Marc_go_solo
Marc_go_solo
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- Marc_go_solo
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Ace is the Domino of DBD.
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I have dodged 1 lobby, and that was because I recognised a team-mate who a couple of rounds back did his best to deliberately screw up the team (blocking; notifying killer, etc.). However, knowing there was a troll was the only reason.
As killer, I want to improve and that won't happen by cherry-picking. I empathise with why some do this and there's nothing wrong with backing out on the lobby screen. It's the dc when the round starts that's just being an arse.
Besides, sometime you miss out! I had a 3-person SWF of Claudettes with torches that ended up being slaughtered by my Wraith. Those moments are worth not skipping!
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If survivors has caused the situation of a 3 gen, or foolishly run around in circles close to the hooked survivor (saw that today, and even as another survivor I was frustrated seeing that) then they don't have a leg to stand on.
Play how you wish to play, but just keep in mind that no matter what you do, this won't stop others from seeing it differently. You could play the friendliest round possible, and whatever your opponent - killer or survivor - may well find something to complain about, if they are of that mind.
Ignore (or respond in a jokey way), block and move on. Best way for it.
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I'll go for "Celestial Creatures" by Wild Beasts.
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I've seen a few. Had a Spirit recently ennact 4 Mori's, which was actually nice to see! As I use a randomizer, they sometimes come up. They're less annoying now they apply to those on their final hook only.
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Same here too. Just had a stand off with one survivor as he waited whilst his mate was on the hook. Not a fan of DBD becoming "Staredown Simulator".
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There are tidbits of information available that suggest the Entity isn't all-powerful and has weakness. For example: documents refering to the serum as a way to defeat it; the unknown whereabouts of Vigo; the fate of Benedict Baker; Pyramid Head and some infection by the Sun Goddess; Cheryl Mason's ability to manipulate the Entity; the Hallowed Blight event; the Entity having trouble with some of the killers.
There are hints that some weakness is there and with weakness comes the chance of escape, so lore-wise we only know it's near-impossible and death is not an escape. However, the phrase itself: "Death is not an escape" implies there must be one. It's gonna be a long time though, and many more will sucumb than see their world again.
All we know is that if they stop trying then it's over.
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Patriot Birb:
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Hopefully, this link will help. But in short, yes it can although it may take a while.
A change in your sense of smell can be unpleasant and affect how things taste. But it is not usually serious and may get better in a few weeks or months.Best of luck with your recovery.
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Completely in favour of this skin coming into being!
Also, could be fun to have early concept ideas for Pyramid Head as skins, such as below:
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@[Deleted User] said:
I don't like a Totem counter, especially not base-kit. Don't need more UI elements.
Hell I'm not a fan of a numbered counter on the Perk, would have much preferred just making any totem cleanse cause a notification.
That's a fair way to deal with seeing what totems are left. I doubt SWF write down a tally for every totem they come across, so a notification visible to both killers and survivors would make things more interesting.
If all survivors were to get a counter for remaining totems (which I'm not a fan of), then have it so all totems are cleansed as well as the gens done before the gates are powered. That could become very frustrating though.
So yeah, a notification of a totem being clensed to both killer and survivor would be more than enough. A totem counter on Small Game should be a benefit fpr those who choose it only.
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@dnj510 said:
https://forum.deadbydaylight.com/en/discussion/comment/2099160#Comment_2099160
Lol, my match was on Midwich also. Never give into their stupidity.
The funniest bit was that it was a Trapper and the killer never camped, so there was ample opportunity. One of them said to me "Use your brain", to which I told them I did, which was how they died :D
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My thoughts on their emotional motivation:
The Trapper: A desire to escape. He's fought the Entity before and failed, but even though he's been broken I reckon he is looking for an escape like the survivors. Fortunately, he's not on the receiving end of being hunted and sacrificed, so he's working with that in mind. Helps that he thinks little of people too.
The Wraith: Tainted eyes and Entity-motivated to see survivors as though who had wronged him. Maybe also some fear, as it looks like he's been tortured.
The Hillbilly: Tainted eyes and Entity-motivated to see survivors as his family. Also, his rage at the abuse he suffered, he carries that bloodlust in his desire to hurt and kill anything that moves.
The Nurse: like Trapper, a way to escape. She rips through the dimensions via blinking, which I wonder is her constantly trying to escape but being dragged back painfully. Maybe enough tries and she might, she thinks. Until then, do her duty. She's floating as if being hanged and is in a lot of pain. Any escape is better.
The Shape: The embodiment of evil, he just works to kill for pleasure. The realm is a neverending playpen for him.
The Hag: Hunger. Always emaciated and starving, she hunts and sacrifices in hope of being granted power to eat. Her "Devour Hope" hex is her trying to find a way to eat without waiting on a Mori.
The Doctor: Naturally, he enjoys torture. He is also tortured to the brink of insanity, and now his crazed desire to hurt people has intensified. I also like the idea his lust for learning about madness and fear may be fueled by an understanding that survivors are dying over and over. How many more times before someone is driven beyond insanity?
The Huntress: Probably not fully aware of what is happening. She has shelter and strangers who she views as those she fought again in the past. She knows something is watching to make sure she does her duty, but by going back into her self-preservation state, she just continues killing as she did when she was in Russia.
The Cannibal: Fear of letting the Entity down. The same fear that he had for his family.
The Nightmare: Sick and sadistic, he enjoys the torment and killing. However, he probably resents being captured by the Entity. The dream world may be a place he tries to use to escape, but until then he continues to revel in his sordid existence. Afterall, children make better victims than those other survivors he keeps hunting.
The Pig: Motivated by fear of the Entity. She's very lucid of what's happening, and working for the Entity is the safest option. She sees it as she saw Kramer, but there's more fear in this professional relationship.
The Clown: He's happy dishing out the torment. The Entity has a liking for his existence and sick desires (or what passes for "liking" for the Entity), so Jeffrey doesn't hunt in fear. He does it for the thrill.
The Spirit: Pure, unadulterated rage and hate. The Entity has trouble keeping her in this realm, but with a promise by the Entity of finding her father and the instilled rage, Rin does her duty.
The Legion: Frank probably feels special at being chosen by a deity, whilst the others are more fearful. Frank's leadership helps the others adjust to their roles - possibly the only reason the Entity allows them together.
The Plague: Religious devotion to her God.
The Ghost Face: He relishes the act of stalking, creating fear, killing and playing with his prey. The Entity favours him and he loves it!
The Demogorgon: An animal running on instinct. Much like a pet adjusting to a new master. An ideal killer for the Entity.
The Oni: Wrath and hatred for those weaker than him. Probably also tormented by the Entity, but I don't feel that he fears it. He thirsts for death of those survivors, as he did those he killed in his world.
The Deathslinger: Tainted-eyes and Entity-motivated to see survivors as those who hurt him. The Entity perhaps keeps minimal presence, as the Deathslinger has a sharp mind and may suspect something is wrong, but in his world the hooks may feel like Caleb's invention.
The Executioner: Pyramid Head is interesting, as he feeds on guilt. I see him as a parasite that feeds on the guilt of not just survivors, but the Entity. He can steal kills from the Entity, carve into the world and the Entity. He can bring the hell of Silent Hill into the Entity's world. My head-cannon is that Silent Hill is attempting to invade the realm with its passive influence, or drag the Entity to it. All of that stored guilt from those within - if the Sun Goddess could gain all that power..
The Blight: Talbot made a deal with the Entity for that nectar, only for it to mutate him with the serum . The Blight serves now, but I believe there is a part of him that still wants release beneath his torture and more primitive mind. He still hunts in hope of learning the truth about the serum, and possible escape.
The Twins: A mix of continuing their actions in their worlds and fear/loyalty to the Entity. The discrimination they faced helps motivate them, but the Entity uses fear to ensure it.
The Trickster: Ji-Woon enjoys the hunt way too much! He feels like the number 1 pick in ways Yun-Jin could never do. Everyone notices him here. He may not be the cleverest of killers, but he knows when he has a good gig going for him.
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Yup! At Midwich I went through 2 hook phases then death because one guy hid in a locker for the entire time (it was just me and them left). Fortunately, the killer must've found them as when I died I flicked to view the survivor trying to circle around a table - the hatch closed. They died, then had the gaul with his mate to whine at me for not suiciding. I just told them that's karma and blocked them.
It's just that entitlement which annoys me. Unless you're on comms and you agree to sacrifice for the hatch, if someone is gonna wait it out, don't expect any help from the hooked individual to die early. That someone doesn't deserve an easy escape.
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There's a mystery as old as the internet itself which are Internet Black Holes. Where information is sent, but never received. It just vanishes and becomes irretrievable. The problem is that many have tried to explain how they occur, but it's still a mystery. It's also not determined what happens to the information.
This is more a technical mystery, but that it's still not resolved and the reason behind it makes it interesting, especially how random it is.
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I believe that's the nail on the head you hit. Basically, the invincible status they were granted which allowed then to do gens in front of the killer has gone. In that respect, they don't like it.
Yet you're right: people can still fling themselves at a killer in the hope of being floored and picked up for the DS. Killers can still be baited to pick survivors out of the locker or caught whilst jumping over a ledge. If a killer wants to waste time tunnelling, only to eat another DS, then it works.
Basically, it works in everyway as before except for mocking a killer. Because of that, some decided it is now worthless.
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Purple Ranks
Fav. Killer: The Executioner
Reason: Basically, I'm a giant Silent Hill fan since the beginnings of the franchise, so was elated when the chapter arrived. I think my reaction to seeing the trailer was: "You brilliant bastards, you actually did it!" (Said out loud - my wife was puzzled :D). Also, he's a decent killer.
Add-on favourite: Burning Man Painting
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Favourite Survivor Perk: Empathy
Least Fav. Survivor Perk: Slippery Meat
Favourite Killer Perk: Sloppy Butcher
Least Fav. Killer Perk: Predator
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I see it as the DBD equivilant of a handshake and gg. Sure, it's done woth the survivor coming out on top, but they don't have to waste their time for you to hit them.
Take it as a compliment, yet if they are dicks just see it as getting out the gqme sooner by chasing them out. The real dicks will wait until the very end of EGC before they scurry off.
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The suicide will take longer, and personally if I'm a killer as see a survivor intentionally trying to die I slug them and leave them. Punishment for them screwing the others over at the expense of their weakness.
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As 50/50, there's no reason not to have obsessions in every game. Not just for things like that, but if anything for the extra BP available. If people are worried about tunnelling, then it makes logical sense to bring DS. The obsession status is still worthwhile having every match though.
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There isn't any legitimate reason I can think of to argue the case against an obsession in every match. The survivor with this status gets extra BP for successfully escaping a trial, whilst a killer gets extra BP for sacrificing.
Combined with the deterant of DS to act as a way of stopping tunnelling, it ought to be standard. I'm also not sold on the idea of "killers calling the bluff" because it's still a bluff that needs to be called. If the killer gets it wrong, especially against a good survivor, then that's a lot of time they wasted.
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#SaveAlex
I am so out of the loop here, but if we're saving a pig from being turned into a Hillbilly hoodie, then I'm in.
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@Hoodied said:
I usually linger around here, but I do need to post my google translated Jeff lore eventually
I remember doing a Google trqnslate for Dwight ages ago. Those translations take a lot more time than I thought! Would be great to see a Jeff one!
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Ghost Face, because he's a tosser.
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Playing both roles, I actually enjoy it more than co-op! On comms just defeats any sense of immersion for me and I'd rather be able to hear where the killer is coming from, as opposed to some uninterested voice nattering away like they think they're in Special Forces or whiny sods screeching over comms like a spoilt brat demanding dessert before the main course.
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An obsession in every match should be a thing, if even just for those extra BP.
However, one thing I'm getting from people unsatisfied by the DS nerf is that it feels more about them not getting to stab a killer than them escaping the killer. In most cases that I've fallen to DS is when I'm forced to grab - when a survivor enters a locker or times a jump, or the endgame. As far as I can see, those options are very viable still.
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Any killer can be top tier performance, if a player actually spends time on them.
Playing one side only in a game which invites you to play two seems very wasteful, in terms of experience and understanding.
Whiners are the main reason this game gets a bad rap over the bugs.
Famous players are good, but they are not gospel and should not be followed blindly, as they too can become narrow-minded and disillusioned.
The game should not have a fixed "win" condition. If someone considers not depipping as a win, then let them.
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I tend to pressure gens by pressuring the area of play. If I down a player, I'll hook them either further away from gens or towards the basement. That forces survivors further from their objective and I can create an arena of play that basically results in survivors fighting for nothing other than the save. It can domino from there.
Mind games also works, but the more sinoster the better. If a skilled survivor is clearly trying to distract you away from a weaker survivor, I'll purposefully down the weaker one and taunt the survivor to come for the save. Acting like the bad guy can irritate them into making mistakes. On the plus side, I usually let the weaker go. I used them as bait for trickier prey, and I'd rather they get more fun than quickly ending them.
My final tip is following on from a previous comment that quite rightly stated you should check the individual playstyles of each survivor. However, when it comes to you, be unpredictable. Don't mindgame every obstacle; sometimes chase and sometimes leave; deliberately make an odd dumb mistake. If survivors underestimate you they too make errors, and if survivors cannot figure you out, it makes them nervous.
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"We'll Make It" is one of my favourite team perks. It's a quick heal that gets the survivor right back into the game. Also, if you're fortunate to find other survivors during its activated time that require healing, it will flip what feels like a dire situation into sudden pressure on the killer. A very good, very fair perk.
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Silent Hill 4: The Room.
Walter Sullivan could be a killer who could resurrect fallen survivors or summon ghosts that give a status effect that acts as a bleed-out when within a certain distance from survivors. There could be a mini game where survivors could retrieve swords to pin down these ghosts. Could be fun!
As for a map, the apartment complex could introduce a map with more than 2 floors, and the artwork would be excellent!
The Magnus Archives
There are so many options for killers! Jane Prentiss, who uses maggots as ways of slowing people down or injuring others; NotThem, a creature able to take other forms of survivors, but look not quite right; Simon Fairchild, who can send survivors to a plain or near-emptiness, or temporarily remove obstacles, making for a sparse map; Annabelle Cane, who can take temporary control or manipulate certain actions or survivors; The Distortion, which again can trap survivors in another realm that is like a confusing maze.
As for maps, the nightmare realms are perfect - a garden of plants that are distorted humans; a post-apocalyptic landscape of detritus and garbage; a city section full of fleshy surveilance cameras ... lots of creative areas.
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Nearly every round is different because I use a randomizer for all matches to keep things interesting.
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And to you too!
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It would be better. I was wondering whether it would be better to just leave any input for the second hook, but I do see how it makes that second phase more impactful with skill checks that speed up towards the demise.
Anything is better than button-bashing.
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1). Change "Slippery Meat" to reduce the time the killer has to get you on a hook, instead of the marginal chance of jumping off a hook.
2). Have a chapter based on "The Magnus Archives" or "Alice Isn't Dead" - both great podcasts!
3). More dynamic maps that change the layout considerably.
4). An extra objective for survivors.
5). Blood Warden to get a rework to combat 99% doors.
6). A "Silent Hill: The Room" chapter like "Stranger Things". That is to say 2 survivors (Henry Townsend and Eileen Galvin) and 1 killer (Walter Sullivan, a.k.a "The Orphan" or "The Eleventh").
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Xbox One for me has been much better. There was one point when I was on the character select screen that it would often give a "No Connection" status, but that's gone.
I do have fast internet, so that's probably helping as the game gets tiered to newer gen consoles.
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A few, but it's a tactic I understand, and in some cases the only right thing to do, so I get it. In effect, sometimes I feel relieved because the killer decides not to rehook me and gives me a chance of escape. It's not often, so doesn't bother me.
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In the right hands and with the right practice, the Twins can be very destructive.
Mind you, that can also be said for other killers too. It's about how willing someone is to spend time perfecting and experimenting with killers.
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DS still has plenty of potential. Alongside the anti-tunnel aspect, it can still be used to either force a grab from the killer by diving into lockers or leaping over a window (timing it to force the grab. Also it can be used as a defence for other survivors: The killer floors the DS guy, and the subsequent cleaning of the weapon and potential mis-step gives valuable time for others to get some distance.
It's still an extremely useful perk to have, that now requires some creativity to use as an offensive alternative, yet still makes killers think twice.
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Most underrated, cutest animal here!
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I've not tried it, but I would like to try a build of: Lightborn, Agitation, Mad Grit and Starstruck, as in the "You will not stop me getting this bastard on the hook!" build.
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If they played Betrayal whilst in the cage, I would fight off my fellow survivors to remain inside. Such a good track!
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The Trapper is one of very few killers (maybe even the only one) that heavily requires staking a territory to work with. The basement is the ideal place to put survivors in. It may be boring for yourself, but the most effective way for Trapper to work is to try and contain a match. If they try to engage in too many chases they will be working against their power and inevitably will perform badly. It's their most effective strategy.
From a survivor perspective the way to play is to spread him out. If he's using the basement, engage him in a chase away from there. If indeed he just refuses to leave, it's best to forget the save and genrush him - make him regret it. Also remember that whilst some Trappers camp that area out of the desire to secure the sacrifice, others may look like they're camping when in fact they're aware more than one survivor is nearby. In that case, it makes no sense to leave the area and ultimately the team mates are the ones screwing the hooked over.
I do empathise that it can get frustrating with that type of play. As a 50/50 player I've experienced it. Yet it's the most effective way to play as Trapper. He requires a different playstyle to combat this, and by doing so you can basically make him much weaker.
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Identity V has a few competitive matches streamed live on YouTube, and from what has been shown it's not very enjoyable. The killer is put into a position where the only option available to them is camp and tunnel. As an e-sport, DBD has a lot of holes in it.
It's uncertain how they can make it entertaining to watch at competitive levels, without rehashing the entire concept. For example: escaping or 4k is replaced by BP and emblem scores, which would maybe allow for more diverse plays - even then, I don't know how effective that would be.
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@BioX said:
Every perk is underrated once you learned to play without perks, once you dont need them anymore every perk you do have is a nice bonus.
Agreed! Every perk has its use, but many choose just a few. Someone can win with more unusual perks; some of which are devastating when learnt! "Alert" is a good example. So too is "Deja Vu", "Aftercare", "Babysitter" and practically most others (although "Slippery Meat" is a bit of a dud).
It's just about how you use them and how creative you can be with them.
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It's not so much toxic survivors or toxic killers, but moreover toxic people. A side doesn't make someone more toxic, yet the behaviour of the individuals and attitude does.
Prime examples was in 2 matches yesterday I played survivor twice. First trial contained a Doctor with the accuracy of a cannonball. He contiuously missed hit after hit on all survivors, then messaged everyone saying they all had bad internet. The second was I was on 2nd hook at Midwich. The other final survivor, who was at most 2 rooms away from me, hid in a locker for the entirity of the phase when I could have been saved (the killer did not camp at all) and then got pissy I didn't kill myself so they could get the hatch when I didn't kill myself (Trapper got the hatch before him).
If someone is going to be a reject, the side doesn't matter.
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Imagine you're playing against AI opponents. If someone sends an abusive message just block and move on. That way, it just feels like you're playing against the computer, sans control of the difficulty level (albeit you could make that indicative of rank).
Also, set your own targets for each trial if you want. It can be a daily, a tome or even something you made for yourself (even if it's just to not de-pip!). Heck, even set challenges that involve you sacrificing yourself to save another survivor, or just to 1 hook every survivor then meme!
Finally, think of it less of a set of rules (i.e.: Do gens, open gate, leave) and imagine it as a mini horror movie. Every player will act in unique ways, which creates a story of sorts! Check Ohmwrecker for a fairly good example of that.
Ffocus on those, and you'll probably find the game that much more enjoyable!
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The unnerving part has come from reading a couple of topics of discussion where people state they find him okay to play, only to be berated by others saying they're wrong or demanding video, as well as calling them liars.
I mean, that's completely unbelievable how some people are! I don't often see people demanding proof people get consistent 4ks and such. It's saddening proof that it's not about whether you are a killer or survivor whoch makes you toxic, but moreso how much of a dick that person is.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2065158#Comment_2065158
Maybe but I already saw a row of threads wanting this to not being "forced to run ds". Meaning they don't want to use this now "useless" perk but still want the effect from the obsession marks while missing the fact that overtime if all they do is rely on this passive that killer will more and more learn to call the bluff.
Yeah, I see where you're coming from. We'll just have to see where this ultimately leads and whatever adjustments are put in accordingly thereafter.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2062886#Comment_2062886
Maybe because now that a good part of the survivor is no longer willing to run ds because it is no longer omnipotent usable, killer don't have to "fear" the obsession marks anymore. Ds is the only reason that those marks around one survivor icon do anything. A placebo is only effective if there is a medicine with a proven effect. Take the latter away due to unwillingness and the first will lose all effectiveness too.
I've seen a fair few survivors still run it, although it's nice to see survivors trying new perk combinations. The fact the obsession is in a trial will make killers consider the worth of tunnelling a survivor, just to be sure. Won't always work, but then again it didn't stop tunnelling even when DS was powerful!
It's a simple change without fiddling with DS more. It's either purely an anti-tunnel perk, or as it was pre-nerf the DBD version of the Mario invincibility star.


