Marc_go_solo
Marc_go_solo
About
- Username
- Marc_go_solo
- Joined
- Visits
- 4,120
- Last Active
Comments
-
The Trapper. About time the poster boy got some love.
-
Perhaps this could results in a shift of what typical perks killers will use. Should "Built to Last" become more popular to use, and combined with perks such as "Quick & Quiet", "Head-On" and "Inner Strength", then killers might start using "Iron Maiden" much more. Also, 2 killers in particular - Adiris and The Twins - may be used a bit more as both have the ability to plague or lock survivors in lockers for longer respectively.
So it could shake things up from both sides.
-
Agreed. No matter what happens, I refuse to do anything other than play with completely randomized builds, and treat each trial individually.
If someone starts to get caught up in the "They use this meta, so I feel I also need to" will often get caught up in the more negative aspect because they are no longer playing for themselves; they are playing for the enjoyment of others.
-
I'm happy that it's been given some clarity that it's a more localized effect, rather than a map-wide effect. It gives them some boundaries which will feel a little more comfortable.
What would be interesting to see is what happens to perks such as Undying or NOED if the only totem left to transfer to has been "boon'd". Does that Boon get replaced by the Hex, or prevent it?
-
Video tape could have some decent, early pressure. However, what I do really like is that the add-on makes the trial start as if it's already a game from the Saw franchise.
It also makes the add-on feel unique, rather than the "reduce lunge by 10%" types of add-ons. It's giving the interesting, unique changes add-ons have with The Wraith. So it's great to see a more imaginative approach to these changes.
-
@luvcraft said:
https://forum.deadbydaylight.com/en/discussion/comment/2525357#Comment_2525357
no, I think you're right, it takes LONGER to recharge.
Recharge time, not recharge speed.
Definitely 50% increase in recharge time, but gaining the blinking through walls more than makes up for it.
-
One thing I've noticed is that since the data-miners released details of how it works (although I haven't found where the details are laid out for all to read), and people saw it was based on escapes and time, I've noted many more survivors open the gates and run out rather than staying to help others. And in the results screen they have scored less BP than those who were sacrificed.
This leads me to believe that many who escape aren't as good or helpful as those who get killed. Yet those will get a higher MMR and rise higher up. Thos may account for why matches may still seem arbitrary in who you're playing with.
I was a fan of the SBMM when it came out, but worried that if people understood it then they'd manipulate it, and I feel this is what is happening now: a survivor doesn't need to contribute much at all, but simply needs to escape. It's ultimately resulted in some survivors using the system.
SBMM will probably need to rethink itself on basis of contribution, which is where the emblem system in the 4 categories would be the best way to team people up in games based on skill. This problem may not have been caused if a) SBMM was more complex and b) the data-miners hadn't looked into it and spread the news, since people would not be able to assume what counts.
Ultimately, SBMM working on the emblemic system would be clearer for people to understand and truely take into account skill and effort.
-
I enjoy the variety each trial has and trying out different combinations of perks and techniques.
Also, it's good for me to approach each trial as a fresh, new one rather than carry any ill-feelings from previous trials or things that I've read. Best way to approach it.
-
When a survivor blinds a killer, the killer must always reply: "Thank you. Again, Mistress" and take it.
Should a killer accidentally down a survivor, the killer can only pick them up by an unused pallet. Killer will expect to be punished for disobeying.
Killers should treat trials as they would an S&M session.
-
I'm shocked that, of all killers, it was a Doctor who played along! Good on them!
-
@JustWhimsical said:
https://forum.deadbydaylight.com/en/discussion/comment/2521275#Comment_2521275
I did, but at the same time is there much of a point to reporting them, I have seen these guys before it's 2 hackers and the last time I played against them specifically was last month and they are still hacking which is just sad do these guys ever get banned? The only thing different is that they have new hacks they wanted to use.
That's an arse. Maybe a mod could give us a time-frame on how long between a report and action it takes on average then that may help understand the process more?
Alternatively, maybe they found another way to use their ID on a different account using hacks. I'd imagine this will need to be a top priority for them with hacks.
-
I hope you reported it. This image alone should be evidence to the devs that someone screwed it for the rest.
-
Before, ranks offered no BP reward whatsoever. So with this new system, it's just another way to get a nice stash of BP! Even with work full-time, it's still more BP than you'd get on the old system. Think of it that way, then with the variety if challenges and add-ons it should still be better for the Bloodweb.
Also, with them talking about trying to ease the grind, it'll probably work out well in the long run.
-
They most likely are banned, but there will be some frustrating factors that will be in place. Some might be:
1. False reports - these clog up the system when people are reporting others because of bitterness. As a result, the more false reports BHVR have to sift through, then the longer it takes to take action.
2. New accounts - a hacker who gets banned sets up another and the process continues. Unless there's something in place which recognises the place where the account is being made from, it just becomes a frustration for the hacker and nothing more.
3. Advertisements - by this, I mean videos on YouTube or Twitch which show the hackers in a comical light. It encourages more to give it a try because it looks cool to them.
4. Reversing a ban - if some people want to protest against the ban, even if it was so obvious that there's no chance, it still goes into the system and likely dealt with by the same team, further clogging up the system.
There are other reasons and this is a sample of what can cause delays and make it seem like nothing is happening. Maybe, with research, they can streamline the process (as they're doing in the midchapter with the killswitch), but to their credit it's a bigger task than we probably imagine.
-
It's not killers which are the problem - it's certain players who, for whatever reason, decide to just not play the game and instead sit around. The same reason these people who choose to play killer this way are the same types of people who play survivor and suicide on hook or just sit around.
If people play normally as they want to, it'll work out. Those who hang around doing nothing will probably make it worse for themselves, due to not knowing how many losses they need or how long they are needing to be in the game for.
-
I doubt this will be the case, but I'd be for Boon totems if they act as a double-edged sword. For example, let's say a lit Boon totem allows all survivors to heal at 150%, but if the killer destroys it, then survivors suffer a 10% increase in healing time for the rest of the match, plus maybe 30 seconds where all survivors are exposed.
If it just adds an additional objective for the Killet and the effect oa significant, then it puts pressure in the wrong places.
-
It's been great for me overall! Honestly, there have been a couple or so trials where one survivor did seem out of place, but overall I'd say they are a good match. Matches have been challenging and tense, but ultimately very rewarding.
-
The Hillbilly for me. There are a few things that link, such as anger at mistreatments or injustice, and feeling entrapped and controlled (personal reasons). I get what it's like to feel angry for things I was born with (am on the spectrum) and that feeling of wanting to let rip, although I internalise my anger mostly.
Have to say though, I definitely disagree with his stance on hurting animals though. That's as far from me as possible!
Also, second place goes for Myers because people say I have the ability to silently appear out of nowhere and give jumpscares, especially at work!
-
Whilst I'm not sure if "perfectly balanced" is wholly accurate, it's attempts at being balanced are a lot better than some make out. With SBMM, certainly it balancing with other players of similar skill, and as you get better or worse you'll fall in line with people of similar skill. So I absolutely agree with the comment of "sweat less = less sweaty players".
I also know the meta is not a guarantee of victory. Many people have beaten "The Meta" with meme builds, as can be seen on many YouTube videos, and bless those influencers for trying to get people to realise there is more out there than a handful of perks. Skill and tactics is also a thing. I understand a few have dismissed this as a myth, but that's false due to how people use mindgames and various tactics to outwit each other, which goes beyond looping.
So yeah, I'd agree mostly it's balanced well, considering the many, many factors it takes into account. The only reason I won't say it's "perfect" is because that implies it is flawless, and I don't believe it's possible to achieve a flawlessly balanced game.
-
It's unlikely, but it is a brand new title so will undoubtably be rough, unpolished and full of learning curves.
Personally, I'm not a fan of the art style and that one scene of survivors hp-thrusting and meme-ing put me off as to what we could potentially see. That doesn't mean it will a failure though, so I'll reserve judgement.
Ultimately, DBD has too big an advantage on many fronts, so no. But it'll be interesting to see if VHS evolves into a worthwhile title.
-
Well, then we should have taken the time to learn to play Civilization, as the man said! Would help get society back on the right track!
-
They could take a leaf out of Jack Nicholson's joker with the laughing gas you spoke of, and add the gradual transformation of the grin and behaviours that disrupt progress.
May be a bit too much like Doctor though.
-
Boon: Treasure - Guarantee of finding the highest-tiered of any item in a treasure chest for all survivors until the Boon is cleansed.
Boon: Athlete - All exhaustion effects are reduced by 30%/40%/50% until the Boon is cleansed. All survivors siffer from a 60 second exhaustion effect once the Boon is cleansed.
-
The matches are far fairer. Victories feel earned and losses don't feel cheap. Overall, I'm happy!
-
Mess with the brain? Induce madness? Oh yes, that's my jam!
-
Can't get Teabagged and clicky-clicky if you're on the same team! Shrewd move by the Oni, although I'd love to see him teabag!
-
It makes them more likely to be chosen, and anything to encourage people to try out new things is a big plus.
Also, it's nice to see "Hex: Thrill of the Hunt" - an old perk from way back - actually be given the very first minor change to defend against Boon Totems!
These alterations are welcome moves.
-
Especially interesting is the change to the Stitched Bag (I think?) that starts you off with every trap in your possession to use immediately. I think he's the one killer everybody wanted to be given some love and now it seems like he'll be in a stronger position for it. Very happy he's got some luv!
-
I used to (mistakenly) think that her phase sound was directional, where back in the past I thought that was the key to dealing with it.
Now it's actually in place, alongside the footstep visuals, it would be much fairer. I like this change a lot, and also kudos for the Trapper changes upcoming. This first update looks good, especially with some perk changes.
-
I tend to try and attempt to solve the box when Pinhead picks up a downed survivor. Reduces the chance of him teleporting across the map to me.
Otherwise, the later I leave it then the fewer times the threat of a chain hunt occurs due to the time between solving it and the spawning of a new Lament Configuration.
-
@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2513180#Comment_2513180
Because unskilled survivor are waiting at pallets and try to loop, it's as simple as that. Unexperienced players never use the "Hold W". But obviously you don't play at high level to understand this.
And winning as a killer against a good SWF is impossible with almost all killers. You should check the best streamers and see them playing when they face a good SWF, they end up with a 1K.
I wouldn't be so condescending in your dismissals. Here's a grand final match where a Pig gets a 3k:
https://youtu.be/lmDOOmDa3SkThe truth is that people can win against a top tier swf, and it's not only a Nurse or Spirit which can do it. This disproves the thought that top tier killer streamers end up with 1k.
I don't know whether you're uncertain in your own beliefs which is why you respond with "obviously you don't play at high level to understand this", but it comes across as close-minded that people may actually have an alternative opinion originating from their own experience.
But you're attitude needs adjusting. I'll end my correspondance with this topic here.
-
@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2513108#Comment_2513108
It doesn't change that you have 0 down doing so.
So you suggest to injure and change target. Okay, the first target go heal somewhere where there is no point of interest on the map (gen already done, dead area etc...) and then comes back in.
Meanwhile you have chased another survivor that hold W in another direction.
It's funny how you can defend such a gameplay design while it's just broken. Do you even play killer at high mmr against SWF the hold W ? I don't think so.
If all a survivor needed to do is "hold w" for win, how come 4k and 3k wins for killer exist? What about lower ranks where that happens when less experienced survivors pretty much just do thay against less experienced killers?
If it was truely broken, the killer role would be impossible. As it happens, it's not and with regards to facing high MMR against SWF, you are forgetting all the many factors that go into the pacing of the trial, tactics used, etc.. I've been destroyed by Red Rank swf and also defeated with 4k Red Rank swf, and I can say without any shadow of a doubt that there are ways to catch up, tactics to deploy and ways of going about the pace of a game to win.
-
@jokere98 said:
https://forum.deadbydaylight.com/en/discussion/comment/2512446#Comment_2512446
there is no talking about pallet stun in first post. There is talking about killer getting "stunned" after hiting survivor (weapon animation) and survivor gaining spring burst
Misread, my apologies.
-
He just needs reworking back to his original power. The change made to him, especially when announced alongside a comment saying he was where BHVR wanted him, is probably the most bizaar decision they ever made.
-
Canada or Scotland. Both those countries are of astounding beauty and culture, with lovely people there too!
-
@ThiccBudhha said:
I have no idea what a pasta bake is or how long that takes... But I am assuming it is long? Rofl.
30 minutes to 1 hour, depending on prep time, ingredients chosen, etc..
Good to know though, except my server seems far luckier. I have enough time to brew a tea and that's it. I'd love to rustle up a pasta bake or pizza, before settling down to see my character enter the lobby!
-
What's the proposal for a solution?
-
1) Ruin.. me step-mummy!
2) Dead Hard.. rigamortis
3) NOED.. Nobody Offered Emblem Disinfection
4) SBMM.. Somebody Buggered My Matches!
5) Low Tier Killers.. Nightmare Difficulty Level
6) Solo Survivor.. Definition of courage
7) Optimization.. Father Christmas
8) Cosmetics.. Bunnies and Elephants and Chickens, oh my!
9) Flashlights.. Prepare for Pain!
10) SWF.. Serve We Four!
11) RPD.. Randomly Populated with Dead
12) Grade Rewards.. C+, could do better rewards.
-
Is this a server-based thing? Because I've not come across this behaviour much at all! At most, I had one Cenobite who tunnelled me really badly - like the very definition - and even then it was probably because the Cenobite had just come out and he wanted to see the Mori. Certainly not seen many killers at all act the way you described (although I hope you reported them. A Huntress lobbing hatchets at you with no attempt to hook whilst you're on the ground for that long I do believe is reportable).
As for why people do this, it's inadequacy. People try to disguise it as feeling disrespected or because they can or whatever crap they say, but the very core is the feeling of never being good enough. It's not game-related; this can come through a feeling of weakness or lowliness in any area of their life, but it ends up reflected on others and is far more dangerous than you'd think:
An example was a video that appeared on my feed yesterday. Obviously I won't mention names, but it was one person calling out another of being a hypocrite because they tried to make out people needed to be more understanding, but then called out another streamer (calling them "cancer"), with the kicker being that streamer had lost a parent to that horrid disease recently and had posted about it previously.
I know this is not in-game, but it was post-game comments. And it just comes down to feeling weak and not important enough. But it damages everyone, including them. And it's at a far greater scale in general life with how much pressure people are put under to be something impossible to attain.
-
It definitely has something to do with attitude towards gaming. People get very competitive about it, which is fine - if they want to, then that's okay. It's the attitude to taking losses or having a bad game that some lash out at others because it's so much easier to blame the oppoments or the game design than it is to accept maybe that individual simply isn't as good as they think. In all honesty, if people were more accepting they need not be perfect and understand the need to improve what they can control then things would be easier! This isn't about trying to look good so they can appear on 4gamer to make fun of other players. That says more about a sense of "not feeling they are good enough".
Unfortunately, it stems beyond this game and becomes a.much more cultural problem. A lot of things put pressure on others to be more "perfect" or needing to stand out by looking like a reality tv star or some #########. It's this forcing people into attitudes and it's unhealthy. There's this advert in the UK for a shampoo where it basically says "Dandruff says: Don't Go Out! Don't have fun! Don't wear what you want!", whilst a group of beautiful people prance about, acting as if they are rebelling and being cool. Sorry, but dandruff says ######### all! It's a ######### shampoo! But the advert makes it more than this. It says: "Use this, or you're weak because you listen to dandruff".
It's bollocks, but this happens everywhere and this game follows the pattern: Everyone needs to be seen as Godly or the next elite player or whatever. They need to be right, otherwise they are weak. People don't need this pressure on themselves. They don't need to compete for followers or viewers or being seen as a shining example.
I know it's jumped a little into a broader spectrum, but in the end I cannot really even criticize those who play with this idea of being amazing and looking down on others, because they've felt the pressure put on them by such expectations and this is the only way they know how to beat it, because they cannot accept weakness as a trait that actually is something to learn from than just pretend isn't there.
-
Trickster has the coolest weapon, or certainly the flashiest! However, Pyramid Head brings in the best "overkill" weapon. The Great Knife always reminds me of this quote from "Crocodile Dundee":
-
I'm in agreement with OP. It may be controversial, but unless you're playing against tournament-strength teams or killers, the idea of a meta is an illusion to me. People feel they need to have BT,DH,Adrenaline and the like, or BBQ&C, Ruin as a killer. You don't. I've beaten really good players running the meta with non-meta perks. This game isn't about perks, and I'd question those who believe without them you'd get stomped.
In terms of enjoying the game without expectation, it's how I play to. I go with the tide of the gqme and constantly adjust. I win some and I lose some. On a very rare occassion I get annoyed sure, but I just move on to the next game or do something else. When I do get annoyed, I also direct it at myself ultimately which is good because I can control myself and the attitude I have. Even if tunnelled or face-camped I don't think how unfair it is - I think what could I have done to avoid capture in the first place. I can control that by improving my own game. If I start blaming everyone else, it's pointless because I cannot control them and what they do. It's about learning.
People need to think less about how they are a victim and more about how they can learn and be humble and congruent. Not entirely unrelated, my wife was watching a show about A&E, where someone was asked if they felt proud of their life. The person replied: "I should never use "proud" as how to describe it. A better word is "grateful" for what I've experienced". I feel this can be applied - people need to stop feeling they need to be better than others, and instead fell happy with what they have and continue to learn in a more humble way.
I gather this is more difficult in a world infected with reality tv, constant connection with others and the illusion of the perfect life others have, the harsh expectations of looks, fashions and trends, anonymity and following influencers, marketing strategies and media as some sort of deity who cannot be argued against for fear of feeling "disrespected" because - heck forbid - someone has an alternative view on things! Focus should be on yourselves alone. Take the pressure off. In terms of this game, just accept it's a really small part of your life, unless you let it become bigger.
Anyway, I ramble on, but yeah I agree with OP.
-
I've had little issue with it and am overall pleased with the times.
There is a similar pattern that, when I play as killer, the very first match of the session has a longer than usual lobby, but I wouldn't say it was any more than 10 minutes at worst (and even then I think that was just once). Then subsequent game wait times have been much quicker.
-
I'm overall happy with the state, although when "Resident Evil" came out it was unfortunately very embarrassing for them, especially considering how big a deal that license is. The new systems works really well from my perspective and I'm still able to use randomized, non-meta builds and still win matches, except now they feel more earnt.
The big downside has been how the community side of things has changed. Granted, during my experience I've received salt at times, but I also remembered that a year or so back - possibly 2 - people were more friendly in-game. I'd receive and give compliments, and joke with fellow players. Now there is bugger all interraction. Yesterday was the first time anyone responded with a nice comment in quite some time. Rarely would I get any comment at all, in fact. The social level has reduced a lot.
I don't believe there will be any worthy opponents to this game, if they try to replicate the formula. The closest multiplayer game that would be competition in the horror genre for me is "Phasmaphobia", because it offers a different experience. But my belief is that unless people become a bit more humble, be more relaxed and stop looking to influencers who just shout abuse, mock their opponents and basically act entitled because apparently controlling pixels on a screen makes them better than other people, then the community will damage this game far more than any dev attempt.
-
@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2508315#Comment_2508315
What can a skilled m1 killer to do vs full W.becuz if there are on range of my terror radius they run away and if i chase em i lost 3 gens and if i dont they come back to the gen.
Okay, so this is a video that appeared on my feed which shows how to learn to outplay a survivor who just runs and yet is outplayed by simply observing them:
https://youtu.be/7IjqMhVpDWYSo, firstly this video is during a chase and not from a gen, but I'd argue the same rules apply, but what you note was how by learning a survivor pattern you can find ways of cutting distance down amazingly well! So that would show an example of understanding a survivor pattern and that a chase isn't just running after, but using techniques like herding or kiting survivors.
With your example, you've absolutely pointed out chasing a survivor whilst 3 gens are done would be a mistake. However, that would only happen if 3 gens were being worked on by 1 survivor each and the runner would be leading you away from gens, which would be a red light to me - although that is also the hardest to deal with. Or it's a poorly judged chase where you could have cut your losses early and focused on another survivor or patrol. It's fine to give up a chase if you feel it's more productive doing something else. It's not a "hold W" meta, but simply changing tactics.
Ultimately, where's a survivor to run to? They have to return at some point, and even by watching where they run to, you can judge where they are and how likely they are to hang around. If they wait and you do, because you know they're all nearby, then it's their error.
Running away is just part of the game. It's up to you whether to pursue, use tactics, wonder where it's best to be, etc.. You'll win some and you'll lose some. But running away isn't meta. If it were, then no killer would be doing well.
-
@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2509289#Comment_2509289
See a smart survivor will use it to make it to a pallet or window before your close enough to swing and extending the chase for at least one more tile.
True, but whatever the intellect of the survivor, they will only get to use it once so they have to be selective when to use it. Even then, if they were to Dead Hard into a vault and they already have a bit of distance on you, it is possible to change your chase route entirely and avoid any time-wasting of doing mind-games by looping round.
For me, Dead Hard works as a good defense, but even then it can only grab a few extra seconds in the grand scheme of things. If it wasn't an exhaustion perk, then absolutely it would be overpowered, especially with Lithe or Smash Hit! But that exhaustion tag removes anything other than a brief, mini spurt.
Try kiting survivors into corners, or pushing them into trickier areas where Dead Hard becomes more risky to use. That helps me a lot.
-
@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2508315#Comment_2508315
No, they wouldn’t because there is no counter. Good survivors will get a head start anytime they know the killer is coming. The killer will have to waste 20 seconds just catching up and then deal with any pallet or structure.
Pick and choose your battles. If they know you're coming, try different angles or guard the gen for a bit. Either way, a survivor can run away any time, but ultimately it doesn't make them infallable, and having a core part of gameplay dubbed as meta just seems incredible to me! Besides, it's part of the chase and I would look closely at how best to deal with every situation as I find it.
If it really was as powerful as it is made out to be, killers would be lucky to get 1k at a time. I genuinely do not see it as a problem at all, and has never made me have cause for concern on the gameplay.
-
@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2508413#Comment_2508413
How do you bait a DH to a window or pallet?
You don't. You bait it to make them avoid a hit. If you think they have it and you are approaching a vault or pallet, you look for a way to catch them by using mind games. Anyway, it can only be used once before exhaustion sets in and it's only a short, brief burst. Hardly an issue to declare the perk is unfair. It's defensive.
-
@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2508413#Comment_2508413
Okay to evade a hit is fine but what about to use it for distance?
A one-off brief speed boost to hit a vault is the best way to use it, but even then comparing Dead Hard as a speed boost to Lithe or Sprint Burst, it doesn't have that same impact. Plus, if a killer chooses to chase beyond, Bloodlust will counter that. The distance is minor really. Certainly far from being unfair.
Either way, it's an exhaustion perk, so it needs to be used wisely.
-
Dead Hard is a good and fair perk, and this is coming from my experience against it as killer. If you can bait it out of them, it usually results in a down a few seconds later. Likewise, putting pressure on them could make them dead hard into a wall or something.
It's strong, but far from a balance problem and really - when baited - it's just as beneficial for the killer as it could be for the survivor.
