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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • Just add a little extra to the "gg", like "ggwp" or the one I mostly end with is "Best of luck in your next trial!".

    I don't waste time sending crappy messages to someone, even if I feel hard-done-by.

    I do play in character though, so if someone does send a toxic message my way, depersonalising myself and speaking as the character always keeps me chilled.

    Admittedly, I did go a little enthusiastic with characters and learnt about dialects from different time periods. And have an enneagram for each character. Maybe I have too much time on my hands...

  • It is a shame to not see it used as often. If someone is trying to escape a killer after being unhooked, it still does exactly what is needed, which is protect you and wastes the killer's time for being so single-minded. In terms of that, there's really no reason to not run it! The perk works exactly as it ought.

    If the sole purpose of carrying the perk was purely to rub it in the face of a killer to unhook, heal or finish a gen right in front of them, then it was being used as nothing more than something to slap on 4gamers to mock the killer, or to laugh at them as they can do nothing.

    Essentially, those survivors who used that before, I could understand why they did. Yet those who refuse to use it now, based on that, and complain about toxic killers are more likely being introduced to the term "karma" for their toxicity before.

    Obviously, both sides have their fair share of asshats (as both also have A LOT of decent players who prefer to play the game than be dicks), but for those who used it mainly as defense, they'll still use it.

  • I'm not so sure she needs any buff - instead, she just needs to be played to her strengths, which is stalling the game.

    A mistake some Pig players make is to chase those with traps on their head. Once a gen is lit, a survivor with a trap on their head is going to seek to remove it on time. Get a couple of survivors in that state, and the game can be completely controlled. Chasing a survivor with a bear-trap on their head is really a waste of time.

    I can get on board with traps being placed after the EGC to automatically start ticking (with perhaps a higher chance of finding the right jigsaw box early, at the expense of a shorter timer), but other than that she's actually already very effective. Also, like Bubba, Amanda is very much underestimated in her fully potential.

  • If she's coming in from a distance, her phasing noise is directional, so that can be used to assertain where she is.

    Other than that, the suggestions about unpredictability is the best way to confuse her and outplay her.

  • @QwQw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2186433#Comment_2186433

    Yeah, I also remember hearing that The Entity really likes Clown and Ghostface for some reason.

    All three live like parasites. The Entity feeds off emotions, Jeffrey and Danny search for prey (especially Jeffrey) and find people to get their kicks, pretty much mimicking the Entity's behaviour of searching, taking and feeding.

    It seems to relate to those who share a certain pattern of feeding.

  • Evening play on a weekend is especially tailored for those unable to visit their dominatrix during covid, but are desperate for that degradation.

    Effectively, it's a free service!

  • You can't change those people, nor should you even consider responding back or take anything they say seriously. Salty responses to losses just reveals the fear they have of not being good enough. To admit they're outplayed means they admit they aren't great. Those have very fragile egos, and not much left outside of the game.

    That may change your anger to pity for them, and realising they mean nothing and act as if they're inconsequential is the best revenge.

    I admit though I play in character, so any salty comments I get (which aren't many, to be fair) I usually have fun with in replying in character. Confuses the heck out of them! :D

  • Had to feel for her; she knew that was dumb the moment it left her lips!

  • Normally, side-effects disappear within 1-2 days, but because everyone reacts differently it's hard to say with absolute certainty. Hopefully, yours will go soon!

  • Whilst streamers do play it for a living, they are also vulnerable to develope blind-spots.

    You know when you start a new job and early on you spot something that could be improved, but wonder why nobody else had seen it before? That's how the blind-spot works. If someone just powers on at the same job for a long time, they don't necessarily get better; they can become disillusioned.

    You're absolutely right in what you say. People need to believe in their own experiences, rather than live through the opinions of others. Doesn't mean streamers are not right - they do have experience - but if you discover something does/ doesn't work with with you, it doesn't matter what a streamer thinks. If it works by you, then that's what matters.

  • It's a tactical response to a perceived threat. If I ever have a key, I fully expect to be the focus point of a killer; likewise if I'm killer and see a survivor wielding one.

    Forget any notion of toxicity. The way that word's thrown around baselessly these days it's all but meaningless at this point. Basically, so long as you're not being abusive in after game chat, not hacking, or taking sides with one survivor in order to find and end the other 3, then go for it!

  • Excerpt from The Auric Cell

    Trapper: So, Trickster! What's your guess for the new Resident Evil chapter killer? You must be as excited as I am!

    Trickster: Not really, Evan. It's hardly a patch on my chapter .. that was 4.6.1 anyway.

    Trapper: But there must be some great perks coming, huh?

    Trickster: I doubt it Evan. You seriously believe anything can top Starstru..

    Nemesis: *smashes through the wall* SSTTAAAAAARRRRSSSS

    Trapper: No, Nemesis! Not that S.T.A.R.S!!

    Nemesis: *grabs Trickster by the throat and lifts him up*

    Trapper: It's not even the reveal until 25th!! You might be no more than a Legendary anyway!!

    Trickster: *blubbing* This is it, cruel world! My time here will soon end. Tell my bank manager and publicist I love them very much. Time to bid, adieu!

    Trapper: No, that's not how this realm works..

    Nemesis: *smashes tentacle through face* SSTTAAAAAARRRSS

    Trapper: *visibly shocked* That's not how I remember hentai!!

  • It changes a lot, but currently it's "Affraid of Heights" by Billy Talent.

    Much love to "I Kill Giants" by The Naked and Famous, "Arch Enemy" by Everything Everything, "Country Feedback" by R.E.M., and "A Wall" by Bat For Lashes currently too.

  • For killer, I'd love to see Nemesis. Not just because he has an array of weapons, a signature Mori in waiting (poor Brad!), and would be a daunting presence, but also because his character design would allow Legendary outfits for Tyrant, Mr. X, William Birkin and any other Tyrant variant.

    For survivor, I'd quite like to see Leon take the stage. If they did do a "Stranger Things" take and add 2 survivors, then Claire could also join. Both of them pretty much could have skins of everyone from Rebecca, Sherry, Chris, Jill, Ethan and more. However, if they only choose one survivor, I would elect Leon for the simple reason that since Stranger Things we've only had one chapter with a male survivor, so some variety would be good.

    As for the map, The Spencer Mansion is very iconic, but as a nod to modern-day RE I'd actually go for Baker Farm. The Mansion, R.P.D. and similar are all very large spaces, but with chapters like Silent Hill and Saw not getting the greatest of praise in terms of maps, and the MacMillan Estate still generally liked more than most, then maybe this farm setting could be a better choice.

  • Alien, because for me that would be the cream of the crop! An iconic monster with an equally iconic heroine. Having Sigourney Weaver voice the character would be absolutely amazing; we already have Ash talking in the lobby, so being able to hear Ripley say something like: "Get away from us, you #########!" (Slight paraphrasing there), or even more silly: "Who do I have to ######### to get off this place" (again, slight paraphrasing) could be neat! Also, the Xenomorph has a few tricks, so its power could be one of a few things!

    I'd also like to see the Driller Killer from "Slumberparty Massacre 2", purely because his weapon is awesome, and his chase music would need to have a bit of rockabilly in it, as was his signature.

    Slumber-Party-Massacre-II-Lets-Buzz.png


  • It could be that some of those survivors, who aren't that good, would be more likely to accept and learn from their performance, were there not such a stigma on playing badly.

    Often, there's a pressure that falls on players to avoid being a "n00b" or "bad", which some players love to label and rub in their faces. Maybe by going a bit softer on those peeps and offer encouragement or advice, instead of berating them on their lack of skill, would make those survivors feel more inclined to learn from their mistakes and get better.

    There will always be some who are too proud to admit it, but beneath this pride lurks fear of not being good enough to the standards of others. Maybe more positive encouragement will aid those in need of improvement, resulting in a quicker boost in skill and, ultimately, enjoyment of the game.

  • I feel it's fair; offering survivors a reward for altruistic behaviour. It then also reward the individual who brought Borrowed Time in, as it may be them going the save in an injured state and the other survivor defends them in return.

  • In-game I was the Wraith on the Crotus map and an unsuspecting survivor had wandered into one of those dilapidated ruins and cornered themselves. In one of those brick pockets.

    Stealthily, I used the cloak to swoop in behind him and ding-donged my bell. He was trapped and blocked in. All he could do was spin his character around on the spot. He was mine. I raised my former boss' spinal column high in the air and sent it crashing down ... onto air. I missed. I altered my position slightly, which was enough to make his escape, but should have still been a hit. I missed again.

    I decided chasing Meg was now a more viable plan. She was moving. I can land a hit, just so long as they aren't still.

  • @Beelzeboop said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175380#Comment_2175380

    I'm sorry, I can't actually understand most of this. I don't mean I don't understand why you have your opinions, I mean I can't really read this.

    Ah, OK. What would you need me to do to make it clearer for you?

  • @Beelzeboop said:

    https://forum.deadbydaylight.com/en/discussion/comment/2174576#Comment_2174576

    I generally don't have long waiting queues myself, but that's because I pretty much main killer. I've never played against over half the killers on the roster. And I know that the game is getting a lot more players, but that's mainly because BHVR is desperately trying to expand the target audience, and are currently very much succeeding.

    On your first second points, yeah. I was kinda trying to say that, but I couldn't really find the words. I probably would have drawn it out to being incomprehensibly long even if I did, though. Thanks for spelling it out, I couldn't really have done it myself without help.

    I feel like the main reason that the devs are finally fixing survivor meta perks (some of which, such as OoO, are almost useless outside of the already broken SWF) is because the game was kinda dying due to lack of killer population not long before All-Kill came out, and they don't want that to happen again.

    On the suggestion of expanding hitboxes... absolutely not. I'm sorry, but that would actually be a nerf for killers more than anything. Pallet stuns would be easier than they already are, and Dead On would become almost ubiquitous in SWF. I do have some other ideas that could help, if you'd like to discuss them.

    Giving the killer the ability to physically push survivors around instead of having to stop as if they were walking into a brick wall could help. They would still be slowed down while pushing survivors, but they wouldn't completely stop. This would make bodyblocking less immersion-breaking and make it feel less cheap.

    Another one would be making it so that you can't start blinding the killer until they're halfway through the animation they're in. They already implemented something like this, where if you blind a killer while (I mean while the animation is still playing) they pick up a survivor they don't drop them. That way if the survivor is at a god pallet with a flashlight, they don't essentially automatically win the chase, and if a survivor sees the killer pick someone up, they can't just hide outside of hearing range and then SB or DH towards the killer and basically automatically get the flashlight save.

    I feel like they should turn the chase music down for the killer, and then revert the change that made it so that slow vaulting was overwhelmingly loud in order to compensate. It would be better to have auditory tracking in a chase than, you know, completely ruining the stealth element of the game for survivors and basically forcing them to play offensively. They already have the emblem system to force the survivors to interact with the killer, literally shoving them in the killer's face won't make the game any better.

    Making flashlight blinds actually intuitive and/or realistic at all. Right now, the blind cone is so wide that it's actually wider than the visual cone. Even worse is that it's actually more effective to point at the killer's sternum than their actual eyes. That makes no sense whatsoever. How the hell is a new player supposed to know that the killer can be literally blinded by pointing a flashlight at their neck? And how on earth is that fair at higher ranks?

    Making it so that they decided whether hooks could rotate or not would be nice, too. If the entity is supposed to favor the killer, why do they have to be standing directly in front of the hook in order to use it, while the survivors can be at the actual side of the hook and it'll just rotate towards them? I get it's supposed to discourage camping, but all it really does is allow for easier face-unhooks and make it easier for survivors to block the hook. Even a survivor in the middle of sabotaging the hook can block it of entirely. Plus, there are so many things in the game that discourage camping already, including just how ineffective the strategy actually is. In addition, the devs actually said, repeatedly, that camping is a viable strategy, so that means that this deterrent is both redundant and unnecessary.

    Making grabs calculated on the killer side would be nice. Also making it so that the survivors can't do anything while the animation is playing. A lot of people said that this would promote camping, but if you get grabbed while unhooking that is entirely your fault (unless it's Myers or Ghostface, but the survivor still should have been more aware given that they have a 360° third person camera and can cancel the animation before the killer grabs them).

    The hitbox idea was more due to my ignorance of all the full implications, but I guess I was just trying to find a way to stop survivors run through killers. Ironically, in hindsight I've realised even if it didn't nerf the killer, it wouldn't resolve the issue bexquse it won't change the existing issue and I'm not sure if the tech exists so that instead of a hitbox you have a hit cylander. Even then, there's the issue of body-blocking by the killer to contend with after a successful hit. But a cylinder would narrow the collision detail. This might also may improve the chances of the "push" idea you suggested.

    I'm useless with torches, so any change would hinder me, even it was meqnt to help😁. However, your change could work. Or would it work better if the torch doesn't start to work until the animation finishes, but takes less time to get the blind, or have the light level slowly instead. Maybe make the point the torch needs to hit trickier? No idea how though.

    I don't think the balance of reducing the level of chase music versus a lighter slow vault noise would help balance. Maybe the survivor could make more panic noises instead, but I guess it also trains the killer to improve their game. I know a fair few people would want the reduction in chase music, but in doing so would take away the tension and in my opinion make it too easy for a killer, especially if they have Stridor equipt.

    Rotating a hook would be successful, so long as the killer didn't just have to walk to the hook from any angle for an instant hook. Survivors blocking adds to the tension and rewards altruistic play. Maybe the hook rotates automatically, but slowly so that the killer still has to maneuvre and gives a chance for the survivors to fight back. Automqtic hooking will just mean there's really no point to block the killer.

    100% in agreeance with the grabs! It's so frustrating to get the grab, but instead the killer's arm freezes like a dope and the survivor escapes. If it is hard with m1to fix, maybe give the killer a grab-only button which allows them a much stronger chance for accuracy at grabs at vaults or interractions, but has a shorter reach. So a killer can decide whether to do the hit, or do a snatch grab. Or just fix the exiwting issue would work too!

  • It's based on the idea of the shape of the number. For year 4, the shape resembled Pyramid Head's helmet. The shape of the 5 has been matched to the sickle the daughters carry as a weapon, as you stated.

    I don't think BHVR will be doing the same hint this time around, and if it's a highly-anticipated chapter I reckon it'll be a much more well-renowned killer personally. Yet I do get the logic as to why some have come to that conclusion.

  • They could introduce a new status that involves becoming infected by the virus which could ultimately turn survivors into zombies which roam the trial thereafter, unless cured.

    That's just an idea spouted off the top of my head, but since the RE universe circles around the T-virus and off-shoots from that, it could offer a new level of interraction and onbjective.

  • @Beelzeboop said:

    https://forum.deadbydaylight.com/en/discussion/comment/2173635#Comment_2173635

    I agree with most of what you said, but the game is in fact dearly suffering from losing players, most of them being players from the killer side.

    The lack of killer players is actually one of the main issues in this game. MMR doesn't have any hope of working since they have to match survivors with somebody, and we don't have enough killers to fill even half of the lobbies, at one time, even while placing them in lobbies at random.

    The result is that the devs have to make it up to the survivor playerbase, due to the fact that most people aren't exactly willing to wait twenty minutes to have a stressful experience when they have better options. The actual issue here is that they seem to think that the majority survivors exclusively get fun at the killer's expense, so they cater to those kinds of survivors instead of the people the killers would actually like to encounter. And if you cater to an audience, they tend to come running. The result is a sort of self-fulfilling prophecy.

    So, with at least half of survivors being mean enough that no one wants to actually verse them, and generally having three other guys there to back those guys up, and survivors being the majority of the players, killers often feel like the best (read, most satisfying) way to actually play the same way back.

    What makes it worse is that some of the best tactics (read, low effort, high reward) are also the least fun for the other side, since it almost always feels like the success wasn't really deserved.

    Even worse is that, given the nature of asymmetrical games, killer basically has to be a somewhat worse experience than survivor, but both sides blatantly refuse to acknowledge that hunting down four thinking, breathing people is always going to be way, way harder than alternating between holding down different buttons with the main focus being timing and basic perception.

    For killers, what that means is that they pretty much either have to put in a great deal of effort (generally most or all of it) or be crushed and made fun of by the survivors and then punished by the blatantly broken emblem system (why you lose so much BP for "letting" survivors heal is beyond me). That makes survivor mains annoyed, because it's easy to interpret the killer as playing a casual game like a skill game if you don't really have any reason to believe that any part of the game isn't a casual game if you haven't played killer.

    For survivors, what this means is that playing with all of your effort and power is completely unnecessary, and more than one survivor doing so can win the game relatively (keyword, relatively) easily. That makes killer mains annoyed and want survivors nerfed, even though survivors are only overpowered at all if they're playing what is basically a casual game as as it were a skill game (and/or using comms).

    Yeah, I do agree that the way gameplay is catered towards low effort/ high reward tactics has impacted on the frustrations of both sides. Unfun tactics like camping or bullying makes it emotive for either side.

    Also, having the attitudes of those problematic people breeds a domino effect that's passed on from game to game like a virus of resentment and negativity. It is right that people need to be much more empathic.

    I admit it's been a while since I've experienced any long waiting queues, and the Steam chart alone shows a jump in new players either starting or returning players, so I don't think the player base is depleting. Granted, I couldn't tell you what portion plays which role more. Having that information would be useful, because if you're experiencing long queues and I'm not having that issue, is it a sign of who plays what servers?

    Thinking about what you said about devs thinking survivors get more fun at the expense of the killer, I don't necessarily agree the devs thing that way, and recent nerfs to OoO and Decisive Strike would reflect that (as a side note, weird how a character as caring and empathic as Laurie Strode got all the dick perks 😁). Yet I am totally in agreeance that making fun of the killer is a big pull for some survivors, which is shown by the various videos on YouTube. Maybe some buffs to the killer such as enlarging the hitbox on the killer side, so survivors cannot pallet-drop/blind then slide over a pallet through a killer to mock them, or making it impossible to run through a killer via Dead Hard. Not major buffs, but enough to avoid those. Would that help? Not sure, but it's a thought.

  • @ItzZane_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2173681#Comment_2173681

    Eh that part didn't make me cry personally or have any emotion about the ending i was just: "Oh ok"

    I've cried 3 times about a game/show in my whole life

    The ending of the walking dead season 1 and the final season (The game)

    And the "death" of the going merry, These 3 scenes legit BROKE me

    It didn't make me cry neither, but it was one of the saddest or emotive moments I've experienced because the story resonated with me (no, I didn't kill my wife).

    Can't genuinely remember the last time I cried, honestly! That's not a brag though, not by a long shot. It's probably a good idea I do someday. 😁

  • Silent Hill 2 with most of the final parts building beautifully to that final letter being read by Mary. That was quite an experience.

  • I've only played against one OoO as killer and honestly it felt much more in favour of the killer than survivor. Especially since it's hard to think when the survivor's aura will reveal each time to the killer.

    OoO now is on a similar level to No Mither in terms of perks that are detrimental to a survivor. Or the secret nightmare difficulty level for survivor.

  • I think those who believe it could be the sisters are referencing the shape of the 5 to the weapons they carry, basing it on the connection between the shape of the 4 and Pyramid Head's helmet. A geometric reference.

    I'm not sure that they'll try the same trick twice but I can see why the logic sways towards that. Yet the sickle isn't as iconic as the pyramid helmet, so I'm wondering whether there's another clue there, hiding in plain sight.

  • Is this complaint of running away still a thing??? When this first came about I thought it was simply some weird meme complaint and it vanished almost as quick as it came.

  • I'm happy whichever way, to be honest. However, if it were to be the sisters, their power would be around insects. So, what would this mean for a Candyman chapter or paragraph in future, since it's his signature?

    Not that there will be a Candyman chapter for definite, but it would take away a bit from his potential.

  • It wouldn't make sense for the devs to be heavily bias towards either side, because then the game would die quite badly from people leaving. I'm certain they may have their own favourites individually, but not so that it's unprofessional.

    There is a whole slew of nerfs and buffs to both sides as the game is always in a constant state of flux, and any changes or additions may very well alter the norm. Also, it's 4v1 so there's that lop-sidedness to contend with.

    The game can stir passions in people. Some are less able to deal with their emotions than others which results in nastiness being spread. This is the real killer of this game. Who would want to play a game when some people make the entire community seem toxic?

    It would perhaps help for people to play both sides. Granted, most have a preference and that's fine, but a group of the player-base are so connected with their side that they aren't bothered with understanding the intricacies. As a result, their opinion will always be heavily bias.

    Ultimately, for me it's ultimately the attitude of the individual that's the issue, which leads to such discussions. Discussing balance is fine. Outright declarations of unfairness that doesn't consider the opposing side fairly is just unhelpful.

  • In all honesty, if I know a killer has a Mori I now hope they use it on me! I'm pretty much dead anyway, so rather die in style than hang around for some god-like arachnid.

  • Left 4 Dead's special infected could relate to some killers in some way, shape or form. @En3ermost has mentioned a couple, but here's some possible others:

    BOOMER! = The Plague

    HUNTER! = The Blight

    SMOKER! = The Deathslinger

    TANK! = The Oni

    CHARGER! The Hillbilly

    JOCKEY! = Victor

    SPITTER! = The Clown (The Plague, if you don't mind repeat killers)

    WITCH! = The Hag

  • I'd LOVE Alien, but I reckon that'll be more likely a year 6 celebration because of how big it is.

    As for original ideas, some of the cutscenes in the new lore made me think of vampires for some reason, so maybe something like that?

    Personally, I'd like something a little dfferent that offers a completely new way of playing, like a puppeteer who can view the map above, at great expense to its power below; or perhaps a non-humanoid being. Maybe that's a bit too far, but a shift in design could be welcome, as there are only so many ideas under the current style before unique attacks become too similar.

  • Ohmwrecker is my choice. He gets quite involved, as in immersing into the story of the trial (not immersing into bushes!).

    I also liked Hybridpanda, who got me into this game in the first place. Such a shame he's not around now, but his YouTube channel is still available to watch.

  • It's better now OoO has changed. Beforehand, it felt like participating in a frustrating track cycling competition. Now it's less likely and once you learn the map you'll find it's more enjoyable. However, it can be a slight pain to navigate at first.

  • It can be hard, but remember it's just as important to give yourself a break and realise it's as much her duty to do her best with her condition as it is for you to empathise. Give yourself some time away with other friends or hobbies and remember if you have good intentions then you're doing well. Your mental health is just as important and your roomie will be trying her best to help you as well. Communication is key. 🙂

  • Good luck! You got this! Back of the net!

    WA703795.jpg


  • There's a lot of factors, but recently I've had an issue with a work colleague after they got ######### with me and my stomach was in knots and my head had a huge migraine, but I think that comes from stress.

    A stress reaction to negative thoughts is stronger than positive thoughts because of our "fight or flight" programming. In short, back in our early history we would be very wary coming across a sabre-toothed cat and stress acts as a defense. It's a little outdated now, but it's the main reason.

    Also, with your friend, although Autism doesn't cause outbursts itself, the frustrations those with the condition feel can cause those to act angrily. I'm on the spectrum, and any build up of stress or such will cause us to become frustrated - but that's the same with anyone. It's just those on the Spectrum may have a harder time with it.

    It's good to see you're both on good terms now though🙂

  • As a Paragraph, maybe The Ghost Whisperer survivor of Jennifer Love Hewitt's character?

  • Maybe there are other words we could use to elevate the conversations:

    Toxic - pernicious/ virulent/ pestilential/ mephitic/ septic

    Free - complimentary/ gratis/ unrecompensed/ comp/ for love

    Entitled - Enfranchised/ confer a right/ accredited/ warranted/ empowered

    Boring - Bromidic/ Irksome/ trite/ platitudinous/ stodgy

    GG EZ - I have had a lobotomy

  • F1 Billy is a silly way. Basically, find a way to chainsaw sprint around the map continuously. No idea why I enjoyed doing that, but the survivors did seem rather confused!

  • I like the idea of either Nemesis using a rocket launcher with various status effects and a radius of impact, yet is only effective when fired at a distance, or having Nemesis able to evolve throughout the trial into a stringer form.

    Maybe if he Mori's a survivor, that corpse could return as a zombie! Although that may be a bit problematic.

  • @EvilJoshy said:

    Sadly my face has that problem. What I have come to call the male equivalent of resting bi$#h face. When I am making no expressions, the way my face rests, it looks like I'm pissed off. When I am at work or in public I am consciously lifting my eye brows so I don't have a glaring expression. When I am relaxed I look like someone in front of a line up :P

    At least that way you know nobody is gonna try to mess with you! There are some great benefits to that. My resting face looks like an unimpressed Frankenstein crossed with the lovechild of Dwight and Harry Potter. If you want to swap faces that'll be fine! I'll ask Bubba for a transplant.

  • @Dabihwow He certainly appears a lot more sinister! @MandyTalk would there any chance you could lobby BHVR to have a maskless Trapper? It does look neat!

  • I have to admit: Your Evan face looks a lot more intimidating than mine, which looks like he's left the pub after losing a large bet and several pints.

  • For a moment I thought you made it out of Bombay mix!

    Bombay Bubba ... it has a ring to it..

  • Granola, especially with chocolate bits in.

  • The new system works much better. Skill checks are fairly frequent and it prevents the hook suicides from happening earlier which at least buys those who want to play the game without throwing a hissy fit some extra time to get things done.

    Hook suicides are purely selfish and can ruin it for others, so I'm glad the change benefits people who want to play, rather than those who just want to throw a fit. Personally, I would not have the option of dying earlier by not having an input, but instead have a slightly larger penalty for missed skill checks. It may encourage those who want to suicide to play on - maybe even survive and escape!

  • In-game voice chat would ruin it for me. I prefer playing solo and I cannot help but think that if I were to mute the chat my fellow survivors would probably just troll or leave me to die on first hook for not participating. Plus it would destroy the immersion.

  • If Spine Chill didn't work against stealth killers, then players would flock to those killers; ignoring all the others.

    Spine Chill is fine as it is. The speed boost is minimal and the fact there's no sound to prompt you means you're focusing both on that and the task at hand, which makes it as much a distraction as a warning. Plus, as @MeltingPenguins said, it doesn't tell you where the killer is, so again the searching xan too be a distraction.

    It's also counterable by the killer looking to one side whilst approaching, that can fail to trigger it.

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