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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • I think they're doing great work! They gained 17,000 players last month, and even with the 10,000 gone this month they still retained 7,000 with the new patch. There was also a lot returning to try out the new changes, and it seems quite a few of them stayed.

    It's the second biggest drop, but it follows the biggest ever increase they had the month before. So yes, they're doing okay in my book.

  • I've noted that too. Survivors I'm teaming with are a lot more resilient and the result of this are genuinely exciting matches with a strong killer with better chances of escape. My escapes have now gone up to about 50% or thereabouts, and I strongly put this down to survivor mentality. Maybe the quitters have all left, so the ones who actually want to play remain? Or maybe some quitters have grown up, I'm not sure. Whichever, the games are becoming really fun now.

  • I've just started to learn Onryo, and it's actually really fun, especially when chaining teleports, having unpredictable pathing and teleporting when the survivor loses sight of you.

    You can tell when they panic, yet feedback has usually been enjoyment! I'm loving this killer!

  • There's nothing wrong with BBQ, although I agree that when a lot of people were saying they use it mainly for the BP, some of them were being disingenuous.

    But there is no reason to do anything with it. It's counterable, and people are starting to understand hiding in lockers for a few seconds longer now, incase it's being paired with Lethal Pursuer.

  • One amendment I'd make would be to not impliment the collision suggestion, and instead give the unhooked survivor a 3 second Sprint Burst. That way, the survivor can really punish a tunnelling killer, should they be daft enough to try. It also doesn't remove that survivor's chance to bodyblock if they wish to use it, but of course then they don't get the sprint burst benefit, so it's a toss up for them.

    Other than that, it's what I'd do, so yeah it's pretty decent!

  • Obviously not saying it's not happening, but in my matches there has not been anything more than proxy camping (and there were survivors near, so I assume the killer had an inclination that somebody was nearby). Tunnelling is happening, but nothing more than usual.

    I suppose to combat tunnelling, give the survivor a 3 second Sprint Burst and maybe 10 seconds of BT and haste (instantly cancels when they do any conspicuous action). If a killer is gonna tunnel, then they're gonna tunnel, so may as well have them waste a shedload of time should they decide they want to.

    Camping is trickier, because sometimes it is the absolute right thing to do, but I hear the pointless camps. So maybe if a killer is face camping and no survivor is nearby then progress stops; starting when survivors come within a certain radius. This effect cancels once the final gen is done, when a killer can then face-camp with no penalty.

    Proxy camping shouldn't be punishable, as far as I'm aware.

    This way, killers can be punished for deliberate tunnelling or face-camping when there is no need, allowing for a better flow. And with all the extra buffs killer has had, then I feel these survivor changes may be worthwhile.

  • Yeah, I would be happy with survivors regaining their original sprint burst after a successful hit, and also change DS back to 5 seconds (but keep it deactivated after the gens are done).

    It's definitely getting better for me at solo q though; survivors today haven't dc'd and only one match had an afk person. It's been a far more rewarding experience, leading me to feel the main problem with the update was how some reacted to it. Then again, dc's aren't new.

  • 1. Cheryl

    2. Tapp

    3. Yui

  • @Little_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095682#Comment_3095682

    The topics about the nurse always come down to the same thing.

    1) someone comes crying "The ugly nurse is too strong, you have to nerf her!"

    2) someone (often me) responds "Ok, you say she's too strong, can you show us on video how you play against her?"

    3)....The end.

    Alternative:

    4) someone comes up and says that some streamers think she is OP.

    Except that well, just because X or Y says she's OP doesn't mean she is.

    https://forum.deadbydaylight.com/en/discussion/comment/3095664#Comment_3095664

    I confirm!

    About a week ago, I was in part, I had just hit a survivor, I start loading my tp to go back on it, and then another survivor lit up my back.

    Not the face, not even from the side, the back.

    After 1s or 2, my tp was stopped, and I went into fatigue 🤣

    So yes, people, think about the light, nurses fear it very much 😜

    @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095664#Comment_3095664

    Yes it's still a thing. If you face a nurse who likes corner blinking. You can just shine the light where she's about to be

    Thank you for clarifying that! Haven't faced a Nurse yet, but good to know of another way to combat it.

  • Not sure if this is still a thing, but I hope to find out when I play a bit this afternoon: does she suffer from _lightburn_ still?

    The reason I'm interested is that, of all the debating back and forth, this isn't mentioned as one way of taking her on.

    From what I remember, if you shine a light on her she cannot charge her power at all, so can be useful if needing an extra second or 2 to find cover. Also, if you time it right when she's charging, shining a light at her can result in her being stunned, like Wraith. Apparently, you don't need to aim for the face neither.

    Obviously, this is a small bit to countering her out of all the debating, but thought I'd add this in case people weren't aware. By the way, this is not a post saying she should or shouldn't be changed - her add-ons could do with a once-over - but for now it may help.

  • Can't say there's anything wrong with it, since it actually promotes team work. Having both faced survivors who do this and been a survivor who has done this, this mechanic should stay. Survivors should not be completely helpless.

  • Not that I ever liked that term before, but now with all the changes I'm not sure if it even exists anymore; at least not in the powerful sense it perhaps once was refered to as.

  • I've noted some say they do it to just start a new trial, but if they are not having fun then why keep going to different trials when people say every match is bad? That confuses me, and also every trial is an opportunity to get better. And people are adapting! Although I was one of 2 survivors who did not escape, I was teamed with 3 other survivors against a forever Plague and 2 still escaped. The big thing was us 2 who died did not give up and contributed. Survivors need to team up better. If all they're gonna do is suicide and "go next", then their experience will most likely permanently be miserable.

  • I don't consider it losing, so long as I pip. On that basis I'm winning a lot. In terms of survival, it's gone down a bit. However, in games where survivors are understanding teamwork now plays a much more pivotal role, those are the games that are both way more enjoyable and with better escapes.

  • Midwich:

    Pro - The attention to detail, right down to the clock tower puzzle, is absolutely astounding. It feels like this was the map that the designers had a lot of love for.

    Con - Hook spawns can be a bit erratic in my games.

  • @Slingshot47 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091983#Comment_3091983

    I would love randomized builds as an alternative game mode. Have everyone, both killer and survivor, be given a random set of 4 tier 3 perks (regardless of DLC) prior to the match. It'd be fun to try and adapt on the fly.

    It would be fun, but I remember a while back suggesting it somewhere (not here) and the general feedback was a concern that they would get the crqppy ones, whilst their opponent would be stacked with the best ones - which I can understand.

    However, my view is that most perks (maybe one or two have no use whatsoever) gives an edge in a specific style, and experimenting with them can bring up some surprising results!

  • HaAaAaAaAaKkKkKsSss!!!!

    Seriously, that is the first time I've ever seen that!

  • You should try it with randomized builds! As someone who randomizes every trial, as survivor it has become a real test, but in my trials my looping and being chased as survivor has improved much more over a shorter space of time than before. So the patch has been a benefit to me.

    As killer it is easier, but it encourages me to make riskier plays and go for the least efficient options when chasing because I know I can just have fun in games now. I'm starting to learn Onryo and am having a blast!

    But back to the original "Don't give up" message: I completely agree and my game has improved for the better for it.

  • The only problem with it is that it's so good I don't know whether to play or just sit at the main menu screen, banging my head to the awesome tune!

  • I'd be happy simply with just a status under the survivor icons, showing what they are doing like _gens, cleansing, in-chase_ , like _Identity V_ does (I think). Just some more info to know whether to go for a save, get involved in a chase or whatnot.

  • I really like this patch (50/50 player too), and one unexpected change I've noticed is my evading, looping and mind-games has improved a lot! Today, there was a barrage of good Blights and Nurses, but I've held me own really well against Blights. Nurses are trickier, but there are tactics I'm learning that can help me last longer.

    Killers are to be feared now, which is what I've always wanted. Escapes are harder to get, but when I do escape it feels like a real success - like it's actually been earnt, and it feels far better than before.

    The frustration comes from fellow survivors giving up early. Even if I have an inexperienced survivor in the trial, if they are actually trying I have far more respect for them. That's how people get better, not throwing in the towel.

  • I just really like the theme tune with the _Attack on Titan_ spin!

  • Disconnecting and suiciding has been in this game for ages. People did this with a similar frequency in my games before this patch, and it boiled down to mostly something not going the way they wanted (with some seemingly having internet issues or an emergency, of course).

    The game does seem a bit too much in favour of the killer role, but it's not trash, as it's made out to be. The disconnects and suicides are symptoms of the level of frustration of those players, but it does not mean the game health is the issue. Why? Because people have been escaping, and those games are because people find a way to communicate. Most memorable was 3 of us escaping a Blight, and after messaging one of them found out that they were solo too.

    It's possible to win, but survivors need to think smarter, keep their cool and think of it as a team game and not "every man for themselves". No doubt this patch is killer-sided, but things constantly adjust and I'd argue this is closer to what it should be.

    Basically, these occurances are symptomatic of player attitudes towards the change; not that the change is bad.

  • I play 50/50, and from my trials as Solo Q the biggest obstacle put in front of me is the amount of disconnects. Moreso than any skill level. In fact, I'm relieved even if there's a not so good player who is at least trying. At least that's extra for the killer to deal with. And as killer, one disconnect and the whole trial becomes a massacre and dead boring.

    An argument for the disconnects is: how are Solo Q supposed to deal with this balance? For me, they won't if they cannot be bothered to try. There are balancing issues, but for me not on the scale it's being made out to be. There will be tweaks in time, but until then disconnecting is just an absolute bane!

  • Personally, it's nice to have a wider variety of tiles! Makes chases more fun with the increased variety available.

  • Not exactly true. My builds are always randomized, and have still escaped with other survivors.

    Moreover, it's to do with player skill. A survivor can have the 4 best perks going, yet still lose. Alternatively, a survivor with no perks can still have a chance of escaping if they are skilled at navigating obstacles, mindgames and employing unpredictability.

    Perks help, but without skill they are useless.

  • It's still a decent information perk, that also is counterable. BBQ & Chilli will be finding its place on people's selections for a while yet.

  • Myers, because for me he has the biggest scare-factor, and the threat of the insta-kill is always an adrenaline booster.

    Other mentions: Demo, Executioner, Nemesis and Billy.

  • The killer buff I'd revert is the successful hit cooldown, along with returning the survivor sprint burst after a hit to its longer duration. With all the changes, alongside the increased speed in breaking stuff and decreased waiting time for bloodlust, a survivor ought to at least feel there's a chance of survival once injured. Especially with STBFL, the first hit almost guarantees a down.

  • The update is overall a decent improvement. Maybe the survivor side has been nerfed a tad too much, but the game is constantly evolving and adjusting, and when more data gets in, alongside where people adjust to the changes, there will absolutely be changes in future.

    The perks were the absolute best changes, and there will be more variety in setups. It's nice to see people experimenting, and as a randomizer player it's very refreshing.

    Killer feels like it should be respected, and survivor feels more like a survival role, rather than a smug role. As a solo q guy, I have noticed my escape rate drop, but I have still escaped. Solo q could now do with some changes to assist, but with time maybe it won't be so bad. The worst thing about survivor is having other survivors just give it in a hissy fit.

    But yeah, overall I'm very happy.

  • That opinion aligns with mine pretty well. My Artist has been getting a lot of 3-4k with completely randomized builds (many of which should not work), and the majority of 3k matches has been me giving the last survivor the hatch.

    Meanwhile, as survivor it's been tougher, but in terms of perceiving the killer as a real threat, that part makes it more fun for me. My survival has gone down, but as things adapt that may change.

    Overall, the killer role has become easier. There were a lot of needed perk changes and feel they've been good, but in chase it feels that reducing the pause after a successful hit, accompanied by the reduced speed burst the survivor gets, feels not completely necessary, considering all the changes. Likewise, the bloodlust bit may be overkill? The 10% increase in breaking stuff is good though. I just feel survivor needs more tweaking, but it is early days.

    I'd like an indicator for what survivors are doing to be put in place for solo queue though, to add some more strength to that side.

  • 100% agree with this. There have been several times an early assumption about a killer has been completely overturned; the Blight was one of those who initially was said to be "weak" by some. One day is a poor basis for judgement.

  • I was thinking this just now. Currently, Pentimento is near useless, because people would rather boon than break totems. If this perk is ever going to get even a semblence of power, there needs to be an adaptation. It would also make another killer perk a potentially high-tiered perk to fear.

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2808855#Comment_2808855

    Would you believe the people that state that if they showed you proof?

    Would I believe them if they showed proof for every single individual match they have ever had (none omitted) proving they are always good and always have bad team mates every match? Yes.

    Can I guarantee that will never, ever happen, not just because it's a ridiculously stupid request, but that one match proving they were a weak player in that trial would end their idea of them being great? Also yes.

    I absolutely guarantee everyone will have matches where they are the weak link, and it's that whole idea of them being always with bad teams whilst they are always the better team mate which I say are lies. I just detest snobbery.

  • The high MMR comment absolutely.

    Also, the "Why am I always with bad team mates" complaint, when I am certain it's not even mostly that way and they themselves are also highly likely to be that bad player also.

    Finally, the idea hinted at, that without good perks you don't stand a chance. Skill, experience and creativity accounts for way more than what's given.

  • I'm cautiously excited. Samara wasn't really someone I thought of as a killer in the sense of chasing survivors, hitting them down and carrying them to a hook. I'm not even sure if it would be possible for her to do the carry and not be ridiculous! So I'm wondering whether she's going to be bringing in something completely new, which may also be a new direction for how a killer is played.

    It's probably not going to be thus, but I'm cautiously hopeful.

  • It partly depends on playstyle. People who are more willing to experiment with perks and such will probably find this game far less stale than those who play using just a select few perks.

    I randomize perks every game, so that tends to solve the problem for me, at least in terms of variety. So my experience is that it's not that stale and it partially is kept fresh by being adventurous.

    However, I certainly see what you mean about BMing, and when opponents become predictable that does add staleness. I suppose my issue would be that a portion of the player base is more responsible for staleness.

  • Before, it was all over the place. Now it is more faor, but certainly as time goes on we see the cracks in the system, due to the focus on escapes vs. deaths. It needs changing, but from my perspective it's better than before.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/2799278#Comment_2799278

    Sometimes the most effective mind game is no mind game. They might expect you to moonwalk, to wait at that Windows other side or to suddenly switch direction, but sometimes they just don't expect you do just come for them.

    Or another hilarious one:when you can't see each other and you have to decide to go either left or right, you might just wait and let them decide

    Doesn't always work, of course, but add this to your repertoire of tricks.

    Exactly. Basically, have fun, experiment and see how it all pans out.

  • @Pannat1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2799278#Comment_2799278

    Yep, I feel like a being unpredictable is common knowledge unlike what I just posted. But I totally agree, you should get a hit on unsafe tile or 50/50 tile with mindgame.

    Not as common as it ought to be. Even now, many killers follow a pattern in play, especially as the game progresses.

    It's possibly due to as the trial progresses the focus of the players deteriorates, so patterns in play start to emerge. So perhaps another tip is that a killer doesn't need to be constantly chasing in very intense sections (e.g.. flashlight squads). Back up to regain composure, then return to the chase.

  • Most times with me it's okay. However, it does become especially noticeable with unhookings. That seems to be the most problematic.

    My internet is very good, but I still agree BHVR ought to address this.

  • Good tip! Another is to never think it's over until it's over. There have been many times where the survivors look like they are trouncing you, and it still ends in a 4k.

    One more is be unpredictable: sometimes try a mind game and others just blunt force it. Pull some risks and mess about a bit. If nothing else, it'll be fun to experiment!

  • It certainly feels at times that some people experience something they feel uncomfortable with, but rather than learn from it they'd rather just declare it "broken" and change it.

    Certainly there have been things in the past which absolutely warranted it (the insta-gen Brand New Part comes to mind), but many more hqve been a case of adapt and overcome

    Those people definately need to relax. As for those who tried and tried, yet still have difficulties, then there may well be changes needed. However, I'm suspicious of many who claim something needs changing, yet haven't learnt.

  • If you passed gas consistently for 6 years and 9 months, enough gas is produced tp create the energy for an atomic bomb.

  • My favourite is the fact that every trial is unique, and has many possibilities as to how it plays out.

    My most despised section are the minority who threaten others post-match, or send trash messages. I've been fortunate enough to rarely get any, but it's a worthless response to what is just pressing buttons.

  • I empathise with how it may feel for you when this happens, and yes it can be very annoying. Yet I'm not seeing the justifications for making it a bannable offence.

    Take the body-blocking a survivor in a corner, for example: As you say, it's bannable, but only under a specific situation of gens still needing to be done. A mod or dev said in another discussion that if the same tactic is used after the EGC starts then it's not bannable since the game is in the process of ending. So, if a tactic such as slugging is employed, that still has an end with the bleed-out. I absolutely agree that slugging with gens still going is frustrating, but it's still an end. Besides, there are perks to use in those cases.

    As for the other points: if you feel there are survivors wasting time at the gates, just stay away and smash some breakable walls or pallets and get more BP. Maybe spot some ways to practice your power. They have to leave soon, and in the end they'll only leave upset they got no response. Or chase them out with hits. The game is still ending. It's childish and predictable anyway, so laugh it off as they perform their little dance to nobody.

    Hitting on the hook is a pain. Still, the killer is wasting their time and in most cases repeated hook hits may mean the survivor was a dick beforehand. Sometimes it's just a player who's having some midlife crisis, but more often that behaviour is someone who has been triggered, whether by being made to feel embarrassed or the survivor player being a dick.

    The Iron Maiden spam is really not an issue in my mind. Give you more time to get close and take them out. It's what Iron Maiden is for.

    Finally, the big thing is what would happen in a scenario where the survivor is constantly clicking and teabagging whilst being chased, and then the killer finally downs them, hooks them and repeatedly hits them on the hook. That would then be a double ban, when actually the survivor was trying the distract the killer and the killer is trying to get them out of the game.

    I'm all for people actually being better winners or losers, but banning isn't the answer. And imagine the sheer backlogue of investigations that would amass; bogging up other investigations into hackers, etc.., it just wouldn't work.

  • Shame I can't share the songs after what happened (although I 100% see why and agree). But the songs I would listen to would be:

    Sylvan Esso - Coffee

    Paul Draper & Stephen Wilson - Omega Man

    The National - I Need My Girl

    Lord Huron - The Night We Met

    Texada - All My Life

    J.Views - Don't Pull Away

    Phoebe Bridges - Georgia

    Avith Ortega - Forlorn Resort

    Slowdrive - Sugar For The Pill

    Fleetwood Mac - Tango In The Night

    Everything Everything - No Reptiles

    R.E.M - Nightswimming

  • That person's probably someone who laughs at all their own jokes loudly so they don't feel alone.

    Some people are quite mateless.

  • My few confessions:

    • I really enjoy playing RPD. I prefer the more complex and larger layout which allows different types of survival/chase techniques. Both as killer and survivor, I like the challenge of a map that's way more than space > jungle gym > space > jungle gym. That design bores me after a while.

    • I've always liked Midwich, and feel it's a far deeper map to negotiate. Again, a decent change over the usual fare a lot of maps have. Also, the attention to detail is great.

    • For me, the meta is not so meta. It's more that those perks give more instant feedback. Some of the perks that have a more passive effect are great, but never really noticed.

    • Meta =/= best build for me. It's how you use perks, skillful play, intelligent decisions and experience which matters.

    • I play each character as I would imagibe they would be in game. Makes the experience far more fun.

    • I cannot 360 for #########. Thank God I can negotiate obstacles, but when there's nothing the only thing that will save me is a mistake by the killer - and a real bad one.

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