Marc_go_solo
Marc_go_solo
About
- Username
- Marc_go_solo
- Joined
- Visits
- 4,120
- Last Active
Comments
-
@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2541197#Comment_2541197
I know I will be participating in the fun!
I'm just going to follow him constantly from a distance and use every stealth perk available to scare the crap out of James until they leave. 0k totally worth it!
-
@StardustSpeedway said:
Last night I had a match where all 4 of the survivors were cheating lol. They were trying to play normally at first, but the first survivor I hooked I noticed a Claudette urban evading at insane speeds all over the map. That's when I knew what kind of match I was in. All of a sudden little by little the rest of the survivors started to reveal they were all cheating. Insta healed when smacked, insane movement speed, and infinite use of items.
Fortunately for me, they helped me A TON in getting progress for that challenge where you need to smack survivors 50 times with your weapon. ❤️
I hardly noticed cheaters before MMR was turned on, so BHVR definitely should address it. Now I notice it WAY more. Granted, it isn't every match, but before MMR, I used to see one person cheating in every 40 matches or so. Now? It's like every 10 match where I notice it.
You raise a good thought there: not saying this is the reason at all, but since SBMM went live, people have been reporting cheats much more often. Is there a possibility the new system may have made it easier for hackers to get through?
-
When James Sunderland makes his appearance here I expected all Pyramid Heads to tunnel the ######### out of him, until he repents his sins, when Pyramid Head will let him escape.
Doubt this will happen, but it would be great if Guy Cihi did his voice when he comes over!
-
1+/2+ pips is a win in my book!
I'd also say being top of the BP totals at the end of the trial as survivor is a big win too.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2539526#Comment_2539526
And doesn't that show a larger problem? Doesn't the fact that people would rather chance another 10 minute queue than play against a SWF show that there's an issue?
Whichever way it goes, whether it is swf being put into longer queues because of killers avoiding them so they leave, or killers getting fed up with finding a suitable lobby, knowing who is being faced is going to be detrimental for the game at this point in time.
One amendment they could do is use SBMM to calculate which killers they face. So the game recognises a group as an overall average and puts a killer in at that level. But then there was this whole problem a while back where some players were unhappy with having a killer based on the highest player of swf.
There'a no good fix. But the majority of swf are not the problem. And with the elite swf they should be getting trials with the top killers, according to SBMM logic.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2539605#Comment_2539605
PSA to all survivors, you can now escape through the basement >:)
In fact, I hear the devs are going to be taking away Exit gates and hatches, but make the basement an instant win if you get down there. Triple BP too!
-
Do what you feel you'd enjoy more at the time. It's impossible to know what they want.
When I play survivor I certainly would not be upset at a killer being nice! Yet if the killer decides to kill everyone (or attempt to) I absolutely won't get upset and childlike over it.
-
Rotten Fields and Sheltered Woods also would like a word.
-
Perks are over-rated, and it depends on how they are used. This is a recent result I had against 4 players who were very skilled and co-ordinated. I am not sure if it was a 4-man swf, but highly likely a 2-man or 3-man. Keep in mind I randomize my builds, hence my setup. The funniest bit was I never got to use NOED - the final person fell with 1 gen left:
They may have most of the powerful perks, but it does not mean they automatically trump a weaker killer build. This game is about skill and planning, and perks are just that: a perk to aid. But using Dead Hard when the killer anticipates it makes it redundant sometimes. A perk like "Spies From The Shadows" works throughout and gives good value.
So I agree with OP that people shouldn't feel scared of experimenting more. Try out unexpected builds which can really throw off killers, and likewise killers should feel they can mix things up a bit too. You don't need the meta to win.
-
Dammit Myers!!
-
My money is something to do with the basement. Maybe if each survivor shone a light at the 4 centre hooks from different angles or something? If the Entity doesn't like light, hitting it at the heart may do something. But that's pure guesswork.
-
A decent majority in the shadow of the poisonous minority.
-
It would be bad for game health, were that to happen now. A number of killers would dodge lobbies (understandably), meaning swf may have a long time before finding a match. If enough killers dodged, swf players may leave the game due to this, and I reckon that would be a dramatic reduction in numbers.
If this were to be a thing, the only way it could have worked may have been if this idea was put into place when swf was first introduced.
-
Really looking forward to it overall, although if the devs cannot see the current issue with the Boons and do not change them into a fairer perk that could be quite troublesome.
I don't feel they need to add the dust kick up from footsteps with Spirit, as the directional phasing is more than adequate.
-
I still find Hillbilly fun to play as, and it's surprising how many niche run lines you can find as him. Also, still fine at one-shotting survivors if timed right.
The nerf to Hillbilly by BHVR is still one of the most needless and ridiculous changes they ever did, especially since at the same time they did the nerf they said Hillbilly was where they wanted him to be performance-wise! He was always fun to face, and a shame I don't see more of him, although at least - from my matches anyway - he hasn't completely vanished like The Twins have (which is another shame).
-
@killer998 said:
You should clarify your reason as to stopping than confusing everyone.
The old generation consoles, especially if it's a standard PS4 and Xbox one can't play DBD on the new graphics. They are just too outdated and need the old graphics back to work properly.
At the same time, while I obviously don't know your reasons or financial situation in your personal life, the regular PlayStation 4 which I assume you're playing on is nearly 10 years old. In the world of gaming, and technology, your PlayStation is ancient, and it will struggle to go on as games move ever forward.
This is the way.
Just to point out: I play on the Xbox One, and although I have a rare blip, I have no issues with how it runs. It's smooth, hasn't disconnected or frozen for a long, long time and works well, so I don't believe the graphics are the problem (or at least the main problem).
-
The Oni is the main killer I love facing. Genuinely exciting to face, although I also enjoy facing The Shape, The Executioner, The Hillbilly, The Demogorgon, The Blight, The Twins and The Nemesis T-Type.
Anyone apart from The Ghost Face.
-
More specifically Alien (not worried so much about Predator). In short, Alien will be a truely scary addition!
-
Sidney for the win!
-
I vaguely remember someone saying the Entity was entering a new era last Hallowe'en, and the blight was the last one to happen, so I reckon they're embarking on another phase.
-
Happens on Xbox too. Was about to report it before I saw this discussion. Thank you to OP for reporting.
-
You could try a couple of more convoluted ideas:
1. No-End House: Make a few rooms like mini escape rooms, except eaxh new room becomes darker, harder to solve and spookier. Start with a nice, bright room with maybe a cuddly spider toy on the table, and end with a room with one red lamp, textures to gross out people and eeiry sounds. That sort of thing.
2. House Of Leaves: Use mirrors or illusions to make the house seem larger or smaller than it is and turn it into one huge escape room, yet have things moved around where it doesn't make sense (tv in the bathroom; plates upside down in the hall; mirror positioned so you can see around corners; etc..)
-
It almost feels mocking when they say "Pleasure and Pain", as it's mainly pleasure for them and nothing but pain for their victims. If a victim is granted the "blessing" of becoming a Cenobite, then perhaps their suffering becomes more of a pleasure. Those who aren't though ... well ... they never go quietly.
-
Overall, yes. There are some good arguments to say they could be reused but with a cooldown or they should never overide a Hex, which I can see the argument behind them.
However, because they are extremely powerful they should be treated the same as a Hex as a once only. But I would say that if the survivor lights the totem and the killer stamps that out, likewise that totem becomes permanently dull - as in Undying or NOED can no longer use that totem neither. Also that the sound the Boon makes is only audible to the killer when they're maybe 2 metres or so away. Basically, make them harder to find, but once it's stamped out then that's it.
Also, only one Boon on a map at any one time. I watched an Ohmwrecker match where basically half of Haddonfield became bathed in blue light. One Boon could take all the stacks and powers of any other Boons in play, and once it is stamped out then all survivors will be notified and anyone else who has a Boon - should they find another totem - can light that one.
-
I had someone very recently get annoyed after they dc'd before I could hook them a 2nd time, telling me to F off and go for someone else.
The guy was crouching in grass on a Hag map. He ran, but then as there were 2 other guys nearby I went for one, hit him, then saw the Claudette had run back to the same bloody piece of grass, injured. So I hooked then. Then, after being released, they did it again!!!
It did result in the most banal yet bizaar insult I think I've called anyone, telling them to stop pretending to be a Bluebell (they wore Claudette's blue versions of her original clothing).
-
I'm hoping that BHVR are intending it to be a once-only use, but as it was the ptb they thought they'd just see what happens if it is reusable, just in case they're missing a trick.
It's unlikely and moreover them realising now that it would be a really awful decision. Then again, maybe they want to surpass the Hillbilly nerf in terms of most bizaar decision made by them!
Eitherway, I can't see there's any logic in pushing the Boon through as is. It's just too ridiculously powerful in its reusable state. It ought to be a once only, like a Hex. However, if it is once only, the power it offers is fine to stay. Also adds an elemeny of strategy as to when to use the Boon totem.
-
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2536322#Comment_2536322
Interesting but not good. I mean, good luck on big maps like Red Forest, or indoor maps like Racoon city.
I get that. I do think some sort of small, extra objective would be worthwhile trying out, even if it's not in this form. Just to balance the beginning a little. In what form though, I'm not exactly sure.
-
@R2k said:
https://forum.deadbydaylight.com/en/discussion/284706/beginning-game-slowdown
Yesterday I faced survivors who afk hide for whole 3min and did nothing while corrupt lasts 2min. So against coordinated group it's a 50/50 perk. I can't say it's a slow down perks, if survivors decide when game starts.
True, and I think a smaller beginning objective would put a bit more pressure on them to act, lest the killer finds them before they even start.
-
@Foxy_Teltac said:
https://forum.deadbydaylight.com/en/discussion/comment/2536289#Comment_2536289
Another objective would go a long way, a reason I've started to play survivor is because I found out I just like doing stuff that's really dumb and risky rather than hold m1 at the same spot for 80 seconds, maybe it doesn't have to be a mainly early game thing, they could do a small secondary objective that would be required for escape so that survivors who don't mind gens can keep on while people who do mind can do that
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2535632#Comment_2535632
Also, Corrupt is sometimes useless when survivor can spawn next to non-blocked gen.
Just make survivors always spawn together. Easy fix.
That's what I was considering with finding the emblem: Survivors could do a few seconds of interraction once finding it (like the yellow and red emblem hunts) and it activates the gen. What's more, they don't all have to be done at the start; some gens may not be activated until later on.
Either way, in a game where every second counts, this just makes the early gen blasts not go quite as quickly.
-
They'll amend them, especially after all the feedback and data they'll have to read through.
Personally, I'd be happy with just nerfing it to only being used once. In exchange to keep the powers it offers as is. It'll be brought in line with killer Hex and whilst it does give the killer an extra objective, like the Hex should the Boon be snuffed out early on, then that perk slot is gone for the rest of the game. I'd be happy with that simple change.
For all we know, the devs may have been planning that all along, but wanted to see what happens if it can be reignited and what feedback would come of it.
-
@DwightFairfield said:
I think beginning game slowdown wouldn't fix anything, the issue is apparent with Corrupt Intervention.
Gens being blocked doesn't stop gens from being done
A) The killer can't patrol all 4 gens because they're too spread out/killer can't patrol gens
or B) The survivors wait out the period, breaking totems, searching chests, or unhooking each other if the killer gets lucky.
Survivors don't need a penalty to start, killers need a buff to make all of them viable at patrolling generators. Most killers are so chase-centric that regardless of how long of a head start they get, they're not going to stop gen progress, quickly shut down chases, and get hooks within that timeframe.
@Foxy_Teltac said:
https://forum.deadbydaylight.com/en/discussion/comment/2535613#Comment_2535613
Another issue with corrupt is that if anything it promotes gen rushing due to the fact that it creates the feeling of pressure right at the start, so survivors immediately spread out on the gens they can
Yeah, they're fair points. I was just thinking about a fairly small additional objective that acts more as a switch to make the gens accessible in the beginning. It probably wouldn't add much at all, but the few extra seconds finding those emblems would just slow the game slightly at the start. I'm not looking for a big slowdown - just something that adds a few seconds at the beginning to balance things. Plus, another survivor objective would make the game a little more interesting.
-
I saw a summary of that on YouTube on Movie Recap (I think). It felt like Takeshi's Castle meets Battle Royal meets Fall Guys, but the plot was decent with a deep analysis on gambling addiction.
It would probably be a survivor Paragraph with the guy who wins it as the survivor. I'm not sure the villains would make for good killers in-game (although they were great characters in the movie).
But yeah, it would be a fun fit. Would create a heck of an original map!
-
@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/2535159#Comment_2535159
then you'd actually face players who don't sweat so much and then magic
Your wish is granted, you now get facecamping Insidious Bubbas in every game.*
* Assuming that facecamping lowers your MMR.
https://forum.deadbydaylight.com/en/discussion/comment/2535219#Comment_2535219
For me at least the problem is not so much about "winning" (in quotations because the win condition is actually not clearly defined at all) but about having fun. I feel like a lot of complaints that talk about winning/losing are actually more about having fun / not having fun.
As an example: I generally play without add-ons. I know I could do a lot better if I was using add-ons as the vast majority don't have any downsides, only upsides. Still, even with the new MMR, I sometimes get matched against SWF who use Brand New Parts, Keys, ... and it doesn't feel fun for me. Could I use add-ons to get more kills in those games? Yes, but it wouldn't actually increase my fun.
OP seems to have the same problem. If they stopped using the perks they are currently using they could probably lower their MMR naturally, but that, based on my experience at least, won't necessarily mean that you get more fun games. There are a lot of mechanics that, regardless of MMR or "skill level" of the player(s) are just extremely unfun to go against and it is just extremely frustrating because some of these issues, like being found first and getting camped to death, are ancient and nothing has been really done to combat that.
I empathise where OP and yourself come from in terms of it being unfun to face the same setups, the same items and so on. It does feel stressful in the early stages when gens pop like bubble wrap.
But when I say there doesn't need to be a situation where someone feels pressurised to use specific perks, what I mean is not to get a lower MMR using lesser perks - I mean use lesser perks to perform well and get 4k against good teams. The fun isn't just in winning according to what you consider is a win or doing well, but also in experimenting, and there's no reason to not run non-meta perks regardless.
Running less powerful perks doesn't mean you can't do well. If a player uses skill, stealth or clever thinking they can be a powerful player by using the one thing people won't ever be able to pre-empt, and that's your own, unique approach.
Try running random or different builds. Set up meme builds, or even focus solely on a non-perk build. The more you get comfortable with it, you'll see beyond the meta and the endless ways of having fun and experimenting with what the game has to offer.
-
There is more to a victory than what perks you use. It is possible to win games against Meta Killers using no perks, if you enjoy learning to improve your skillset.
-
I have no issue with them being as powerful as they are. But they ought to be a one-time use. Even reduce the sound effects for killer to make the harder to find so it becomes more strategic for survivors to boon a totem away from gens, but to keep relighting them as they currently do.
Having a once only use will make ot much mpre strategic for survivors as to when to use it as well.
-
By people coming to expect certain builds consistently, a surprise build can and will throw them off-guard. Plus those who have unpredicted builds have that psychological edge by making people waste time or fall into traps.
As someone who randomises his build, I find it does work well. Even the basic perks have given a lot of value. Deja Vu prevents a 3-gen scenario everytime as SoloQ; Lightweight has won me many escapes; Spies From The Shadows is amazingly useful in finding unsuspecting survivors; Slippery Meat has... okay, we'll ignore that one.
But most perks have their uses, and often are far more useful than people suspect them to be. I'm happy when I see these changes endgame.
-
@Forrestgump said:
https://us.v-cdn.net/6030815/uploads/TOL0VY6XCM3A/inked20210705002933-1-li.jpg
Playing Dark Souls apparently makes you a tryhard. 😂
That wins most unique salt I've heard! Imagine if you also had all achievements for Super Meat Boy and Spelunky ... you'd be practically accused of hacks and cheating!!
-
@[Deleted User] said:
on a side note any mods around? How do I go about getting my account and data deleted?
Go to the subforum in Feedback for Forum Feedback. It'll probably be there, or at least you can ask there. General subforum is less likely to get this type of info (not impossible, but better go to Forum Feedback).
-
@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2532441#Comment_2532441
I'd honestly rather die every match for the rest of eternity than use voice chat, and I don't care how much that screws my teammates.
Balancing around voice chat would screw every team of solos that gets a player like me. I mean, the devs could do it, I'm not saying they couldn't, that's their choice, but I wanted to make it known that I absolutely will damn everyone to a terrible death, I just... feel very uncomfortable talking to strangers.
@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2532462#Comment_2532462
Same. I am not the friendly type, if one person has something to say, I will escalate it. But since I am trying to be a better person, I will need to do what I started doing in Overwatch and abstain from the chat as a whole.
I am just saying it is the only way to actually put solo near swf. All the other ideas do not address the crux of the issue which is that they can communicate.
Likewise. I'd really hate to have the atmosphere of the game wrecked by learning what a fellow survivor player did with my mum. Besides, there would then be pressure such as: "You need to run this perk" or "You need to focus on distracting the killer above all else", so my game would feel stressed by playing how others want me to for their personal reasons.
With regards to OP, one possible (if long-winded solution) could be that if it recognises a group of survivors who play together regularily, then their overall SBMM is made into an average rating which then determines what killer players they face. It's rough around the edges, but it's a plausible option.
-
I was once given salt for not saving them from a hook, even though the Trapper had walked safely away. I was accused of just hiding in a locker on Midwich for an easy win. They were probably right for that survivor, but since I was the one playing Trapper I couldn't tell...
Also, had salt from someone because I was hooked for the first time with one other survivor alive, who hid in an area through both stages until I died, but then the killer found them by the trapdoor, closed it and killed them. Apparently, I should have suicided so they should have escaped. I'm not suiciding from a killer on my first hook, especially since the killer had played fairly throughout and didn't camp.
-
Put this in feedback and suggestions, if you haven't already. It'll be amazing to have more music, sound effects and such for each of the older map areas. The job done on newer maps like RPD and Midwich are fantastic (even if that bastard corpse in a locker at Midwich did give my position away to a Ghost Face!), and especially Wraith and Trapper maps could benefit much with some original music.
-
Should SBMM be kept then this won't be an issue. All that will happen is that once the month is over the grading goes back to the lowest grade. The quality of your opponent(s)/ fellow survivors will remain at whatever SBMM you are on.
-
1. The Oni
2. The Shape
3. The Spirit (great job devs!)
4. The Executioner
5. The Trickster
6. The Doctor
-
@Marc_go_solo said:
Probably more as a legendary cosmetic, but they'd be a great addition as characters:
Peter Venkman - Ace Visconti legendary
Ray Stanz - Felix Ricter legendary
Egon Spengler - Dwight Fairfield legendary
Winston Zeddemore - Adam Francis legendary
Janine Melnitz - Mikaela Reid legendary
And as for the killers...
The Librarian - The Nurse legendary
Vigo the Carpathian - The Oni legendary
Gozer the Gozerian - The Spirit legendary
Stay Puft Marshmallow Man - The Clown legendary
Also, alongside Ghostbusters legendary outfits, I thought of a couple of extra items (rather than add to the plethora of existing perks) that could be included:
For survivors:
New Item: Proton Pack
Effect: The Proton Pack has a charge (like torch) but what the beam does is reduce killer movement by 50% whilst they are blasted. This weapon is used to allow fellow survivors to escape a chase, so if you see a killer tunnelling or chasing a survivor, then hitting them with the beam can dramatically reduce this. The person shooting has their speed reduced by 60% whilst using it. The range is about the same as Deathslinger's gun, and add-ons can either increase range, charge or even outright stun a killer.
New Item: PKE Meter
Effect: A charged item, which - when used - can see the scratch marks of a killer. Useful when figuring out if a killer has been nearby, and will also trace scratchmarks of any killer who uses stealth. It will spike if the killer is within a certain range too, but it does emit a soft sound that could attract the killer too. Add-ons increase range, charges, locks onto items, makes silent or even shows auras of any survivor or killer.
For killers:
New Offering: Ectoplasm
Effect: Ectoplasm is especially sticky and emits negativity, enhanced by the Entity's realm. Killers can apply ectoplasm to the floor or vaults. Any survivor who runs into this will have their pace reduced to walking or slow vault whilst in contact, and when within a certain small radius will suffer from the Exhausted effect. Depending on the tier, it can be used between 2-4 times. The ectoplasm disappears after a set period of time.
New Offering: Vigo's Portrait
Effect: Vigo's ability of mind control and powered by negativity flows through this offering. Survivors start the game with the Oblivious, Hindered, Exhausted, and Blindness status effects. Depending on the tier, after 25/35/45 seconds a random status effect will disappear, and this continues until all 4 status effects vanish. Survivors cannot suffer from any other added status effects during the time of this Offering.
-
Probably more as a legendary cosmetic, but they'd be a great addition as characters:
Peter Venkman - Ace Visconti legendary
Ray Stanz - Felix Ricter legendary
Egon Spengler - Dwight Fairfield legendary
Winston Zeddemore - Adam Francis legendary
Janine Melnitz - Mikaela Reid legendary
And as for the killers...
The Librarian - The Nurse legendary
Vigo the Carpathian - The Oni legendary
Gozer the Gozerian - The Spirit legendary
Stay Puft Marshmallow Man - The Clown legendary
-
Cheryl Mason would be my absolute favourite, but taking into account the choices then Yui takes the win for her determination, guts, design and strength.
-
@SonicOffline said:
https://forum.deadbydaylight.com/en/discussion/comment/2529556#Comment_2529556
Well, all I can say is Dead Hard stops you from taking damage, full stop. Borrowed Time at least gives you a change to get away from the hook, and how the unhooked proceeds is on them. Iron Will lets you be stealthy sneaky, and my 4th is not always meta since I don't run decisive. I typically run Adrenaline, which is still meta but assumes I just won't be in a situation I need decisive, which typically only happens anyway when I'm against a few specific killers. Mostly (aggressive) Wraiths, Slingers, Spirits, Nurses, Huntresses and Bubbas. Everyone else seems to just kind of fall into "I deserved the tag."
There's nothing wrong in choosing those, and neither should people be shamed for it. And neither should people feel they cannot experiment with other builds because their opponent(s) run selected perks, making that person feel pressurized into using them.
I'm of the opinion that most perks have a benefit that can give people as much chance of surviving as others. Take Deja Vu: this perk has saved me numerous times because of being able to plan the field in solo queue. Putting distance and pressure on the killer is very effective, and if I play well enough to evade/ avoid the killer using mindgames, I can be strategic enough to get out safe, no matter the build.
People should never begrudge others choosing perks to use, but I feel players ought to feel more free to experiment and find the decent combinations and perks to make the gameplay less stale. Even randomized, I've been surprised with how exceptionally useful perks are that I would never have considered otherwise. And when I am beaten, it's normally due to the skill of my opponents or bad play by me (I am very inconsistent - I've beaten really good swf groups and lost to green or yellow ranks for reasons I still cannot understand!).
-
@SonicOffline said:
https://forum.deadbydaylight.com/en/discussion/comment/2526793#Comment_2526793
Personally I still run meta perks in general on survivor, but I also legitimately find it fun to not get destroyed at 5 gens left. It also helps make chases fun when I don't die super early in.
I tend to find the vast majority of trials end up with 1-2 gens remaining at worst before sacrifice and loss, and at best an escape without meta builds. Those perks are strong, but it's an illusion to feel they are needed to avoid being devastated. It's as much about skill and using what I have wisely as it is what perks are used.
At the same time, if someone brings in the offering "Shroud of Binding" and a Bubba approaches, then no God is coming to save me!
-
They may look at some of the add-ons to it to make it an item with other functions than escaping, but it's definitely just a 2nd chance at the hatch now.
-
Whatever they do - even if they do nothing - I'll still be really happy about this patch.
But it'll nice to have a couple of add-on changes which are unique. Like an add-on which allows him to briefly see all survivors when he enters his rage. Something that makes him a little different.
