Marc_go_solo
Marc_go_solo
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One way the Thing could work is to take it's body-twisting abilities and look at it from another angle:
If they realms of the Entity are made from Auric Cells, which very well may be part of the Entity's anatomy (I'm not so clued up on this, sorry, but it's clear nearly everything is made or consists of this), then to combat the issue of SWF the Thing could hqve an ability to not only morph into people but objects as well!
Basically, take the principle from "Prop Hunt" and put that into DBD. That way, nothing is safe, and even SWF will be wondering who or what it is.
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Some are tortured, some are killed and some don't even need convincing! Some of the torture does enough to make them understand there's not much else they can do, whilst others are tortured to a point where they cannot really be considered human anymore (poor Hag!).
This giant, cosmic parasite seems to drill into the darker parts of a psyche; making them a more murderous being.
Mind you, I always wondered about Philip Ojomo, as he appears both tortured and manipulated. Did it have a problem with him, or see him as the first experiment in manipulation? I'm not sure, but the Wraith always intrigued me this way.
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@Dito175 said:
https://forum.deadbydaylight.com/en/discussion/comment/2317260#Comment_2317260
I think it can be both, the entity acts all right and mighty but it doesn't always foresee everything and we also don't give it to much credit. I keep seeing post about how michael and ph don't respect the entity and are going to starve it but at the end of the day they are just 2 out of 24 I think? Anyway I think I'm getting off-topic, I just think it's funny when people mention that.
Myers is quite happy doing his thing, and although the Entity doesn't control him, he's quite chilled to do whatever because it involves pain and death, so his disobedience is little more than: "Yeah, I'm gonna kill that guy my way today". Minor, in the grand scheme of things.
Pyramid Head is more troublesome, since he's a part of Silent Hill that's governed by a mythical Sun Goddess that also feeds on emotions - more specifically fears, hopes and guilt. Even the Silent Hill map is heavily chained; either linking the 2 deities, or an attempt by the Entity to hold on to this creation - so embued with power is Silent Hill. The survivor can control the Entity for a brief moment, and Pyramid Head pretty much carves, damages and steals from the Entity, nevermind what psychologically it is doing to everything around!
The Entity is powerful in the cosmic scheme of things, but even when it has some difficulty with beings less independantly powerful (The Huntress and her Beast Of Prey perk; Rin Yamaoka's rage), then it makes me think it's definitely not an almighty God - more an intensly powerful and cosmically destructive parasite.
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BHVR are going for the bigger franchises that are more well known and most likely to shift units. Identity V has room to be more experimental, which I applaud! Games sometimes do need to take risks, and it would be good for DBD to throw a couple of curveballs in terms of obscure franchises.
However, I fully understand why it's not something they're not taking as many risks with. Plus, with bigger titles still available, BHVR won't be running out of opportunities.
To name a few big names:
Movies - Alien; Hellraiser; Friday 13th; Psycho; Phantasm; The Terminator
Video Games - Outlast; The Evil Within; F.E.A.R; Dead Space; Bioshock; Alan Wake/ Control universe
TV - The Walking Dead; Supernatural; American Horror Story; The Strain; Buffy the Vampire Slayer; The X-Files
Also, there are even non-horror options that could work well:
• Spiderman (Carnage as killer/ Mary Jane as survivor)
• Twin Peaks (Killer BOB as Killer/ Dale Cooper or Laura Palmer as survivor)
• Tomb Raider (not sure of killer, but Lara Croft would be a fun survivor)
• Gotham/ Batman (too many options to mention for either role)
• Fallout (again, so many options)
• Far Cry (Faith Seed as killer (unique idea of a Bliss realm)/ Cameron Burke as survivor)
So, they've still got a fair few franchises they can delve into, on top of those I've not mentioned, and those yet to be released.
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I'd love it to be about Silent Hill, although the most recent Silent Hill item to be made was a skateboard (I'll give Konami some credit - that's one heck of a ballsy troll move!).
It would be great to revive the franchise, as currently it's the indies who are producing good horror, and the AAA's need to get a foothold back. Just focus on the atmosphere, give something unpredictable, and hopefully it will follow.
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Claudette be like: "Oh you wanted this? You may have your Mori, but you just got Morel'd!
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I like a tin-foil hat conspiracy laugh as much as the next guy, but when I logged on just now and read what was being investigated, that's the first nutty thing I thought, bexause it just seemed as if everything was starting to unravel at unrealistically varied levels!
I don't know enough about coding to say whether it's worth actually drawing things back to how they were a year or 2 back and start things over, but currently it seems like there's too much going on. Reminds me a bit of the Fallout 76 chaos! I'm backing them to get through this, but thiw does all feel rather strange.
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An easy fix would be to introduce perks and killers whose powers strengthen the more variety of hooks are done, whilst survivors all are alive, theb just make it an extremely powerful endgame perk.
But reward works best than punishment. The problem is some people won't change, no matter what you give them, so the issue won't die out, but it can be reduced if there are incentives to do so.
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As you progress, it will be possible to win matches with far less powerful perks than those. Whilst perks can help to win matches, it's ultimately skill that wins every match. You can have the most destructive perks locked in, but if the skill isn't there then you may as well have no perks.
Take time to learn the game and improve without relying on perks, but more your senses, experience and skills. The perks will become less of an issue then.
Also, ironically, putting in unexpected perks can really flumux an opponent. Again, it won't be enough with perks alone, but always be unpredictable.
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The Tanager male becomes hyper-aggressive during breeding season, and can become murderous towards its own kind, other species and even the hen. They're very active, and despite how pretty they look, they are very blasé towards acts of violence. Maybe that's the reason?
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Yeah, it happens with me sometimes. Missed a couple of easy hits because suddenly barrel.
It happens when there's a lot going on screen currently. Dead Harding into killers causes a few problems.
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Heather Morris, who both voiced and mocap'd Heather Mason, was the first gaming actor I'd come across who acted so believeably. She told the story through the game in tone, speech and emotion in a way which would easily fit in with today's high quality voice acting. It was the most human personification of a character I've heard in gaming. The fact little was heard of her since was a true crime.
It was also the most grotesque and macabre of the series, with the hospital alternate world especially being an absolute nightmare. It was a great artistic triumph, even though it felt a bit short. However, nice to have more difficult foes to face, compared to the ease of Silent Hill 2 (one of its rare faults).
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Already, this wins the award for best discussion title of 2021.
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Claire Redfield's pain noises are as they are because she is secretly a masochist.
The Hillbilly now has a limit on his chainsaw, not because of a decision by the devs, but Max actually asked for it as he was just becoming too exhausted; being forced to run at high speeds constantly. He had bad stitches.
Cheryl Mason has the perk "Repressed Alliance" because she was the first person to discover the Entity was ticklish.
The Entity was once a Primary School assistant teacher, who created the realms as playgrounds - doing the responsible thing of walling them up. The gates used to be easy access, but survivors (actually pupils) kept messing about with the electrics, that could hurt them. So the Entity was promoted to headmaster and had had enough of their #########, so it elected prefects (killers) to protect students from tampering with electrics by putting them on hooks, which were originally just naughty steps but the pupils pushed the Entity too far.
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/2317503#Comment_2317503
The only real problem here is that the Aliens from A Quiet Place are entirely as Alien as Aliens get, and there's absolutely zero chance that the developers would be able to reuse the skeleton / rig that they normally do for basically every single killer. The creatures from a quiet place run entirely on all fours if I'm not mistaken, and that might be a huge turn off / big no on the part of the devs just because they focus on more human / humanoid killers.
The demogorgon is like a step or two away from human since it can walk on all fours but also on two legs as seen in the show, but the creatures from a Quiet Place are like three or five steps away from being human.
https://us.v-cdn.net/6030815/uploads/YX6Z9DWOF2NP/image.png
So I'm just not sure if they'd be willing to commit to it, since non-human / non-humanoid killers / characters haven't really ever been considered in Dead By Daylight. That's why we never got that Spider-killer that the community asked for so much all the way back in 2016 (and instead it showed up in Last Year which kind of died so..). Although the game has gotten a lot bigger, stronger, and has a lot more resources now than when those statements were original made so never say never maybe?
How a potential power would work on the other hand I'd be 100% behind, giving the killer the restriction of limited visibility but excellent hearing I think could manifest quite nicely in Dead By Daylight as a unique concept. Perhaps the creature would have clear vision only for a few meters of distance and then the map gets progressively darker the farther you're trying to see. And some brand new way of "seeing" would be created, like outlines of objects from echolocation and things like that. And you'd have to "echolocate" or something whenever you want / need to get a good look at your surroundings which lasts for a few seconds.
Meanwhile to compensate the creature could have the most unrestricted movement of the entire roster and move the fastest and attack the quickest or something.
It's a pretty radical idea I know. Which is why I can't help but kind of agree with the devs that maybe the resources this chapter would take up would just not be worth it for the one individual chapter. And it really makes you wonder if A Quiet Place is really worth all that dedication. It was a good movie that toyed with sound in horror in a unique way but beyond that it's not really all that memorable compared to other licenses imo. So really I'm either way on this particular license.
Agreed. I do wonder whether the devs could use "A Quiet Place" as an inspiration for their own chapter; creating a killer with its abilities but more humanoid. Maybe give it an echo-location effect, where it can see auras of survivors within its terror radius. A bit like the Doctor, only with no impact from using that power, but as you said - give it a lot more speed to rush locations.
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I don't really see how it would work, other than having a killer which is like Spirit with Stridor, except visible to survivors at all times. That could become rather disorientating. Although, it does have the uniqueness going for it.
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Just sign me up!!
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I'm not sure as a base-kit, but I'd be all for add-ons that increase zombie numbers to even up to 4 zombies (although that may become very problematic in indoor areas like The Game or Hawkins, so maybe 3 is fine).
Combining an add-on like this with an add-on that speeds zombies up could become very hectic, which I'd love!
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I love facing killers that have a fearful effect on me - those that I genuinely fear and therefore make me play better, allowing me to become more immersed in the trial.
Those would be: The Trapper, The Shape, The Hag, The Cannibal, The Demogorgon, The Oni, The Executioner.
Ones I really don't like are normally ones I feel indifferent to; those that feel just "...meh". It's hard to describe, other than they don't feel like they have a presence.
Those would be: The Nightmare, The Pig, The Legion, The Ghost Face, The Trickster.
Really, it seems - looking back - that I'm not a fan of more human-like, survivor-sized killers.
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Put Botany Knowledge with We'll Make it, Empathy and Bite the Bullet with a Medkit, and you basically become a healing God!
It's a good perk with no real drawbacks. Plus, it's good to get people back into action quickly - other survivors definitely appreciate it!
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Zebra
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I always wondered about the Entity being less intelligent than we give it credit for - like it's manipulations and focuses on fear is more a passive effect that manipulates the mind, more than a strong consciousness. The characters' minds are used against them.
Also, I have a head-cannon idea that the Entity gives an impression that it's high and mighty to those trapped within, but there is a bigger role to play - as if these realms are a tiny part of something bigger. There's a podcast called The Magnus Archives, and this game actually fits ridiculously well with the post-collapse world; archivist, damnation and all!
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A 4v1 that is based upon crafting during the game, stealth and tension. Plenty of hiding places, but a killer that is legitimately imposing and deadly.
Also, a game which focuses more on optimisation and atmosphere than graphical capability and memes.
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In terms of DBD content:
• Hybridpanda - The guy who got me into this game, and always entertaining and genuine.
• Noob3 - Probably DBD's version of Chaotic Good alignment, and just very positive.
• Ohmwrecker - Very immersive player and really gets into the story that develops within a trial.
In terms of non-DBD content:
• GrayStillPlays - Taught me that anything can be overcome, no matter how seemingly impossible, with a little patients and a lot of masochism.
• CJUGames - Genuine, chilled and pretty funny walkthrough gamer
Also, others like: TheRadBrad, Materwellonz, Marz, Gab Smolders, jmwFILMS, outsidexbox, Dead Meat, newLEGACYinc, Ozzy Man, MissScarletTanager and a few others.
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@Apollos said:
https://forum.deadbydaylight.com/en/discussion/comment/2317133#Comment_2317133
Good advice. I honestly just have to adapt to unfair trials and get over it. I wish it wasn't like that, but I still want to have fun and that's the only way to do it lol
There will always be crappy rounds. I've had sessions where I could not catch a break in the past!
Focus on what you think you can do to improve your own game, because you can control that. You can't control some rounds where nothing goes your way, due to poor team mates or a killer with a chip on their shoulder, but you can look back and wonder if there are small adjustments you can make to the basic gameplay: "Ought I risk doing a totem that close?", "Next time on that map, I'll loop a different way through that jungle gym", "I'll make sure I'm near a locker when someine is downed", "If it's Bubba, screw the rest of my team, I'm outta there!:p"- little adjustments that can carry you a long way. :)
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I would have a Silent Hill: The Room chapter, and have Walter Sullivan as the killer (The Orphan) and do a Stranger Things/ RE 2 survivor option of Henry Townsend and Eileen Galvin.
In previous posts, I always imagined Walter having a power of the "ghosts" that would be AI and pursue the survivors, as well as introducing the Sword of Obedience with which survivors could defend against them. Now RE brought in an AI idea, I think it would be great!
A close 2nd in the franchises would be Sydney Prescott from Scream, even though the Ghost Face in this game has little other than aesthetics in common with the Scream franchise.
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@Apollos said:
https://forum.deadbydaylight.com/en/discussion/comment/2317078#Comment_2317078
I usually make builds that revolve around at least one unique perk for that character. It makes the game feel a lot more unique in terms of who you're playing as and forces you to be more creative. Not that that always works out in terms of survival, but I play to have fun anyway. I just wish I didn't feel pressured to have to be pushed out of that to implement perks that protect me from other players instead of perks that allow me to enjoy the match. But I guess that's all down to perspective really.
With enough practice you'll be able to achieve that. Treat every trial as a brand new start, and realise that once you start to identify the killer/ survivor perks, you'll start to out-play them.
Just play how you like. If you enjoy the game more, the odds are you'll play better than if you relied on perks that you felt were forced upon you.
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@Apollos said:
https://forum.deadbydaylight.com/en/discussion/comment/2315427#Comment_2315427
I just wish it were a part of the base kit at this point, but that would mean taking an anti-tunneling stance which behavior would never do. I usually don't run DS because it's honestly boring as hell having to run the same batch of perks on every single character. There's also the fact that I have a pretty large skill tree at this point so DS might not spawn for over 50 levels. In terms of other players, it's one of the perks that's behind a pay wall unless you happen to catch it in the shrine, which many people might not want to do.
In a perfect world I'd like to have fun with a No Mither build or a totem build without feeling like I'm totally boned without DS/BT/Unbreakable/etc.
Well, I'd say give it a try anyway! All my setups are random, and yes sometimes I wish I'd put Lithe or something in my setup, but perks are what you make of them, and if your basic game is good, you can still make it out with perks as daft as Slippery Meat!
Really, the meta builds mean very little if the basic player skill isn't high, and if it is high enough, then a meta build isn't really necessary. Play to your strengths and be unpredictable. There's a lot of opportunity for success there, and it's sometimes funny when getting a 4k with pqdded traps and distressing against survivors on meta, or surviving against a meta killer with perks like No Mither or This Is Not Happening.
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I feel the idea of the DS change was absolutely the right one to take. However, I do agree with @SleepyWillo that the stun has never been that big a deal.
It would be very detrimental to revert the changes, but I'd be all for an extended stun duration, or even a killer version of the hindered status effect as an incentive for people. It may make it more appealing.
Yet, if people are noticing an increase in tunnelling and refuse to equip this perk still, then it's difficult to empqthise with the frustrations.
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@Lexilogo said:
I want a shark costume for Trapper now.
Or, at the very least, bear traps disguised as shark faces!
@Cornpopers_Evan said:
I don't care that this is in the "lore" section, I want it pinned in general discussion ASAP. xD
I'd have no issue with that! I do like doing these silly things in lesser-viewed areas; away from the more emotive areas.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2314222#Comment_2314222
I agree with you but thats not the point. My point is not to gain even more 4ks our of the game.
Here a example: When Legion got released ppl complained about the Killer beeing to "boring" and has no counterplay and requires no skill to down survivors. Ppl started crying enough until the devs gave up and gutted that Killer.
Legion was NEVER op or strong, neither Legion didnt had counterplay... they had infact counterplay but ppl just didnt wanted to adept or in other words it was easier to change the Killer than the mindset of the majority of the community.
Here we have the exact same situation only it is even worse. Holdinw W requires no skill and is very boring to play against, and also it is way too efficient. So instead of convincing thousands of players to not do that becuase more and more ppl begin to realize it and do that too, just change something about it so ppl cant even do that anymore that efficient.
I can see your viewpoint, I think, although I admit my mind is a bit exhausted, so my apologies if I haven't fully.
The 3 options are to either add more obstacles, which I believe were complained about originally, resulting in the current deadzones and concerns. Secondly, increase the speed difference between killer and survivor, which I can imagine will go down very badly, or reduce the map size, meaning more obstacles closer together and the same issue as point 1.
Basically, what happens one way will cause complaints from the other, and as you say, the mindset of a lot of people is difficult to change. So it's just going to continue rocking back and forth.
But running straight has always been a thing at low ranks, and people used their killers in ways to make short work (portion-map management, herding, 3 gen, etc.). And legitimately that has never been an issue for me, whilst being outplayed or making mistakes has. I just feel there are more pressing matters to deal with than a button.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2313117#Comment_2313117
And when all survivors run away at a distance? What will you do then?
Where are they to run to? Where else out, other than the hatch and gates. Until then, they're still in the pen and I have enough patience to deal with that.
As for what I do: I play the game. Afterall, I still get 4ks and 3ks. I lose some, but that's just part and parcel of the game. I don't blame it on a button.
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I've never found this "W Meta" to be any issue at all, and would call it out saying it's nothing like a meta. It's just survivors running away.
If I see survivors at a distance who spot me and run away, I'll weigh up if it's a worthwhile chase. If it's not, I'll abandon it and catch them at a more fortuitous moment.
There's time enough to catch survivors at different points. Play to the killer strength, watch the playstyle of eaxh individual survivor, look for areas where it will benefit you to take them out more.
Deadzones were put in place to avoid jungle gyms and obstacles where survivors could evade killers for days. That was a big issue back then. Now having them removed is a problem, and I just don't understand it.
Choose the chases wisely. No need to waste time on them. A survivor will always make a mistake. This is where the game gets more depth when dealing with the humanistic side.
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On Xbox One, and thus far he's be fine overall. Sure, there's been some issues, but nothing nearly bad enough to warrant Nemesis being disabled.
Although I do feel for you, and acknowledge this is a genuine game issue as a lot of people have jad these problems.
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I have differing names for them; some silly and some more normal:
The Trapper = Mr. MacMillan
The Wraith = Ding Dong
The Hillbilly = The Redneck
The Nurse = Sally
The Shape = Myers, or "Oh God, no!"
The Hag = The Witch
The Doctor = Dr. Hibbert
The Huntress = The Huntress
The Cannibal = #Can you feel my lovebuzz#
The Nightmare = Molesting bastard
The Pig = Amanda
The Clown = Jezza
The Spirit = GGEZ
The Legion = The Red Stripe Renegades
The Plague = Adiris, the Goddess
The Ghost Face = Teabagging Tosspot
The Demogorgon = The Budding
The Oni = Devil
The Deathslinger = Clint
The Executioner = Fear itself
The Blight = Pinball Wizard
The Twins = Victor and Hugo (old cartoon)
The Trickster = What's the point in you?
The Nemesis = S.T.A.R.S
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There have been various discussions in the past about DBD "dying", and each time it's never happened. The main reason is: where is the competition?
"Identity V" hasn't the promotional punch, and other games like "Last Year" and "White Day" (I think that's what it was called) have either been abandoned or do not have the attention directed on them.
I'd argue that DBD won't be at risk until a viable competitor is placed on the market, and until then they won't ever be at risk of ending unless they choose to end it through boredom.
Maybe it's a challenge for any budding programmers out there to start developing their own vision?
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It's the lack of objective feedback and an inability to discuss something without insulting people is the main problem some people have.
There has been quite a few posts that do go about discussing grievances in an appropriate way, and those are excellent analysis. I also get the slow reactions to problems are frustrating, and especially the issues with this chapter was especially bad PR for BHVR; increasingly so because of the franchise involved. BHVR ought to be held to account for this, but until a viable competitor comes along it's more frustrating in moving things forwards.
This makes some people irate and respond with just a tirade of abuse. The problem with this: it does not work. If anyone reads something abusive, they either respond in kind or ignore it. This is the common reaction as it's fight or flight. However, if something is done objectively, people are more likely to take this onboard and react.
So I agree: there are a lot of immature and useless posts. However, it can equally be argued that not feeling heard can feel just as offensive. I remember earlier a mod saying there was no real benefit to updating people when there's nothing to pass on, but even a weekly update on Twitter or news just to say what stage they are at, or even just a message would be good customer service.
I used to work in finance before care, and if there were longterm issues such as severe fraud, etc., it was always appropriate for us to keep customers updated, even if there was nothing new to report. But saying something like: "We will post an update in 7-10 days, unless the issue is resolved sooner" would feel appreciative.
Sorry, this as eskewed off-topic a bit.
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Probably turn the key into an offering instead of an item. The hatch appears only when 1 survivor is left or all gens are done. If all gens are done, and a key offering has been cast, the key will randomly spawn in a chest (whether opened or not) and then can be used to escape.
A notificate can be made when the key is used, and the hatch takes overall 10 seconds to open. Its timer does not go down if the process is interrupted.
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It's best to play him defensively. That is to set up an area with 4-5 gens and focus on that. Don't try to chase survivors around, as he simply does not suit that style. You need to create a hell-pit of traps that ensnares them. Recently, I had a match on Grim Pantry that pretty much took survivors out between 2 gens entirely.
Obviously, doesn't work all the time. But it's strong in that sense. Or, as strong as can be expected.
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I've also found Trapper to be one of the best killers for Haddonfield. 3 gens always spawn in the houses, so trapping them early nearly always results in a 3-4k, even if it is a slow start.
So long as Trapper plays an area game of focusing on defending 4-5 gens, he is very strong when played right. When running around as any other killer and not having a plan, then he isn't playing to his strengths.
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It does feel weird to have a map where a Nurse cannot teleport through a fence, yet as Trapper I can bop a survivor over the fence.
That definitely needs looking into.
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I've met a few Claire's on my travels, or at least heard her grunts of pain. Well, either that or a survivor has brought in one of those new totems - "Boon: P***hub"!
There have been a few. I haven't seen a Chris yet - are there many of them about?
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Yup! It's like he somehow has it on perma-cloak outside of a trial.
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I remember playing the first 2 when they came out, and the 2nd in particular was excellent. Plus, they had some fun designs for the ghosts that could most certainly work!
It's not likely to be added at the moment, due to it simply not being one of the top popular franchises, especially considering games like "The Evil Within", "Outlast" and "The Last of Us" among a fair few others. But it would be a great idea!
It's worth checking out on YouTube to see what it's like. Gab Smolders is revisiting the first installment currently, I think.
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On one side, the killer and survivors have some fun perks, and the zombies are actually a really fun idea, which I hope is a sign of more AI-type enemies.
On the other hand, the optimisation is rather bad, and it's a shame about the map having problems.
I'm neutral, but what is concerning was how big this chapter was for the game and the problems could put a severe dent in the expected long-term players this chapter may have brought in. I really hope they understand how important it is now to improve optimisation.
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It would be an interesting step away from horror, and I do like the idea of more thriller-style killers, so long as they're interesting.
Here's something I found on Google. Looks like someone has come up with some ideas already:
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It's fun, but the inaccuracy is problematic. Plus, I could just use Huntress and Deathslinger and knock off a whole health state in one go.
I will admit, though: the ricochet add-ons are rather fun.
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I hope you had enough on him to report him for the DDoS. Those bitter slugs need getting rid of.
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The water trick works. Also, leave a gap in between each trial yo ground yourself, and try to incorporate a little stretching and standing up during that time. It'll loosen you up and help relax you.
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Charms just make things look pretty. Regardless what charms are on survivors, I attack them equally. Equality for all!


