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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • New Trapper cosmetic incoming!

    3a2a81680d720663628ddf0cec230c3032aa2f8e.jpg


  • I do like the new ones, but the old ones were great too, especially when looked back upon with nostalgia.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2506840#Comment_2506840

    There definitely is among people who know how to play. A skilled killer can’t beat a skilled survivor group.

    That's nothing to do with "Hold W" though. If you have a skilled killer, they would know how to defeat people who just .. run. Skilled survivors would know this, and thus will use looping and skill to avoid. So there's no meta "Hold W" in that situation.

  • Purely dependent on the situation. Sometimes it's better to bash the gen out and other times healing has saved a lot of survivors.

    As for me, I've seen many people who haven't healed fall victim to killers, so it's just as likely this tactic mentioned in your psa has cost as many losses as wins.

    Tip for survivors: assess every situation as a constantly changing task and work on best judgement. One problem doesn't fix all.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2506840#Comment_2506840

    I see it all the time and I admitted that I do make the mistake of taking chases to long sometimes and that is all on me. Most of those are very situational I was playing Mikey(my fav) and all of them would just w across the map after first hit so how do I counter that if I just didn't take any of those chases I would of had 1-2 hooks?

    Firstly, love that you choose Myers! He's vastly underrated by many.

    As for the chase, Myers is best used not to chase until hitting Tier 3, unless there's a good opportunity in sneaking up on someone. If someone is stupid enough to run in a straight line away from Myers, just hit that stalk button and boost up the tiers.

    Myers feels like an opportunistic killer who's like Trapper in that he comes into his own during the late game. That's when survivors have nightmares, especially if gen management is done right.

    Basically, your options are: 1. Stalk-stalk-stalk, 2. Observe where they like to run to (usually that could be good to remember not only for where they feel safest, but also where they may heal up if you have the gens close togethef), 3. Herd them, so approach from different angles so they become disorientated or nervous, which'll lead to mistakes and 4. Early on, encourage then to work together to get the Tier meter up quickly, so patrol some gens near to each other, then move towards a further one where (hopefully) they have grouped together because they've seen you patrol.

    Those would be the best tactics. Myers isn't a chaser, but someone who watches until the time is right. So use them running away to your advantage. It's a lot of fun to improve mind games in unique and unsuspecting ways! Oh, and also experiment. If you have a strange idea which you doubt would work, do it anyway! You may stumble across a killer tactic!

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2506835#Comment_2506835

    A quote taken out of context. This quote, IN context, actually was a rather fair comment.

    ...that's not to say they never say some questionable things, but that isn't one of them.

    I agree with this. Saw the video with him saying that in the first place and it felt a genuine comment where he was recommending people take a break. I think he may have been warned that because a) the person with him knew it was going to be contorted into something out of context, b) maybe promoting a game that wasn't DBD was an issue, or c) it was moreover that he may have been taking on a contentious comment where wording needed to be careful (pretty much like point a., but still a reason).

    Besides, Civ 6 is a great game! It also comes from a decent legacy of previous Sid Meier games. Seems a good recommendation for those wanting to slow the pace a bit and reduce their frustrations.

  • I know this isn't how everybody experiences it, but mines been excellent with tough opponents, and a lot of exciting and tense trials!

    So this is where I'm confused: The reactions have been mixed, and whilst I believe some of the complaints is down to those players realising they are not as good as they think they were or just plain sulky, I do also believe some when they say it's not making much sense in sudden jumps in difficulty, or they're doing the right things but something isn't quite right.

    One reason could be a very human one which is unpredictability. I've had sessions where I'm smashing swf teams, and others where I'm trying to figure out how I played so terriblt against people I know I could beat! I've played as survivor when I am a mind-gaming God, and others where my escape attempt ends quickly with me running into a tree or trying to quiet vault with the killer about 3 metres behind me. That element of unknowing and lacking consistency may account for some.

    It could also be the server or little bugs in the system that distort it. Or maybe even a lack of players as close to the MMR rating someone is at. It's not perfect, but when I look back to the absolute barminess of the original ranking system, this feels like it's going in the right direction. It's just not rigid enough to account for all possibilities needed for a true SBMM.

  • @AnneBonny said:

    https://forum.deadbydaylight.com/en/discussion/comment/2506822#Comment_2506822

    They're def one of my favorite monsters from SH1, plus the music that plays around them is like My Heaven levels of terrifying

    Silent Hill always had a fantastic soundscape, which at once was both beautiful and terrifying! Amongst those were some killer grooves and melodies! "Tears of..." was moving, and "Killing Time" had a very neat yet eeiry swagger to it!

    Anyway, sorry this was jumpibg off topic a bit. But I'm gonna hunt that soundtrack out on cd. That and "Silent Hill 4: The Room".

  • It's not meta. Sorry, but there's nothing meta about running away from a killer. I've never complained about a survivor running from me in a straight line.

    There are multiple things you can do: Herd them, corner them, force a mistake, realise this chase would be unproductive and move on to another, use ranged killers, use speed add-ons (if available), use them to lead to others, use them to know which gen they want you to run from, focus on gens closer together and force them into the territory, use trap killers, learn their habits so you know how to cut them off next time.

    All the above work. There will be times when they don't, but that's the whole point of the game: you won't win every chase! If you're running after survivors for long periods of time, then the fault isn't "hold W" - the fault is the tactic you choose. If "hold W" was as meta as some claim, there should be easy escapes every time. There isn't.

  • Those would be superb as cosmetics! The first time I came across the puppet nurse in the first game it was facing away and I legit thought it was someone I could interract with. The fright when it suddenly rushed me!

  • I'm probably one of a few killers who still enjoys him, even though his nerf with completely moronic, considering on the same patch notes where they changed him they declared he was exactly where they wanted him! To this day, it's one unanimous change amongst the community (no matter which side they play or what ratio) where people thought it was just an amazingly dumb decision.

    But he is so much fun to play! If you play him like an absolute nutjob, take risks in the paths you charge and take advantage of the sudden 90 degree turn you can perform at the very start of the sprint he can still be very destructive. Also, I've noted more positive feedback and interractions with survivors I've faced, regardless of the result.

  • It's underrated. Granted, not exactly a high-tier but it's in no way a bad perk. Spine Chill avoids the cooldown and lets you know if the killer is looking at you. Premonition has a cooldown, but what it does instead is let you know where the killer is, even when it doesn't look at you, so as a form of surveillance it's pretty useful!

  • I've got a few I'd like to see, or at least something similar:

    1. Leatherface (2003)

    MV5BNWUyMzY2YzUtZTNkNS00YTQzLTk2OWQtMGU5ZmJmZGJhMjY4XkEyXkFqcGdeQXVyNzg3NjUyMTM@._V1_.jpg


    2. For the Blight, a lizard skin. His posture looks like it would suit a humanoid-lizard character.

    HD-wallpaper-lizardman-beast-lizard-lizard-man-monster-war.jpg


    3. Michael Myers from the movie "Halloween Kills", with burnt mask.

    4760c532-c078-4c71-8f54-f0c445232513.jpg


    4. Adiris would be great in some Egyptian warrior outfit.

    199eb4bd0619bc1c636c3b47f4fb6d28.jpg


    5. A Dieselpunk outfit for the Nurse.

    dieselpunk___combat_nurse_by_cj_backman_deibh3w-pre.jpg


    6. Pyramid Head from "Silent Hill: Revelations".

    pyramid_head.jpg


    7. With the new Iron Maiden album out, I reckon the Oni would be pretty cool as Eddie.

    pqn1mgc8x8c71.jpg


    8. A weird, twisty version for the Twins. I was thinking a crossover with Gremlins and make Charlotte a human-sized gremlin, and Victor start as the postule from when they multiply by water, but change into a regular-sized gremlin as it escapes.

    Gremlins-e1545749091186.jpg 69593.jpg


  • The Twins are absolutely vacant from my experience in this game. I'm unsure when they even appeared last, which is a damn shame because they are actually a decent killer with a lot of options as to how to play them. Plus, although Victor is quite laughable as an actual character, Charlotte is actually quite the menancing presence!

  • I'll hit them once, then leave. It's for 2 reasons:

    1. In the past, if they go afk to derank for easier matches, I'll leave them and waste their time and force them either to: a) be hooked at the end of the match, b) join in out of sheer boredom and, if they deliberately try to kill themselves on me, I'll floor them and leave them, and finally c) disconnect and take the penalty. Either way, I have no time for those players and punish them accordingly.

    2. There are some afk players who genuinely were either coming back from the toilet, just made a tea or finishing a message. I'll hit them once to basically let them know we're playing, but then they can go get healed and carry on. I don't want them to lose out on not being ready. Also, makes a victory feel so much more deserved.

  • I'm not sure I have all-time favourites, since it changes. But currently, I'd say the following are my favourite choices:

    Tom Petty and the Heartbreakers - "Wildflowers", "A Face in the Crowd"

    Faith No More - "Everything's Ruined"

    Radiohead - "Climbing the Walls"

    Wild Beasts - "Get My Bang"

    Everything Everything - "Arch Enemy", "Breadwinner"

    Delays - "Hideaway"

    Billy Talent - "Affraid of Heights", "Try Honesty"

    Imogen Heap - "The Walk"

    Luscious Jackson - "Sexy Hypnotist"

    Poe - "Wild"

    Coheed and Cambria - "Feathers"

    The Goo Goo Dolls - "Iris"

    Bombay Bicycle Club - "Shuffle"

    Suspiria - "Home Sweet Hell"

    R.E.M - "Near Wild Heaven", "Let Me In"

  • Pizza Hut: Our special place. We're waiting for you.

  • Probably because the intellect of those people is so low, what you're witnessing is them trying to remember where the jump button is...

  • Killer: Sephiroth.

    Speed: 4.6m/s

    Size: Tall

    Power: Meteor

    Power Effect: DESTROYS ######### EVERYTHING!!!!!!!

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2500022#Comment_2500022

    Also something to severely lower players who haven't quite got the fundamentals yet. For example if you fail skill checks regularly your gonna be kept in the low tiers till you get better at it

    Edit this was in reference to their points in the category dealing with doing objectives. Obviously this has to be separate from the chase and other categories or people will abuse it

    Yeah, true. Granted, it would take some time to implement it, but if this new system takes even a little more into account then they can build on it. I'm worried they won't, but moving forward they ought to have even just a small team that focuses on MMR improvements throughout. I'd be all for that.

  • Here's 3 from each side I adore, but it doesn't come up as part of the more popular, yet limited, selection:


    1. Deja Vu: This perk is so underrated in SoloQ! It progressively makes the killer work harder to stop the gens flying by, along with preventing a 3-gen problem in the late game. It's difficult to see the results of Deja Vu's benefits, but it is a supreme game changer.

    2. We'll Make It: This perk switches a dire situation into a positive one so quickly. Paired with Empathy it's amazing, but alone it's still an extremely efficient perk to get your fellow survivors back into action.

    3. Smash Hit: It basically ends the chase for the killer. Not only do they have to recover from the smack, but then they've lost a ridiculous amount of ground. I call this "Roadrunner", as it reminds me when Wile Coyote gets smacked by his own trap, then Roadrunner appears, goes "Meep meep!", and sprints off.


    1. Spies From The Shadows: Never underestimate the crows. Those guys have been so good I was even accused of cheating because a crow alerted me to them sneaking into a locker .. on The Game! A keen eye, plus survivor unawareness, makes this a brilliant perk.

    2. Iron Maiden: For those trying to deal with über-immersive of Quick & Quiet survivors, or even those just needing a locker, this can be great, especially if they had to leap into one at the last moment. Catches out more than you think, and dynamite with BBQ & Chili.

    3. Trail Of Torment: With the variety of perks that light up gens for survivors, this perk can easily sneak in and cause a ruckus. Also, oblivious is a great status to impact on survivors. It's just a great perk I get a lot of use out of.

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2499413#Comment_2499413

    Oh you want them to curate the teams as opposed to just a relative skill. I'm not gonna say that what your proposing wouldn't be better but I'm not sure they are capable of that. The devs I mean not humanity in general.

    Start with something a little smaller of an improvement than there current mechanics

    Yeah, I admit it's quite complex, but the results ought to be very good for matchmaking, whilst also encouraging players to get out of their comfort zones.

    This is the thing with SBMM: it needs to truely represent the skills of the player, and that can't be done on a simple escape/kill tally. It needs to take in various factors.

    Ironically, the emblem system for those 4 categories is the perfect foundation for it! It's just that they've not capitalised on the idea.

    Currently, I like the new SBMM system in terms of my experiences. However, if the datamined information is correct, I don't think "Skill-Based Match Making" is an accurate phrase to use. It's more of a simple league table, like football.

  • I've not seen that my end at all. I've had one hard-tunnelling Cenobite, but otherwise killers and survivors have all been brilliant my end.

    Obviously happens elsewhere in the game, but I've known no change from my end. I'd go so far as to say it's less than it was.

    Tunnelling and camping has always riled people up on these forums. It could be that it's not changed, but either a) people are playing against a different caliber of player, based on what they've been playing previously, or b) that it hasn't changed,but because the SBMM is in place then people are more subconsciously focused on what is happening now, rather than over the course of their time on this game.

  • Had NOED come up randomly twice in my most recent session, as killer.

    First game I used it to secure a sacrifice (2k overall), and the second time it came up I never got to use it as 4k'd with 1 gen remaining.

  • Basing MMR on each of the four emblemic gradings for survivor team mates (i.e. an altruistic survivor may get paired up with similar players, or objective low scorer put with other low objective scorers, but it's about getting all 4 emblems as closer as possible.

    For killer, it may have to be a bit more basoc as cpmparing killer emblems with survivor emblems could be tricky. Although, if they did, I would suggest:

    • Lightbringer paired with Gatekeeper

    • Evader paired with Chaser

    • Unbroken paired with Devout

    • Benevolent paired with Malicious

    So, effectively, have an MMR scoring for each emblemic section and match with opponents closest to each MMR. That way, you'll work with not just similar skilled people, but also people who have a similar playstyle, so it encourages people to participate in all sections. Someone who solely does gens will get a low Benevolent score, and will be teamed with other gen people, so they'd need to branch out the skills.

  • Same problem here too. This totem spawns at the building at the end of the street, opposite the saloon. Go around the back, and it spawns beneath the stairway attached to that building.

    Glad you got the photo! I couldn't upload it for some reason.

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2498492#Comment_2498492

    Not when you wanna play a low tier killer with a meme build,

    Those killers already don't stand a chance =D. (Mainly lookin at you trapper)

    And sadly. i Used to have fun with trapper. Now i can't even look at him in this...Mmr!!

    Trapper is a weaker killer, sure. He's also a late-game demon. Trick with him is to isolate the last 4 gens or so. Keep them close by and set up a trapper's paradise for when survivors charge in (and they'll most likely be feeling confident), which will lure them into making mistakes.

    Sure you won't win every time. But then again it's not expected to. However, it gives you a better chance :D

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2497999#Comment_2497999

     there are perks that show you are a gutsy and good player, and those are lesser-used ones 

    Those players I respect much more than those who stick to the norm

    No perks dictate skill when it's the meta..

    perks which are not high on the meta, but a good victory with these shows you're more skilled and less reliant on perks.

    Perks which are not high on the meta, but a good victory with these shows you're more skilled and less reliant on perks.

    Issue is. you won't win with bad perks when you verse a swf that just pre-throws against you and rushes gens, =D

    In response to the first point, the reason I respect lesser ised perks is not because of skill, moreover someone is willing to try something different. I respect that more for people thinking beyond the few big ones, but doesn't mean I think poorly of others.

    And second point, I have won with bad perks against swf. And others have. And many more will. Maybe there is a better chance, but with a mindset as you described, you've already talked yourself into a loss. Skill can outweigh any perk, when learnt well.

  • It's always worth reporting. If it's left then the problem becomes worse. Plus, the more devs know of the problem, the more knowledge and time can be invested into it.

  • Pizza Slice: Identity V Edition

  • Honestly, I love it! I am matched with great survivor team players against a very capable killer, and as killer the survivor opponents are challenging and fun.

    I see some meta players, but also experimental builds. There are tough matches, but never stompfests.

    The only issue I have is an increased waiting time for killer, but even then I think it's on average a few minutes longer.

    In terms of how I play (because it may help other experiences in the long run)) I randomize all builds and play with a little bit of silliness, but mainly with a competitive spirit - but not in a "I will tunnel you to Hell" way. I just perform as best I can with the aim of keeping the game enjoyable for me and not deliberately to ruin others.

    But yeah, for me this is a brilliant change.

  • Probably reduce the variety of builds, since many consider only a few viable. So the game would probably be even more predictable.

  • Nice to see a fellow anchovy connoisseur!

  • I carry on as normal, but will watch out for the hatch, so I know where to head to when things go wrong.

    However, it's always worth fighting until the end because anything can happen. I still remember an epic trial many months back where we were down to 2 survivors with 3 gens to go, yet despite the killer being determined go for a 4k, we both managed to escape via the gate. Granted, that's a rarity. But what a trial!

  • A fourth survivor perk that may work would be "We'll Make It". It turns your build from an objective-focused build to an altruistic build, but with a 90 second healing boost, you can quickly turn the tide on a situation where all survivors are injured. Especially if you switch Bond for Empathy.

  • I have no idea why you said that, since it has no bearing on what I said. Note that I wrote "there is no perk that shows you to be a bad killer"

    Read comment properly. Nuff said.

  • My best wishes to you at this time. Sounds like you're in a difficult place right now, worrying about your mother and dealing with a muppet for a half-sister.

    Your mother is with the best possible care that can be provided, and they will do all they can to help her get through this. Visit whenever you need an update and speak to someone there if you need support through this yourself. Also, it would get you out of the house and being there for your mother may give you a feeling of purpose that may alleviate that sense of vulnerability you have.

    You're half-sister being there may also be a strange blessing, as it may encourage you to not stay in the house as much; allowing you to meet with friends or mentors who can be there for you, or being with your mother in hospital. She sounds a dick, and remember that, despite her attitude problem, she still has to ######### and piss on the toilet like everyone else. She's no better or worse than anyone else - she still does the basics everyone else does. Grounding her into that little fact may help you see she's not as big as she tries to be.

    And hurting yourself is a way of trying to deal with the pain. Don't feel like you aren't able to cope because of that. Everyone has their way. There are more helpful and fulfilling ways to deal with your feelings such as leaning on friends for support or looking for mentors or others to help you. Even exercise! Technically, if pain is what helps you feel, make it a pain that is productive, such as achey legs after a run, or punching a punch bag in a gym until your arms hurt. But you can be as strong as you allow yourself to be, and being open with others is surprisingly one of the strongest things you can do.

    Stay safe and take care.

  • There is no perk that shows you to be a bad killer or survivor. It's all excuses. However, there are perks that show you are a gutsy and good player, and those are lesser-used ones like Dark Sense, Spies From The Shadows, Unnerving Presence - perks which are not high on the meta, but a good victory with these shows you're more skilled and less reliant on perks.

    Those players I respect much more than those who stick to the norm, although I do get why people choose to use those same meta builds.

  • Pyramid Head has no competition there. The other 2 stand np chance against him.

  • More or less the same, except I have fun in more games than I used to, now SBMM is in place.

  • I tend to focus on 4× survivors and 3× killers at a time. I'll either Prestige or rank them up 50 levels, then switch to another.

  • My survivor and killer experience has been great, thanks to SBMM. Killer queue times have been slightly longer, but even then probably around the 5 minute mark. Survivor queue times are quick. But I always have skilled and strong team mates and opponents.

    Objectively speaking, there will be some (please note "some") who have severally over-estimated their skill. At the same time, there mist be more to it. I wonder if people perhaps play more altruistic or get chased more than other aspects of the game? Because it may be based off each individual emblem rating. Mine is fairly even.

  • Yes to both sides.

    It's been fun, non-stompfests. Games have been fair and high standard on both sides. Sometimes I survive or get the 4k, and sometimes I die or get 0k. But all matches have been great. Very happy with it.

  • My balance seems just right, although some matches I've been put in as killer have had slightly weaker survivors who work well as a team, bit generally not good at evading and looping.

    As survivor, I'm getting very competent team mates who work well together. And the killers are quite deadly! Met my first infinite Tier 3 Tombstone Myers today ... that was the scariest match I've ever had, especially since he seemed to just be watching us sometimes, even at Tier 3. Kudos to that magnificent bastard!

    But yeah, my experience has been brilliant and really feel that they key is to play as you want to play. If someone "sweats" or properly tunnels or just tries to "derank" with intentionally "losing matches", I'm noting from the boards these guys are getting no better experience.

    My tip: play as you want to in every match. You will be put with people in a similar mindset. I'm especially noting much less meta setups now. That's a big thing I've seen, and since I randomize all my builds, I'm wondering if even perk choice may play a small role.

  • There's only been one trial with a 130 ping that I've come across, but depending at what time you're playing and who in your SBMM bracket is available then perhaps there is a possibility of this happening.

  • In part, because it isn't about wins and losses. You could be a very skilled player, yet lose every time. Doesn't mean you are any less skilled, and if this works on SBMM I'd make an assumption that if you had 4 chases and won every on, then just stood still, a skill-based mqtchmaking would look at it as if you have a 100% success rate in chases.

    I feel trying to play the system is just going to make it worse for anyone. If you want to have more relaxed matches, then you're gonna have to play the trial to the end. Play relaxed, and it will get there quicker than trying to manipulate a system nobody knows how it works, which is what I've been trying to say all along on various discussions: it's impossible to screw a system when it's not know how it works.

    People need tp let go of this whole win/loss idea - it's not how it works (at least solely) and there is no definition. Play how you wish to play, and you will face those you wish to face.

  • Best advice to get better as a killer I can give is play survivor.

    As survivor, you get to understand how to avoid the killer, but then when you return as killer you'll also understand the survivor perspective and what to watch out for (hiding the red stain, guessing where would the go to heal, etc..).

    Other than that, experiment and play to killer strengths. If you play as Trapper, don't go chasing survivors around the arena. Instead, set up about 4-5 gens and defend as your territory and play for a strong endgame. As Wraith, never chase survivors directly behind them. Arch towards them, so when they look behind they won't see you. As Plague, vomit on gens, vaults, anything they can touch and vomit in an arch when they try to dodge.

    The more you experiment, the better you will get!

  • Life is better when one is not reminded when one's mum has been sleeping around with other players, as usually typed IN CAPS LOCK by someone who probably has only just started to learn these things at junior school.

    Although, I'm not against being able to do private messages with other platforms.

  • You're rewarded for the grade you reach. On the 13th, everyone goes to the lowest grade and the climb starts again.

  • Any killer with ties to a greater power may be able to stop it. The Entity is quite inconsistent, especially with some lore.

    As far as the observer is aware, it's an evil from near the beginning of creation. Or is that what it wants them to believe? With certain weaknesses, some killers doing what they like, breaking a connection or barely being contained (in the case of Rin), my view is that it needs people to think it's all hopeless to fight it.

    The observer also is key, and I'm not sure if he made it there without the Entity wanting him there to act as an eye, experience the horror and fear, and perhaps use that tower to "digest" through him in some way.

    Anyway, I'm off topic a little. But in terms of the individual killers, I would say no. But for those killers connected to something far worse, I'd say they could win if they can bring the big guns in.

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