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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806939#Comment_3806939

    Yup! I probably have to report at minimum 2 people a day (with video evidence) - it's pretty ridiculous how many people you see sliding across the ground prone while traveling 10x faster than the killer. That, or people literally phasing through pallets.

    And that's not even including subtle cheaters, who many have a permanent 3% buff to their speed or something similar. It's sometimes hard to tell.

  • Now you mention it, those two wooden crates do seem to be plotting something..

  • @Nazzzak said:

    I think it's fine as is. And I'm a solo survivor main

    The same. I've not seen much difference compared to the vanilla mode regarding tunnelling/camping.

    The main difference is people meme a bit more on this. It still feels very relaxed, at least from my experience on the UK servers.

  • I have no idea about this game, but I may need to find my wallet round about now.

  • It was close between this and Cry Of Fear but F.E.A.R wins due to it having a more recognisable antagonist. Also, Cry Of Fear had its most memorable antagonist in the form of a Killer that was in many ways similar to The Hillbilly, and I reckon Alma would offer more.

  • @RpTheHotrod said:

    There's a load of cheaters (mainly due to the free DBD on Epic blunder), but the good news is in the latest poll, one of the options is if you feel anti-cheat is more important than other things to focus on in the game. Hopefully we get a lot of people voting for better anti-cheat.

    I voted anti-cheat as my main choice of focus for BHVR. There were other options I also liked, but defense is the best way to start, so a more robust anti-cheat system to make games more enjoyable to start with would set a nice base to work from.

    There'll always be catch-up against hackers, but swifter responses, and more proactive anti-cheat system, makes it much harder for them.

  • I'm all for this. I do this in my normal games anyway, and it's so fun finding out the benefots certain items give, which are often underestimated by others.

    Maybe in the next iteration they'll do this.

  • Love this mode and always will. This, along with 2v8 a second (for me), are the two best things BHVR have done. It's a shame the glitch with perks only being selected at Tier 1 came with this, but at least they acknowledged it and are going to switch it.

    Sorry you're not enjoying it, but my opinion is completely the other end of the dancefloor from you: this is a very welcome return, and a nice step up from the "Lights Out" mode (which was okay, but didn't feel it reached its full potential).

  • I don't listen to music whilst playing, because it's distracting and hearing is one of my stronger points, so I don't really want music to get in the way of that.

    However, that doesn't stop songs coming into my head whilst playing! "Run Like Hell" by Pink Floyd was a favourite. "Get To Heaven" by Everything Everything also somehow got in my head during a massacre, which was a strange but amusing interruption!

  • @Backmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806908#Comment_3806908

    Play game and see for yourself this whole idea of random perks is complete unfair garbage

    I have, and it's brilliant! I admire you sticking to your shtick though! Dedication to the cause is always the way to go.👍

  • Well, I hope your games improve, exaggerations aside.

  • Chaos Shuffle for the win, absolutely! Loving this mode being back, and the 3× BP bonus is also great too, so happy days all around!

  • This is an interesting bait post. A bit too obvious, because with good bait posts there's normally a decent argument to it. This doesn't. However, it has worked a bit, so well done!

  • He's fine balance-wise as he is currently. I've seen him both dominate and get slaughtered. There is counterplay to him.

  • Well, The Doctor has run off with the King and Queen pieces and - since he apparently doesn't want to share - there will be no chess for a while.

  • So, are we looking at thw winner? Because the way BHVR are relaying their message, it seems this entry into a cosmetic competition has a guarantee of appearing in-game; therefore the winner.

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805837#Comment_3805837

    Any sort of attempt to deal with this issue in a punitive way like that would probably actually kill the game. Its one thing to have a que like that in an actually balanced game but dbd is not that.

    There isn't much evidence to support nor dismiss your claim. The only proof I can find comes from CoD and Fall Guys which have both done the same thing. CoD clearly is doing really well, and Fall Guys not so much. However, there's no evidence to say the successes or failures are down to this.

    I still believe it's worth trying, even if it's done secretly, so players don't know they are being sorted in such a way. That way, disconnecting players will more likely to play each other, whilst players who don't will face each other more, making less frustrating games.

    As you do point out, this hasn't been done on an asymetrical game before (or at least none I know of), so that is an unknown factor. I still feel the benefits outweigh the cons though.

  • @Vasyazx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804260#Comment_3804260

    There is many instances of Entity directly interacting with both survivors and killers and also manipulating them into doing its biding and its vast knowelge and omniverse is noted by observer so its certainly intelligent .And auric cells is direct proof of it having consciousness since all Enity realm it basically made of it

    Yes, there is that and people all have different perspectives. My thinking comes from the fact that the Entity absorbs trillions, and often uses its preys' weaknesses against them. There are real world examples of animals, fungi and plants manipulating their prey using trickery or control, even though they are barely intelligent in the ways we understand intelligence to be. It's instinctual.

    The Entity similarily uses weaknesses or lures (see Jonah and the numbers) to attract creatures. It may come in forms of words, objects, symbols, etc., but it often is close to the prey and what they fear or are motivated by. It triggers the prey along a path that leads to consumption. What makes it different is our lack of understanding of how this creature works, other than the perception of those within.

    Basically, it's not always clear cut and open to interpretation. I hope they never fully reveal how it works, because mystery makes this thing a greater threat.

  • As much as I dislike people who disconnect over the most immature of things, this isn't the answrr. As one person said earlier, we have just removed Prestiges in pre-game lobbies to reduce lobby-dodging, so bringing in another is problematic.

    However, what you stated about Killer Instinct having "rage-quit only lobbies" I would back, so people who keep disconnecting can be put with likewise players and maybe start to understand the frustrations it causes.

  • In terms of the classics, The Dark Lord definitely would benefit from a classic Dracula outfit, although not sure how licensing works regarding that Dracula and Castlevania's Dracula.

    I'd love to see more classic. I know The Hag has a Merman outfit and The Blight has similarities to the "Dr. Jekyll/Mr. Hyde" character, but there are some other Killers which I'd like to see in some form:

    1. The Wolf Man
    2. The Phantom of the Opera
    3. Imhotep
    4. The Invisible Man
  • My favourites are those which really get the adrenaline pumping. Therefore, my top 10 are:

    1. The Oni
    2. The Executioner
    3. The Shape
    4. The Dredge
    5. The Unknown
    6. The Onryō
    7. The Hillbilly
    8. The Cannibal
    9. The Trapper
    10. The Nightmare
  • Firstly, I agree with the sentiment. There are sadly people out there who are too immature for this game; who have an unhealthy need to voice their discontent over any insignificant thing.

    What I'm happy to say is I come across more people who are nice than not. Likewise, I'll only ever message someone with a compliment. Even if I am annoyed at the end of a trial (which there isn't anything wrong with), I just take a few steps back, breathe and carry on. I feel a decent reason for the toxicity pandemic being reported is down to people remembering negative interactions moreso than positive. Negative bias, I think it's called.

    What some need to understand is that when they message someone to ######### and moan, they are always going to lose. If someone who lost tries to berate the winner, the winner will always come out on top because of the result. If someone messages another whom they beat just to gloat, they show themselves as both weird, and a loser in something far more important that a video game - life.

  • I never thought I'd be saying this when she first arrived on the scene, but there's actually some sympathy to be had for Skull Merchant now.

    She probably needed tweaking, but the nerfs she just took to the face were overkill. I don't understand reducing the drone beams from 2 to 1 at all, and whilst I could understand removing either the haste or hindered from the drones' areas of effect, taking nearly all of it away was quite brutal.

    She's now almost eternally cursed because of her beginnings (poor concept, even poorer power implimentation). Some still cannot separate her much more manageable playstyle from the disaster she was beforehand, which is a shame. She didn't deserve the severity this nerf gave.

  • Currently, the fog offerings only seem to affect small patches of fog. I'd also like to see vision being slightly more impaired by the fog and give those offerings more impact.

    The recent survey asked about weather differentials. Perhaps we'll be seeing offerings based upon that, with an impact on play within the trial!

  • It would fit for me. The Entity wants good Killers, and with Homelander it has a sociopath who can kill without a care, yet is mentally vulnerable and almost childlike in his mannerisms, making him easy to manipulate for an eldritch horror.

    If I was the Entity, I'd definitely take him. It would be interesting to see what power he would have and how it would be implimented. I'm assuming he'd move like "The Dark Lord" and perform dash attacks, or use laser eyes or whatever.

  • Some are fine, but I'm still of the opinion that perks ought to be either offer smaller benefits, or unique interractions. Some aura perks can be obnoxious (on both sides), and especially since more and more perks are being made which can be layered upon each other then certain builds are just ridiculous.

  • I finished it and it was a good journey! I do prefer longer solo games, but this was more an interactive movie which you got to direct.

    There were so many Easter Eggs there, I started seeing Easter Eggs where there probably weren't any (I'm certain Stan is wearing Dwight's pink trouser cosmetic!). However, were I to know nothing about DBD, other than the dolls sprinkled about as collectables, everything fit in seamlessly

    It was a really enjoyable story which did have some minor performance issues, and one twist didn't make sense to me (no spoilers), but overall a great story.

  • Sacrificial Wards are largely pointless as they are anyway. They should be made so that they counter map offerings by removing that realm entirely from the trial, and maybe even removing any Hatch or Basement offerings.

  • I would really want to see Podcasts as another form of media to go through, and the one I feel would absolutely fit is The Magnus Archives.

    The basic presmise is based on The Magnus Institute, dedicated to recording and investigating paranormal phenomena. The main character - Jonathan Sims - is Head Archivist, and earlier episodes focused on his recording of statements which, at first, appear to be "monster of the week" episodes, albeit far weirder. However, there is an over-arching storyline that brings cosmic horror and Earth being a battleground between numerous Entities, which represent different forms of fear.

    There are many reasons why I'd advocate this, including:

    1. Both universes share strong familiarities.
    2. So many choices for Killers and Survivors, with some great opportunities for unique powers, perks and cosmetics.
    3. It's very inclusive in its representation.
    4. Jonathan Sims voicing a Tome would be magical!
    5. It harkens back to the darker origins of DBD.
    6. The lore is rich.

    I may do something in Off Topic about which Fear Entity each Killer could serve also, to demonstrate the diversity. Anyway, this would be my absolute top choice.

  • It just eats and eats. I'm uncertain whether it's consciously interacting with individual survivors and killers, or whether it's such alien form of being, these "conscious" actions are little more than digestive mechanisms it may not even be fully aware of.

    On the Wiki for a podcast called "The Magnus Archives", it says something about the Entities in that universe which may apply in this case:

    Most Entities are near mindless: unable to conceptualize time nor themselves and motivated purely by their desire to feed on fear and enter our world

    This feels close to what I imagine the Entity as: A "thing" which is beyond our understanding, yet at the same time is very simplistic in what it needs.

    As an aside, The Magnus Archives features God-like beings which feed off branches of fear (e.g.: "The Stranger" feeds off fear of the uncanny, or the not-quite-right; "The Hunt" feeds off the fear of being chased and killed; "The Spiral" feeds off gaslighting and fear of being unable to trust your senses; "The Corruption" feeds on fears of disease, filth, toxic relationships and such). Coincidentally, The Hunt could very well be close to what The Entity is on this universe.

  • I actually think the strongest survivor in the realm (in terms of ability within the realms, as opposed to strength in their worlds) is Alan Wake.

    The Remedy Universe has canonised Alan Wake's excursions into various games as him writing himself into and out of those worlds.

    Alan Wake was out for - I think - 15 years in the Dark Place. Time runs differently there, so he could have spent centuries in different dimensions. He could have spent what felt like an eternity in the Entity's realm, but he escaped. Wrote himself out of it. Granted, years ago I recall the devs saying we are playing the Killers and Survivors who ultimayely escaped (reasons unknown) out of the billions who were consumed, but Alan Wake is the only Survivor we play who appears to have made it out.

    The pen is stronger than the whip!

  • It may well not be something that signals the end of DBD, because it has plenty of legs to go and is still hugely successful.

    However, it may be a subtle sign of - when they do end it - maybe this is a hint of what will happen.

    DBD has some years left in it. Maybe this is all part of the storytelling.

  • I had it once yesterday and got a 30 second timeout from it. In all honesty that's nothing, but it still irks to be penalised for an error at their end.

  • Some possible ideas:

    1. Use webs to block vaults and doorways, hindering survivors instead of blocking outright.

    2. Use webbing to slingshot onto a vertical surface, before pouncing on survivors.

    3. Use burrows to make tunnels and come out wherever it needs.

    4. Develop attacks which infect survivors with venom, which affects them in different ways.

  • As you probably well know, it's down to the player's attitide, the circumstance, and the perceived reality of what is happening.

    The unifying belief I have is that - unless it's for a challenge, like an Adept, or Survivors are hovering around a downed Survivor, leaving no other option - slugging is mainly use by people unconfident in their ability.

    This doesn't mean they are bad, but it reflects on their perception of how they see themselves within the game. It also points out a fear of losing. Of course, nobody likes losing. However, to be unconsciously fearful of losing to such an extent, or shamed of being shown up, that someone resorts to this for the win, instead of learning to get better, is disheartening to see (even though this is very rare, as shown in comments by mods).

    Ultimately, those people often come across better players much earlier than they are prepared for. Hence, why people get frustrated and end up in many losses. By trying to avoid what they fear, they ironically will end up facing their fears more often, yet not be prepared to deal with them.

  • Amongst many reasons:

    1. Lack of ability of the player, combined with being unable to accept their ability may not be as good as they believe it to be.
    2. Exaggeration of how many times something has happened, when in reality it's far less, combined with frustration.
    3. To troll and gain comments and likes from heated discussions.
    4. The current MMR state, and how it can unfairly throw people into trials against opponents who are very much more experienced and skilled.
    5. Not learning to play the game to gain experience; instead just wanting quick, easy wins, which ends up with those players facing significantly better players much too soon.
    6. A singular bad experience, which is sufficiently frustrating enough for them to need to rant.
    7. Influencer bias.

    Probably many more besides, and this isn't a Killer problem; this is an issue which depends on the external variants impacting on an individual's ability to cope with what is thrown at them. Hence why you do get some rather venomous spouting on various forums, but also more noticeably the distinctly few discussions created, when compared to how many people play this game.

  • Like you, I find Huntress tricky. However, that's not down to her being a bad Killer. She's very effective in the right hands, and my difficulty at managing to hit consistently is down to my ability with her and perhaps lack of practice.

    People perform better with different Killers. For me, Oni, Executioner and Trapper are my big winners. Other players may not enjoy these or struggle with them. It's just down to what style people enjoy.

    Try not to blame the Killer, and focus more on either a). Learning to use them better, or b) stick to Killers you enjoy better. Improvement comes from understanding your shortcomings and working on them.

  • I'm not necessarily worried about too many aura perks, because by choosing them, you sacrifice others. Killers and Survivors will only ever have 4 perk slots, so no matter the plethora of perks, they will still only have 4.

    What I am more - not concerned - but wary of, is how often an aura effect is added to improve a perk. What I'd really like to see are some more ambitious effects, whether meme-ish or effective.

    I would like to see perks for Killers which chamge the playstyle or have unique effects. Perks which could set traps; add extra attacking abilities, such as being able to find throwing weapons; perks which add new effects, such as maybe causing controllers to reverse inputs, or affect sound. Various things like that to add extra dimensions other than "see aura" and "defend gen".

  • @GonnaBlameTheMovies said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796577#Comment_3796577

    If you lock people into Lobbies they will just DC more or stand in the corner/under hook and throw.

    It will always happen, sadly. here is always a way of shucking the system. The main thing is to make ot as awkward as possible for them. Those who would stand idly by would have done so even if they got the lobby they wanted, necause they'd probably be very similar to those who give up early when something doesn't go quite right.

  • Finishing Mori: Although this wasn't needed, at least it was the least interfering. Kinda pointless really, but harmless enough.

    Teamwork: Power Of Two: Much better improvement. More likely to get some good use now.

    Teamwork: Collective Stealth: As above. A decent improvement.

    Corrective Action: Nice QoL improvement. Not sure this will see much more use, but now it has a bit more variety and better than it was.

    Inner Focus: Nice change. Now feels like an alternative to the "Alert" perk, except it's focus is on breaking survivors, not breaking inanimate objects.

    We're Gonna Live Forever: Nice QoL

    Poised: It's okay. Clearly an improvement, but another aura reading effect feels a little lazy. I'd prefer to have added more of the stealth aspect once completed, such as an extra effect. It's better - just a little uninspired.

    Blood Rush: I don't know much about this perk to formulate an opinion. I'm guessing this means you can recovery from Exhaustion immediately at will for 60 seconds after being unhooked at will? Could be a very useful anti-tunnelling perk, but need to see this in action to understand more.

    Quick Gambit: SWF teams may love this. Have a good runner, and an angry Killer, and gens will pop off nicely. May make Killers decided against prolonged chases.

    Distortion: Decent nerf. Still useful, albeit less frequent. A fine change.

    Lucky Star: Nice to see BHVR remove aura readings instead of adding them for minor changes. Having a survivor dead quiet in a locker after injury with no blood stains is a nice change, and good synergy with other stealth perks.

    Genetic Limits: A better change. Will see how effective it is qhen shown, but far more value can be gained out of this change.

    Leverage: Again, simplifying a perk is always a good thing. This is more straight forward, and has an okay effect. Will make Survivors think more about where to heal, since healing under a hook with this is begging for a tunnel now.

    THWACK!: Nice to have some more tokens. Fine effect already. Nice change.

    Machine Learning: Like "Leverage", less is more. Being less complex makes it easier to harness.

    Deathbound: My favourite change. Like an "Anti-Teamwork" perk of sorts, but now without restrictions. I like this a lot!

    Zanshin Tactics: Another good example of "less is more", but instead focusing on less clutter on screen and more when it matters. It's better than just sticking an aura reading on top of a perk's effects. Great change.

    Dead Man's Switch: So, I'm reading this as once a survivor triggers the perk, others can leave their gens without the effect happening? Seems perfectly fine, and nice to see the effect stays for longer on the gen that may be effected. A fair change.

    Blood Echo: Lovely little change to a perk I always liked, yet felt could do more. This is the "more" I like.

    Hex: Crowd Control: Will be a good perk to prevent repeated chasing around the same 1-2 tiles. More useful. Nice work!

    Predator: The Killer's "No Mither" - any change would be an improvement and this is fine, but I think they missed a trick here by just adding an Aura read. It's better, but not really something I'd be interested in.

    Skull Merchant Changes: I get the haste/hindered changes, as this could be a little cheap, but the change for the drones is unnecessary. Drones were fine, should you know how to deal with them. This feels pandering to those unwilling to learn. A hit and miss change for me.

    Hillbilly Changes: A fair change. The nerf is relatively minor, but makes it a little less overwhelming to face.

    Twins Changes: Doesn't prevent the slugging issue, but does hinder it a little. Not sure by how much, but it's at least not making it any worse.

    Unknown Changes: Literally "unknown", since I don't know what the HUD is like. Will wait and see.

    Overall, a positive PTB ahead. The Mori change is still pointless (although it's the best case scenario for a change), and a couple of changes felt a bit lazy, but all changes to perks have made improvements, which can only be a good thing. The Killer changes are also okay, although the Skull Merchant may have been over-nerfed. Good changes to her haste/hindered effects, but the drones are not deserving of what happened to them.

  • Enduring for me. Those reduced stuns are really useful in chases, and sync really well with other perks.

  • This was tough, as none a especially great. Bloodhound does make a significant change to the brightness and time the stains last for, which can be more useful than the speedburst from being blinded.

    Besides, there are more fun perks to use for blind attempts, such as Lightborn or Two Can Play.

  • Speed to the hook feels more efficient than breaking a pallet slightly faster. Agitation is also stronger against good SWFs who attempt to swarm to stop a hook.

  • Yes, but it depends on some add-on reworks to make Maps and Keys more viable.

    There are some brilliant add-ons that are under-used, yet very useful. Glass Beads are a great example of this, but I feel some add-ons are not as inventive.

    Map add-ons should allow more aura reading abilities which can be shared, or dynamic sharing of where people are. Key add-ons could be more along the lines of mini-perks, such as granting stealth, speed or other attributes, to make them more useful since they are very niche now.

    A rework is needed to make them more fun to use. The Rainbow Map is already good. The Iri Key could do with more though. I just think the add-ons need more of a focus.

  • Rather than Offerings for maps, you could have Offerings to remove maps. However, to make sure that people just don't keep bringing them in to never play on a map, have it so they guarantee avoiding that map in that game, but any lobby they enter for the following trial will not be able to remove that map from the selection pool. Otherwise, some maps will jist mever ever be used, and the game maps may get predictable.

    Another could be keep Map Offerings as is, but the Offerings give the opposite side a BP boost, should that map be chosen: so, if I was a Survivor and chose an RPD map, which was selected, the Killer gains 50% BP to all categories.

    There are a few options, but improvements need to be made.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796463#Comment_3796463

    People love to conveniently forget that part of the reason Distoetion got crazy popular wasn't it's buffs, but people got tired of Nowhere to Hide

    I'm still a little surprised Nowhere To Hide was allowed to move with the Killer, rather than reveal auras solely around the generator rhey kicked. At least reduce the radius of effect if it is to follow the Killer.

    I believe they need to weaken the stronger perks and buff lesser perks to bring them all closer in usefulness. There are some who are dead set against this, but if people want variety, this constant adapting of perks will be what's needed.

  • I'd be happy with locking people into a lobby and keeping them there. Especially now the Prestige is no longer shown, there is no real reason for it. Killers and Survivors should be able to change their load-outs in the lobby, but that's it.

    There are probably a couple of problems with this: 1. A swf which may make a mistake in setting up and having someone launch themself into a lobby alone, and 2. People who wanted to dodge may just kill themselves anyway.

    If somebody needed to leave for a genuine reason, they can. However, if it was for lobby dodging, then they should be sent to the original title screen and go through all the loading before getting into lobbies again. More an annoyance and time-consuming than any punishment, but this is what people had to deal with when people would dodge anyway.

    Basically, if people want to, they still will regardless. Just make sure the wait is imposed more on those who do, than those who are doing the right thing and waiting.

  • The weekend is not the best time to play this game, especially Sunday evening. It feels like that's the time kids who are tired and do not want to go to school tomorrow have their hissy fit online. Haven't been on a Sunday for a decent while, but did it this evening and probably should've waited until tomorrow, when emotionally stable people return.

    Sorry to hear you had those idiots to deal with. Hope your week starts off on a much better note.

  • @caipt said:

    the BNP is the only thing worth complaining about here honestly. The double charge med kits are still only 2 slower heals, and the anti hem is 2 heals with one usable without spending the time to do it. Iri's arent often strong enough for their rarity. To be honest a serum+styptic can do much damage in a match than an anti hem.

    I'd even say BNP isn't worth complaining about, because The Oni's build already has decent gen regression which more than compensates for this.

  • Remember Me (Rework): I do like how you've kept the original idea, but then added an extra catch, as well as a caveat which doesn't make it impossible if the Obsession dies. Also, great to see an Exit Gate regression idea! Good rework.

    Fire Up (Rework): A fast breaking action, simply by using an attack, is a good idea. Does the payoff of being able to only do this once for every gen that is completed feel worth it though? I'm not sure. Maybe more needs to be added. Perhaps if it was 2 tokens per gen done, or keep as this and also keep its current ability too, it would feel more usable?

    Scourge Hook: Hangman's Trick (Rework): A decent idea. I like the caveat of this not working if within 24m of the hooked survivor. Is the lingering effect once the Survivor is unhooked necessary? It may be perfectly fine without this, albeit perhaps you've put that in place in case the Survivor is unhooked really quickly, so at least some use is gained?

    Genetic Limits (Rework): I really do like the effect of this; reflecting someone being really knackered from exerting a lot of effort. It feels a little like getting something quite considerable for no effort though. I'd like for some other condition to be fulfilled for such an effect to happen. However, the effect is absolutely brilliant!

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