Marc_go_solo
Marc_go_solo
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2682718#Comment_2682718
These mean nothing it says the nurse is the worst killer in game at 42%
As I pointed out in the last paragraph I wrote.
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It doesn't prove anything other than a highly-skilled individual with the strongest add-ons can beat those survivors he played at that point in time, on that day, on that map, with those actions. I understand where he is coming from, but it doesn't really add anything to thw argument, in my view.
I really don't know whether the game is biased towards one side and I have no major interest as to it neither. But every single trial is unique with so many factors to consider. Certain things can tip the scales, such as SWF comms or a pro-killer, alongside all that rng, but it's not clear-cut. Indeed, the kill rates I saw recently still indicate killers that are lower down in tier-lists like Pig or Cannibal out-perform higher-tiered killers like Spirit or Nurse (who has the worst kill rate). Again, of course this is down to many factors, but the fact is on average that is what the killer results are. According to results, Pig is S-Tier and Myers (who a lot mock for being weak) still has one of the highest kill rates.
So ultimately, the idea of the game being biased towards one side or the other is subjective. According to above, it's slightly killer-sided, unless you're playing Trickster or Nurse when it becomes survivor-sided. And even that assumption is wrong because of so many other factors, but really this is the only solid evidence available to go on.
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@pseudechis said:
I get your frustrated and calling it a day, its a game its meant to be fun but if it aint fun anymore then find something else. Good luck with prop night.
I realise making an I'm quitting post is often a bit much but its feedback telling the devs some players aren't happy so if you feel you need to, go for it.
I have to say this too you only need to look at all the toxic snide responses from people in this thread to get a feeling for just how crap this community can be. This game needs more players not less and toxic fuckwits don't help grow the player base.
That's the main crutch with any multiplayer game: it doesn't matter whether it's good, bad, complete crap or the most perfectly-designed asymmetrical game ever devised, the biggest problem in any game is the attitude of the players. I've no doubt DBD would be much better thought-of if players were more respectful. Many topics have their roots based on attitude over gameplay.
YouTube had a video of one particular streamer (not a well-known one) who was just the most pitiful of individuals I've seen play and fortunately one guy was calling him out, but the worst thing was this guy had a few thousand followers on his profile, which may mean at least a good percentage of them condone his actions. I know not all of them would actually watch the streams, but it was still worrying.
People need to own the first step: no point saying they are like this because the other won't change; it's got to be acted upon by the better person.
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@OopsAllHexes said:
https://forum.deadbydaylight.com/en/discussion/298533/universal-sign-for-signalling-camping
Or we could just run Kindred, since that is a god tier solo queue perk that buffs solo to the same extent as SWF, basically.
Once Kindred appears on the Bloodweb. I'm was thinking of something for people who have yet to get it, or wish to experiment with other setups.
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Granted, it can be very frustrating being tunnelled, but I don't think it's right that someone who tunnels is someone who has no skill. There are a few reasons to tunnel, and sure maybe one is that it's a bad killer, but it's way too basic to say all people who tunnel are bad.
The one thing that can be said is that in most cases there's a percentage of anxiety involved. It could be that they have noted a stronger survivor and need them out, realised they're losing gens fast, needing pressure, or even some anger. But there is something to take from it.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2681040#Comment_2681040
Even for insidious and killers powers (pig, gf, wraith) you see the aura and usually how they position themselves while cloaking themselves.
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2681040#Comment_2681040
you can still tell when the killer is camping cause they'll be standing there for 2 seconds before insidious procs.
Yeah there is that, though still could catch out those who don't see it or who aren't as good as observation. Bearing in mind I'm yet to complete "I'm On Observation Duty" means I've got a lot of improvement to do in that respect.
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There could be a perk that allows an instant down and Mori combined when inside the Exit Gate area, but I'm then thinking Insidious Nurse would become all the rage, what with being able to hide behind them.
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@Marigoria said:
Yea it's called kindred and should be basekit.
Doesn't the undetectable status nullify Kindred's effects though? A killer with a perk such as Insidious or some other undetectable perk/power would slip through that hoop, and then Kindred is worthless.
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I think that's the best thing to follow. Unless Bubba took a survivor to the basement, in which case until I have solid visual evidence he's roaming the map I am never going down for the rescue!
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@Barbarossa2020 said:
Just die then i wont have to camp you.
But then I lose out on 2 minutes of meaningful conversation and nobody to confess sins to. I have to do that before I die!
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On average I play near enough 2 matches a day. However, that does vary depending on what time I have. My work day is pretty long though, so days off (providing I have nothing planned) probably makes up for the days I don't.
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@Anniehere said:
https://forum.deadbydaylight.com/en/discussion/comment/2670916#Comment_2670916
That sounds pretty cool.
It's pretty not😆. But it has its uses.
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@DarkMagik said:
New Friendship
Imagine Jeff being chased in the New Map by the Artist.Then when Jeff sees the painting he just stops & admires it but then Artists sees him admiring it.Then Jeff & the Artist just starts Painting together.
There is something inexplicably wholesome about this image. Hope someone makes an illistration for this!
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Because I wasn't sure what to put on Spotofy, I made a silly game where I'd make a discography for an imaginary musician in my head and have Spotify playlists that acted as albums/ singles/ EPs they'd release.
I'd randomly select the songs from varying playlists. Sure enough, I've discovered a lot more music these days.
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Whilst I can empathise with those who feel they can no longer play killer, as with you I still really enjoy killer and it's probably because I maintain blissful ignorance of some of the regular complaints (meta, swf, etc..).
This ignorance is actually one of the best things for killer, I've found. For a start, the meta builds: I'm very much of the impression that a perk is as good as you can make it. I've 4k'd swf with Monstrous Shrine and Unrelenting selected. I've been smashed with PGTW, NOED and such. It's how the game goes - swings and roundabouts. But refusing to use anything other than randomizers, as well as proving to myself the meta is often overhyped, has given me a freedom which vastly adds to the enjoyment.
I also treat the game as levels of difficulty. Sure, I don't necessarily get the choice as to whether to try medium or nightmare difficulty, but I treat it like it is and play through until the end.
The bits I don't like are the endgame insults, but that is really exceptionally rare! Granted, this morning I had 2 in a row from survivors I killed, but just blocked them and moved on. Also, their insults weren't reportable - no attack on ableness, race or such - just basic "trash" comment. But mostly, any comments are nice, and I only ever instigate communication post-game with positive comments.
But yeaj, killer is still enjoyable a lot (especially Billy), so long as you play it your way and understand you will not win everything.
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This chapter has been well implemented, especially since I'm still on Xbox One. Since the update, my games have been very smooth and bar a rare frame stutter I feel there has been some decent optimisation put in place here that has improved last gen performance.
So, from what I've seen, there have been a fair bit of improvements to the game and likewise I want to thank the devs on those improvements, a new chapter that's come through smoothly, and the optimization for last-gen in general with this chapter.
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She's a great design. Her winter outfit makes her look like either something from Flash Gordon or a high-powered pokemon. Eitherway, it's an impressive idea.
She has legs for days though! Reminds me of Shade from The Evil Within:
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I feel there's been more optimization done than just with spirit. Especially on the new map, where I was concerned that could be bugged or optimized badly with all the detail, which has played really smoothly!
I've had a few games as both killer and survivor, and the only issue I had was playing Billy on the Artist map and kept getting caught on low-hanging branches. Still got the 4k, as the map overall works well with Billy, and it was only minorly frustrating.
Otherwise, this is a well-made patch!
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The Meg portrait is decent. It's not gone too far from the original design, amd updates the profile whilst maintaining the main features from her old portrait.
Dwight looks like the compromise between his old version and Mathieu Coté wanting Dwight to be him, and was left as is after a heated argument. Not good.
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Have some of my games! Apart from one Freddy and one Myers, this crow lady has featured in all others!
She's fun to face, but I hope some of your killers come to me because I don't want to bore of her. Her ice cosmetic is really well designed, even if it does look like something out of Flash Gordon.
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Apparently, I used a sweaty killer perk setup and was told I need to use a killer who requires actual skill very recently.
Therefore, I apologise using the Executioner with the perks: Forced Penance, Deathbound, Hex: NOED and Monstrous Shrine.
For the record, I never got to use NOED, since everyone died before the gens were done, and I never had the chance to use Monstrous Shrine.
But I apologise for the intent, even though every setup I play is randomized. So, I apologise fpr randomizing.
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He's not OP, no. What makes him appear dangerous is how easy to use his power is and that a camping Bubba is very often impossible to get the better of.
He's basically a killer for beginners, or a "no-brain bubba" - a killer who perhaps needs the least skill to master, and highest low-skill/high-reward payoff.
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Mostly varied, but overall the top 5 appearances would be from: Doctor, Nemesis, Nurse, Bubba and Ghost Face.
The rarest is the Twins. By a substantial way. Followed by Pinhead.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2664779#Comment_2664779
Frankly, if a killer has to bloodlust a hit- especially if they need to get to tier 3 of bloodlust- they're not getting results, they're just not having the literal same chase the entire match. There's no reason why a survivor should get to run the killer forever, that just seems like it'd get really stale really quickly for everyone involved, so again: bloodlust is a relatively elegant way of ensuring that it isn't literally possible to run the killer for the whole match.
It's not about rewarding or punishing, it's about making sure the game remains dynamic by forcing survivors to employ more tactics than simply looping forever. It also helps to maintain the game's tone and aesthetic- I once again point you to killer movement speed being (with one exception) faster than survivor movement speed, this is a game where you're chased by a relentless slasher villain. They will catch you if you just keep running, that's part of the game's core design.
Also, DBD did that Bloodlust-free weekend, where the overall consensus was that removing it would be a very bad idea. We did the test and it didn't work. Nothing has changed since that would render Bloodlust outdated or no longer needed, so I agree that the first part of the video which saw Bloodlust being removed theoretically wouldn't be healthy.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2664971#Comment_2664971
Forcing the cylinder block into a square hole of a childrens toy cube
There's always one smartarse isn't their! I'm talking a properly made toy, not a cheap knock-off from Wilkos😁
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Absolutely, as a neon map set out like streets, or a studio, would be a decent idea. Also, now Hawkins has gone it would be nice to have a uniqie studio map.
For some reason, I keep picturing the Trickster's map to have some of the aesthetic from the Persona 4 dungeon featuring the idol:
Obviously, minus stripper radar shadow.
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They're not scared. If anything, they may look at what they do to improve this game; any tips or mechanics, etc., just like VHS did with DBD.
This is a simple case of forcing the cylinder block into a square hole of a childrens toy cube. You're seeing only a small fraction of what is happening overall and jumping to conclusions.
The BP event makes sense during this time, as well as VHS doing what they did, because it's Black Friday and nearing Christmas and people wanting to buy stuff. Just good business sense by 2 businesses.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2663151#Comment_2663151
Yeah but the thing is monstrum have 3 iconics.I suppose that brutus is the most iconic but I think is more plausible to get skins.
A parsgraph with 3 killers? Much perks to balance for devs lol
I would like too
I was only thinking 1 killer out of the 3, but the idea of 3 killers... My God... the plethora of bugs that follow...
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I'd be happy for it to just have its own chapter or paragraph, to be fair. The monsters could be interesting killers, certainly from an aesthetic viewpoint.
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Perk by Perk:
Dark Sense: Sounds a good change with seeing the killer at the start, like a survivor version of Lethal Persuer. I would probably keep the aura reveal time as per the original (5/7/10), but otherwise I like the addition.
Deja Vu: Yup, no change needed.
Hope: Again, I agree that chamges are not needed.
Kindred: The game doesn't need any more speed buffs to gens. If a killer is gonna be close by because they know a survivor os close by, why should they be punished? Kindred is strong enough as it is, so no change and certainly not a gen-speed buff.
Lightweight: Love the idea of spreading the red scratch marks. It would give it more value in losing a killer. Keep that, but running being silent could make it a bit OP, so I wouldn't add a silencer.
No One Left Behind: Any buff is great to this, and having it activate when gates are powered, not opened, makes much more sense. It should be a powerful perk, since it ought to be used right near the end. Maybe the speed of altruistic actions could be a bit less, but knowing where survivors are at all times once the gate is powered is a really useful buff.
Plunderer's Instinct: Agreed, no change.
Premonition: Nice to remove the long cooldown, but maybe a shorter cooldown like 20/15/10 seconds would be better, just so that it doesn't make too many auditory noises and become annoying.
Resilience: Agreed.
Slippery Meat: One of the most useless perks I've ever had the misfortune to have. I'd add on top of the 3 additional escape attempts either an effect that reduces the time required to escape the killers grasp (3/6/9% less, perhaps) or the option to have 3 escape attempts on the second hook, instead of the struggle phase.
Small Game: Agreed
Spine Chill: Agreed
This Is Not Happening: Maybe keep the old percentages of the great skill check (10/20/30%), but I love the idea it can be activated in stressful occassions, rather than just when injured. Great change.
We'll Make It: Agreed.
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There are too many variables to give a definitive answer.
Besides the obvious ways of classifying what makes a game harder, such as the skill, coordination, perks, etc., there's also the subjective experience. Does the person complaining overestimate their skill? Have they made mistakes? Have they been judging based on emotion?
Nearly everyone has had at least one moment where they feel hard done by, or had a game where they were absolutely decimated by survivors. There is no shame in that, and rightly it may leave a bad taste afterwards. To really note whether it's too tough, you'd need to track every match as killer - recording perks used, results, items, etc., and even then you'd have to factor your own skill in.
This is why I'm not always thinking about "balance", because I genuinely do not believe an assymetrical game can ever be balanced. It's impossible to do. However, "fairness" is a more useful measure. In order for fairness to work, a lot of data needs to be examined.
Anyway, killer can be hard or frustrating, yet still remain fair regardless of the subjective experience.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2662340#Comment_2662340
I agree on the point about meta perks.
They don't realize that the main issue limiting the survivor perk meta is that the meta perks are too strong to where it blows out the competition. In order to change their meta they released boons that are at least as good as their current meta...which as I stated is already too strong. To change the survivor meta they need to dial back the extreme outliers to make other perks seem better. The survivor meta is less an issue of perks not being good enough and more an issue of certain perks being too good. This is not me saying there aren't a metric ton of survivor perks that could use buffs, there are.
Killer meta is a different issue. They don't have meta perks that are too strong blowing out the others from being used. Their other perks are simply just flat out bad. For killers it is an issue of all the other perks needing to be brought up. The other issue with the killers is that many of their perks are basically auto locked if they want a chance at competing.
Both sides have at least 75% of their perks that need buffing but the sides metas are suffering from different things.
They also actively kill synergy with perks/killers every time there's potentially something new forcing everyone back into the same meta. Bar a couple exceptions, the best perks on nearly every killer is the same. That's bad design.
Ah, sorry I didn't make it clear: I was answering the question directly in regard to survivor perks; not killer perks.
Since I've found the survivor perks much more beneficial, I'd focus on them to start. However, if by changing those perks it means a killer perk becomes too effective for whatever reason then I'd look at altering that.
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BHVR are making an error of judgement, I believe. They're trying to shake up the meta by adding even more powerful perks, rather than looking to weaken existing power perks and adding perks which compliment existing perks or newer mechanics. By doing what they are, it will cause greater issues.
They ought to slow down, think about how best to plan the direction and come up with a plan to bring about more variety.
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It's good that there is competition coming, and with luck it will stay the distance to push BHVR to make significant changes to their game. VHS may be successful, or may fade like the others, but it has potential. Although its art-style puts me off, the devs are putting a lot of effort in.
VHS may suffer from over-exposure though. So much pressure to be "better than DBD", when all people should be thinking at the moment is simply: "Is this game fun to play?". That is the one thing that works strongly against its success.
Personally, this genre needs more emphasis in favour of the "killer" whilst still being fair on the "survivors" for a new game developer to make a good rival, and to grow at its own pace than have people push it too much.
OP has some good points, but please enough with the amateur dramatic's society posts! It's video games, not the-end-is-well-and-truely-#########-nigh doctrine!
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After all gens are done, if a 4 survivor escape turns into a 3k because of one perk, the fault lies vastly at the feet of the survivors. NOED ought really to get perhaps 1 survivor down. If there's communication, or the soloQ team is good and using a perk like Kindred, there is a chance to coordinating to knock NOED out and still get 4 escapes.
However, if a lot of survivors are killed, it's either a poor team, being overconfident or cocky, or obliviousness at the scenario. Nothing wrong with a quick search for NOED, but if I cannot find it then I am getting out of there.
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Thinking about it, if someone wins then maybe they could understand that a quick message like "gg" could easily be misinterpreted.
When I send compliments (win or lose), it's always referencing an aspect of their gameplay. That comes across as a genuine compliment more than a couple of letters and is normally appreciated.
I still maintain the fault of negative interpretation lies solely at the feet of the person receiving an intended compliment, but it is important to be genuine. If someone doesn't think the opponent played well, just don't message, or wish them luck in their next trial.
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It's how I measure my success in the game. Pipping does feel much more satisfying than an easy win.
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Because, for me, it's actually fun! But the primary reason why it's fun in my case is that I randomize my build before every single trial. This means I'm playing a new (or nearly always new) killer setup every trial, which leads to unique playstyles, variation in tactics and often confusing survivors.
A lot goes on in the head. For example, if I find a survivor quickly, they may presume I have Lethal Pursuer. If I hook someone and head towards a gen which just so happens to have a survivor on it, they may think I have BBQ. If they see Hex: Thrill of the Hunt active, they may well assume I have a Hex elsewhere, amd if not I must have NOED in their heads.
On the other hand, unexpected perka can likewise confuse them. Unrelenting can catch them offguard after an initial dodge, Spies From The Shadows can give away positions when the survivor doesn't expect it, Claustrophobia may also catch survivors out who feel there's just enough time, or even make them try to rationalise I may have Crowd Control instead.
Basically, familiarity breeds contempt. I keep it interesting, stay random and it's surprising how successful a killer can be without Meta setups. Skill, randomness and subtle mindgames can often win trials, even with the worst setups.
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A few reasons come to mind; probably already mentioned, but still:
1. GG can be mistaken for "Git Gud" if left alone. That's at the interpretation of the receiver, which rubs them the wrong way.
2. Some people aren't adult enough to deal with good sportsmanship. Easier to act like a brat to save imaginary face in their world than accept someone could possibly be better than them.
3. The need to validate false, exaggerated beliefs of themselves. It can't be that they were worse, surely! Must be the other got lucky and doesn't deserve their win, because they'd never beat me .. (queue ongoing inferiority rant).
4. And perhaps an important one to empathise with: they're having a bad day in general. Maybe they've been sacked from their job, had a quarrel with their partner, going through anxiety or depression. Whichever, they may not be in the right space to see the good will in it.
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As a side note, I do find this chapter's lore interesting in the fact that the killer had zero responsibilities for the deaths of those around her, whilst the survivor can be linked (albeit unintentionally) to lots of deaths. I do like that unusual contrast.
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Tonight I spawned with 3 other survivors, so we tested the gen and Ruin was in action. There was just room for 2 survivors, so Tapp and I wondered off in search of Ruin. We saw Trapper in the distance, kept down and carried on.
Shortly, we arrived at the totem. Tapp had Leader equipt, so pointed for me to dismantle it whilst he kept close by. The totem cleansed. Haunted Ground activated. I slowly turned towards Tapp, and he slowly turned away from me and crouched.
For some reason, the way we both reacted tickled me. There have been many funny moments, but that's the latest.
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It's the only way I play, and honestly my experience has been far from the experiences of those who say it's impossible.
Maybe being used to that experience and realising there are no communications to fall back on, relying on your own skills and instincts becomes better as I play solo. The fact my perks are randomised every match also helps to understand what advantage each one gives.
Solo is harder than SWF on comms, but with comms it does become easy mode.
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The validation hit does feel inconsistent, but not always to the detriment of the killer. There have been many times that, as killer, I get fully blinded (full screen effect and that sound validation) but still do not drop the survivor being carried. It may be a latency thing or a bug or something else, but it's rather unusual.
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When that last gen goes and suddenly you're exposed, it's just one hit and you're finished. Also, you know the killer shall be targetting you like a homing missile. That final segment of the trial is so nerve-wracking!
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Forced Penance has worked well for dealing with the Circle Of Healing, so that's a good perk to have if you end up facing it. Personally, Forced Penance is an under-rated perk.
Deathbound - on paper - looks like it could work, but the problem is it activates if you're 32 metres away, and by the time you get there, then they'd be long gone. May help with knowing the rough area of the Boon, but not sure if that's a good enough trade-off. I think it's worked, but because it's a perk that you won't know for sure how useful it is (you can only guess mostly if its had an effect), I can't measure its worth.
Perks that may have some use include: Sloppy Butcher, Devour Hope, Nurse's Calling and Bloodhound. But really it's more a case of ramming the pressure constantly on survivors.
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I'd love that, personally!
The closest we have (and it's not even that close) is James Sunderland, whose guilt made him effectively create Pyramid Head with Silent Hill's influence (although, granted, not knowingly!).
A killer who refused and the Entity tortured, yet refused to fall so was chucked in as a survivor instead could have perks based on their inside knowledge of the Entity's way of managing its killers.
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The games where it's competitive, yet light-hearted at times are fun. I had a match as Wraith today where I was playing pretty aggressively, but when I blocked a Meg doing a totem and hit her once, she cocked up the escape and ended up still trapped in the corner ... so, I let her go and looked for another.
Within a few minutes, all 5 of us were walking around in a line with me dinging, like some strange choo-choo train! Then after a bit of messing about, we went into serious play again. I 3k'd and let the 4th escape (although as I had to, since my randomizer had given me this perk, I NOED'd the final survivor after they opened the gate, but the carried them across the threshold amd dropped them so they could escape).
There have been loads of occassions, really, when I look objectively at my games. Remember the time the mounds on Azarovs that trapped players? Me (as Wraith again) and the 3 other survivors rescued a stranded survivor from the mound's grasp, before I spent the rest of the round beating the crap out of that mound, whilst they played along.
It happens quite a bit with me.
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I think creating more randomness and less predictability in terms of map layout, additions map traps, little boosters (like the pumpkin items during Halloween - I really liked that touch), nerfing some of the more powerful perks on both sides and more focus on fairness would work.
Also, player attitudes: I feel less attention needs to be directed to toxic attitudes post-game, and a bit more sportsmanship in-game.
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Cheryl, because of how much of an impression she made in Silent Hill 3, and that she's as ballsy as fudge. Just a great character, my first game character crush, and most of all - she killed a God. Not many people can boast that!
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I'd be all for a randomizer mode, where all perks, add-ons, items and offerings are randomly generated (even with a chance of either "choose your perk/item/etc or "no perk/item/etc. slots).
It may make people see benefits in perks they never bothered using before. A lot of perks not regularily used have benefits some people really underestimate.
As for a non-perk mode, it could be interesting, but I'm not sure whether it's a long-term gamemode. Maybe as a challenge for a Daily or challenge, or maybe a weekend challenge though?


