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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • Taking your examples of reasons to disconnect and not be penalised as a killer, it's simple to reverse the role and see a survivor who's trying a unique or experimental build, or new to the game, and brutally picked on by a more experienced killer, so to have one side exempt of penalties feels very imbalanced.

    I've been on both ends, as well as witnessed it, and it's not fun, no matter what side it's on. However, I have far more respect for a plucky brown rank survivor hanging on until they're sacrificed or finally relieved of the 4 survivors who have bullied them, than a purple/red rank player who throws a hissy fit and disconnects because of this.

    Disconnect penalties are required for both sides to ensure a fairer game for all concerned. If someone is having a bad game, treat it as practice to improve for future games.

  • Randomized map placements, perhaps blended in with other maps as the Entity becomes more and more overwhelmed with information. A map that takes parts from 3-4 maps - mashing them together into one unsettling mix.

    Map traps or Entity-made creatures. Maybe 1 or 2 spiderlike creatures which can be killed by pallets, stuns or a swift kick, but still pose as a threat.

    Another objective for survivors, or at least an overhaul of the current mechanics to make them less stagnant.

    More emphasis on stealth, but do not remove the chase sequences. Perhaps give more options for survivors to use stealth in escaping or outwitting the killer.

    Hallucinations: Mini jump scares, unusual sounds, strange apparitions looking like fallen survivors. Gives them something that may shift that discomforting feel.

    Crafting. Being able to create new items with different effects.

    Remake the Bloodweb to focus more on perks and less on items, and instead have an objective for both killer and survivor to come across and gather parts from within the trial to use for crafting outside of the trial.

    Less toxicity. More honour.

  • A pip is a win in my book. Besides it being a 4v1 scenario, my ultimate aim is just improving, learning more, experimenting and being consistent. As a survivor, my aim is to be the best performing survivor as well, but that's also just a personal challenge.

  • @Jivetalkin13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2400943#Comment_2400943

    I like how you think, it would definitely introduce more variation in games if new tiles where added on maps that aren't supposed to have those tiles. Imagine Hawkins, but there is a cornfield in the middle of the map.

    What would be interesting would be mixing Hawkins with Midwich. The people behind "Stranger Things" said themselves that "Silent Hill" was a big influence on the show. Having Hawkins flicker between the lab, then taken over by the Upside Down, and then morphing into the bloody Otherworld, and back again. How diorientating would that be!

  • This idea of the "meta". A select few perks that are seen as a must in any build. In fact, the vast majority of perks can serve an excellent purpose when used correctly or learn how to make the most of it. I've won plenty of games without the meta, and many others will too, providing they find the enjoyment in experimenting and finding new ways to thwart the opponent.

    Also, the myth that influencers are the oracles of Dead By Daylight. Granted, they will have strong knowledge, but weary eyes get stuck in their ways and sometimes the celebrated status may make them blind or dismissive of legitimately good points. Fresh eyes will see benefits or patterns in places more experienced players have not only become blind to, but even possibly offended by the suggestion a newbie knows something they don't.

  • Holy cow, you are an evil sonofagun!!

    Of course, this is a thought experiment, but you may have stepped on something unique: How about a variety of maps which are the same size as normal, same gens amd such BUT .. have the map take elements from other maps. For example: Rotten fields, but with the Pale Rose at its centre, and towards one side a part of Lery's institution, where there are no ceilings, but segments of the rooms, perhaps with corn growing througj.

    That lack of familiarity and discordance may actually be an idea!

  • For console, we can clear the cache out, which has helped my end. Doing it once every fortnight usually works fine. Shame about the graphics option not being a thing with console, but maybe that technique will help someone?

  • During the EGC collapse, if a survivor is freed of the hook and is running for the exit gates, I cannot imagine anyone not tunnelling, unless they had just given up on the trial.

  • There are lots of maps I'd love to see! Some are a little more obvious than others:

    #1. Rocky Shorelines

    medium_giant-causeway-shutterstock_226075126_c0ec018ae7.jpeg.jpg

    Especially with unusual formations, such as The Giant's Causeway. Small caves or huts could be along it, as well as a few mini islands about. Maybe remnants of a coastal town?

    #2. Catacombs

    medium_paris-catacombs-shutterstock_1266900052_df72392749.jpeg.jpg

    Underground areas with large spaces, linked by passageways. Larger areas could have columns or mini temples made of bone. Maybe even hidden doors.

    #3. Abandoned fairgrounds

    prip3.jpg

    As someone put above, fairgrounds are great. I like the idea of an abandoned one, which has overgrown and rusted over time. Maybe where a soon-to-be killer took their victims after it closed, or maybe it closed because of the killer!

    #4 Old Powerstation

    31396542410_64da860060_b.jpg

    Especially using the grounds around it, powerstations can feel pretty eeiry. I'd actually be for a powerstation map that was purely on the grounds, with only a couple of smaller buildings that you could enter.

    #5 Unusual prisons

    5817669a190000a502c2ff93.jpeg.jpg

    Panopticon prisons are terrifying at the best of times. Maybe something like this with obstacles, fewer floors and rooms, but overall circular in nature.

    #6. City of Ruins

    Gunkanjima_Island.jpg

    Run down buildings to enter; rubble-filled streets to run through. Maybe a collapsed building to explore.

  • Things do happen, but the ultimate result is between BHVR and the accused.

    I think the reason behind this is partially for the same reason they don't do naming-and-shaming on here. There's always a chance that if someone got a punishment and that was fed back to the reporter, it's possible the reporter may feel justified in slinging that persons name around as dirt to make sure they were harrassed in any other game, and there's an issue with that:

    Say, on a certain day, John Doe has just had someone close to them pass away. They're feeling a plethora of emotions, and decide to play a game to try to take their mind off it for just a tiny amount of time. They play this game, and the survivors run rings around them. Maybe teabag at the exit gates. Nothing majorly bad, but this is the straw which breaks the player, who is already heavily burdened with pain, so they snap amd in that one instance they say something they normally wouldn't, but their anger pushes them to make a threat or horrendous insult.

    Then they're given a temporary ban, and the reporter gets confirmation justice was done, and that reporter then starts feeling justified to spread crap about that guy, maybe because that reporter is having a bad day too. So, because of that brief moment of loss of control, the accused is abused by other players just because of that one incident, and branded such. With the tragedy he has endured, the end result could be quite dark.

    Sure, there are things people say that there is no excuse whatsoever, and may show an extreme prejudice that person has, but sometimes it's one bad moment in one bad day that was out of character, and now that person could be burdened for life. There are many damaging paths that may follow.

    That's a good reason why you may report something justifiably, but never get an answer to it. The wrong type of person can cause some extreme damage and feel justified.

  • It is very possible for any killer to be fun. I don't believe any killer is "boring" to face, but there are players who are boring to face, such as predictable perks, playstyle, uninspired plays, etc..

    I would say the design of a select few killers (okay, 1 killer: Legion) is dull. There's nothing scary about some guy in a hoody, showing off their wirey physique. However, that's a long way from saying that the killer itself is boring.

    Killers and survivors have the opportunity to be both exciting and boring, purely based on how they are played; not what they are. Unfortunately, the word "boring" is fairly often associated with being lazy. I'm not saying everyone who says a killer is boring states that because they're lazy, but I wouldn't be surprised if some claims of boring comes from a laziness to adapt.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2398740#Comment_2398740

    Plunders almost always gives a key if you search 3 chests though, like seriously run it and you will find a bunch of keys while using it

    https://forum.deadbydaylight.com/en/discussion/comment/2398724#Comment_2398724

    I'd like that it sure would be better, but atm only counter to keys is Franklin's, if they find it I wont know to put it on so that's an issue

    I'll test it out. If that's the case, then maybe the percentile occurance of it will need reducing, but I do remember doing that quest: "Search 3 chests using Plunderer's Instinct" back in Tome 1, and a select few times after, yet only coming across a key once (not found during completing the quest), so certainly way back then it wasn't a gimme. Maybe the frequency has changed now?

  • I'm going to throw a wild card in, that has potential to muscle in on both "Dead By Daylight" and "Phasmaphobia" fan bases: "Haunt Chaser"

    It's a bit of a sleeper, but saw it on the "GameEdged" channel, and it appears to be a sprawling 4v1 game, whereby 4 players go into an expansive building and grounds to collect evidence and banish the spirit within, played by the 5th person.

    The chasers come equipt with various items that are both mundane and supernatural in design, some of which also can be used to temporarily banish or block the Haunt. Likewise, the Haunt has certain perks that help them locate, sneak up on and attack the chasers.

    Alongide this, the Haunt isn't the only thing chasers have to contend with, as unexpected happenings, scares and scenarios also play out with the map, meaning chasers are constantly on edge.

    Honestly, I don't think many other games will contend with Dead By Daylight immediately, but there's something about this game that seems to take decent ideas from both "Dead By Daylight" and "Phasmophobia" to make a decent game, and as it evolves it may become a bit of a sleeper hit.

  • The attitudes and behaviours of some players has always been the most frustrating aspect. Fortunately, it's exceptionally rare I've had the misfortune of some upstart be toxic post-trial, but those are by far the worst. The dc'ing issue was also immensely irritating. But player problems have out-weighed all else.

    The times where the game suffered greatly from volatile server crashes or game-breaking glitches also can be frustrating. I'd also add that beyond those 2 occurances, the other frustration is usually at any mistakes I make that causes me to fail needlessly, when I know I could've done better.

  • @Hex_Ignored said:

    The problem with keys lies in the hatch spawn. Hatch should only appear once all 5 gens are done OR if only 1 survivor is left

    Yup, this I 100% agree with. Keys are rare enough to find in chests, as looking back it's been semioccasional at the absolute most that in my trials, both as survivor and killer, that a key has materialised.

  • They seem fine to me. It is more a pot-luck offering. Like if a survivor has a Haddonfield offering, but I have a Trapper killer, then it's often bad news for them. Other offerings that encompass several maps, like Azarov's Key, could render you in any area.

    As well as this, it's not a common thing to have a map offering put in place anyway, so sometimes it's a bit of variety.

    It's really not as troublesome as it can be made out to be. All that could be done to change map offerings slightly is to make the rare offering that cancels map offerings to trump 4 identical map offerings, rather than it be the other way round. Yet, in fairness, that happens perhaps once in 1,000,000 times.

  • I had one trial on it a few days back, and to be fair the map wasn't bad in terms of glitches. There was one moment a survivor leapt off the top balcony onto the entrance hall where it jittered, but I wouldn't say it was terrible by a long shot. It has an incredible amount of winding paths that can become disorientating though.

  • "Slippery Meat". In fairness, "Slippery Meat" has been useless for me even at tier 3, but perhaps the only other perk that has even less of an impact is "Up The Ante", but at least with that everyone gets something mostly useless!

  • I dislike farming, because I have trust issues with the other side.

    On a few occassions there have been killers who claim to farm, then actively tunnel survivors and knock them out quick.

    One of my earliest memories was a Doctor who asked to farm, only to hook me and beat me repeatedly. Anyway, he's struck off now, so nobody has to worry about that. What was I saying? Oh yes, the game! Sorry, went off on a tangeant there..

    Really, a Doctor killer did do rhat to me, and since then I just do not know when a killer is being truthful and when they aren't. There are a lot of nice killers who are true to farming, but it's not so easy to tell.

  • Endgame camping (when all gens are done, and maybe with the gates open) has no relevance to either skillful or a lack of skill. There's no link. It is, however, a tactic which is actually the best one when the gates are opened.

    This is because some survivors want to get that final save before the escape, and by using the hooked survivor as bait they hope to lure in others with the chance of getting a more than just that hook. Also, if survivors do swarm around, it would be completely stupid for any killer to leave their post, unless they're feeling friendly.

    So it's a tactic, with no relation to skill in any way, shape or form. However, if a survivor believes it's because the killer isn't skillful, then rescuing the hooked survivor should be a piece of cake!

  • Mixed with the T-Virus, Nemesis would probably grow in size to absolutely crazy proportions, have even larger teeth which have probably ripped the human skin remains to pieces and be absolitely terrifying!

    Pyramid Head would probably take the serum and shove it up the Blight's arse, before doing Pyramid Head things. I'm not sure if the serum would actually work on him, given he's a fixed manifestation of James' guilt.

  • Go Meg!

    I'm so glad the Entity has given survivors time off to participate in the Olympics. Any others that you've spotted?

  • This is genuinely one of the times BHVR made a decision that made so little sense, especially when they introduced the change to Hillbilly by saying he's in the right spot in the patch notes.

    Playing the Hillbilly, he is certainly not as weak as some believe him to be, and there is room to maneuvre. He still has really good potential. He's still the killer I enjoy playing as most (win or lose) because he's just so damn fun and chaotic! A few survivors I've faced have said the same, and that he has that fun chase potential.

    However, the cooldown was an especially strange decision, considering he already had a strong counter, in that revving around loops slowed him anyway, and accidentally fully activating the power whilst revving - or even missing - would cause him to fly off into the great beyond.

    There has been so much potential missed with other players choosing other, more viable killers. And BHVR have missed out on capitalising on one of the most fun killers to chase with or be chased by. It is a shame. I'm normally more even-headed when it comes to criticism of BHVR, but this is one of the few times I actually cannot see any of their logic.

  • I don't think you can, really! It's one of the few weaknesses to BBQ and Chili, with the other being lockers. With time, you may make out the ever so slight colour tone difference between a survivor and a gen, but this is one of the few defenses survivors have against it.

  • SoftgoodImage27754a.jpg

    Your confessions have been forgiven.

    ... who'd have thought I'd get to use this particularly obscure image twice in one night!

  • Considering that the Trapper has to fetch his traps from the get go, bar the initial 1 he has (more, if an add-on is equipt), whilst all other killers are packing their full quota of whatever they have, I'd say he's the weakest for me.

    However, he is stronger if (with tactical placement of traps and area control) he can keep the gens close together from about the last 4 gens. Then, he jumps up in my estimation. So then it's not quite as clear cut.

  • Her voice is quite a lot closer to Cheryl's, whilst Lisa in the original game had a softer voice with an accent. Listening to her scream, it's definitely a Cheryl voice to my ears.

    Also, the first 3 games were considered the best, generally speaking, so mixing with an element from each of those games makes sense. Arguably, there would have been better contenders for the original survivor than Lisa: Harry Mason, James Sunderland, Mary/Maria, Cybil Bennett.

  • SoftgoodImage27754a.jpg

    Your confession is accepted.

  • As survivor, it's inconsistency. I can have one trial where I'm practically step perfect, getting all the saves, looping killers like a demon. Then the next trial I'm duffing skill-checks, messing up loops and just making a multitude of errors that are frankly embarrassing!

    As killer, fortunately I'm more consistent. However, my main weakness is cornering: I'll chase a survivor, and often they hug the corner better than me. I resort to unpredictability and mind-games, or simply abandon the chase if it's hopeless. But if I ran the sides and corners of objects better I reckon I'd have quicker chases overall.

  • I'm not sure that BHVR are responsible for a survivor deliberately dc'ing. They certainly are responsible for game crashes due to something their end or game bugs, but if a survivor isn't happy with a killer and dc's because something didn't go their way, that's completely down to the choice of the survivor, so I very much doubt they'll pay any attention to those disconnects.

    It's best to adapt and learn. That's where the satisfaction and fun from a game comes from. Also, with so many people playing killer, there are bound to be different approaches that people take towards playing the same killer. It's not just a power, but also how a player utilises it, the perks and add-ons involved, etc..

  • For me, all killers are fun to go against.

    What makes a killer unfun for me is how an individual plays them. The very rare attempt of actual face-camping, or when I've seen a group of new survivors getting slaughtered by a brown rank killer, who just so happens to have equipt Discordance, BBQ and Chili, PGTW, and Ruin, all at tier 3 (or some variant).

    Actually, I suppose another unfun killer is when the perks are predictable, so me using the same tactics in-game consistently does become very dull. I'd rather face killers who mix up their perks or put in some surprises.

  • There is a hyper set of perks which could be fun to use: Enduring, Brutal Strength, Agitation, Mad Grit.

    Mad Grit could be substituted for Iron Maiden for increased locker speeds, or Shadowborn for a feel of speed, but basically if you need yo do everything fast, those perks are great for keeping chases going, and getting those hooks.

  • Yes, although from my session this afternoon some people have yet to find out!

  • Congratulations on 3 years, and great to hear these forums have inspired you towards the arts!

    May you have a happy further 3 years!

  • What tends to help me is to play absolutely like a lunatic! Do chainsaw dashes through places you're unsure whether you can or not, or take unusual routes through the map to catch survivors by surprise.

    In terms of revving, he's tricky and unless you've got plenty of experience I wouldn't even bother revving around loops, especially short loops.

    For me, creating chaos and uncertainty as Hillbilly is the great first place to start, and with time revving it will become easier with practice. Otherwise, rev the chainsaw in an area or opportunity where the survivor isn't likely to loop; ideally herding them into such a situation.

  • It's quite a complicated thing to look into, because the community attack from so many angles, that it's nearly impossible to say whether most things or very few things are influenced! There have been requests that are changed, which are hated by others. There are changes made for either unknown or unseen reasons.

    But the sheer volume of demands or requests by all sorts of players means that we cannot properly discern how they've been influenced, unless they have directly said so. This has happened on occasion, so to say there's zero influence isn't accurate - or at least not possible to completely validate.

    But, by the very point made that when a lot say something then BHVR change, it is evidence to show the community can influence the team, and they do react, and ultimately we have an unknown quantity of influence.

  • I don't often experience camping, and even when it does happen it's more of the killer patrolling, which may imply that a) he's seen survivors nearby, b) he's using me as bait, or c) he physically cannot leave me because survivors are just running around me.

    The last time I've experienced a proper face camp was against a Huntress, and in fairness I was sabotaging hooks because of a challenge, so in a way I can see why they'd be annoyed. And this was about a couple of years back.

    So I've probably been lucky, but do understand it's frustrating to face.

  • I'm going to say that if they're introduced, it'll be either this chapter or the next at the latest, and I am interested to see what they'll be like!

    I'd like them to be worthwhile and powerful for survivors, yet also allow killers to interract with them to remove the power and return the totem to a dull one. If it's a case that it needs to be broken by the survivor for the effect to take place, that'll certainly be preferential to it being active right away, causing killers to have an extra problem to deal with right away.

    But they do have the potential to be a fun addition.

  • Hex: Tool time

    The Entity grants you power from more than just flesh.

    Whilst this Hex is active, any time items are used, the charges used are counted by the Hex. Once 24 charges have been aquired total, all survivors aquire the exposed status for 20/30/40 seconds. Any charges used by survivors within this timescale do not accumulate. Once the exposed effect ends, the perk starts again from 0 charges.

  • Hex: Boon

    The trick is to switch the cards.

    A Boon totem lights up in the trial for all survivors to see. If a survivor cleanses the totem, that survivor becomes exposed for 120/90/60 seconds.

  • I suppose there's another way to look at it, which may lighten the effect it's having on you:

    Effectively, all 5 players are enacting a mini slasher movie. As in all good slashers, you have the near-indestructable killer doing everything it can to hunt and kill the 4 innocents. As killer, you can do whatever you want: Slug, chase, camp, whatever. The killer has that power.

    All the while, the survivors are desperately scrabbling for a way to escape and defeat this monster. Sure they can temporarily hinder the killer, but it's only temporary. They are fighting for their lives. Some may be more aggressive than others - there's always that one guy who stands and taunts the killer, normally to save their friends or distract the killer long enough. In-game, this could be seen as pointing, clicking, teabagging - it's ultimately the brave guy taking the risk to help the team.

    Ultimately, if some survivors get to the gates and wait, think of it as the final thing the hero does in the movie before blowing up the killer. It's that final line they say. It's often cheesy and silly, but they survived and the movie ends with the good guys winning. Afterall, the killer was trying to kill them horribly!

    It's about playing the role how you would, and improvising a slasher. So long as at the end there is no rude or threatening behaviour after the match, and people act polite or just move on, then the film ends.

    Personally, when I play survivor I don't teabag, but will not leave until as many survivors as we can are safe. I'd be the one who is respectful of the killer, like the hunter in Jurassic Park (and likewise am sometimes picked off by the "clever girl"). But everyone plays different roles. Heck, turn it into a comedy ending and join in! You'll be surprised how quickly you'll be accepted into it!

    Ultimately, try to disassociate from the players and keep it as just a game with 4 other people you're unlikely to face that often anyway. Play the role, learn from mistakes, hone your skills and whatever happens at the end, you still have the choice as to how to deal with it. It happens to anyone who plays killer - just try to take it as it is: a small celebration you can either ignore, punish, get extra BP or join in the dancing!

  • It's just so boring!

  • Maybe the ruins of a Greek temple, or a fallen Oracle. Mainly an outdoor map, but ruins strewn about.

    I'd be all for a Greek mythology map!

  • From the survivor perspective, it's a lot fairer now. If I'm hit by a pallet now, it feels justified and solid, rather than before where the hit did not feel like it should have been.

    I think the balancing will still need tweaking, so the killers who experience the scream no longer hear it, so it doesn't feel like they've done a hit and not been rewarded for it. I fully get how frustrating that is.

    Overall though, it's a solid patch from my perspective.

  • @kaeru said:

    Kill them! Kill this #########! Don't give up! Give them hell! Kill them! Kill! Kill!

    Why would you want to open doors as killer? It's beyond my understanding. I do lose, but I never felt like I want to give up because survivors too strong for me.

    I want to go play killer again.

    There's an excellent reason for why I open doors: Blood Warden. Down a survivor, open doors, lob survivor on hook and enjoy the panic!

    Away from this, if I have a bad game, I'll still attack until the end to a) get BP and b) hurry the game to the end so I can start a new trial.

  • I'd be interested to see it played live. It does have some darker parts, but as a brand new game it will have a long way to go to compete.

  • @Science_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2390323#Comment_2390323

    That would be a glitch, if true. Cosmetics you unlock on the Rift or in-game for characters you don't yet have access to are supposed to be available once you obtain those characters.

    Also, not sure why everyone is complaining about this now when they've been doing it since the very first Rift. Recolors of store cosmetics is one of the only good things the Free Track of the Rift still delivers imo.

    I'll be honest: This is the first time that this issue was drawn to my attention, and I've never noticed it before, nor really thought about it until now. That's why I never mentioned this before.

  • Oh, that I didn't know! Which set does it belong to?

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