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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • Favourite: Hybridpanda returning with _Shrinewatch_

    Worst: Implementation of Boons.

  • Currently it's a toss-up between Forced Penance and Franklin's Demise.

  • Not really. I've been putting people on sacrificial hooks for years prior to this.

  • @ItzZane_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2723511#Comment_2723511

    The "boon" GIF lowkey looks like a patronus from harry potter tbh

    I tried! I really did try!!!๐Ÿ˜ญ

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2723517#Comment_2723517

    Its funny because we have a user name Mileena Kahn who mains survivor...

    Looks like she didn't have such a fun match!

  • For some reason, this is what came up for me first when I searched for Boons:

    TCM_MKX.gif

    In fairness, this is probably most people's reaction to it.

  • Although '21 was seemingly cursed..

    Doorghostps2_02.gif

    Hopefully '22 will be a Boon in comparison

    tumblr_mk4lenR6rj1r7lfr2o5_r1_250.gif

    P.S. I could not find a Boon gif. I'm doing the best I can.

  • Nerfing the big ones , personally, is a good idea. Buffing others up to that level (or near to) would cause some major balancing issues down the line. Nerfing the big ones, and buffing the near-useless ones, would be the best way to get all perks to meet around the middle. I mean this for both survivor and killer.

  • Happy early New Year! 2022 surely has to be better, mustn't it?

  • I thought it was just a delay! Had it today when starting to play Nurse for the first time: I traversed a mound to search for survivors, did 1 blink and straight after the game cancelled!

    I thought it was just a delayed dc, but if people can cause a game to end by deliberately disconnecting early, then that makes it all the more hilarious!

    Especially since he had DH,COH,PT and Blast Mine, whilst my randomizer meant my only perk was Predator! ๐Ÿ˜

  • @JawsIsTheNextKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2719942#Comment_2719942

    Saying he was roughtly were they wanted him was simply to acknowledge the ludicrous notion that people used to spout that he was the most balanced killer in the game. You know the killer who had complete map control, an instadown, really good addons, decent default perks and barely any kind of cooldown. That apparently was balanced. How could new killers compete without having the same?

    The cooldown brought him into line with other killers. They did over-nerf his addons though.

    Sorry, I just saw this comment today (don't know why it didn't prompt me for this!).

    Anyway, all the things you mentioned about map control and instadowns he still has. The overheat mechanic has not changed that at all. The only thing it changed was to reduce the capacity for mind-games, and even then it was counterable. I agree the add-ons were strong, but were that the case they could have just reduced their effectiveness.

    The power itself was changed without having any actual impact on the map pressure or instadowns, the perks (well, Lightborn) has since been buffed, so the only real nerf were add-ons. That's why the change was dumb; the part it targetted was not the main issue some had, and even then not many complained about him! It was all Nurse and Spirit complaints back then.

  • The Slinger example was brilliant! Love the shortness!

    As for the others, is it possible Bubba is so stereotyped as the "toxic" player that people don't do much salt anymore, because it's too common?

    Some of these could be fun on r/engrish, what woth the grammar and spelling. Thanks for sharing and especially thank you for wanting to do this after my suggestion! 1 like for you!๐Ÿ‘

  • Not just cringe, but also against the rules. When that happens, record some evidence and report it.

  • STATS!!!

    Untitled Image

    These are great, especially with the variety of killers you used! Especially liked the "Toxic or Nice" bit.

    Just a thought for maybe another time (and this could be for any stat collector), but could there be a section which relates to any post-game chat and whether it was salty or positive? That could be quite interesting to see!

  • It's the mindset of the man-child knowing there is no consequence because of the anonymity the interweb gives then. It's really pathetic.

    The problem remains with those in the community who either participates or endorses the behaviour. There are streamers and YouTube channels out there who make a living out of such bile, although there are others who highlight these idiots getting slammed (but I do wonder if that's toxicity promoting toxicity).

    However, there are many good people too! I was speaking with 3 people after a trial today (I was the killer) and it was an epic fight where they all escaped and were all on death hook. I messaged them all to congratulate them and every one was complimentary, friendly and good-spirited. One of them said they've met far more nice people, because they reach out positively.

    So, that's the key: for people to be more humble in victory and gracious in defeat. Yeah, there will be some who act like dicks back, but more will be uplifting. It won't change the man-childs at large, but it will change your experience and subjective reality of the community, which will then give you a healthier experience.

  • One worrying possibility for new players being unfairly matched could (in part) be due to the lack of new players coming in and staying because of the bm'ing. People find the game interesting and want to try it, but Dorito-munching man-childs start mocking to assert some imaginary dominance they lack in real-life. So, there are far fewer new players in comparison to more experienced players. And this is where the problem could become very significant.

  • I got a mini Zen garden thing, a whole load of Bonzai trees, a Sam Fender cd, money, a beanie, a mystery novel, chocolate and some other bits.

    Most importantly though: No underwear or socks! Best Christmas ever!

  • @ASurvkillivorer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721665#Comment_2721665

    I started tracking what the survivors perks are AS killer.

    Doing this so far there is a few ideas I don't get why I didn't think of and that is one of them lol. I SHOULD be tracking the killer perks and ya know what I might just do that. Perks for specific killer might be complicated though.

    I tell you Corrupt Intervention is hands down top 3. I see that perk CONSTANTLY.

    So that will be 3 lists I will be doing now.

    That will be really cool to see if you're doing that! You'll be the ruler of data here.๐Ÿ‘

  • @microppman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721486#Comment_2721486

    The strategy i use to get put at a good mmr places me in an mmr that i can win with my skill, rather then my perks, which is awesome, i can practice billy, and the result of the game is however well i played that game

    In other words, you're playing the game as intended, which means you are enjoying it at a healthier level, and also as you get better your MMR improves naturally, so you will face increasingly skilled survivors as you get better. Which is what I do, and why ultimately I can face good survivors and even swf with random builds, because I've allowed myself to naturally grow.

    So we're singing from the same hymn sheet, almost.

  • These are some great stats, and love it that Myers was proving himself quite the monster! I'm appreciative of the the data you're keeping.

    This may be too excessive, but it would be interesting to see maybe the top 5 most common perks per killer and your build. However, I completely understand if this is too excessive and may turn this from somethih fun into a bit more of a chore.

  • Best block the chat, as others say. Because somebody feels upset, angry or threatened doesn't mean it's because of you. The near-absolute reason for post-game salt is because of the weakness and insecurities of the person doing it. Prevent their insecurities becoming your own.

  • I can understand why you said "sorry", but you and your friends seem respectable people, so so long as you weren't BM'ing and playing the game straight, don't go too hard on yourselves.

  • @microppman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2720555#Comment_2720555

    its very easy to think that the survivors you're facing are better then they are when they are giving you a stressful game

    Also, that's assumptive that I found the game stressful. I didn't. Assumptions don't help. Best thing to do is to try it out yourself and see how it works for you.

  • @microppman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2720555#Comment_2720555

    no offense, but if you're winning with that build on wraith, your mmr more then likely isnt very high.

    That's only an assumption neither of us can prove, and anyway that's besides the point.

    Some people are obsessed with this whole idea that perks = success, and completely forget about skill, experience and creativity. That's the main point which I feel people need to understand: perks are nothing without skill.

    Anyway, your entire post was about playing at a level you can enjoy, so I fail to see what the point of your response was. If they are a lower team or high-skilled, how can you be so certain? It can only be done based upon a subjective view and guesswork.

  • Entire survivor and killer loadouts! With alternative challenge conditions

    If you're still bored after messing about with this, I don't know what to tell you.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2720698#Comment_2720698

    I dont think they get IP banned. Just account banned. And they keep buying more cheap ones.

    What would it take for BHVR to develop an system that would ban the IP?

  • Is it possible this hacker is constantly shifting their VPN, making them harder to be perma-banned? Are they having old accounts banned, but constantly opening new ones, then using that to evade issues?

    My knowledge of how effective this would be and how to hard counter vpn-changing isn't great, and I'm sure there may be other ways they can hide (maybe even resurrect) old accounts, depending on hacking skill.

    How do people permanently stop a hacker without not resorting to bricking their computer?

  • @ThatOneDemoPlayer said:

    Easy choice would probably be Blight or Demogorgon, but I'll go with Oni. He has a very powerful Power that rewards mindgames and good play, while punishing bad play and remaining fair, has overall good Add-ons with a few exceptions and has counterplay. His biggest flaw in my opinion is that his counterplay, ShiftW, can really destroy him and make him obsolete. Other than that, he's perfect

    I'll second The Oni as the best balanced. Mainly because he has a power that he needs to earn to use, and in return gets the ability to insta-down anyone for a period of time, and then repeat. This is important for me, because it's showing a good balance between the power and the steps to activate it. He's also very well designed, intimidating during the trial and his add-ons (whilst not wildly interesting) are decent.

  • You can enjoy matches and get kills, especially against the (actually, pretty rare) bully squads, so long as you're willing to role with the punches. I had this match very recently against a team (I know so because of the co-ordination of the Head-ons, Flash Bangs and how they played in general to save their friends). Unfortunately, they didn't have a good day - they had a lower-than-adequate day:

    abf04271-eb89-4859-825b-44a92d5aab76.png

    As you can see, it was a randomized build I had, and it still overcame a 4-man swf. Sure, maybe they're not apex assassins, but they were well co-ordinated and had some nifty moves.

    But my point is that the meta, whilst obviously called that for a reason, is absolutely not required to do well and I actually hear exactly what OP is saying, and this hopefully is a bit of evidence to prove you can enjoy and play the game how you want and still succeed. It would be great if people were to see it that way.

  • None because, in order to deal with the problem, punishing someone is not the solution.

    Best thing to do is incentivise not slugging; give the killer a good reason to see more of a benefit in not doing this.

    Besides, this post only tells part of half the story. Were all survivors close together which allowed it? Did he find all of them and expose them all? Were survivors being a dick to him? Is the killer a dick? Too many factors to suggest such a simplistic solution.

  • I love the LoPro chains! They can create some very inventive plays and catch out less-aware survivors. Also, you can attack from afar, through a pallet from a direction they may feel safe from.

    Basically, LoPro all the way, followed by the Boots. The better steering is always welcome. The other 2 depends on what you're after: The Carburetor is good for those wanting quick, fast downs, although messing it up is more costly, and the gloves can act like a couple of extra perk slots such as Enduring and Brutal Strength combined, but keeping the Overheat at that level to truely benefit may have more cons than the pros you get. So gloves are probably more situational, even though if you can get them to work then they are veru useful.

  • Yeah, I'd be happy with it! To be honest, having a bit more of an enigma around certain characters would be much more interesting. I go along the lines that there has to be some mystery, or at least some things open to interpretation, to make a character realliy interesting. The mind comes up with better dreams and nightmares than anything spoonfed can.

    I imagine their perks may be directed towards dire situations; giving a large boost in difficult circumstances. Maybe if everyone is on a last hook he/she/mx gets an extra health state, or if on their last hook they become immune to the exposed status. Basically, resilience in worst-case scenarios.

  • I enjoy playing him, and my thoughts are that it's not necessarily the nerf itself that was the issue, but moreover the fact he didn't even need to be nerfed in the first place. By the devs words themselves, they said he was exactly where they wanted him to be, whilst in the same patch note they altered him.

    This still remains one of my top 2 illogical and astounding alterations within the game. The change restricted some of the mindgaming a Hillbilly could do that was also extremely counterable. Even with a great Hillbilly player, it was still punishable if they screwed up, and it was very possible, even at that level. I'm more empathic than most towards BHVR than a lot on this forum, but even I cannot excuse the dumbness of that decision.

    He still is a good killer, but all the change did was reduce the number of killers willing to be played at the then-red ranks.

    But hey, we got new music, so that was good right? .. Right?

  • Scientifically, encouragement works better than punishment overall, due to the idea of growth. You can see this in how pets react to obedience in response to treats, or competitions where people compete to get the victory and rewards.

    I agree that Boons offered something to reward survivors for extra tasks, and the feedback for adding new things like the pumpkins and snowmen was overall positive.

    In terms of playstyle, I wonder whether there should be BP or rift shard bonuses for using lesser perks or going in without add-ons or items. Maybe have a tally system, whereby over a longer period (maybe 2-3 months) people are rewarded cosmetics or auric cells or something for using certain perks x amount of times, or playing both sides equally. I know it's not well thought as this was a crude idea, but if by offering incentives for more varied and positive playstyles, this in turn may improve satisfaction and empqthy.

  • Or more particularily, that spider being from the archives. I reckon some of those cutscenes are excellent introductions for some creepy future killers!

  • It's probably the map whose design was the most heart-led, because of how detailed and faithful it is to the original. Even from the body in the locker, to the reference of the major puzzle, to even a hidden object and many mote, this was a brilliantly-developed map.

    Also, I've never had a strongly negative opinion of it, although earlier on I was a bit frustrated, but that was due to me not learning the map. In actuality, it's got a lot more going for it in terms of options and pathways, but they're hidden a bit more.

    Basically, I would be very sad to see it go.

  • I mostly weigh up the odds of it succeeding.

    What tends to happen is the killer has NOED, the egc timer is on and I'm SoloQ with maybe 0-2 survivors around somewhere I don't know, and my brain figures that the chance of succeeding is almost non-existent.

    Then my gaming soul says:

    35d5c19443f59c4cd06014ec14edb01ba4140c21fee4b6e8828f122391731bda.jpg


  • I bet this'll piss off those who keep saying "This game is dying!" As if they're predicting the end of the world or something!

  • I've got a shedload of cds, cassettes and even some old VHS that I have no hope of ever watching.

    Bits keep coming out the woodwork too! Recently found a Lionel Richie "Back To Front" and a copied Marillion "Brave" cassettes! No idea where Lionel came from - maybe borrowed it from someone years back!

  • The best way I found was to randomize every setup every match, and play to do the best I can to get the win, but by doing so I focus on specific aspects of my game, whether it's snowballing, mindgaming, figuring out how to make the most of completely oddball perk combinations. I've found that by using unexpected perks and add-ons really does make each game fun and challenging, whilst also confusing the opponent with mixes.

    As a result, I rely a lot more on being creative, experienced and improving various skillsets, as well as understanding how to make lesser-used perks work hard for me. And because of that, every trial is different. Even my aim for each trial is fluid with how the trial goes.

    So, my advice would be to not keep repeating the familiar. That's when it gets boring, and also running around with the "meta" every match and not doing well, without any self-awareness, is going to make people feel deflated. I just find variety is what makes this game so much better.

  • For some reason, it reminded me of the doll monster from "Silent Hill: Downpour". Not exact, but there's a resemblance of sorts.

    91817e2ef15fcaab0c1172bbcc6930aa--silent-hill-cruises.jpg

    I like your drawing's weapon! I can imagine that would have quite an impact! Like a spiked club.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2719018#Comment_2719018

    That seems very unlikely in terms of what could be done. I'm not even sure how they would go about parsing that without it being a bit of time sink. I mean the penalty will regress on its own over time so if you're not frequently disconnecting you should really experience escalating time outs.

    Like if you go long periods without dcing it resets itself back to just being a 5min lockout. This game is pretty weird about this due to players getting really trigger happy with the leave button, but you're highly discouraged from dcing for pretty much any reason, but if a game is truly being held hostage then you don't really have a choice.

    You can try making a support ticket for a proper answer, but in my experience usually it's easier to take the penalty when I absolutely have to dc. It's not permanent and I might dc once every few months if a game is just proper unplayable.

    Yeah, that's probably as far as it can go, especially since the workload for tickets has got to be massive.

    Thank you for your answer though.๐Ÿ‘

  • There does need to be more sportsmanlike and empathic actions in gaming in general, but especially here.

    One match I had a few days ago was against a Spirit. I got heavily tunnelled by Spirit after being unhooked with 1 gen to go, and I very nearly made it, even with the 2 remaining survivors trying to fend her off, but she got me about 20m from the exit , and then chased the other 2 off. In fairness, she played well so I gave her a "ggwp" and said there were some fun chases. She replied in kind and apologised for the tunnel, and I replied that was actually the only sensible thing she could do, and honestly at that point I may well have done the same, considering the circumstances.

    People need to understand that in some cases there is no other play, and the only way to do that is for people to play both sides more. If someone plays only one side, it's not possible to understand the other.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/302067/games-held-hostage

    You can report it and supply proof via video (Video is the most optimal form of proof), but I doubt they can reverse the dc penalty since its an automatic response to loss of connection in general.

    If you aren't dcing a lot to begin with then you're penalty shouldn't really be in danger of stacking unless you're getting very unlucky with hackers. At that point it really is just best to probably shelve the game and play something else for a while.

    Sorry, I probably wasn't clear: I understand sending the report would not prevent the instant dc penalty, but I was thinking more about whether that dc could be erased from the tally.

    As an example, say I dc'd once due to a rage quit or something. 2 matches later I get this happen, so dc again. If in 2 weeks I dc again, my dc penalty would be the equivalent to 3 disconnects. If the hostage game is removed, my record would say I've only dc'd twice, not 3 times. Therefore, subsequent dc penalties won't take that particular dc into account when it comes to the time penalty.

    Hope I cleared that up. And, just to assure you, I'm not actually somebody who rage quits; I was using that as an example.

  • It sounds like they want to introduce a completely different type of power, from how they've been talking about it. Also, Sadako seems a frailer killer, so I wonder whether her whole style will offer a new dimension to killer in the form of curses?

    If not, my moneys on a power like Plague or Cenobite, involving a timer that makes survivors far worse the longer they leave it.

  • For survivor, 3 perks I get a l9t of ise out are:

    1. Deja Vu: To this day it still prevents 3 gen scenarios from occuring, and also makes the tricky latter stages of a trial far less problematic.

    2. Fast Track: I quite like the boost you can get to knocking out gens, and I don't even have to do anything to acquire it! If nobody gets hooked it becomes a wasted slot, but it's helped knock gens out sooner.

    3. Kinship: That extra time on the hook really does help the rescue effort when in that dire final stage before sacrifice.

    For killer, my 3 lesser perks would be:

    1. Forced Penance: This perk has been far more useful than I expected, especially against more altruistic players. It's especially useful against stronger healing perks like "We'll Make It" or "Circle Of Healing".

    2. Jolt: Especially if the latter game comes down to gens you've kept relatively close together, this perk really does turn the heat up.

    3. Claustrophobia: If it hits and you are nearby, it can result in an absolute bloodbath! Granted, it fails more than it works, but when it works with survivors who try to complete the gen under your nose it's quite fun!

  • @Marc_123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2716353#Comment_2716353

    They will not change much.

    They try with EPIC or the sales to get new players.

    Big licenses also do their part.

    What they will have to really address big is the new player experience. Perk grind and mmr screws new players as you can see in a lot of threads. And that are only the ones who post here.

    I've also read a fair bit about how some who have played this in the long-term worry about changes being made solely for newer players and making it harder for long-term players, as evidenced in games at high mmr, so I do definitely agree it needs to be more accessable, but a focus on new players over existing would have detractors. It needs to retain as well as bring in.

    As for change to the core gameplay, I still feel there needs to be shake-ups in this area. As more competition learns of what works and what doesn't in this genre and DBD decides to cling on to what it knows, people will ultimately tire of it, and I don't just mean players but developers too. If there is no advancement, some may look to other projects out of stagnation, so keeping them interested is also as important. Maybe that's why the Halloween and Christmas celebrations were more favourably received, because of this new additions.

    Maybe it's an idealised view, but when a creative job just feels like a business after some time, the heart goes out of it. Besides, PTB can be used to trial out new ideas, so if a new objective is received favourably then great, and if not at least they tried.

  • In many cases I barely notice a swf with comms until I find out afterwards. However, there are some cases when it's way too obvious and can be very challenging.

    It's a double-edged sword because on one hand it brings many more players into the game who otherwise may not have played it. In turn, this increases the desireability of the game to future investors and licences who see an opportunity to make money, which then reflects back on the prodict which entices yet more players to it. Also, a fair number of swf really are not the bully squads they are sometimes unfairly made out to be.

    On the other hand, it does give an advantage above killers and SoloQ which can be seen as imbalanced and by all accounts creates an unfair advantage. This can cause people to leave the game too out of frustration.

    Ultimately, it created a problem and a blessing at the same time. I'm not sure how the game would have developed without it - maybe it would be in a smaller but healthier state? Maybe it would have retained the horror and actually be better? Maybe the lack of swf would have ultimately sunk the game into obscurity. Whatever it may have done, it's here now and the game has to be worked around it. Taking it away now would almost certainly be very destructive for the game.

  • I feel now is around the time it needs to be making changes to its core and expanding on the gameplay aspect. Effectively, redesign the game in terms of challenges, objectives, the state of the trials, map-layouts and some new objectives for both sides.

    Completely agree that this game is not dying, but there is a growing sense that the formula is becoming stale, and the game may face some huge problems moving forwards if it refuses to change, especially now more companies enter the asymmetrical realms and have time to expand and develop.

    Obviously, the changes can't be drastic, and recent holiday additions they made like the pumpkins (which have huge potential to come back as something else), Snowmen (great to see a new idea, even if sided towards survivors than killers, but still nice to develop on), and that rebuilding totems and boons (again, alterations needed, but applaud the idea of something different) have shown that smaller changes are possible to be made fairly easily, so larger ones can be developed over time.

    If the team go forwards with new ideas and changes, whether good or not so good, it'll be exciting to see the changes and will bring people in to see how it works. Make people come back for significant tweaks, objectives or changes, as well as the new chapters. It's worth the risk.

  • Currently, it's the feeling that the fear of being tunnelled and camped is ironically the only fear killers have over survivors now, so I become most excited when I get a killer like that.

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