Marc_go_solo
Marc_go_solo
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@Wampa1 said:
https://forum.deadbydaylight.com/en/discussion/comment/2640744#Comment_2640744
To be fair most people in this thread agree with you in some sense but their is a consensus that some elements of the game need reworked.Survivor queue times have lengthened unite a bit while killer queue times have shortened,and their seems to be a feeling that tpsome of the killer community re leaving or switching to survivor bourne out of frustration.The devs need to look at the reasons why and address these issues.Imhave played this game since it was released and in the recent past was vastly better than it was on release but in the last year or so this has been reversed and the game seems to be in a bad place comparatively.I’m sure everyone who has contributed to this and similar threads do so not out of malice but because they genuinely care about the game.
Agreed, and I understand people won't be upset unless they cared, so I didn't focus on that bit because the main focus was on keeping a perspective.
When emotion clouds judgement, things can feel much worse than they are amd it feels insurmountable. By keeping a more hopeful or rationalised mindset, it's easier to work on improving things and wprking for the betterment of the game. People tend to switch off when others start shouting or insulting or exaggerating, but factual, constructive criticism and looking to see what cam be done keeps attention.
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It's not broken, beyond repair. Granted, their needs to be some alterations, but to say the game is completely broken is grossly exaggerated.
Matches, from my perspective, are still largely unpredictable. Some matches I win and sometines I lose on both sides, and to me that's exactly what's expected. Perks and add-ons are altered periodically, and other than Boons which do need some changes.
Bugs are a problem sometimes, but largely it doesn't impact.
Overall, it's not broken beyond compare. And the idea of "balance" needs to be forgotten is favour of "fairness" - an assymetrical game can never be balanced by its very nature, but it can be taylored to give every player a chance at success.
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I'd much rather go into these trials than Silent Hill's Otherworld, or The Change from The Magnus Archives, but at the same time I'd rather not visit it at all.
If I was dumped in there, I'd reckon I might be a killer rather than a survivor, purely because some killers are fueled more on anger or powerful emotions than bad deeds, and I don't fit the types of mould required for a survivor. The Entity would gain more from my anger than it would my fears.
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Balance is nearly impossible to achieve in asymetrical games. What is possible is fairness. And for fairness to happen, it becomes a constant evolution of responding to every minor aspect and tweaking it as the game itself expands.
There are certainly times when something is either heavily overpowered, or doesn't seem right (DH survivor screams for killer, yet for survivor no hit is registered, for example). That absolutely does need altering for QoL fixes! It doesn't feel fair that a hit appears to happen, when in reality it never hit, and likewise it also wasn't fair when a survivor was injured, even though the killer appeared to strike miles away. Aspects like that do need fixing.
But to say the devs don't understand balance has flaws because, even when one side has variations (4 solos, or 1 swf team and anything inbetween), any attempts at balance so both sides are exactly equal is unreachable. It just needs to feel like the chance of winning is possible but not guaranteed.
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@Dito175 said:
https://forum.deadbydaylight.com/en/discussion/comment/2632136#Comment_2632136
I think a better explanation would be that the crows are attached to the entity, using multiverse to explain everything oversight is kinda lame
However it is, the idea that it was a mistake by the devs doesn't really work, given any explanation from multiverse through to Entity-sent beings.
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Not sure about passives, but one little thing I enjoyed about the Halloween Event was the pumpkins and how they would sometimes grant a little haste or hindered.
Maybe around the map there could be small pouches that, when broken, work the same, but with different effects. Haste and Hindered could be one. A temporary boost or reduction in aura reading could be another. A third idea could be a very short burst of a status effect, like endurance, blindness, undetectable or a reduction or increasw in sound for either survivor or killer.
Could add some interesting elements to the game, so long as either the effects are slight, or if they're stronger that they only last a few seconds.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2631275#Comment_2631275
or it's a mistranslation/forced pun.
That's the best bit about multiverse ideas: whether it's a mistake or not, because we don't know how fauna is on other Earths then even mistakes or errors still works in lore.
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Look after yourself Mushwin! Will miss your fun posts, but real life is way more important and I hope you manage to overcome your troubles.
Best wishes!
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@SunsetSherbet said:
So the one issue I have taken with this killers lore is that she's from Chile, and my google-fu tells me Crows do not exist in South America. Or at the very least are not native or wild there. I don't live there so I can't confirm but that seems like an odd oversight.
You're right - there are no crows in South America.
However, it's also in lore that the Entity attaches to many different Earth-like worlds, so it's quite plausible to say on this world crows are plentiful in South America. Maybe this world has crows nowhere else! Or maybe the crows are only what he sees, as he has been entwined in this cult's plan.
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In his current design, give him a few types of shot with the blades. Maybe he can throw many at once in a fan arc and throw some a bit like a boomerang, as well as the current machine gun style of attack to make him more diverse.
As a rework, not entirely sure, but since he experiments with sound and is called the Trickster, then have sound-manipulation as a power, such as misdirecting which side he is approaching or altering sounds so that you may hear an injured survivor running towards you, when it's actually his terror radius. Some offensive power too - maybe a soundwave attack that knocks people on their arses or something?
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I have this fun image of Ash and Bill watching the realm go to ######### around them, whilst chatting about the good ol' days, when zombie apocalypses and Daemonites were supplying some REAL opposition!
They may enjoy some of the tricks, such as Mikaela booning everything and Leon lobbing flash grenades everywhere, but probably just love the thrill of the battle.
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/2628738#Comment_2628738
I sooo can't do that! Mr Mushwin can, but why am I oddly good at all Assains Creed lol -thinks- but usually in such he is the bow and arrow or mage and I am a rogue or warrior it is usually warrior or brawler I just feel it's more me
Then you'll be skilled at quick reflexes, close combat and fearlessness! My play is more cowardly, but I do like playing in unorthodox ways. Until my wife comes in and demands I kill everything with fire!
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I'm all for stealth in those games, but I tend to play as a trickster of sorts.
So, for example, in Skyrim I'll use magics that allow me to cause confusing, such as the Dragon Shout that throws my voice, or conjure weapons or allies , whilst I fire arrows from a distance. Traps are also fun!
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A year's supply of fish n' chips (condiments not necessary).
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@HealsBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2628232#Comment_2628232
To be fair, there's a difference between dressing up like an animal the way Furries do and just being animal like in nature.
Evolution is scary.
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In her actions, behavioirs and appearance, I wonder if this is an extension from the Clowns elephant amd Legion's bunny costumes to integrate furries and the like into this game.
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Overall, she looks like she could be a brilliant addition to the killer rost, and I love the design and lore. The power looks like something you'd face in a boss fight, and the perks are pretty decent as well!
If there was any gripe, it would be the feeling of a missed opportunity to do something with the crows already on every map and maybe making another perk out of them, like "Spies from the Shadows" is, but that doesn't detract from how good a killer she could be.
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Balance is practically impossible in a 4v1 game, especially like this. There's nearly no way to truely measure balance between the sides (even a 2 escape, 2 stay result doesn't reflect a true balance).
The best thing to strive for instead is "Fairness", which can be achieved through adjustments. But as has been seen, even a fair change can be met with hostile intent. Also, some people may see fairness from a purely subjective viewpoint (which, ironically, is biased!).
In short, the devs can only do what they think is best for the game's health. If they continually reacted to everyone's complaints or concerns, this game would be a complete mess.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/2621186#Comment_2621186
https://forum.deadbydaylight.com/en/discussion/comment/2621154#Comment_2621154
https://forum.deadbydaylight.com/en/discussion/comment/2621167#Comment_2621167
Ace's perks are not great on their own (and literally do nothgin for you when you try adept), but it least they work reasonably well in certain builds: Ace in the hole fits perfectly in for scanvenger builds with plunderers and appraisal. Open handed greatly increases the value of already good perks like bond and kindred, can also help you with plunderers, visionary or windows of opportunity. Up the ante is pretty trashy, but with slippery meat and all survivors bringing salt lips in can work like very second game.
Ashs perks are worse, imo. You pretty much have to throw the game to get mettle activated most of the time. Sure there are games were all fits together and it is a game changer. But then there will be nine other games where you play stupid to get your stacks, effectively killing you or your team. Flip flop only works somewhat "consistently" with Power struggle, but getting that to work can be even more difficult than activating mettle, at least in solo queue. There are only a few situations were you will be left on the ground long enough to recover to 50% on a pallet (being tunneled of hook and left an the ground bc of ds, being slugged for 4k). And even if you get that, most of the time another survivor will come to pick you up. Or you could just use unbreakable directly instead of wiating for the killer to pick you up. You really need a 4-man for that to work. Then it can be real fun (and frustration for the killer). Buckle Up we just do not need to talk about, it may be THE WORST of every survivor perk.
I'll play Devil's Advocate here with Buckle Up and say that for newer players wanting to know when it would be best to recover a downed survivor, and also to see where the killer is once up to get out of dodge. It's not amazing (by a long shot), but I feel it has more of a purpose and better usage than Up The Ante. Flip Flop, as you say, has some merit with Power Struggle, but also could work with a survivor who has Breakout, and potentially with Boil Over. Considering Up The Ante would only have any use with Slippery Meat (another terrible perk), it doesn't feel as good.
Mettle of Man is an absolute pain in the arse, especially considering the killer can see your aura after healing after using it. I think it's more of a tally up of events which grants it, that may help but mpstly by accident.
Out of Ace's perks Ace In The Hole is the best one, and there's some merit to Open-Handed, but it's really not a huge buff. But Up The Ante is a real dog's dinner!
I respect your points though, and they certainly Are good arguments. It's probably down to personal preferences as to what someone wants out of perks.
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Ace is worst for me. Ash has some use in sync with others, and Ace really only has "Ace In The Hole", and even that is kinda pointless for me.
As for killer, The Wraith has 3 perks which more or less do the same thing, with Predator being the only perk that can cause a disadvantage.
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There are so many here, so my apologies if this has been done before, but I've had an idea about a killer perk that may also solve a specific issue:
Perk: Death Alley
Description: Escape is not so clear. Whenever the gates are opened, if the survivors are within the gates and a killer does a basic attack, it results in an instant down and Mori combined.
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My reasoning was that the quality of both team mates and opponents went up. The people I played alongside became more consistent and better performers, and opponents were tougher and challenging.
The previous ranking system was hugely inconsistent, and did not make the game particularily fun. One match would have people who were vanquished quickly. Another, as killer, I'd be facing a player who clearly had a lot of experience, and players who clearly were very new. The matches had no consistency.
Forgetting any technical aspects of how MMR works and such, the simple fact that there was a very clear change in quality for me made the system far better.
However, were I to improve the system, I'd look back at the 4 categories of emblems and create an MMR based on matching players on the average score they'd achieve in each section.
For example: Someone who averages 5000bp in Survival and Altruism and 4000bp in the other 2 would be teamed with people with those same average scores. The killer's emblems can co-exist, and matching would be done that way.
The aim would be to match players with others who score consistently in those same categories, thereby showing a similar playstyle with a similar success and skill in that overall playstyle.
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Nerf pig
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For me, it would be the following:
Survivors.
1. Ellen Ripley (Alien)
2. Sidney Prescott (Scream)
3. Alexandra Roivas (Eternal Darkness: Sanity's Requiem).
4. Jonathan Sims (The Magnus Archives)
5. Roland Deschain (The Dark Tower)
Killers.
1. The Xenomorph (Alien)
(a.k.a The Perfect Organism)
2. Stefano Valentini - with Obscura (The Evil Within 2)
(a.k.a The Photographer)
3. Jane Prentiss (The Magnus Archives)
(a.k.a The Corruption)
4. T-1000 (Terminator 2)
(a.k.a The Advanced Prototype)
5. SCP-106 (The SCP Foundation)
(a.k.a The Old Man)
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/2613539#Comment_2613539
Its always abusing voice comms.
Last night I played in a game where a twitch streamer was in it. I went to his channel to see his livestream and the VOD replay, and lo and behold, he was an SWF having a conversation with 2 other survivors in the game, coordinating what to do.
I wouldn't necessarily bother with that, as I doubt many would question whether swf comms exists (if any!).
In some cases there are people confusing DBD with COD, and the whole game becomes a boring, predictable mess. Yet there are those who legitimately play for fun only, with minimal coordination between them and just joking about.
One possible workaround could be enhanced rewards against either a 3 or 4 man swf. It wouldn't be right to punish people for wanting to play with friends, but anyone facing a tougher group might feel happier if they were rewarded more BP or even Shards, depending on both the number of swf members and how high their MMR is as a group. But that would also be quite advanced, considering the simplicity used for the current system.
All I know is punishing people for playing with friends would be a bad idea.
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I need to stop drinking so much. It's clearly effecting my reading.
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BT,DS,SB,IW op, so I have BBQ,LP, MYC, STBFL cuz ngl need a chance and BP.
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It is more than possible to win matches against good players using random perks. Focusing more on skill and mind-games is far more effective than relying on a perks.
Also, using less expected perks can really confuse killers. A recent Otz video had someone use Self-Aware so well, that Otz had to rewatch the game to figure out the guy wasn't a hacker! People get so hung up on "the meta", and yet there are so many videos out there which show randomized builds succeeding in ways people don't expect!
Take your mind away from what has been drilled into the minds of many, and just play around! I randomize, and I've beaten teams with it! Granted, my lack of consistency has resulted in some horrendous losses too, but I didn't lose because of my setup - I lost because I made too many mistakes, or was out-skilled.
Play how you want. If you feel you need to play a certain way, then what is the point in playing?
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The problem with the perception of SWF is that, whilst there are some groups who do play solely for some sense of superiority in their lives, there are a lot more who don't try to imitate the marines and actually aren't doing any more than just playing a game and chilling; not bothered with trying to mock an opponent.
So there's an issue whereby putting game restrictions on a group of players would punish more for the fact they just like to play together, which in turn would lead to probably many leaving.
I do empathise that meeting the twat-squads can be frustrating, and for some the messages sent afterwards are just horrendous (which is why they can be reported for abuse), and it can marr the day somewhat. But the majority of games do not follow that pattern, moreover the minority feels much bigger because it instigates a stronger, more emotive response.
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The thing is - other than the map and unbought cosmetics - they aren't really leaving. Demogorgon, Steve and Nancy will all be available for the trials for anyone who already has bought them.
Newer players may not have the chance to own them, sorry for them. But effectively those three characters will be a more common occurance than the legendary outfits people earnt way back when the game started - they're still here and will continue to be so for as long as the game continues.
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I shouldn't think so, at least not so significantly enough to be a problem. This forum is but a tiny selection of the total playerbase, and as vocal as it is it really is not the voice of all players.
Some take it too seriously. Honestly, going into a match with random perks or with the aim of focusing on a specific area of play, or any aim other than "I must be a God at this!" makes the game far more enjoyable.
The only problems may come from after-game chat, but people have the ability to choose to reply, and if people are able to realise those insulting others are just unhappy, desperate individuals, and actually sending messages of compliments is far better, then the game can be so much better.
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Currently, I'm watching some old British sitcoms, which actually is quite relaxing! So "No Place Like Home" and "After Henry" are the main ones, which is odd since that's normally further away from the stuff I'd normally watch!
However, I have recorded "Limetown", having enjoyed the first podcast series of this strange, conspiracy sci-fi, so I'll dive into that soon enough.
In terms of movies, I've just watched "Bite", which was suitably grotesque but strangely addictive viewing.
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Killer's been much better for me since MMR came into effect. Matches have been challenging, and my skill's certainly changed for the better.
I've not noticed a lack of variety in killers when playing as survivor neither, so that leads to a conclusion that there isn't any major shortage of killers out there.
Personally, it's much better than before.
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Looking back on a trial, having been beaten, and realising I lost due to too many mistakes than my opponents skill.
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I'd argue that currently, due to the numbers of games that have put their hat into the asymmetrical ring and failed to become a strong competitor, that DBD is the best asymmetrical game currently. Games such as Last Year, F13 and similar have all tried to challenge, and yet whether because of poor gameplay, legal issues, bad interractions or whatever, DBD still has not lost its crown. The lack of competition is probably exactly why DBD is the best one out there.
Can't argue with the many annoyances that plague players, such as bugs. All games have them, and it's relatively important to look back on all the fixes they have done to show they're not the incompetent team some like to define them as. And really the bugs haven't detracted me from the overall product.
I can't agree that it brings out the worst in us, for the simple reason that people have a choice as to how they react to situations. Pretty much everyone who has played this has had at least one moment where they've felt screwed, and yet there is a wide difference in how people react. The crappy minority choose to act as bullies or throw abuse around, but many others either see it as just a game, take a break, laugh it off or whatever. The game isn't to blame for those who lack emotional maturity and choose to be dicks - that's to do with their lot in life, not a video game.
I do agree something needs to be done about glorifying bad sportsmanship. I tend to only watch YouTubers who play with a more mellowed and relaxed outlook like HybridPanda, Otz or Ohmwrecker. I don't understand the appeal of people shouting and getting loud and abusive in such fake, exaggerated ways, because they realise people who watch them don't watch them for quality, but controversy. It's like some reality tv: full of supposedly edgy or controversial characters or boring gossip, but with little depth or anything remotely important.
Basically, it's got more going for it than you think, but I see where you are coming from and there are some good points. But for sheer lack of decent competition, it cannot be called the worst asymmetrical game. It does need competition though.
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Still popular and doing well; approaching their 6th year anniversary with a larger playerbase.
Hopefully, there will have developed some competition by then, which will encourage some new mechanics or broaden the game's scope.
Ultimately, it'll still be strong. Even despite the NFT concerns, this month it hit its 2nd highest ever peak of players on Steam alone, and according to Steam only - despite a drop in overall average players - it was the lowest drop in the last 3 years of October average players. If it survived that, not much will knock it out in that 6 month period, barring some major hack attack or something.
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Just taking the specific point about the first killer repeatedly hitting you on the hook, versus other hook interractions a killer may do:
A killer camping or face-camping might be frustrating, but sometimes if a killer needs that kill I can understand. Other survivors can still rescue so there is counterplay, and ultimately it's a tactic. A frustrating tactic to face, buy still valid.
A killer hooking a survivor then hitting just once before walking off could be for a few reasons: maybe a response to any cockiness, maybe because Feng will rip your ear-drums out if you don't do something, and also to cut the scream short so as to listen for other survivors who may be near by. That can be taken the wrong way, but there's nothing wrong and can be a mindgame in itself.
Being hooked, face-camped and repeatedly hit - now that is just poor sportsmanship. There's no need for repeatedly hitting someone on a hook unless that player is just heavily insecure and generally a ######### player. As it's just pixels hitting pixels, I'd say it's poor sportsmanship, and not toxicity. Doesn't make it better though - they're still an insecure poece of smelly #########.
Toxicity really is way worse than pissing about in-game; it's hacking to ruin experiences; it's sending abusive messages attacking their skill, sexuality, colour, ableness; it's threatening you or those you love. That you got ######### after the game is terrible, and certainly I hope that knob was reported and banned.
So, I do feel that sometimes bad sportsmanship can ruin a game and some people need to be more grown-up, but I'd separate this from toxicity. Makes it easier to see the boundaries. Toxic gets thrown around too much as a word to describe non-toxic things.
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Competition is important for health, so certainly competition is needed, but the vast majority of games have been worse. Really, only Identity V has offered any long-term competition, and even that's because it's stuck closely to the DBD formula.
There's been a lot of hype about VHS, but that's not to say they'll make mistakes as they grow. Other promising games such as Last Year that offered a strong base just never capitalised, and others such as White Day were just over-hyped.
I hope VHS does well, as wellas any other game which tries to make a mark in this market. But the best thing people can do to get a good competitor is just to stop comparing it to DBD and view it as its own game. The moment it's compared, immediately it will be thrown into a battle it's not prepared for. It needs to build slowly and gain its own identity.
Personally, I'll happily continue DBD, but if a good, similar game came along I'd just play both!
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I just randomize my build each trial, using a randomizer app.
From experience as both survivor and killer, I don't need metas at all to beat those with metas. In fact, one odd thing with me that's noticeable is that the worse the build, the better I seem to perform on average, probably because I'm more focused on mindgames, skill and instinct.
Also, using unexpected perks can completely throw people, especially if I can manipulate people to think I have a perk when I don't. If downed after being recently unhooked, I'll sometimes move towards the killer, and on occassion they think I have DS when I don't, or as killer I'll note where survivors have run to who aren't in chase, and when I've hooked I'll move in a direction initially not near a gen or look around, so survivors may mistake me for having BBQ.
Sure, there are perks that are useful more often, and some which only offer marginal help, or are strong but too specific, but really I have more fun mixing them up and utilising strengths of lesser-expected perks or faking perks. If people just took that chance, then the game becomes infinitely more fun!
OhTofu occassionally does randomized builds; HybridPanda does builds that include both survivor/killer perks that appear on the Shrine, and there are others who mess about with random builds or fun builds. If people get bored of the game, this really does improve things. I reckon if all I did was use Meta perks, then I would have stopped playing ages ago.
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To the Rapture.
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For Survivor:
1). We'll Make It - So good for getting people back into the game, and can turn a dire situation for survivors into a dire situation for killers very quickly.
2). Self-Aware - Great in chases fpr mindgaming the killer. The extra speed for walking is preferable to Urban Evasion for me, and it's easy to set false paths for the killer.
3). Breakout - An underrated perk that has managed to save quite a few survivors, depending on how skilled or gutsy the Breakout player is.
For Killer:
1). Jolt - Especially when playing a territorial killer, this perk is beautiful. The fact that it still works when hitting a survivor on a trap is great, and I just love it!
2). Spies From The Shadows - Extremely underrated perk, especially on indoor maps. It's one of those perks that get overlooked, yet is always consistent in good value for me.
3). Hex: Devour Hope - Risky, because it's a Hex, but a true example of high risk/ high reward.
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So many to choose from! Okay, so here are 5 of my favourites:
1). Heather Mason (Silent Hill 3): I chose her as this name, because I remember being blown away by her voice actor. She not only was great, but as the story progressed you got the sense of how everything was overcoming her and how real she was. Even by today's standard of voice acting, she is still amazingly authentic. Also, she was strong, clever and probably my first mini gaming crush.
2). James Sunderland (Silent Hill 2): Not many characters have split opinion like he has. However you play, he's either a cold-blooded, selfish murderer; a mercy-killer who couldn't see Mary suffer any longer or anything inbetween. He's as deep and complex in his motives as the town and player sees it. Also, subtle decisions by the player dictate what type of man he is.
3). Jennifer Tate (Primal): An adventure, action horror game from the PS2 era features Jennifer Tate - a balsy, quick-witted protagonist - who can harness demon powers to fight other evil demons. She portrayed an array of emotions from the aforementioned jokester to a very vulnerable character. Voiced by Hudson Leick, who played Callisto in "Xena: Warrior Princess"
4). Lee Everett (The Walking Dead): This guy was beautifully created. Empathetic, fatherly and protective, Telltale games developed an amazing character in Lee. Also built up to one heck of an emotional ending as he does all he can to keep Clementine and his friends safe, even at the expense of his own life. A true hero.
5). Obscura (The Evil Within 2): This abomination is up here for being one of my favourite - if not the favourite - of all monsters I've seen in any game. The fact it all perfectly embodies Stefano's perverse artistic ambitions and voyeurism (big eye in the sky) is second only to its creepy appearance, movement and noises. There are etter characters, but as far as symbolism and design go, then Obscura is right up there.
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When heavily stressed or anxious, I witness hallucinations involving decay, rot and nightmarish things. I do have to be heavily heightened and am of sound mind enough to know that they are just hallucinations and not real.
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The gens create light once repaored fully, and since the Entity has an aversion to light it perhaps has no way of powering the killer to regress it. Also, it's a rule it has set itself, so perhaps in the sense of fairness it does not shift the goalposts, so to speak.
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Hot mutants in your area NOW!
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There's something about Boons which makes them impossible to snuff. I've reported a couple through bugs, but even now there are some spots that a killer cannot snuff, and that's rather frustrating.
As a 50/50 player, this perk does need toning down. As survivor, the Boon acts as a place of refuge I can always come back to. I don't feel any sort of anxiety and it does feel like easy mode - especially if a few Boons are lit. Shadow Step seems much more useful, as looping now becomes a joke.
As killer, I've gotten used to it more and have managed to balance snuffing with the various other tasks at hand. It does get frustrating when they can be relit on a whim. However, today on Haddonfield, this 1 totem kept being lit (3× throughout the round), but I snuffed it 3 times. As it happened there was 1 injured and 1 healthy survivor when the last gen went, which was right next to that totem and it was fun to see it light up with NOED as I wasn't far away!
But all that aside, it does need tweaking. I've moved away from the whole "perk should only be used once" idea, but either a totem that's been snuffed cannot be relit (neither by Boon nor Hex), or some negative repercussion in relation to the Boon and a cooldown. For the 2 we have, maybe when Circle of Healing is snuffed, for the next 60 seconds all healing is reduced by 30% for all survivors, or if Shadow Step is snuffed then all survivor auras appear for 4 seconds (unless a perk like Distortion is available). I'd prefer the former, but the second could have some fun counterplay. I'd even argue if the latter idea was in place, the stacking could be brought back (high reward, with high risk).
Something needs doing though.
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I'm sure certain websites will have much Nemesis on Nemesis action for you.
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I'm thinking this with your second option. There are those who leave, but understandably return with fresh hope in their hearts.
If you do return, may the rejoinder be a lot more enjoyable than how you are taking it presently.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2604943#Comment_2604943
Welp im not sleeping tonight.
Happy Halloween!
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Happy Halloween!
















