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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • My favourite year period is the overlapping year from 2019-2020. Everything from Ghost Face to Descent Beyond was golden. Silent Hill was a huge license back then, as was Stranger Things. The chapters had both interesting Killers and Survivors. It was just a really good time for DBD.

    This past year from 2023-2024 is a close second. It's probably achieved much more, with the modes being added. However, Ghost Face to Descent Beyond was just magical for me.

  • Bots would be everywhere, kill rates would skyrocket, and people who don't fight on get to plague far too many trials more often. It would be bad for the health of the game.

    There have been many trials I've been in that looked hopeless but ended with me escaping. I still remember one of the best games I played was when there were just 2 remaining survivors with 3 gens to go and we both escaped. Even in trials when it isn't winnable, then I'll use the trial to practice a specific aspect, such as seeing how long I can keep a Killer at a certain tile, or Totem Hunt in the EGC.

    Often, people who quit do this not because the game is unwinnable, but because they can't win. That's a poison that will constantly blight (pun not intended) this game. I don't see how it can be completely dealt with.

  • The Executioner:

    Iridescent Seal of Metatron:

    Survivors can now become Tormented by Punishment Of The Damned attacks. If an injured Survivor is hit by Punishment Of The Damned, they become Exhausted and Broken for 60 seconds. Survivors who are Tormented will scream at random intervals (like with The Doctor and Madness), revealing their location. Punishment Of The Damned cannot put a survivor into the dying state.

    (In Silent Hill Lore, the Seal of Metatron is largely seen as junk by The Order. However, in a book found by Cheryl - then, Heather - it is said to have disspelling properties. My rework imagines the seal as almost reversed by The Entity, making it cast spells over all with greater effect).

    Obsidian Goblet:

    Tormented survivors suffer from the Oblivious and Blindness status effects until they lose torment.

  • Not likely, but if Dead By Daylight did a collaboration with Everything Everything, and based it on their Supernormal video, the possibilities for cosmetics would be pretty good.

    Can't show the video here though, sadly.

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785579#Comment_3785579

    I'm not asking that though. I'm asking everyone's personal perception; nothing more, nothing less.

    That's my perception. It was never in the question that it had to be a percentage. You asked how much tunnelling do I think happens; I answered not as much as people claim.

  • When you feel confident enough to return, remind yourself that tunnelling, camping, teabagging or whatever isn't as prevailant as you might think it is.

    If you look at things objectively, you'll probably find that you will remember negative moments far more than either positive or neutral moments. That's because the human brain likes to preserve itself, and will remember bad experiences more strongly as a way to avoid them in future. This also can inflate the number of times those experiences happened, when in fact it's not as big an occurance as you might be led to believe.

    Another thing - which may or may not be an issue you experience - is whenever I go on forums or watch a video, there's often a bombardment of comments such as "I'm tunnelled EVERY match!" or "Why do survivors ALWAYS wait to teabag". This also can influence someone's way of thinking. Again, it's an example of negative bias.

    The best thing to do to relieve yourself of your thoughts would be to take notes in a match and think objectivelt of what happens. How many trials were you tunnelled? If so, think whether you were actually targetted or just had some bad luck or made a bad play. We all do it, no matter.

    The most important thing is this: play what you enjoy and when you feel like enjoying ir. Forcing yourself won't make it fun. I play DBD, but I'm also playing Anno 1800 and War Hospital presently, and select the game I'm most keen on.

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785081#Comment_3785081

    So what percentage do you think people perceive and what percentage would you guess it actually happens at? I did say guess because I'm not saying anyone knows the actual percentage overall; just an estimate.

    I don't think pulling percentages out of thin air is going to help. What I do have as evidence are the number of videos online where someone will claim they were tunnelled, even though the video proves otherwise.

    For me, this shows that some people often perceive things happen much more than they actually do, with that line of thought further spurred on by a negative bias: when people think they are often tunnelled, yet it's only happened a few times. Exaggerating numbers, as can happen to anyone.

    It's not a slur on this type of behaviour, but it is a recognised behaviour regardless. Such is the emotional influence that affects trying to acquire statistics.

  • The survivor disconnects and afk players are the problematic statistics. This happens all too often in games, and although the devs do not count disconnects amongst the stats, I would like to know if those who remain in those trials do get added to the statistics. Because if they do, I'd presume this would have quite the impact on stats.

    The tunnelling; slugging, and camping stats I take with a pinch of salt, because it's all purely subjective and whilst I don't doubt it happens, figures can easily be inflated (not purposefully, but just interpretation and presumption).

    Well done on a good success with the escapes! SoloQ isn't the impossibility some make it out to be. It's understandable that some like myself enjoy it but others hate it, and it's always going to be about preference, but it's not a "no win" scenario.

    Overall, statistics are fun! Thanks for sharing.👍

  • Oddly enough, I've had more success when those perks appear in my build and I act as if they aren't there. Not chasing after the Killer tends to make them believe you have nothing, so when one goes after you on the hook and downs you, they don't suspect the DS.

  • Definitely much less than what people perceive. Taking into account how often many players claim they were tunnelled, when in fact they weren't, it's very difficult to judge.

  • This was the perfect "casual" mode (if it can be called that), and it was a lot of fun. This could be brought back as the first permanentalternative mode, even if it's restricted to perks you already have. Make add-ons and offerings random, and I admit I'd probably not be looking back.

  • @Anti051 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782782#Comment_3782782

    The solution was final mori, so depending on how they've changed it, you might get an answer in september.

    I certainly hope they haven't retained that original idea. That was an absolutely terrible and poorly-considered mechanic. The devs did say they took onboard the largely negative reaction to this and - although I am still confused as to why they are messing about with something that doesn't need changing - I am hoping their alternative version is much more thought out.

  • @For_The_People said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784122#Comment_3784122

    Wait did you draw these? Dude you are seriously talented! Or whoever did these is in any case!

    No, these are not my drawings. They're commonplace on the web, but those guys who did draw them are great! If I had found out who they were, I'd reference them. Maybe on Deviantart?

  • If by this you mean the lobby screen only, then absolutely. It does absolutely nothing other than allow players to be choosey with their team, which is sonetimes hilarious as quite a few P100 players I've matched with are terrible. It doesn't mean much to me, and only serves as an excuse.

    Besides, the Prestige is going to be shown at the end on the results screen, so those vain enough to actually care what others think can display their Prestige then. It's a good thing Prestige will no longer be shown in the lobby. People might end up not being so elitist and actually play the game for a change.

  • Vecna is the key character here, which doesn't exactly make things any better if Vecna controlled the realms. He held off the Entity and only went in because he chose to. The Entity could not take him.

    Alongside this, it could be argued that some characters will come along with connections to other deities: Demogorgon with "The Upside Down", Executioner with "The Sun Goddess", and Cenobite with "The Labyrinth". If they were able to work together, The Entity would be defeated. It would be a hell of a battle though, and not many would survive, but The Entity would ultimately succumb (in my opinioon, anyway).

  • The game has vastly improved in many areas, with the only problematic element for me being a Survivor, and teaming up with others who kill themselves on hook or disconnect.

    Personally, my SoloQ experience has been mostly good, and Killer is a blast. Really glad to see someone else give the game credit.

  • For me, there are no boring or uninteractive killers. Of course, there are killer combinations which can be frustrating (Plague or Legion with Thanatophobia as an example), but never boring.

    Each killer has something you need to learn from. Looping is a strong part of surviving, but other aspects such as being unpredictable, perk usage, stealth, defensive are also important. Learning how to work with others in SoloQ is also interesting as the dynamics change.

    Eventually, with enough wins, you'll face a killer who is clearly way better than you. That's where someone can wither just state it's impossible, or be willing to learn that there's more they could do.

    Mind you, there actually is one boring killer: the survivors who give up because they got downed early. Thpse guys really are the dullest of the dull.

  • The Magnus Archives.

    It's a horror podcast, based upon an Institute which investigates statements into the paranormal. However, what they start to discover takes them beyond isolated, unexplained incidents, and into realms of cosmic horror, where fear is far more than just an emotion.

    The issue this would have is the interpretation of how the characters look. Whilst there seems to be a general consensus, there are other variants of the characters. However, the opportunities for survivors and killers are plentiful.

    Firstly, some characters as potential survivors:

    ce650644b274388cbc733c0111038ec5.png

    and secondly, a few killer options:

    2906047c90abae03f919cea57dcba494.jpg
  • I've seen, and been in, groups of solo players who have just clicked as a team, whilst many swf teams I've faced have been much worse.

    Whilst the crack swf teams do exist, it's much more likely you'll come across a standard, beatable swf team.

    Barring some exceptions, games are largely what you make of them. If you see them as a swf, then it's easy to excuse poor plays you make on the fact that the swf was just too good.

    Go into a game with a head full of possibilities, and not a head full of excuses.

  • In the past, the devs have made contradictory comments regarding Moris.

    I remember on one hand they said some people see Moris as toxic, so they want to make this better. Yet when they originally introduced the Endgame Mori, they said they wanted Moris to be seen more than just via an offering. They've been very confused over this rather simplistic idea.

    If anything, all they need to do is make Cypress Mori basekit, then change the Cypress, Ebony and Ivory Mori Offerings to allow the Killer to make an extra 1/2/3 Moris in a trial. Any other change feels completely unnecessary to do.

    The Mori is one of the few Offerings, other than BP Offerings, that are fine as is. They could change the Reagent, Blueprint Offerings! They could make Sacrificial Ward actually be useful! The Mori changes they want feels like wasted money and resources which could have been put towards much better ideas, such as reviewing all Offerings, Changing add-ons to be more inventive on Killers that need it, or even tweaking Exit Gates to make them fairer to both sides, than either too far a part for the Killer to have a chance, or top clpse that Survivors have little chance.

  • It's just a fun summary of one person's experience of 100 games as Trapper. Someone could very easily get these results, without it meaning that the Trapper is powerful, so I don't some of the complaints here.

    People play far better as some Killers compared to others. For example, I get far better results as Trapper, Executioner and Oni than I do with Nurse. Does that mean those Killers are better than Nurse? Of course not! However, I'm clearly a better player of those Killers than as a Nurse.

    It's not unusual for someone to get this result, so I would only be concerned if this person was using this to prove that everyone should find it this easy, which I don't believe would be accurate, but don't believe this is what this person is trying to say.

    Basically, interesting facts which I can imagine to be realistic from personal experience, but everybody will have their own experiences which will differ vastly.

  • Firstly, I love these tournaments, so feel free to bash a lot of them out!

    Anyway, I chose the Hillbilly over the others because of the aggression, the pain a chainsaw would cause (compared to the other weapons), and being chased by something that's faster, promising a messy death and the sounds would be the scariest in real life.

    Nurse and Wraith are close together for 2nd and 3rd respectively, but they don't really bring along that aspect of pain the Hillbilly promises.

    Trapper in 4th, because I'm usually astute and am confident I'd spot most traps, consodering how large they are. Other than that, he just runs with a weapon. I'd still be scared, but fairly confident he won't catch up.

  • This is hardly unpopular and makes a lot of sense, although the ability to choose a spot may work with an area of effect, rather than a general Hex. Something that works within the radius. I have asked for this a couple of times for Hex: Territorial Imperative, into reworking it as a Boon-like Hex which gives a gew effects within the radius, such as a combination of Brutal Strength, Zangshin Tactics, faster vaulting and some Killer Instinct effect

    They have brought in perks that light Hexes once a requirement is met, but to have a Hex the Killer can place would be awesome.

    Same goes for Survivors at the other end of the scale: for them to have a Boon which lights at the start of the Trial, or once a requirement is met, that is cancelled once snuffed (obviously, the Killer takes longer to snuff it) , but offers something m7ch stronger.

  • I rarely stoop to their level because it's more classy to not acknowledge it and just see it as a game, rather than getting overly emotional because somebody teabagged or hit on the hook.

    It is funny when someone like that gets riled up afterwards, and I admit on the very rare occasion they do contact me it's usually a bad idea on their part as they'll always lose - same with anyone else who tries to vocalize their anger against someone who clearly has the morale highground.

    These people are always looking for something. Maybe they had a bad day and are taking it out. Perhaps they want an argument. Sometimes, they just want to feel some weak sense of supremacy. It's all for nought though, because it never takes the root problem away. They are always stuck with it - a weakness, made more clear.

    Ultimately, just move on. No point in giving any sense of satisfaction, because that at best makes them feel acknowledged; at worst sweetens the perfect dessert, whilst both you and them piss in your dessert.

  • No more than usual. I don't think there's been a steady increase in those "players", but neither have I noticed much of a decline.

  • If you see something suspiscious, even if you're uncertain, make sure you catch a video of it and report it.

    So long as you're not reporting every Survivor just because, you won't get in trouble for sending the report. If it's not a cheat, then it will be resolved without incident. If it was a cheat, then you took another twat off the game.

    Always report if you have legitimate concerns and you can get video evidence.

  • @Tamo said:

    I just realised this actually got put in the game, after the last update hooks that a survivor is sacrificed on get brought back.

    I hated this idea then & hate it just as much now, this isn't fair at all. Survivors struggle to wiggle off anyway (for good & obvious reasons) it shouldn't be easy but a swf or just a toolbox - let's be honest - will make it that much worse. My problem is for 1, Breakdown actually removes the hook for longer. What!? 2, we argue about play styles & skill level, if you make a dead zone by not strategically or just in general thinking about hook placement for a survivor you down I can't stress enough how that's then on you. Plus saying that you can counter said problem by slug-ing if you need to.

    It was something entirely avoidable & didn't need to be implemented, the fact it made it past the PTB is shocking to me. It doesn't tend to be a problem (dead zone of no hooks), it's occasional. So just the same I bet it didn't seem to matter to anyone that the change happened but now that I've seen it in the game I was just in I can't stress how humerous to me it was how quick it came back & how silly I think it is they actually added it to the game or how bad it could end up being. For something so situational it wasn't necessary & I really do hope this gets changed back. Maybe it is just me, but I'd like to think others can see the issue & also understand the argument that where other things we blame on playstyles this somehow wasn't just seen as player error before.

    The implimentation of this mechanic was to avoid those tedious moments where a downed Survivor has moved into an impossible-to-hook area, meaning that the only possible and logical move by the Killer is to watch the Survivor bleed out - a scenario neither side finds enjoyable.

    Regarding the points you made:

    1. Breakdown is then doing a good job as a perk to delay the use of that hook. It's effects have no bearing on the mechanic.
    2. There are ways Survivors can push a Killer towards using certain hooks. Whilst not a purposeful act on the Survivors' behalf, the Killer might have no option. This is not a "skill issue", but how rng and luck has played into a trial. Survivors have - rarely, perhaps - forced this scenario.

    As you mentioned, it isn't a common scenario. Therefore, a QoL change to avoid the irritating bleedout scenario makes sense for these rare occasions. Both sides would rather just go to the next trial, instead of wasting time, which is what this aims to do. If this is rare, it's not likely to even be noticed, unless somebody is playing for this situation.

    If it's "fairness" you're after, you'll be pleased to know Survivors will be getting an extra 10 seconds per hook state, allowing more time for Survivors to complete tasks, and reducing any incentive for Killer's to camp a little.

    This is a good change, which will rarely be seen regardless, but will prevent those tedious, time-wasting moments that just prolong the inevitable.

  • Whoever has, having a lobby of four survivors with this perk is pure, beautiful anarchy!

  • Over the past year or two, BHVR have been a lot more effective in many aspects, with Killers just being one.

    They have been a lot more open, and receptive towards feedback. They've introduced new modes that have vastly improved the enjoyment of the game. The cosmetics have been creative. Survivor tweaks to perks and dealing with face-camping, as well as some more inventive perks, have worked well. New Killers have been fun and more experimental, especially with the odd quirky add-on, such as The Dark Lord's Iridescent.

    They've done really well overall! Of course, they've also made some questionable - or plain confusing - decisions. However, they have listened mostly to negative feedback and acted on it. I do think they need to playtest more when it comes to some of the decisions, but maybe it's just them experimenting a little too much.

    So, overall, they have genuinely been doing a pretty good job so far.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778702#Comment_3778702

    Conversely you have Yun-Jin Lee’s Fast Track:

    ”The weak are sacrificed first. It's nature, it's business... it's the truth most refuse to face." — Yun-Jin Lee

    And a bevy of survivors in between who support both altruistic and self-focused playstyles.

    Whether players want to function as a team is a personal choice, and there isn’t anything wrong with it. Issues arise, however, when people mistakenly present the notion of survivors as a team as if this is a cardinal rule. Survivors are not a team. Can they play as one? In a way, yes. Are they treated as a team? Not by the game’s mechanics or the developers. Is it acceptable for them to synchronize in a team-like way? Sure. It’s also acceptable for them to play in a cutthroat manner where, as Yun-Jin states, the weak are not teammates, but fodder for your own survival.

    When I think about it, both Dwight's and Yun-Jin's philosophies aren't that different. In Dwight's quote, his main concern is that others need to survive so that he is able tp survive. Yun-Jin is harsher, but it's still amounting to the idea that she needs others to ensure her survival. Both quotes aren't so different; Dwight's is just less direct.

    Conversely, Yun-Jin's talks about survival is achieved through the sacrifice of other "weaker" survivors. She does state this is natural, but likewise her quote doesn't say they need to be - moreso that it's just natural. I doubt she would throw someone to the wolves if there isn't any need (or benefit) to.

    Ultimately, self-preservation is the most common motivation, but without teamwork the Killer would slaughter everyone. It's working as a team towards escape, but not necessarily needing the whole team to escape if it puts yourself at risk. Of course, it's not always the rule.

    Ultimately, it's what you make of it. Everyone is different, but the important aspect for me is work together with others to escape, but do not put your trust in others that you'll escape.

  • Dwight's quote for Bond sums the idea of Survivors teams very well:

    "We have to work as a team. I need you to survive so that I can survive!"

    You need as many of the others about as you can to improve the chances of escape, so you have to work as a team. However, when things become dire, a more survivalist instinct kicks in, and people may rely on other Survivors' misfortunes for them to survive.

    Of course, there are many cases which contradict this. It all depends on the moment. Will a 3-man SWF sacrifice the SoloQ because they are not one of them, or will they sacrifice everything to make sure nobody is left behind? Will someone sacrifice themself to let another escape, or will they decide to deliberately sabotage another Survivor for an earlier discretion? It's all about h9w it plays out.

  • I honestly thought the chapter was alright, although I know I'm probably the minority. It could have been much better though, which is what hurts it more.

    Up until its release, Alien, Friday 13th and FNAF were probably the most wished for Chapters, so when it was finally confirmed there was a lot of buzz!

    The big problem was the wasted opportunity. The Xenomorph could have been something truely scary; a stealth Killer which could have sudden bursts of speed, being able to walk along walls, and other options. What we got was a minor stealth Killer with a whip and could use tunnels. In the right hands the Xenomorph is still formidable, but it's just not what was expected. Also, not having Sigourney Weaver as Ripley was disappointing (although I understand the difficulties).

    I don't believe it's the worst chapter. The Killer is still fun, I love the flame-thrower mechanic, the map's decent with some nice surprises, and the Perks offered somwthing new, fun and useful. However, with what it could have promised, it was certainly the most disappointing chapter, considering the hype.

  • The only thing about Survivor SoloQ that can ruin the enjoyment is when you team up with Survivors who basically throw the game by giving up early, or are P100, brightly-coloured players who go in and basically prove P100 doesn't always mean skill with terrible plays.

    However, some of the stories that come about from SoloQ are amazing! Those trials where a newer player on the team is struggling, yet trying and the rest just band around them; those amazing saves or coordinated plays which are just beautiful! The fun moments, when even the Killer see the silliness in it, even of just for a minute before returning to the hunt; the good endgame chats where everyone from both sides seem to have enjoyed it. Those moments are absolutely why I love SoloQ.

    I would say though that the whole "Devs don't care.." crap is pointless now. Patch Notes provide very clear evidence throughout the years this is not the case. You need to get past that.

  • The issue of responsibility lies a lot with the parents. Companies cannot police them, and can only do a certain amount of things to prevent this.

    Meanwhile, consoles and Steam have parental controls in place, as you mentioned. The fact some parents irresponsibly allow their children access does not mean the companies have to be responsible for them.

    Basically, yes there may be some issues. However, the parents or custodians of these children are the ones mostly responsible. It's they who should be doing the research.

    My wife used to be a school teacher, and some of the ignorance of some parents was outstanding: not feeding breakfast, not because they didn't have the money, but "Why should we! The school is responsible". Parents need to do better.

  • If it helps, there's a "Looking For Players" section where you may find a group, here on the forums.

    As for losing streaks, it happens to the best of players. Some players can have smaller losing streaks than yours, whilst others have larger losing streaks than yours, but they all do have them eventually. Luck accounts as much in the game - probably moreso than - skill. As survivor, you cannot choose your fellows unless it's SWF.

    Best thing to do is make the most of a trial. Even if you get placed with a team which just gives up after being knock down once, if it looks hopeless, practice your chases or stealth. Each trial can return people something, providing they are willing to learn.

    You'll break the streak. Good luck out there!

  • It's certainly a reasonable request! A sacrifice for some pets and a game of fetch - I believe The Dark Lord sees this as a win-win!

  • @GravelordNito99 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776790#Comment_3776790

    You directly compared the two. It isn't really a comparison that works due to the massively different scales. Dracula, Vecna and The Entity are all in a league of their own, and on similar power scales to each other. Freddy is less than an ant to them, so the comparison is strange. If it requires a mark to nerf Vecna, then Dracula should need it too. It would not work in the way it does for Freddy.

    I think you're conflating control of the entity with threat to it. The mark is to nerf those who are a threat. Vecna and Dracula are on the same power level, and therefore Dracula would be just as much of a threat to the entity if he wanted to be as Vecna is. Dracula's current happiness in the realm is irrelevant to that, because time passes and people's state of mind changes. The entity would mark him anyway if it has even a basic human level intelligence, because Dracula COULD pose a threat in the way Vecna currently does. They both have the power to do so.

    I compaired the two, in relation to the fact neither are strong enough to beat The Entity, so the Mark Of The Entity, so in that respect it's accurate. There was no mention of them having equal power; that's what you took from the comment. That's not what was meant at all. The comment was all about when the Mark Of The Entity would be used, and why currently The Lich is the only playable Killer "worthy" of it.

    If The Dark Lord stayed in the realms for a long time, grew tired and attempted research (which I believe would have to involve uncovering The Lich's library and maybe even working with The Lich), The Entity would Mark The Dark Lord. If it had any worries now, then it would do so now.

    Given enough time, there are a select few Killers which could cause issues. The Lich already does. The Dark Lord, The Cenobite are the only 2 others which could in future, and even then I reckon their "Gods" would need to be involved. Of course, that's headcannon and purely assumptive of my understanding of them, but for me The Lich is the only one needing the Mark currently.

    Anyway, once again I was never making any comparison to the powers of Dracula and Freddy; moreover stating that The Entity could shape either Killers' powers without needing the Mark to do so - something which only The Lich needed. My apologies if what was written wasn't clear enough for you.

  • @GravelordNito99 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3776108#Comment_3776108

    Did… Did you actually read my original post…? The reason the mark exists is because the entity is NOT that far beyind them. And Dracula is on a very similar power level to Vecna. Therefore, both Vecna and Dracula should be marked.

    Yes, I did. My response was alluding to the fact that a comparison could be made, because it was illustrating how The Entity can bend the vast majority to its liking, and not saying Freddy and Dracula were on the same level.

    In that respect, I don't think you read correctly what I said in my original post - it was all about stating how The Entity controls its Killers amd how it can effectively mold them. Where you got the idea that I was saying Freddy is as strong as Dracula is beyond me. I was just stating the Mark Of The Entity is put upon those who represent a real threat, and why would this Mark be put on Dracula, when he cannot control The Entity?

    The Lich has the ability. He already kept The Entity at bay and only entered willingly in order to learn its secrets and one day harness that power. I do not believe The Entity could have taken The Lich otherwise. Dracula, Freddy, The Dredge and so on don't have that knowledge.

  • I've heard of him. Wasn't he rumoured to be a real life character, but the only evidence of him existing is in notes?

    I would say - if he is supposedly real - then BHVR shouldn't include him. This game can't be too intwined with real life events. A celebrity offering their likeness (like Nicholas Cage) is fine, but somebody who was supposedly a mass murderer is a dangerous president.

  • Vecna is the only Killer looking at actively study it for control, and The Entity clearly understands the threat level, otherwise it wouldn't use the Seal Of The Entity on The Lich.

    Vecna is wise enough to understand why the Seal is there. Vecna knows therefore that he has powers even The Entity knows is dangerous, but most of all Vecna has time. All the time in the multiverse.

  • @GravelordNito99 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769078#Comment_3769078

    Comparing Freddy to Dracula is obscene. They're in totally different macro scales. Dracula is multiversal+. Freddy is Planetary at a push. it's like comparing the strength of an atom to the big bang.

    Nothing is obscene when the Entity is something so far beyond either of them it's unreal. Notice The Dark Lord doesn't even have the Seal of the Entity like The Lich does? That's the difference in power between The Lich and The Dark Lord. The Entity simply can manipulate at will. Dracula is no different, and I will say that - because of this - Dracula is just as helpless as Freddy is against The Entity.

    Dracula has been moulded to what is required by The Entity fpr the trials. It's an inescapable fact.

  • @Assassin97 said:

    It's because players were quitting or dodging lobbies because they felt intimidated by seeing a p100, even though prestige has nothing to do with skill, there is no reason to show the prestige in lobbies, if you're going to get a 'bully' squad, or if someone is going to get tunneled, chances are it is probably going to happen anyway. Players shouldn't be discouraged to play the game and they see p100s and think "damn these players are good", it's just a number, and all it did was cause more issues than not.

    I've gotten to the stage that if a P100 appears, they're more likely to throw the game with some seriously questionables plays, rather than be of much use. You're right in saying Prestige has little to do with skill.

    When I play Killer, I treat the P100s as any other Survivor, and - although a few did live up to the rep - most were like any other. There's no need to feel intimidated, and certainly not enough of a reason to lobby dodge.

    What I am looking forward to are the genuine, highly-skilled, high-Prestige Survivors donning the default outfits to catch out Killer's who'd normally dodge. :D

  • @MechWarrior3 said:

    “Our Development team does not "pick sides" - they look at the game overall and see what areas need improvement.”


    You’ve said this a 100 times. I wish people would just understand it. The development team is so much more reasonable than what people give them credit for.

    Not to mention all the evidence compiled in Patch Notes which go back years now. Anybody with a modicum of sentience can briefly check through them to see how the team attend to both sides overall in the long term.

    "Us vs. Them" is just playground antics now.

  • It's the weekend! My favourite time on this forum of the week where the Baits emerge.

    Bit too much in a list format, so it felt a bit stilted, but I admire you hooked a couple so well done!

    Take my upvote!

  • I'm still wary about this. Hearing it's been scaled back still doesn't inspore much confidence (although if this means if everyone is on the ground then the insta-Mori occurs doesn't happen, then that's okay.

    I'm also confused about the mixed messages that have been about. A while back I believe it was said one reason for change was because Mori's may be perceived by some as toxic in a way (I feel that came from a Q&A a while back). If that is so, why make it more common?

  • Nemesis isn't a threat to The Entity. Vecna absolutely is, especially since he held off the capture attempt with ease.

    The Entity does minor alterations to fit the trials already. Some are added abilities or buffs: (The Legion, The Wraith, The Trickster), and some are nerfed or focused to fit the trial more: (The Nightmare, The Onryō).

    Nemesis looks like it's mutations were focused into its whip, taking away from the ability to become an absolute beast. The Entity doesn't want Killers to annihilate Survivors, because it would provide precious little sustinance, amd in order for it to grow stronger it needs to squeeze as much out of these trials as it can.

  • If this was a massive buff as stated, I have to ask why Predator wasn't equipt as much. It's basically what's happening to the Scratch Marks.

  • @Leonardo1ita said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771883#Comment_3771883

    It will make tunneling more needed, because if you split pressure on 5/6 hook stages, before a survivor dies, that's 50/60 seconds more of survivors doing gens, before going last second for a save.

    No it won't. Whenever any change is done to survivor, the comments come charging saying: "This will increase tunnelling!", and it never does.

    You won't even need to tunnel! Just hook and hunt. Keep the pressure on the Survivors. There are ways to win which don't require someone to play fishing simulator with the hooks.

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