPP/7544740-ezgif-7-72003c677d78.gif
https://us.v-cdn.net/6030815/uploads/PY1J2JK1SF2C/7544741-ezgif-7-562df056b08c.gif
https://us.v-cdn.net/6030815/uploads/UFS96WSY10ZA/7545946-7544736-ezgif-7-e72674529926.gif
I have the feeling that if Wesker was like this in the trial, Nurse and Blight would look D tier in comparison.
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My thoughts go to the killer on this, because say a match has drawn out but if close to ending. However, 21 minutes has passed. The killer knocks down a survivor before they escape, but because it's over 20 minutes the survivor just dc's. The killer lost that kill, which may have resulted in a tome mission being completed.
That's not that common, but perhaps happens enough in 3 gen situations, or tight battles. Also, survivors who find our they've 3 gen'd themselves and realise they may not make it will just hide in a bush until 20 minutes are up then dc, so again it can be abused.
I'm quite pig-headed on this and dc's should stay regardless of how long a trial goes. My only alteration for dc's would be if a trial detects that a hacker is in it, then the penalty goes for that match. Mind you, maybe if they developed a system like that, that may impact on the amount of hackers about, if they can't get a decent game because of this. Otherwise, I would not agree with removing the penalty.
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It's absolutely fine for me, especially with the aura reading.
And I think there's a new perk coming with Wesker which, whilst not as instant as NOED, may offer another alternative for it.
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The only time I do this is if the 2nd survivor runs right past me as I down the third. It makes logical sense to me then.
But if I do not know where the fourth is, I'd rather get the 3k and then go hatch-hunting sooner, so then whichever way it ends I can continue with another trial, than play dull hide n' seek games that really don't matter to me. For me, a 3k is still a good result, and if I lose to a hatch - well, it's not like BP is finite.
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45% approximately, as solo q.
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For me, it's the Cenobite. Those chains firing off can make the experience feel like walking through taffy, and the inconvenient timings of the chain breaks when just trying to get past a pallet is astoundingly frustrating. His power is the one I dislike the most.
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It is valid to blame people who dc. They've dc'd often way before this patch, and the reason isn't in protest, but moreover not enjoying the experience, but instead of playing on they throw a fit.
I have way, way more respect for a newer player who at least sees it through to the end than a quitter. And those "bad" players get better becausebof it often.
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She's fun to play as. Not always the most powerful, although you can compensate somewhat by being creative and unpredictable. Her perks are decent, and she's almost up there with Myers as the jumpscare queen, so I'd say she's worth it.
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Those posts are especially frustrating as they only sight the only figures available to the public: Steam.
It's just a really stupid way of judging a game's health by basing it on the figures of one platform, when there are several others (or thereabouts) included. And people have been claiming this crap since the get-go.
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I'm gonna go with a safe bet, since it's a horror podcast, but it would have so much potential it's unreal!
Chapter: The Magnus Archives
Survivor: Jonathan Sims
Killer: Jane Prentiss (a.k.a The Hive)
Map: The Magnus Institute Tunnels
There are so many other characters, but this would be my first choice.
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@Chaos999 said:
As killer, if this happens within 2 or 3 minutes of match start, I let the remaining 3 go after chasing and hooking them a few times
Same. Although I aim to have everyone hooked twice before I play along. I like some proper chases, as I'm not interested in farming.
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It has some lore link to the Entity's aversion to light. The Wraith and Nurse can traverse on a different level, which is powered or linked to the Entity, so light naturally harms or affects them.
Same goes with other dark magic related to the Entity, such as the Hag's traps or the Artist's crows. I like the mechanic and hope they don't reconsider it.
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I'm excited, sure! Glad to see Rebecca Chambers brought into the fold, and although Wesker wasn't really a villain that I'd get excited for, the way I imagine the power - alongside the sheer cheesiness of his lines and character - may make him quite a fun killer.
The maps I'm looking forward too, and good to see a few more perks that don't rely on totems and hooks, but instead may be used to compliment certain builds and experiment. As a random perk iser, the more the merrier!
