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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • If you look at it another way, whilst some maps don't suit some killers, others do, and I like the variety and learning of that. For instance, there are a couple of ways I accidentally found on Lery's where the Hillbilly can charge through some rooms, using the main central area. It's still not great for him, but it scares the crap out of opponents when it works!

    If all maps were balanced towards a killer like Blight, then other killers like Trapper could become obsolete, so the variety is definitely needed.

    A killer is not entitled to have every map perfect for them, and likewise survivors are not entitled to have every map always in their favour. Swings and roundabouts. Learn to male the most of what you have and be creative, experimental and unpredictable.

  • I remember on my randomized builds I got Lightborn and entered a lobby where nobody had a flashlight. Because I'm rigid in keeping the builds I was originally thinking "Well, maybe they'll find a torch somewhere, so I may get some use" until at the last moment they all switched to flashlights. That match was a 4k. No salt from them though, which was nice!

  • Sounds like you've had a pretty balanced game overall! That was some good data gathering, and interesting to see how it affects your experience of SoloQ in terms of survival rates.

    Thank you for sharing!

  • For one brief moment I thought you spelt "Colgate" wrong, and believed you may be bringing up an elitist toothpaste bias!

  • @CrashMADDS13 said:

    The blood warden buff looks great but no one left behind would kill aftercare. If you scrapped the aura for teammates the perk would still be really good for the action and healing speed alone

    It's a fair comment about No One Left Behind. I suppose my counter-argument to that would be that Aftercare works throughout the trial, whilst No One Left Behind is an endgame-only perk, so those auras only work once the final generator is completed. I don't think it would kill Aftercare, but I do see your point.

  • The tentacle may be a tad odd, but really I would happily overlook it, because Mr. X would be a great cosmetic! Maybe the Entity gave him a tentacle to enhance his ability - easily bypassed.

  • One of the very few things I miss from "the good ol' days" was survivor walking, idle and injured animations.

    The old DS and keys are not amongst those few things.

  • The word "sweaty" needs just erasing. Survivors and killers want to do well. Survivors and killers want to play as they like. As with any game, the aim is to do well or complete. If I was playing "Silent Hill 2" and kept my health at max and avoid monsters, that's hardly frickin' "sweaty"! If I'm maxing out all skills in "Fallout: New Vegas", I'm not being "sweaty"!

    It's a ridiculous description for any player who just so happens to do better in 1 trial with that one other person. How about, rather than people calling others "tryhards" or "sweaty", those individuals look at their own game and learn to improve.

  • The majority or perks have their use, but people either don't know how to ise them, don't want to use them or have some strange belief that if you stray from a set build by even one perk then you will lose. People choose perks and add-ons over their own skills, awareness or experience. I've found the latter matters more, since I've beaten players with those builds, whilst using randomized setups like Deerstalker, Distressing, Spies from the Shadows and Brutal Strength, and equally lost to players who may only have 1 perk. The same can be said when I play survivor.

    It would be great for people to feel more confident in their ability, or even feel they want to take back their game purchase and mess around to see how the perks work. A fair few basically watch an Influencer and decide they'll only use those perks. That's rather saddening, as they're not willing to try anything else, which feels to me like making the game extremely shallow.

  • People who, for whatever reason, cannot take responsibility for their own failings - willing to blame anyone and anything, just so long as it doesn't mean looking at their own faults.

    Screamers - Streamers who use their position to promote abuse, toxicity and always seem to scream and mock. They also tend to be the people included in the previous point.

    Nothing to do with any player, as I kinda get it, but the belief that you need to have a specific build to win. People can win with most builds, so long as they know how to use what they've been given and rely more on skill, awareness and experience over any perk or item.

  • It's worked a few times for me, and the all-seeing add-on, speedy altruistic actions and extra BP make it strong, even though the niche is so very slight it ironically should have barely any use at all.

    Reminds me of Bloodwarden - a perk which barely works, but when it does it can devastate survivors.

    Both could do with tweaks, but ranged unhooks I don't think would work. Instead, maybe when the final gen goes you can see the aura of all survivors you've either healed or rescued, with a buff to your altruistic actions and BP correlating to how many you helped up to that point.

    On a side note for Bloodwarden, maybe make it so that any survivor hooked after the 5th gen grants maybe a 10 second Bloodwarden (has to be 10 seconds for each separate survivor), and if a hook happens once the gate opens, an extra 20/30/40 seconds will be added, regardless of who is hooked, although was that happens there can be no more stacks.

  • I rarely use it, only becaise it seldom appears in randomizers. However, I'd keep it as it's one of the few map-altering offerings about. At least all the coin offerings make a difference to the trial, in some form. Less can be said about offerings like the luck pouches.

  • I'm looking forward to it, but I'm also not sure which of the powers they would utilise: You have the well, which is advertised in the trailer; the video tape curse; the "7 days" phonecall and TVs, so I'm wondering whether she would have multiple powers at her disposal.

    Very odd they announced this chapter so far in advance though. I'm not going to go into the whole silly "DBD are scared of *insert game here*" thing, but it is still an unusual move whereby I read a post on another discussion by a mod saying they "couldn't comment on it", which makes it even more strange ironically, when they could have just said: "It's a popular title we want people to get hyped for". We'll find out in future at some point, but for now I'm fully excited for this.

  • It rung a bell, but I do not recognise any of the bodies in the water.

  • For survivors, it would be great to have a Russian, someone from the Oceania region, a Nordic survivor, and someone from Ireland.

    For killer folklore, I'd love to see someone from Brotish folklore, like Herne the Hunter or a bastardised form of faeries. Alternatively, there are some interesting concepts that can be taken from Nordic mythology, such as Mares or Trolls. Also, the Wechuge (a monster made of ice) and Jinn could add neat elemental additions.

    Also, as a skin, a Cyclops would be neat.

  • I sometimes show mercy, but that's in response tp a survivor's actions; not words.

    I do have a thing for Cheryl, so I do feel a little bad offing her. Oddly enough, I've not remembered facing a toxic one neither!

    But at the end of the day, the aim of the game is to end as many survivors befpre time runs out, so there won't be any preferential treatment unless I feel empathy for them.

  • Certainly agree with this. I much prefer this to the immersion-breaking swf (for the record, I have nothing against swf - just I tried it once and didn't enjoy it).

    Those matches there are quite a lot of, when you're actually working really well together creates some amazing stories and it I like the unpredictability of it. It's hard mode and I love it!

    However, one thing I do agree with those who don't like it is starting a game and one guy disconnects after a first hit/ down. Those are very frustrating.

  • I'm not clued up on many of the characters, but actually I'd like a character from the book. This could give more creative interpretation in design, and bring in a more literary component to the game.

  • As people have already mentioned, I'm also thinking she'll be conjuring wells to teleport through, and on top of that a curse ability that may become an instant Mori ability like Myers with Tombstone if not dealt with quickly enough, although the curse probably takes a while and acts like a secondary objective. Maybe not the second without an add-on, but that would probably be better than an anti-loop; instead distracting survivors with an alternate objective.

  • I've got it already! Not read it yet - I have a back-catalogue as long as my local library, but may up it in the "to read" list.

  • Only as a memorial for that map. Godspeed Hawkins.

  • I see where you're coming from, but I think it's focused a little at the wrong angle: People aren't having fun because they cannot win; people aren't having fun because they don't know how to lose properly.

    By that, I mean people have it so engrained into their heads that to lose is to be a failure that they don't see it as a learning curve. One of my absolute favourite quotes by anyone ever is:

    0_3mQ05fnBho5WoSys.jpg

    This is the mentality people would greatly benefit from - learning from losses to get better. It's also important to be gracious in defeat, because that loss may have shown a blind spot to your game you otherwise would never have known.

    There's too much bullshit regarding the "if you don't win, then you are a loser" mentality, which is complete #########. Focus on long-term, measureable goals; goals you will ultimately get to because they are your goals to set yourself. Aim for improving loops, how to use the map, get that vital second hit quicker, being better at unhooking.

    I feel with that mentality, losses won't feel unfun. That's where I feel the focus ought to be.

  • hqdefault.jpg

    MEEP ######### MEEP SURVIVORS!!!

  • Being tunnelled (or "targetted", I prefer, since "tunnelling" is normally usedas a derrogatory term, when it can be the only sensible option) can be frustrating. But it can be the only good move the killer should do, so I understand. I'm certainly not the type to throw my toys out of the pram and send offensive comments because of something so infintesimally tiny in the grand scope of my life.

  • Mine would probably be: Enduring, Rancor, Fire Up, H:NOED

    Enduring, because of his resilience and single-minded pursuit of S.T.A.R.S members.

    Rancor, because of the obsession aspect and ultimate pursuit to kill a particular person.

    Fire Up, because Nemesis mutates as RE3 progresses, so this may represent its continuing mutations.

    NOED, because it's the final endgame and Nemesis enters his final form, where nothing can touch him.

  • The fact he's played less makes people more vulnerable. I'm certain some have forgotten his trails also allow a Mori and not just the Cage Of Torment. People have actively baited to be downed, get Mori'd unexpectedly and I then find out they had DS and were a bit salty in chat, and it's surprisingly effective still if you know how to use him.

    He's still a very powerful killer and I reckon people have simply forgotten him under all the new killers. Oddly enough, I do see a lot of Cheryl's. Pyramid, not so much, but he's appeared. And I play as him currently.

  • Another perk idea:

    Killer perk: Flyin' Solo

    Description: The Entity has unusually high faith in you. For each survivor you hook, the distance and brightness of the red stain reduces by 20%. Once all 4 survivors have been hooked at least once, the red stain vanishes completely for 30/60/90 seconds, before returning to a permanently reduced brightness and distance of 80%.

    If all survivors are hooked twice before any are sacrificed, the red stains is removed completely for the rest of the trial.

  • @AstroLive8333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2696577#Comment_2696577

    true, but if I'm simply just running to the gates, then I have no chance at getting through her

    There are 2 gates though, so if you see them guarding 1, you can either make a decision to charge through that or take the other gate. The killer cannot guard both, and they will have to make a commitment to one if they want to use it.

    A possible change could be that this effect only applies to 1 gate exit. That would make the 2nd open gate a safer option. EGC won't start until the first is opened so it gives plenty of time.

  • Only if survivors want to waste time hanging around, rather than making an escape.

  • Oni is on fire when he lights up. That molten skin for Pyramid Head also is pretty hot as he's melting a little.

  • @humanbeing1704 said:

    I personally find tbagging hilarious

    even better when they send a ######### talking message

    On Xbox, any message with insults in it always appears first as "potentially harmful content", but every time I clicked to read it, it's rather tame and I feel rather let down. Like going to see a horror stated as "the scariest movie this year" and it ending up more funny than unnerving; it's a disappointment (just like the BM'ers parents probably are.😁)

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2694061#Comment_2694061

    I didn't see it the way you did. How could anyone have possibly misconstrued this statement?

    Maybe Mr. Cote meant it in a nice and helpful way, but when the question asks "Do you have any plans or ideas on how you would like to improve the Killer experience?" and you respond with "Maybe try Survivor for a bit or play something else for a week" it doesn't look great.

    Here's the link, just in case you don't believe me:

    https://www.youtube.com/watch?v=tvRMd7aQ5v4&ab_channel=DeadByDaylightArchives

    It can be misconstrued because of how the individual was feeling at the time they heard it. It was simple advice that if you are getting frustrated with anything you take a break for a while. People who have a bias against them will see it as some sort of slight against a player base, but they've allowed emotion to cloud their judgement - hence why people take snippets and create their own narrative.

    I've seen the video and it's still very clear to me there was no insult in it. If someone is getting frustrated at getting past a boss in a game and someone advises for them to take a break from the game, it would be extremely odd behaviour for the person struggling to think the other is patronising them when they are just seeing things from a logical perspective and offering sage advice.

  • From The Evil Within 2, I'd like Stefano Valentini with his Obscura monster as a power. Would be great to have a non-humanoid creature attacking, and Stefano would need to be the one to hook. Could even use the flash as a way of blinding survivors!

    the_evil_within_2_stefano-_-obscura_legal.jpg


  • Maybe elaborate it a bit more and put it in the creations section or Feedback. For example, what perks or powers would you suggest? How would you roughly shape Derry? Stuff like that.

  • Just some people were foolish and jumped to their own narrative. First time I saw this clip I just saw it as sound advice and common sense - couldn't see how it could have been logically misinterpreted.

    For all the faults, this is a great game, and the real, painful factor that makes this game unenjoyable is mainly the minority of players who make it horrid for others: the hackers, BM'ers, whingers, etc.. And what makes this more scary is this will affect any game. VHS, Friday 13th, Prop Night, Texas Chainsaw Massacre, whatever - all of those games will have the same problem with no exception. And yes, developers can take steps tp reduce this, but ultimately players have to take responsibility.

  • @Rogue11 said:

    Not sure why the last thread was closed, but i was about to post the following.

    They took the worst of both sets. We're currently stuck with the janky ps2-era movements of the old animations, all for the sake of "techs", combined with the ugly, stiff animations for standing, idle, injured, etc.

    Ripping out the transition anims made the new running look even more stiff and out of place.

    And nodding still looks cursed.

    Yeah, I couldn't figure exactly why it was closed neither, but it was a good point. I'd be happy with the janky animations if it meant the survivors actually looked like they were scared and it added something. Now every character looks like they're auditioning for a superhero movie when they idle!

  • It's meant to be horror-themed, but as you mentioned in one of the posts, it doesn't feel like one.

    A large part is because of getting used to how things work. And that's only one aspect: the changed survivor animations make them more like anime characters posing when slamming a pallet down, or running from a killer as if on a daily jog (basically, the old animations); the growing obviousness of the map layouts; people learning this game from all the tip videos; the strange "us vs them" mentality and so on.

    I'm not wanting it to necessarily be pure horror, but for a game horror comes a lot from unpredictability. More chaotic map set-ups, extra things on maps like traps (the pumkins that either sped you up or slowed you down were a good idea), more meaningful offerings that alter the maps climate (not just a mist thing, but maybe make it pure night or heavy rain, which in turn may have an effect on movement or abilities and perks. I remember playing the first Silent Hill game; not knowing what to expect and it was terrifying! But I play it now and knowing all the aspects takes a lot of the fear away.

    Basically, the game won't ever be scary, but from a horror perspective it can gain it if the devs take more risks. As for the game itself, it is horror but the novelty of it makes it a very unconvincing horror with any scares remaining coming from sneaky plays than the game itself.

  • Not sure if NOED needs any amendments, but the idea of a perk that perhaps fast regresses the gates, whilst leaving the person who is opening the gates exposed could be a separate perk. I'd absolutely go for that idea!

    Maybe also add increased speed to the EGC, which also activate should the killer choose to open the gates, which could cause panic.

  • I'd love a Silent Hill 4: The Room with 2 survivors (Henry Townsend and Eileen Galvin) and killer (Walter Sullivan).

    I made a fan chapter of this quite a long time ago with the idea of the "ghosts" from that game operate by AI (which was one reason I was happy to see AI zombies when they came out!), and it would still be a dream chapter for me, although I understand from a financial perspective it may not attract as many new players as other options.

  • Good way of looking at it! In actuality it's a healthy way of seeing things in game. Perhaps keeping in character on the occassions during post-game chat where the select few start throwing insults could also help? Afterall, if someone is irritated enough at you to BM in chat, some of their hope has effectively been taken.

  • That it's always the other survivors that cause someone to lose, and never the person playing as survivor who is moaning about it.

    That ALL survivor/killer players are toxic because *insert whinge* whilst the player exclusively plays one side only.

    That devs never listen.

    That problems are always because of perks or other players and such, but never about their own mistakes, because goodness forbid they may be partially responsible for their own performance.

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2690569#Comment_2690569

    killers have to in order to keep up with survivors. Survivors have to because solo que sucks and there are always the camping toxic killers.

    Have to say that's not my experience and not illustrative of many of the matches I've played when my opponents have strong perks. As a SoloQ player and a 50/50 player, there have been a multitude of matches whereby the impact of a match has been directed far more by the skill of the opponent/team than by someone using Dead Hard or Corrupt.

  • I genuinely hope it does well, but that art-style and the cartoony actions is not really something I'd find appealing, so I won't be playing it. However, any well-made competition will be certainly good for competition.

  • It's interesting and could work! I quite like the flexibility of the lore and hope it doesn't become too rigid.

    My Head-cannon is it's a part of the Magnus Archives universe, where this is a domain that is a mix of the Hunt, Web and Stranger Deities, but primarily controlled by the Web, which is the spider-like Entity. All the Deities feed off fear, so it gets the nourishment in a never-ending cycle of fear, be it from the survivors fear of death or the killer's fear of failure, but it's a constant gorge of fear for the Entity.

  • Not so fussed about the Snowmen, but what I did like from the recent Halloween event was the pumpkins that gave mini boosts or hinderances.

    Having things like that which give those randomized exchanges would be great additions, and it doesn't always need to involve just speed effects to movement. One may give a mini-effects towards vaulting, healing, auras, blindness - even effects that either give away the survivor location, stops them from doing actions or stunning the killer briefly.

    Little changes can make the game more unpredictable.

  • I randomize every time, and although those perks may be more popular, it's absolutely possible to win without the big ones against those who do.

    The shoehorning feels as much a prison of a mindset as it may be about game mechanics, and that's common in everything: In job, a newbie will probably notice possible improvments moreso than someone who's been cranking the job for several years, because of stagnation. This can be very common in every aspect of life. Familiarity breeds contempt and all.

    Try not to feel entrapped and trust your skill and instincts more in-game, because someone with that can win with even the strangest of combinations.

  • Listen, or act upon? Quite a few people only assume they've been listened to if they get their way. If their idea is not used, then apparently they have not listened.

    Eitherway, the answer is "Yes" to both.

  • Randomize every single build, every single trial.

  • As survivor, I'll rescue regardless as it may sometimes irritate the killer enough with crows sending notifications everywhere. I've still won some of those matches, and it's fun for a bit of BP farming. Versus someone who is being selfish, my want for BP far exceeds your want to leave.

    As killer, I down and take them to the basement and dump them on the floor. It's the naughty step, basically. Even if they're revived they have to wait until the game is officially over with the other 3 either escaped or dead.

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