Marc_go_solo
Marc_go_solo
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Absolutely, I would! That would be the apex of horror for me.
There's this video which demonstrates a rather interesting power for Ripley, if anyone is interested:
https://youtu.be/q0dys3xMImQ -
@Irisora said:
https://forum.deadbydaylight.com/en/discussion/comment/2556163#Comment_2556163
How it can be scam when you can't purchase it? They specify its not available yet.. you can't be scammed when you can't buy anything lol
I bought games from this site some time ago without issues. So i don't think its an scam. Instant gaming always have pre launch keys to sell that are unlocked to claim when the launch day arrive, for example my State of Decay 2 copy from MS its from them. And the last thing i bough was the Fallout Classics collection for steam. And i never had any issue.
Because a scam is a dishonest activity. You'll note there's a reservation tab beneath it: that tab may request personal details and most likely bank account or card details.
And no, I won't be touching that reserve tab because I don't know where that would lead. Simply pressing that tab alone could cause issues.
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Also, on top of the above recommendations, there are some smaller games that hit the mark too:
• Downfall: A game that explores eating disorders and how people view themselves. Very dark.
• Lone Survivor: Silent Hill meets Twin Peaks in a strange, empty town with even stranger humanoids.
• Silent Hill Room 304: A point-and-click game which quite successfully brings the atmosphere.
• Sanitarium: A great tale which delves into insanity, mental anguish and a lot of strange landscapes and warped residents.
• Jericho: More action-packed, but Clive Barker is involved, so if that doesn't sell it then nothing will!
• Carmageddon: More for comedy horror, but driving around taking on other "racers" whilst terrorising and killing innocents .. there is a horror in that.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2539605#Comment_2539605
so the entity appointed bubba to guard the 3rd escape route?
i wish tht didnt explain so much
In fairness, the Entity couldn't have chosen a better guy for the job.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2556216#Comment_2556216
I honestly find that this makes BM more annoying for me. It's like 'hey dude, we are both human beings, why be a jerk?'.
Playing devil's advocate, I feel it could be argued that this makes it easier for the killer to deal with BM'ing.
Seeing it as a horror movie, BM'ing could be the equivalent of the hero taunting the killer to save their friends; Ripley telling the xenomorph Queen to get away from Newt, for example.
Seeing survivors as players who sit on the toilet adds to the realisation that they too are playing the role, or at least can be imagined doing so. Sure, the exit gate teabagging is a bit silly, although it's possible to view that as the last, corny line a survivor says as the killer dies... or at least until the sequel!
Therefore, by putting those 2 ideas together, it creates the whole idea that this is a movie with actors; playing the role assigned. It doesn't matter what the guy on the other end of the screen is thinking, because it's a subjective viewpoint.
And if they are a dick in chat, report and/ or block and move on to the next trial, because that player is not worth your time and not worth being gratified for their actions.
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That movie analogy you gave is one of the main reasons I enjoy killer, because if you see the trial as a mini- horror movie the whole game makes more sense and becomes way more fun.
Take the competitive out of the equation when playing and remember that whoever you are faxing is someone who sits on the toilet like everyone else, then any sense of bullying flies right out of the window. It's all a matter of perspective.
These are great tips and thank you for sharing! Maybe more will feel less apprehensious about playing killer after reading this.
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Absolute scam. What with the NFT debacle earlier and now this I suspect Canadian Bank Holidays are now the ideal time to be releasing absolute tripe to the masses.
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They'd all work, and many more besides! But Lara stands out for me as an aggressive survivalist, able to use the terrain to her advantage.
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I rise to the challenge! There's little to be gained from lying on my back, raising my legs and thinking of England whilst they run roughshod all over me. It's a perfect opportunity to learn and practice less conventional ways of playing the game.
Also, there is always the chance of pulling out a surprise victory and comprehending how much better I can actually be.
Learning to take the rough with the smooth and soldiering on absolutely improves the experience if I feel there's no reasonable chance of victory, by becoming more wreckless and experimental.
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The MacMillan Estate maps are my absolute favourites, with the exception of the Sheltered Woods which feels rather uninspired. The Coal Tower is the king of the realm, and future maps could benefit from the sizeable structure found on that map.
For aesthetics, Midwich is the most well designed, which can be seen from the sheer detail they've managed to compact into it. As a side note, the devs gave me the impression Silent Hill was the closest franchise to their heart because of how much effort was crammed in.
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I randomize every build every time using an app prior to a match. Also, I need to Black Pip or better to go up 1 level in the Bloodweb. It means I level up very slowly, but I love how much I get from it.
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For Killers:
Pyramid Head
Leatherface
Glen Lantz (for Quentin Smith)
Ruby Knowby (gender swap for Ash)
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Here's 4 ideas:
Boon - Gravity's Pull: Within the Boon totem's field, should the Killer enter it they will suffer a 10% reduction in speed and a 20% increase to stun recovery and missed hits.
Boon - Light In The Dark: When a Boon is lit, survivors can permanently cleanse the totem in 2 seconds. If the killer is within the radius of the totem's influence when cleansed, the killer is blinded for 6 seconds and suffers a permanent 0.2m/s reduction for the rest of the game for the first hit, then 0.1% stackable for any further totems affected by the same Boon. If the killer stomps it out there is no effect.
Boon - Cat-Like Reflex: Within the Boon's influence, vaulting and slamming pallets gains a 33% speed boost.
Boon - Jumping to Conclusions: Within the radius of the Boon's influence, the Entity can no longer block vaults or generators. This does not work if the Entity has already blocked something prior. Repressed Alliance is not affected.
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Currently, on Steam charts alone, DBD is ranked 14th in terms of players currently playing.
Although this is just a snapshot, out of all the games to be 14th is healthy.
They certainly cocked up the RE chapter and a better product then could have retained many more numbers, yet it's much too early to declare it dying.
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Dead By Daylight: The "choose your own adventure" text-based survival horror:
THE KILLER IS BEHIND YOU? WHAT TO DO?
-> vault
YOU CHOOSE VAULT. GAIN 3M. KILLER FOLLOWS THROUGH VAULT AND STILL CHASING
-> turn left
TO YOUR LEFT IS BEARTRAP! YOU HAVE BECOME CAUGHT! WHAT IS YOUR MESSAGE?
-> ggez baby killer
DO NOT UNDERSTAND INPUT COMMAND.
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Because your words never created a question to be answered.
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It's worthwhile remembering that this forum represents a ridiculously small portion of the entire playbase, and people tend to vocalise more negative aspects than positive.
Numbers show that there are a lot of people who enjoy it and come back for more. There will be those who are more addicted, but overall it has to be through enjoyment.
I'm more positive and objective towards this game. It does need more competition, but overall they're doing pretty well, considering 4v1 is really difficult to do so.
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The MMR is about balance and ensuring people get to experience "winning" and "losing" in equal amounts. It's a way to encourage people to continue as they don't feel they are getting battered down every game.
The grading is about fairness, and focuses on rewarding those with either dedicated game time or those who participate a lot in each round, gaining good scores in all 4 of the Emblems, resulting in rewards at the end of each month.
Since ranking is no longer a thing, the game is now focused on giving players a fair crack of the whip in terms of trials, whilst rewarding those who play more often or perform better.
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Totally agree. I'm a 50/50 player, which may be why I enjoy this game more than some people, because I'm not bogged down in the politics of survivor vs killer.
Playing both helps improve both sides by understanding more about how the opponent can react, pov and such. As killer, I've caught a lot of survivors by simply putting myself in their shoes and thinking what would make the most sense.
Also, it's just fun switching sides, trying all the perks and generally having fun in the game!
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It is a bit more shallow than I hoped, but after thinking about it, it actually makes a lot of sense for me.
Effectively, there are 2 systems at play: MMR for balance, and grading for fairnesa.
Balance is to make sure people have a 50/50 chance of doing well, and therefore try to give everyone a chance of "winning". A lot of people would be gutted if they never escaped or consistently got 0-1k. This system allows that opportunity and therefore hopes to balance the game for those players. Also, those who escape a lot will find tougher challenges of escaping.
However, balance is not the same as fairness, because balance doesn't care how people get to a certain point; only that you gain a balanced experience. Fairness is about the effort and time you put in during the match, which bring us to the grading:
Grading is about everything you do during the trial and time put into the game. This rewards players by utilising the Emblem system to gain higher grades and end-of-month rewards. This is the reward section of the game, but is separate from winning/ losing, because you can get a lucky escape through the gates by doing almost nothing and working selfishly, or getting a 4k solely through NOED.
Overall, the system makes a lot of sense. I'm not sure that the PR behind it was well done, and the lead designer - whilst I understand what he was saying about "wouldn't it be great to do those things and win" bit, and that it wasn't mocking but moreover saying MMR would allow people who put the effort in but are ultimately unlucky to get better chances in future games - did present this message in a way that could be misinterpreted as mocking.
There's a need to understand ranking no longer exists, and this system is about increasing the balance and fairness of the game in the best way possible, especially in a game system that effectively can't be truely balanced or fair.
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If you go onto one of the pinned topics of the most recent Q&A ("Holy.." by GoodBoyKaru), there is a graph of the past 3 months of killer statistics. I believe it's overall, but still if you want stats, there they are.
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Yes.
The MMR system in placed is based upon balance, which in a game like this is simply win vs loss. Now we understand what that is, then we conclude a 50% escape rate = balanced and a 2k = balanced.
What I feel is being confused is balance vs fairness, and that's because there are 2 separate systems; 1 for each.
Fairness comes in the form of being rewarded for putting effort in, and that's the Grading system. Putting effort in is doing well in all aspects of the trial (the emblems) and time dedicated to the game. It rewards you by the end of month reward system.
As balance cannot accurately mean the same as fairness, this dual system where MMR is not included in rewards but the effort of Grading is, MMR is now simply about grouping people with others to improve the chance of escaping only and add a rewarding experience for the trial, whilst Grading rewards effort, partaking in all aspects and playtime.
Overall, the problem is calling it "skill-based" when it's actually result-based. But actually it males a lot of sense to me. Still confused as to why it took 2 years, but I guess takingbin data, trialing various systems, gaining feedback and changing makes some sense.
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@[Deleted User] said:
I get the impression that he was trying to say good players are the ones that escape as soon as possible... i don't know what to think of that.
I took it differently. The bit where he said something along the lines of "Wouldn't it be better to do all of those things and escape" I understood was to make a trial feel more rewarding for putting all the effort in and getting a victory, and MMR would help by putting you in trials where your chance of escaping is increased, based upon who you were playing against.
His way of presenting it was poorly done, as clearly it can rightly or wrongly be interpreted it in many various ways, but after digesting it I feel this interpretation makes the most sense.
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I deeply appreciate the work here. Made me manage to read the whole of the MMR discussion and not the selected couple of minutes that's been circulating. Makes much more sense this way.
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@Kira4Evr said:
There will 100% be a Totem War between Mikaela Reid and Nancy Wheeler when the Mikaela comes out xd
What would be hilarious is if Nancy chooses to cleanse a Boon Totem, just so that she can get her free heal state because screw everyone else!
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If I were to give 6 recommendations, they would be the following:
1. Silent Hill 2: Probably the best example of psychological horror. There's not much to be said that hasn't already been, but this will leave a long-lasting impression. Also, oddly, helped me deal with my condition so I owe a lot to this beautiful game.
2. The Cat Lady: A 2D horror about a lady with heavy depression, who is brought back to life by making a deal with a mysterious old woman, in exchange for a deal to kill 6 "parasites". These people are terrible people. This explores depression and disease in an incredibly artistic, sensitive and creative ways. A fantastic story to boot!
3. The Evil Within 2: I love both games, but the sandbox aspect and exploration, alongside improved crafting and some genuinely creepy monsters wins this for me. Obscura is a terrifying creation, and some of the concepts such as art is suffering, and the dark, internal desires appeals.
4. Alien Isolation: My favourite "hide to survive" games. The AI is amazing in its adaptation towards how you play, and the constant tension gets you so involved in the moment. Not many games can do this to such a degree, but this is a special game.
5. Silent Hill 4 The Room: Very underrated game in the series that was met with some uncertainty when it was released. Why was Henry so characterless? Why was combat altered? Why put near-invincible ghosts hunting you at every turn? In the end, everything was actually intentional and made to create one of the greatest examples of art in video games. Also, the only horror game that has made me feel something was "very wrong about it". It's just a game, of course, but it shows how atmospheric it was.
6. SOMA: Not an obvious choice, but the idea behind being forever alive in machines with no release of death, alongside the various topics it brings up, it's a game that has its horror primarily in what is dialogued rather than the imagery. And it's done well.
And 2 bonus less horrific games that still fit the mould:
a). Everyone's Gone To The Rapture: Beautiful score, imagery and brilliantly told stories of an English village taken over by a series of disappearances and deaths. It has a cosmic horror vibe, but seems to have a positive message within it about life and what means the most. A feel-good horror!
b). Granny's Garden: Bloody weird 80s game, conjured up by someone who has taken far too many substances to make it a strange, psychadelic trip. But it was that random witch jump scare, complete with obnoxiously loud music that's not really ideal for a very young kid to see.
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All my perks are randomized every trial, so quite often I'll be having strange setups with none of those perks.
After a while you find that they're not always important. Useful, yes. But you can win without them.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2545103#Comment_2545103
It’s more about how BHVR likes to contradict themselves when something doesn’t make the game “fun for survivors”.
My listed quotes of their official statements are a reflection of that hypocrisy:
Cleansing totems is too much work for survivors, but it’s okay for killers to have to waste time snuffing Boons all game long.
And I agree with the fact that killers having to snuff out totems continuously would not be healthy for the game. But sometimes when people test things, they may test something in its most overpowered state to see whether that has potential or if it will not work. The sheer amount of feedback received from both forums and videos on YouTube and other services may help dictate to them how it's ridiculously strong, and with data they can amend it before it becomes live.
It's healthier for sanity to realise a ptb is just that and when the game goes live to hope the data and feedback received makes them fairer.
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Just a Devil's Advocate thought here: Undying was originally overpowered, but then nerfed from patch notes 4.2.0 to 4.5.0. So they ultimately changed it, most probably based on feedback and data. Since this is a ptb when it is first being tested, it currently isn't fair to compare it as Undying was out for a while before being changed, and this is the first time a Boon is being seen in action. Like a tester.
I'd say it would be fairer to make that comparison if they have not altered Boon totems at least between now and when "Hour of the Witch" is officially released. Because a ptb is for testing and the Boon has not been made live, it's worth reserving judgement.
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Normally it is someone who intentionally causes harm and long-term happiness, by definition.
So deliberately bullying a player, even though the trial is won (killer not hooking the last, fallen survivor and forcing them to bleed out, or survivors at an open gate clicking and teabagging a Trapper). Note that this is different to using teabagging to distract a killer to help the team, or a killer slugging survivors because the opportunity is presented.
It's also salty endgame chat. Now, there are those who think people who get upset by this need to be stronger, but that way of thinking is flawed, unempathic and lazy, because it is unknown what the receiving individual is going through; parents splitting up, for example. Many other things too besides.
Basically, if someone is intentionally doing something to make another unhappy and hurt, then they're toxic.
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I play 50/50 and have a different way of playing it:
I use a randomizer so that all my perks, add-ons and offerings are completely arbitrary for each trial. If an add-on or offering appears which I have not got, then that space is left blank.
Each trial, I aim to get 1+ pip. However, at the end of each trial I check to make sure I black pipped, then if I have I go up 1 level of the Bloodweb, and any perk(s) I earn in that Bloodweb has to be used for the next trial.
It makes it a lot harder, but it is so satisfying when I get a result like this (for the record, I never got to use NOED - all died with 1 gen remaining):
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Usually the words: "Oh #########" are mouthed, followed by totemwatch inbetween gens and getting the heck out of dodge when either I see the killer or hear the terror radius.
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It's impossible to prove someone is lying when there is only speculation as evidence. And although I can only go by my experience, how SBMM works for you is in no way related to my experience, which has been great overall.
Also, the theory of Red Rank is time spent is justified. Ranking up is straight forward for anyone who has the time to put in, and the previous system easily disproved that Red Rank = the best players, because a fair number of them were really not all that good. Either they were carried by team mates, chose times during the day where competition was easier, bad matchmaking, or genuinely had time or skill to put in.
There is a possible issue with SBMM which is the ceiling cap. Eventually, enough people will hit that, which will result in more mismatches as people with different levels of skill get muddled up. It needs a higher ceiling.
Ultimately, it is still a way better system and regarding your points: the first is just a baseless accusation and the second about ranks does have some merit that it's about skill, but they aren't lying in what they said that it does have a lot to do with time.
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Scarecrow would be the number onne killer for me. His fear toxins could make the options available for powers and perks plentiful and creative.
However, for a lesser known villain, I'd take Doctor Death from The New 52 comics. In short, a former Bruce Wayne employee who tests a serum on himself which results in horrific bone growth and strength. This guy would make for an interesting killer.
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I don't believe there should be any type of prerequisite to trigger the Boon perk. However, I would suggest once a totem has been lit and a killer snuffs it out, then that survivor can no longer place a Boon totem. Make it a one time only perk.
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There are a multitude of killer types that can still be added, both licensed and non-licensed. There'll be no issue in that respect. It's only limited by the imagination.
The problem arises when it comes to original powers and perks. I do admire the variety we have, but that can only last so long. There may need to be changes to the game and objectives to allow for newer perk ideas.
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Came up with a random rework of his perks to make them a bit stranger and perhaps more variety:
Brown add-ons:
Lead Ring - When a survivor is hit with Punishment of the Damned, the are affected by a 3% reduction in speed to repairing, sabotaging, healing, unhooking, vaulting, cleansing, opening exit gates and opening chests for 40 seconds. The effect doubles if working with another survivor.
Dead Butterfly - Killer instinct continues for a further 2 seconds longer when a survivor becomes tormented.
Copper Ring - Rites of Judgement lasts Slightly longer. Rites of Judgement recharge moves Slightly quicker.
Bent Needle and Hair (replaces Black Strap) - Survivors rescued from the Cage Of Atonement suffer from the Hemorrhage effect and bloodstains last 1 second longer.
Yellow add-ons:
Wax Doll - Rites of Judgement lasts Moderately Longer. Rites of Judgement recharge moves Slightly quicker.
Spearhead - Survivors hit by the Punishment of the Damned suffer from the Mangled and Hemorrhage status effects.
Leopard-Pink Fabric - When rescued from the Cage of Atonement, both survivors will show their auras for 5 seconds if they move further than 12m from each other for the next 30 seconds.
Mannequin Foot (replaces Forgotten Videotape) - When rescued from the Cage of Atonement, both survivors leave scratchmarks for 3 seconds longer for the next 60 second, if they move further than 12m from each other.
Cinderella Music Box - If a healthy survivor walks on the Rites of Judgement and is more than 40m away from Pyramid Head, they become injured. An injured survivor gains the Deep Wound status. Does not apply if a survivor crouch walks.
Green Add-ons:
Vatiel Sect Photograph - Whilst performing Rites of Judgement, Pyramid Head can see the progress of all gens by the intensity of their aura. Pyramid Head's speed is reduced by 0.2m/s whilst performing Rites of Judgement.
Tablet of the Oppressor - Rites of Judgement lasts Tremendously longer. Rites of Judgement recharges Moderately quicker.
Misty Days, Remains of Judgement - Killer Instinct continues for a further 5 seconds longer after a survivor becomes Tormented.
Photo of Mary (replaces Mannequin Foot) - If a survivor walks over the Rites of Judgement and is more than 40m away from Pyramid Head, all perks are disabled for the next 60 seconds. Does not apply if survivor crouch walks.
Burning Man Painting - Punishment of the Damned distance is Considerably increased.
Purple Add-ons
Scarlett Egg - Any survivor rescued from the Cage of Atonement will be instantly healed. However, any survivor who has been put in the Cage of Atonement (including the rescued survivor) at least once becomes exposed for 20 second.
Rust-Coloured Egg - After a survivor is rescued from the Cage of Atonement, any healthy survivor in the trial becomes Exhausted for 30 seconds, and any injured survivor becomes Mangled and suffers from the Broken status for 30 seconds.
Mira's Headphones (replaces Lost Memories Book) - Punishment of the Damned leaves Rites of Judgement. Anyone hit by Punishment of the Damned will only hear the "Dog ending" theme tune for the next 20 seconds (no killer or other sounds). When the time is up, the affected survivor will sigh like Maria during the Dog Ending and a notification to the killer will be made.
Crimson Ceremony Book - Punishment of the Damned leaves Rites of Judgement. Being hit by the Rites of Judgement will hear the low rumbling of chanting heard in Silent Hill 3 in the background for 20 seconds. During that time the screen will gather blood splatters until everything the survivor sees on the screen is red with black outlines. After 20 seconds, the survivor vision returns to normal, and receives the Hemorrhage status until healed and Broken status effect for the next 20 seconds.
Red Add-ons:
Forgotten Videotape (replaces Obsidian Goblet) - Any Tormented survivor who crosses a Rites of Judgement, even crouch walking, becomes Exposed for 60 seconds. Their aura is revealed for 2 seconds every 20 seconds during this time. When 60 seconds is up, the survivor's aura is shown for 5 seconds.
Seal of Metatron - When a survivor is sent to the Cage of Atonement, any survivor who is either Tormented or has been Tormented before has their aura revealed for 5 seconds if further than 18m from the killer.
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Scarecrow from Batman. Having a killer that focuses on fear, so as one person said have the killer appear as the killer that survivor was in a dlc with. Use tricks like making you appear exposed in your HUD when you're not, sudden silence or reduction in light, or even gain status effect that makes the map look different or dead ends where they shouldn't be.
Just anything to make the survivor feel unsafe or unaware of what it real.
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2542880#Comment_2542880
The cap is definitely responsible in the current state of the game. Many players have reached the top even though they haven't the necessary skill. The skill disparity is noticeable now.
They can do with extending the cap. Once that ceiling is hit, then that's where problems occur. As you say, too many reach that cap and then it becomes too crowded with a variety of skill that will frustrate everyone involved.
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So many pieces of advice here, so my apologies of I repeat some, but mine would be:
1. Watch your red stain and use it to trick survivors into thinking which way you're going.
2. Listening carefully for footsteps, especially when blinded. Most survivors run after blinding you, so use the footsteps to know which way they went.
3. If chasing survivors around a loop, ironically sometimes the best thing to do is do nothing and face the wall if out of the line of sight. You'll be surprised how some will run straight into you.
4. Learn what route survivors take to escape you. They may get into a habit that you can then use to trick them by taking a less obvious route to meet them at a certain point.
5. Try to create a 3-gen scenario. Whilst you are hunting survivors, you also have a way of shaping the map to your advantage. You'll lose 1-2 gens dairly early, but if you can keep gens that are clustered together then it becomes much harder.
6. Never give up, even after a bad start. One trial I had relatively recently saw all 5 gens done with only 1 hook. I had no NOED and things looked rather bad. I ended with a 3k. Until they have crossed that threshold, anything can happen.
7. Have fun! It's a game at the end of the day, and the more fun you have the better performance you'll have and the more you'll get out of it.
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As SoloQ it's been balanced overall from what I've experienced. Matches have been tough and challenging, but at the same time my fellow survivors have been mostly on par with what I'd expect, which result in some great team work.
It's certainly a big improvement over the old way match-making was done.
As killer, it's been a bit wonky recently where one match I'll face 4 very strong players and then the next I'll have 4 rather weak players. The difference between has been noticeable. It was more levelled before, but I'm uncertain whether the cap could be involved in too many players getting to a certain end, with wildly different skill sets.
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Both franchises suit the game, but I'd say that even though RE is the bigger, more successful franchise, the way both chapters were dealt with including lore and perks and story gave the impression that the devs were far more interested in Silent Hill and the lore behind that. Using Cheryl's powers to partially bend the Entity to her will, or Pyramid Head being way more free than any other killer (and potentially helping the Sun Goddess put an influence within) seems to show much more interest that people get taken by a fog in Raccoon City.
If the devs had absolute control over Silent Hill, I would not be surprised if Cheryl and Pyramid Head became far more important people to the story, but as there may be limits, they'll focus more on the original creations.
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No point at this stage, especially with all the licences they have going for them. Better to change the way the trial plays and morph it from gen-and-escape into a more rounded experience with a tenser or tougher game.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2541972#Comment_2541972
You'll never add fear to most killers, survivor is just naturally easier and more chill especially when you reach a certain level of play. I guess more fear is stronger killers but those arent allowed in DBD as well still go off bad data of 2kills, 2 escapes
But I dont get the strat you say of purposely trying to annoy, they do it when alone and at the exit. It's in game BM and it's just abit annoying and unnecessary. I have sensitive eyes and ears, so much so I try to avoid certain killer due to sound/visuals.
Iv played enough to not get tilted by such BM, that doesnt mean it's not annoying or cant be removed/reduced for a better experience
So, with the strat to annoy it's best to look at horror movies for how it work and I'll use "Aliens" as an example:
The queen xenomorph has cornered Newt (the young orphan) and is about to kill or harvest her when Ripley comes in within a mechanised suit and gets the queen's attention by shouting "Get away from her, you #########!". The queen turns her attention and Newt manages to escape.
Using teabagging or clicking to take away the killer's attention from another may work because it irritates the killer. Some killers understand the tactic and ignore it, whilst others get triggered and change the opponent, and finally some may even change targets because some understand that a survivor is weak, so changes when they get why the other is distracting.
In terms of the exit I 99% agree with you that it's rather dumb and proves nothing - just pixels bouncing about. But 1% may be a genuine reaction to a killer playing in a manner that the other finds a form of bm'ing too, so it's like the last scene where the protagonist says a cool line before blowing up the killer. But that only works if the killer has been a dick (hard tunnelling for no reason, slugging a survivor then nodding over them without picking up, etc.).
And fear can still be a thing, or moreover a slight fear. If a survivor knows the killer is good and dangerous it hits the adrenaline, and whether it's excitement or apprehension, it still works as a bit of fear.
I'm with you completely on reducing bm'ing, but taking into consideration all of the above, what would be a good solution?
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There's something to be said about "strength in numbers" mentality. If the killer isn't threatening enough, then survivors will feel braver. You'll note that when faced with a good killer, survivors are less likely to taunt them. Take away fear = take away threat = take away power. The roles reverse.
I also put it down to the mentality of the individual at the time of playing, experience with previous trials, vendettas and other aspects that can fire up players into becoming less sportsmanlike.
And there's also how people perceive others. For example, a clicky-clicky survivor can be seen by the killer as "toxic", when actually the survivor is being tactical because they want to protect a survivor who doesn't play as well and is being tunnelled. In fact, that survivor is being tunnelled because the killer may be feeling they're under pressure from survivors under the presumption that they're on comms.
The reasons for actions can be interpreted in many ways, and really it always comes down to subjective reasoning. If people think objectively and with sonder, then not only will poor sportsmanship reduce, but perception of actions will change.
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@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/2541197#Comment_2541197
I'm definitely getting James as soon as he arrives so I'll be looking for those Pyramid Heads! I wish more people played him though--I rarely see him in my games anymore. I main him so I can actually hear his chase music in-game... 😭
I see him on occassion, but am surprised he's not used as often. He's a powerful killer with a towering, intimidating appearance - one of the best in the game! It's strange how he's not used as often.
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I'd question why someone would want to play a game they don't enjoy. Although I can understand it if someone voted "No" and no longer plays, but browses the forums occassionally to see who the next killer is out of curiosity.
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The Ghost Face, by a country mile. Every time I see that "Trick or Treat" reject costume I just want to dropkick him into the pit of eternal stench.
Also, out of the 5 named characters in the question, why is Hillbilly there?!? Poor chap is one of the most fun to go against; especially if it is controlled by someone who knows how to play him well.
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Myers is DBD's equivalent to the "RKO OUTTA NOWHERE!!!"
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I don't want to have fellow survivors start to get pissy with me because I won't run perks they want me to use.








