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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • Already do! In terms of these rules, here's what I think:

    1. I don't tunnel, unless it's the final throws of the game, where I may need to. Only done sometimes, even then. Camping is definitely something I never do, but again an endgame patrolling of an area makes sense. Slugging when everyone is really close by makes sense, but not if people are spread out, and if people are wounded and hang around together, that's their error. So, I can win without these tactics, but in specific situations if I hadn't I would have missed out. Those situations are rare though.

    2. I've done that before and it's fine. Doesn't really cost me, since I'll target the rescuer. Then again, maybe a butterfly effect starts that I'm unaware of, but this is certainly easy to do.

    3. My normal tactic.

    4. Yup, as point 2.

    5. I randomize every setup for every match. I find that so much more fun than just playing with 4-6 perks only. It's amazing how unprepared survivors are for "Spies from the Shadows" or "Unrelenting", and I'd actually say it gives me a decent edge because a) survivors think I may have BBQ and waste time, so I effectively get survivors creating an illusion of a free perk and b) because they think I have a certain setup, then they are unprepared for other perks. Going back to "Unrelenting", one guy thought I was hacking because I was recovering so quickly from a missed hit! Another accused me of hacking because they "hid" from BBQ yet they were found by me quickly in a locker (thanks to "Spies from the Shadows")

    In short, any perk setup can win any match. The benefits are subjective to how the individual has talked themself into it. Regrettably, although not tunnelling or slugging isn't always necessary, sometimes it's the only way to secure a certain result. But you can play without it.

    From my experience, it's ultimately skill and avoiding mistakes (or learning from them) which is much more important than anything else.

  • If someone is going to tell me they slept with my mum, I'd rather I could have it done privately than on a board for all to see. It can be a little embarrassing to have the dirty laundry aired in such a way.

  • I tried to decipher this. All I got was:

    MC Lean:

    don-mclean-main-zoom-a2b84402-6bdf-4cbd-816c-20af9a6250f9.jpg

    Dribble:

    display_image.jpg

    I am none-the-wiser, to be honest. Are we asking whether an aged Don Mclean can beat a basketball player (I don't follow basketball, so I don't know this guy, sorry). I would say no. The basketball player would win in the fight, but he would be very unpopular for knocking out someone who wrote "American Pie".

  • They've said ignore the grades as that is not an actual reflection on how good someone is. Once you reach a specific grade you can no longer depip anyway.

    It may not help by not knowing how people are rated, but the ranking system as it was no longer applies.

  • I don't know too much about Hellraiser lore (or law!), other than it's a pleasure/pain principle.

    Since Pyramid Head isn't a denizen of Hell, but of another plain of existence, there may be a little discord.

    But ultimately Pinhead wants people to torture who are full of sin, and Pyramid Head works out of duty and judgement. Pinhead may be worried Pyramid Head is poaching his business by condemning sinners to a different plane.

    So they may not be quite as cool with everything as expected.

  • It works fine for me. It is a fairer system, but one thing it may show in some cases (not all, but some at least) is that people aren't as good as they think, and to sooth that ego-battering experience they'll vent. Forums is the best place to vent!

    We've had a quite a few people complimenting it, but mostly those who enjoy it are just playing the game now and probably giggling at those infuriated by the system. And when people aren't happy they will post. But it's still such a small percentage of the overall playerbase. We'll see how people vote with their feet over the next few months, but BHVR need a big, well-publicised license like "Alien" in to bring in a large number of new players and see how they deal with the system (without bugging it to oblivion!).

  • My thinking is the emblems are what SBMM is based on, so having something like that might be a good idea, so long as it doesn't ######### on others and rank each on performance for each section.

    That was what was wrong with the previous system when you may look at the "worst" performing survivor, yet we wouldn't know if that guy was just doing all the saves or distracting the killer long enough.

    This at least would be stable. Would also be nice to see which emblem the killer excelled in most.

  • I've really enjoyed my experience overall on both sides. Matches have been tough, but fair.

    One thing I've noticed is that every match I bring in random builds. Before SBMM I could almost blindly guess what everyone was bringing in, perk-wise. Now it's more varied and am being matched with some experimental and unusual builds!

  • @SirCracken said:

    https://forum.deadbydaylight.com/en/discussion/comment/2488834#Comment_2488834

    It often is isn't it? These types of people are parasites. If you lose they'll rub it in your face and burn any goodwill you may have had. And if you start winning they'll shadow realm themselves and ruin the game for everyone.

    "If I can't have fun, then no one can!"

    If I ever hear you diss parasites again by comparing them to those morons, I swear to God I'll hook you! :D

  • They haven't! The killers have balanced well against me in I think all bar one match. Likewise, as killer my opponents have been skilled but I also have noticed a bit more variety in perks being used. There are people using the default picks, bit a lot more come in with different perks.

    Basically, the games have become tough but fair. I do wonder whether these games are reflective - as in I always randomize my setup every game and try to score high in all emblemic categories, so I'm probabpy being matched with like-minded players.

    As a tip, make sure you play all roles: gens, heals, saves, be chased within a trial. That seems to be a good way of being matched with more fun players.

  • I guarantee many of those people who dc on the first down on any map will be the same people who teabag at the exits and claim they are experts at the game.

  • The game is fun. The attitudes and infantile reactions of some players aren't.

  • I now class you as a true God amongst men, having made that! And, in the nicest way possible, I hope never to cross your path during these trials. Ever.

  • Just done 4 games at 10pm my time as survivor (this isn't a "Yeah, this is how it is" post. Just a segment of my experience tonight").

    1. Tough game versus a Spirit on Haddonfield. 2 of us escaped, with one falling at the the final race for the gates. Epic match.

    2. Very, very, very rare game where I was tunnelled into oblivion by a Cenobite with an Ebony Mori. I haven't faced what I would call a true tunneller (not a killer who I would be freed from, then dumb enough to staying its territory). It took him a while to get me first, but then being injured and rescued whilst he hung about, it was only going to go one way - straight to Hell.

    3. Skilled Nurse battle, where the Nurse took pity on Cheryl and I, since 2 dc'd really early on in their hissy fit. I managed to keep the Nurse busy for a bit, but she was too good. Yet, she hooked us both twice and let is do all the gens. Once Cheryl and I did the final gen, Cheryl ran for the gate and I ran to a hook where I kept pointing at it until the Nurse understood and sacrificed me. One good turn deserves another! The Nurse put Cheryl into a dying state, but let her crawl to freedom.

    4. Another Pinhead match, but this time we lucked out. 2 of us escaped on Midwich, and this Pinhead loved his hooks! Think he used them even when not needed. Anyway, he forced some epic dodges from us, but ultimately a Prestige 3 Bill and I managed to escape. To note, Bill at Prestige 3 fought like an absolute marine! My "We'll Make It" perk in that match helped a heck of a lot, but when Bill got rescued the first time by me, he seemed to feel like I was a walking green herb factory, rushing back for a quick heal then back to the fight! Never seen anything like that!

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2486989#Comment_2486989

    Oh sorry your talking nit about doing nothing but playing to win in such a way that the rank stays low. All the more reason to make it visible then so that the devs can tweak it to prevent that sort of thing.

    There is that, or see if the devs are doing anything behind the scenes to adapt.

    Although, this then feeds more into your concern of hiding it because then we'd have no true way of knowing if a tweak happens, or even if it does at all. That part of the debate I do concede to you currently. So maybe there is ...

    ... you know what? ######### it, why not show an average emblemic score for each category. Share those 4 categories in terms of an average colour, so at least you know you've played with equal benevolent or chaser players. Again, may be hard with killer, but I think most will be able to compare their survival emblem with the killers sacrifice emblem, etc..

  • Because people complained they couldn't see other people's Grades. The devs said these do not represent rank now as it doesn't depip at certain points, so someone who played for a long time and took slower to get Iri isn't necessarily as good as someone who is excellent but doesn't play as long.

    As the system doesn't work on a rank basis but a skill basis, but the emblem system continues as before (which people said was rubbish anyway). I think that since this was the case, devs were concerned people would read into the grade more than they should.

    Case in point.

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2486038#Comment_2486038

    1 no, just no. This isnt some unknowable arcane magic.

    2. Deppiping is easy that's why there are killers and survivors who just stand around aimlessly. Showing the number isn't going ti help them figure out that not playing will result in a lower score than playing

    1. By complex, I do not mean something a layman cannot fathom, but there is too much information that cannot be displayed neatly enough. So no "no, just no" :D. It's possible that it would display as more than a single number or pretty emblem.

    2. You miss the point though. Depipping isn't how it once was. Before, people would control depipping because they knew which rank they would go to. If the SBMM works differently, then how many times do you depip? How many others will be in the same area, depipping as you, who you'll end up facing? Has the system got capacity to tecognise people who stay still vs people who try but don't do well?How do you know it's as simple as a win/loss? What is a win/loss classed as anyway? It may not be as easy as you think it is.

    Ultimately, a big error that may be being made by people is that there is a ranking system, or you need to define win/loss. If it's SBMM, there is no need to rank people or put winners against losers - it's match-making based on skill. A killer may get 1k every match, but if they are scoring well in each category they will face tougher opponents than those who get 2-3k with the camping lifestyle. That flies against ranking in terms of win/losses, and how the system might be working.

    I doubt it's as complex as that, but if you want examples, I'd say these have potential.

  • It'll be interesting to know how SBMM affects this. I've noticed it did get tougher before, but it was more that I would likely get bitter people spitting feathers after a loss at those times than anything else.

  • It's seems obvious to most here, but the people left in August, not September, and probably due yo the terrible problems that hampered the RE chapter. Basically, it ought to have retained many more people than that. But that's the Chapter, bugs, and minority of idiots who ruin games for others. If anything, you could argue the old ranking system caused people to leave; not the new one.

    And the other bit is purely what is happening at the moment, not over a long period. Besides, it gained 100 followers!

    So yeah, the bait is bad here.

  • I admit if I sense someone isn't level-headed enough to debate with, I intend to ignore their post and move on. Not even reading it on some occassions (if they've shown previous signs of poor character earlier on). It seems a little daft to discuss something where the person mocks instead of debates, and also equally as pointless as they'll be locked into a certain headspace.

    It's only happened a couple of times, but the odds are if I haven't responded to a post when that person has spoken less than civil, then I don't consider them worth talking to.

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2485097#Comment_2485097

    I'm not going to disagree with the possibility of multiple values giving a general score.....but why hide those 4 values?

    There are a couple of possible reasons why:

    1. The scoring is too complex to show. As in, it tales an average, but that average over time could end up inbetween emblems, so the average may become somewhere between Silver and Bronze, for example. There might be a numerical value, but how the calculations are made might not make much sense to a casual observer.

    2. People had manipulated the past ranking system, so by hiding a complex system makes it harder. If people are too focused on depipping, but don't understand the emblem idea, those who try to "derank" only make it worse for themselves.

    Again, I honestly have no real idea how it works. But if I was to implement a SBMM then that's how I would look at it, at least from a survivor point of view. I'm guessing for killers it's more complex, since their emblemic measures do not work in symmetry with survivor measurements.

  • My experiences have been mostly positive. Bar the RE chapter, which was a disaster in nearly every aspect, my experience often doesn't match the negative views of others and there have been a number of successes which have improved my experience. So I have faith in their progress, especially now SBMM is out.

  • My killer experience has been great! The survivors are tough, but there os a balance that matches feel earned. They're never stompfests on either side, and even on one match I got 0k, I had hooked everyone twice, so for me thay's a fair balance. Also, my losses are mainly errors I make, or good play by opponents in terms of skill or mindgames. Games I've won feel well deserved.

    Basically, it's great from both sides for me.

  • @wxnickxw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2484260#Comment_2484260

    Can't help but notice you still haven't even been able to invent a plausible reason why hiding the number is a good thing. I can't fault you for that I can't think if one either.

    I can invent one plausible reason why they are not showing the number. It could be that it's not A number, but 4 numbers. This is obviously guesswork, but here's the thinking:

    People have looked at the end page of the results, where opponent's grades are, etc.. But I think the BP score and whether you "win" or "lose" is irrelevant, since this is skill-based, not result-based. Instead, I'm looking at the Emblem page, where four categories are rated seperately.

    Take a survivor who gets Gold in all emblems, bar an Ash in Benevolence. Through SBMM, it searches for a team mate who is as close to each result. So between a survivor who has 2 Golds and 2 Silver (in Objectives and Lightbringer and Evader), and a survivor who has 2 Golds and 2 Silvers (in Benevolence and Evader), the latter survivor would be paired with the original survivor, because that score matches closer to each individual emblemic score (Silver in Benevolence being closer to Ash than Gold, and other Emblems maybe only 1 rating out).

    Over time, each player's separate emblemic categories average out, and more and more people get paired with similar performers in each category.

    Obviously, I have no solid proof, and it's just a thought, but in my games there are a lot of selfless individuals who seem to respect each side, and also I haven't come across one person who has hung at the gates any longer than normal. People also seem to be doing everything: I'm not having one guy focusing on just gens or encouraging killers into long chases (or so they think!).

    I'm not sure how it works exactly in relation between killer and survivor, but overall if I was to think of one logical reason why ratings aren't shown, it would be because it would be too complex with too many separate numbers to make cohesive sense.

    If it is something like this though, it would cause havoc with people wanting to "derank" to easier levels: They'll probably end up with a complete mess.

  • @chargernick85 @Kilmeran

    Just a thought about the SBMM: I think you guys are along the right lines with BP, but I'm thinking it's not the end resulting BP or who "won". I feel it's not even the right page to look at for an idea on SBMM, but I think there is a page that would help more.

    If it's skill-based, the main measures of skill were based on the Emblem system. But the ranking system based itself on the total of the emblem scores; not individual.

    If I'm right in thinking, SBMM may be measured on those 4 measurements on the emblem page and pair people up based on how close all emblem scores are. For example: someone who gets gold,gold,silver,gold for emblem scores on that page will more probably be paired with a gold,silver,silver,gold player than a Iri,Iri,Ash,Iri player. And then over time the averages of each measurements are used to pair with those of similar close measurements.

    I'm not sure if I've made it clear, but if this is how it's working, then this could be a genius matchmaking system, as trying to rig it becomes far more complex, and most likely will result in very imbalanced matches, whilst those who strive for high marks in all of the emblems will get much better team mates and opponents.

  • My thinking is that, now the ranking has changed to the "Ash - Iridescent" system, that this ties in with the emblem scoring system.

    My matches have been great, and I've noted my results are not imbalanced in the categories (like 2 Iridescent, 1 Bronze and 1 blacked-out emblem, for example).

    The system of SBMM may be simply enough based on an even spread of skill across the 4 emblemic measuring sticks for both sides. I believe that SBMM has nothing to do with winning and everything to do with having a decent score in every one of those 4 measurements.

    Try aiming for that. See how matches go from there.

  • I feel the system is taking into account the overall spread of the original emblem systems. As @ThiccBudhha says, they get good team mates and do a variety of the things required by those old emblems. Likewise, I usually do a whole lot of different things in-game, and my fellow survivors or oposing survivors are always very capable, and the killer is always very skilled, and yet at no time during SBMM have I felt it's been imbalanced.

    I'd recommend survivors trying to aim for a mix of objectives in game. Say, complete 2× gens, 1 unhook, 1 heal, 1 totem/chest and 1 chase. For killer, it's a bit different, but as killer I'd aim to get 7-8 hooks, 1 sacrifice, and aim to have a final endgame around 3-4 gens which are close together as a minimum, as well as using your power whenever appropriate. Also, don't face-camp and go for those protective hits and "spread the love".

  • If the Entity has some issues in controlling things like Rin's wrath, or even loses connection with the Huntress, I have no idea how it will deal with a Cenobite - especially the main guy (and his 1st Lieutenent in the Chatterer).

    Although, whatever anyone thinks, I'm confident in saying Pinhead won't exactly get homesick, since he's in a constant cycle of causing pain and agony.

  • Rebecca Chambers, and whilst we're at it let's get a Barry Burton skin for Leon too. Bring the band back together!

  • Only if it appears when I randomize my perks. However, it's a great perk for solo.

  • It's been great for me! They've been very tough and even matches where I don't feel bad about the losses and feel the victories are much sweeter! My last match was as Trapper with a random build of Lightborn, Deerstalker, Distressing and Spies from the Shadows on Lery's, with a 3k epic match!

    These are way more fun now.

  • My experience has been great. Even losses have felt like good battles, and wins have felt well-earnt!

    Love the fact the matches are challenging and also that my opponents seem more experimental in their builds! I'm having tough, fun and skilled matches with more unpredictable plays.

    Basically, just loving this! Thanks devs!

  • Thought I'd design a new legendary skin for Pinhead...

    836283913.jpg


  • It takes a while to balance out, but my guess is you've been getting strong wins in your previous matches, so it's judging you on that. Maybe your skills surpassed most you faced before, and now you're playing similar players from an SBMM perspective who may be a lot tougher than you're accustomed to.

    I mean, your BP looks good. Shame we can't see the actual result from the pictures you've posted. That would have helped more to see how it actually was going.

    Also, 2 of your matches (The Executioner and The Cenobite) look like you've just started learning them, judging by the perks, so I'm not too surprised if it seems unbalqnced at the start. Play through some more games and it gets better. Works really well with my killers!

  • It could be for a few reasons:

    1. It could have been a complication with audio files for a technical reason only (converting to console, bugs occuring when being said, etc..)

    2. It can still mean a legal issue, thanks to the use of "complications", such as some licensing problem with the words (The whole "I came" meme may have upset the license holders who, quite rightly, don't want their character to be some sort of joke).

    3. There could have been other less likely issues, like the voice actor decided he didn't want his work in the chapter, or even the files were somehow hacked or lost.

    The main thing at this stage people need to be aware of is that declaring BHVR a liar, with such descriptions, is actually paramount to libel, so although there may be some speculation, people need to be careful about how they go about enquiring on this.

  • If the patch notes declaring the Cenobite voice was removed due to complications before it was released for sale, then there is no just cause for deeming them misleading.

    Complications is a weak term, but it's also a safe term. And unless the killer came out differently to the patch notes, and so long as the patch notes were issued before the Cenobite was available for purchase, then BHVR have covered themselves in so far as to misleading people to buying a product which is not sold as described.

    I think there is a returns policy, maybe? I admit I'm very vague on that. Always wonder where someone stands if they demand a refund for a chapter, yet have learnt the teachables that appear in the bloodweb.

  • Although Oni and Executioner are both really good contenders in the fear department, Myer's coldness, surprise attacks and imposing "shape" wins it.

    Now, if only the devs would do the right thing and swap the noise he makes when stunned with Ghost Face, he would be perfect.

  • You could argue that his friends were unable to bring his corpse with him, or that he volunteered to be left behind, so that the others may escape.

    I see what you mean about what the phrase "left behind" implies, but it's not always a negative implication.

  • @MeltingPenguins said:

    Namely because they are NOT meant to be played the exact same way, left alone be faced the exact same way over and over?

    I know the answer is probably 'no', but jfc people, stop demanding that all characters play the exact same.

    I've always thought that killers were meant to be representing different levels of difficulty and skill. For example, The Spirit is easy mode, and The Trapper to be hard mode. That's how it's always felt like being, so when you beat for Red - sorry, Iridescent - survivors with Trapper, you feel a true sense of achievement.

    Also, the fact you have such a variety of power and add-ons allows to attempt different playstyles. Again, using Trapper as an example, if I was to run around with him all over the map, then I would most likely do badly. Instead, I focus on 5 gens which are close together and turn the game into a territorial battle. I'm more likely to do well with that playstyle.

    With the right practice, any killer can be viable. Same goes with add-ons and perks: The Meta combinations are only as effective as the moment or purpose and skill combined. Games can be won with any perks. Deja Vu, for example, is one perk that has absolutely won me many matches. Unrelenting, whilst not great, is still fun to use when survivors don't expect it.

    It's just a shame many feel they have to play the same stuff time and time again, when they actually don't. If my Trapper can win games with Distressing and no other terror-radius perks, and I'm a casual player, it must be possible for others to do well too?

  • @konchok said:

    https://streamable.com/9sy97t

    End Game: I'm chasing the survivor and practicing landing my shots, I break the door to grant access to the hatch and the game crashes.

    Not sure if this info helps, but that door at Badham which caused the crash is the very same door that caused me to crash a couple of times when the RE chapter came out. There's a possibility too much is happening on that screen, including the breakage? There's way more going on with his actions of the chains.

  • I suppose from a purely logical point of view, those reverse pallet stuns don't really make any sense! If I'm being chased by a killer and come across a pallet, I wouldn't expect to stop on the wrong side, drop a pallet and expect the killer to be stunned if I am between the killer and the pallet!

    This happened once to me as survivor by accident, where I ballsed up a pallet drop in front of me, then tried to figure out why The Plague was spitting feathers, even though she was practically touching me!

  • @Dito175 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2476216#Comment_2476216

    I like to think it's a mix of both, the entity is an all mighty being and no man can pose a threat to it in a direct way, and it also has some hiccups here and there.

    Myers being able to mori without an offering is something so tiny that the entity often ignores. With the observer it would be one of the hiccups, since he is invulnerable to it inside the tower, the entity tries to reach him in other ways.

    With Ph I see as that the Sun goddes and the entity are similar beings with similar power levels so the entity couldn't just go and take him, an offer had to be made. With him hurting trial grounds and moring without an offering I headcanon that the due to his connection with the sun goddes the entity can't change him much, it's like a hacker trying to mess with an encrypted file.

    That's a fair comment to make. My take on the observer though is that it's not necessarily an error the Entity made, moreover a purpose the observer is unwittingly participating in.

    This tower could be its feeding centre. The Entity feeds off strong emotions, but I wonder as part of that it needs a bit more than digesting in trial: it needs it to be "seen". And the observer fits that purpose.

    I know it's only a coincidence, but the observer was originally going to be called the Archivist. In a podcast I'm quite a fan of - "The Magnus Archives" - there's a very strong similarity (spoilers for Magnus Archives ahead).

    The Archivist is a position held in the Magnus Institute where statements of horrific incidences are witnessed, investigated and recorded. Unknown until later on, the Magnus Institute is actually a tool of a Fear called "The Eye". There are 15 Fears which act like Eldritch deities; each representing a gathering of fears. The Eye, for example, represents the fear of being watched and judged, and feeds upon witnessing horrific events through the Archivist. At least, that's the bare bones of it.

    My guess is the Observer in the DBD reality is not there by luck, and he still witnesses strange events, the strong parts of the killer and survivor previous lives, as well as the trials and all the suffering that goes within it. But also the Entity isn't always a reliable narrator: different takes on the archives and lore in The Nurse, for example.

    So I have an idea in part that, whilst the Entity Is immensely powerful, it also requires a lot to feed on, and the Observer is some sort of witness/ digestion it needs to process with, even if it's to illicit fear or strong emotions from the Observer himself, by providing him with information of an almost impossible situation.

  • @ast2astRegMgr said:

    Haven’t noticed anything mechanic wise but their match making is garbage. The three games I’ve tried to play none of my teammates did gens. They walked around and hid the whole time

    Hopefully, that match making will change when they role out the new SBMM tomorrow.

    Anyway, I've only played a couple pf games, but seems fine. No Pinhead fights yet though.

  • I think it sounds pretty nervous, like you'd jump to anything unexpected, so if I were to watch your stuff I would definitely be thonking horror content.

    As for owning the names they called you - good for you! I have Tourette's as well, but wasn't diagnosed until 4 years ago. It was nice to have a name, but the issue was does Tourette's define me or does it just act as a perk? I'm wondering about that as your name and whether you feel Tourette's defines you or not. But I wouldn't get that from the name.

    I do applaud you for being outgoing with it. It's starting to be recognised as much more than someone saying swear words all the time. That's only a minority, as you know. Most is painful tics and spasms.

  • Hillbilly is the most fun killer to play both against and as for me. Get used to the overheating mechanic and act like a complete unpredictable nutter, and he's brilliant to face!

    Granted, the overheat mechanic wasn't needed, and even when the devs did the change, they said he was where they wanted him to be, so the change was - and I admit I'm fairly impartial in the relation to the "I love BHVR/ BHVR are fools" - but this was probably the number 1 decision I thought showed complete lunacy and bad decision making.

    People just need to try him and discover if fun is always about winning, or having a great game. I'm definitely in the latter group.

  • @BarbecueiChilli said:

    https://forum.deadbydaylight.com/en/discussion/comment/2476316#Comment_2476316

    I like bad endings more. Also if you can kill something, why are you fearing this? if you can't kill it, then you suffering will never stop. It's more scarier to me, but your opinion is your opinion, I respect it

    Yeah, that's a fair comment, and likewise I respect yours. Maybe for me it's more about fear needing hope to be true fear. If there is no hope, then I feel fear soon leaves in favour of apathy.

    Mind you, if dark endings and indestructable beings are what you're after, there is a terrific podcast called "The Magnus Archives" you may like to try. The cosmic horror grows as the seasons go on, and season 5 is like Dante's Inferno, but dialled up to 11.

  • None of them are especially scary, but if I was to choose, I'd say being chased by a sado-masochistic demon that flings chains at you which hook and tear the skin is scarier than the the others.

  • The Oni is terrifying when he hits his power, his music and thundering steps are adrenaline pumping and finally that Mori is absolutely brutal! Feels like you're actually running from a demon.

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