Marc_go_solo
Marc_go_solo
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- Marc_go_solo
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@GodDamn_Angela said:
https://forum.deadbydaylight.com/en/discussion/comment/2064605#Comment_2064605
I know I'm going to sound like a broken record but the thing is... We already have The Plague.
Also, with Adiris, her vomit actually intensifies over time until you have to drink from the fountains. With Trickster, the opposite is true. Adiris only needs a single spew to mark you into sickness for the one-hit down (over time). She's the strongest of the 2.
What Trickster DOES have going for him is the voice actor. He's brought the character a lot of depth and personality, so kudos to that! Hopefully, in future the devs will review him, but in the meantime it's probably more to try the perks than the actual killer.
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The nerf works fine. A survivor shouldn't be able to be unhooked and immediately leap on a gen in front of the killer, knowing full well they cannot be touched. It was abused quite heavily.
However, the tunnelling increase is also an issue. The easiest change to make would be to make every single trial have an obsession. That way, a killer will never know for sure who has ds and who doesn't, if indeed anyone has it at all! Eitherway, a killer would be less likely to tunnel and rehook with that thought in mind.
I do agree the tunnelling needs addressing, and the obsession change would probably help resolve that. However, the nerf was justified owing to how it was being used as DBD's own "Invincibility Star", instead of a perk to allow the recently hooked to avoid the killer getting a quick second hook on you.
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"Jacob's Ladder" is mine because of the emotional clout it presents and that it also grounds itself within the attrocities of the Vietnam War. Also, Tim Robbins.
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I cannot help but feel that would be abused beyond recognition, were that to be an actual thing. A killer could be effectively chain-stunned when combined with DS, Head-On and pallet stuns, not to mention torches. It just feels like a rather over-zealous buff for a perk that already has strong benefits.
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I'm just still surprised that an obsession isn't standard in every game!
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I feel it's fine. I would make a slight adjustment that is you cannot Dead Hard through a killer, but otherwise it's a decent perk.
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@GRT_Alkaline said:
https://forum.deadbydaylight.com/en/discussion/comment/2054903#Comment_2054903
Oh Knightmare, i almost forgot about that.. i always wanted to be on that, just to wear that helmet
I liked it when the contestants panicked and suddenly all sense of direction went down the well. There was also a clip somewhere when the team had to cast a reverse spell, but ended up basically regurgitating alphabet soup instead.
But that skeletal monster was quite frightening at the time! A giant skeleton with a fanged human skull, but the body of a skeleton dog, but without the tail. That was quite the shocker!
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It's only rude if that person meant it rudely. Otherwise, the receiver can assume whether it's rude or not, yet not actually know what is meant.
Usually the response a player gives to "GG" says more about whether that player is rude or not, rather than the person saying it.
Basically, if you get "GG'd", it's better to assume it's positive. Trying to see the malice behind it is just a waste of time and energy, and probably just results in you imposing your feelings on the other.
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I would be very interested how the Entity chose the first. When it came into being, how did it first know how to feed and how did it gain the ability to create those realms?
Was it a weakened being who came across auric cells and learnt how to use them? One thought I had was about whether the Entity was actually human, but when they came to discover the auric cells and their timeless properties that they actually mutated beyond recognition into this creature. That may also lead to who the first victims were - someone close to them.
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It's possible there are a lot of videos out there of players being both good and bad at the game. I'm not fussed over it: If my player ID is remembered, people may either think "Oh crap, this'll hurt" or "Ha, piece of cake!", but it's just a teeny, tiny slice of a player's style. Honestly, there's not a single player who has at least one bad round.
That hate mail bit though is inexcusable. Report and block any and all morons who do that. If someone is gonna get riled up because of a game to that extent then they have some real issues.
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I watched HybridPanda when he was around, and also saw some earlier clips on newLEGACYinc., but it was HybridPanda who converted me.
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I'm gonna go with Resident Evil, but the dream would be an "Alien" chapter. Maybe, because to celebrate 4 years they did a major video game franchise, they may veer to a different medium. However, I'm gonna go with RE.
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You forgot "Knightmare". That show was a Friday evening religious viewing!
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I like the idea that the realm of The Entity is actually within The Magnus Archive universe, and The Entity is actually a creation by The Hunt and The Web, which then created this pocket realm to feed off the constant fear of those trapped within. It fits surprisingly well!
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Especially useful against that one survivor who dances circles around you in an unexpecting-failed attempt to mock you.
NOED has its place. I applaud you good Sir/Madam/Person
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Watching TTV streams of a match you've been in whilst they're live is not advisablr. If it's hosted by bitter people it'll just be a bunch of knobs ranting to their 4 viewers about how crap players are in a futile attempt to take the focus away from their ineptitude.
It's a shame there are a fair amount of entitled players who are never wrong, but that's probably down to crap parenting and/or a severe inferiority complex.
Treat the game like you're playing against advanced, less predictable AI's. Unless they're actually nice, then be nice back and spread the positivity.
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I'd be all for it! There's a plethora of characters to choose from, but either RE7 or even RE8 (when it comes out) characters may fit the bill better, especially when keeping up with a modern day audience.
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I will still use them if they come up in the randomizer, yet even with the nerf they still have the minor benefit of not having to carry a survivor to another hook whilst hounded by their team mates.
If anything, were I to choose offerings, I'd bring them in more often. BP is bountiful as it is for me anyway.
However, it is understandable they're brought less often. Personally, it would be nice to modify the Mori to make it more gruesome or inventive, but I do see why devs may not want to tread there.
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He's the poster boy from day 1! His dedication should be rewarded.
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Ohmwrecker. He really gets into the trial and character. Every trial feels like a mini-story and I prefer content creators who get immersed into the role, rather than those who feel detatched from the round.
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Nah. It's not important. I gather some do, but they drive themselves mad imagining what's being said when they've probably said nothing anyway.
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NO!!! DON'T DO IT, ED!!!!!
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It could be dependant on when the slugging happens and for what reason.
For example, slugging because survivors are blindly going for the save in packs or as an endgame tactic to mop up is no issue for me, whether as survivor or killer. It's a tactic that's useful if the opportunity to do so is present.
In certain instance, like at the start of the game where a killer just floors the survivor and goes in search of others to knock down, it's certainly not fun but even then I wouldn't class it as toxic.
It slows the game down. However, it's also a situational tactic. As the unfun sample shows, the killer will just waste their time doing it. But if survivors swarm - makes perfect sense!
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Penalties for that isn't a good idea. As a survivor, the aim is to stop a hook if you feel there's a chance to do so. The killer hasn't achieved its aim until it has that body hooked.
Besides, it can also work in the killer's favour: the extra hits forces survivors into healing, causing gen pressure. Sometimes, survivors misjudge amd actually get downed themselves, so it's a fair trade.
Ultimately, if they're body-blocking, they aren't doing gens. That's a good thing.
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I never dodge a lobby, regardless of what's on show. Ultimately, everything I select is randomized and I've actually gone into matches where the survivors look like a death squad amd actually 4k!
By dodging those lobbies you will miss valuable learning experiences and will most likely not get better at the game; being inexperienced against tougher players.
If you're not so fussed about getting better then dodging is fine. It's just that you're missing out. However, it's not toxic to dodge a lobby in my opinion. It's only toxic to dodge during the game loading up at the start of a trial, resulting in everyone getting booted and waiting longer. Hence why the dc penalties are in.
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Prince of Persia could work.
Survivor: The Prince
Perk 1. Sands of Time: In short, a perk that deactivates for a period of time after every use that allows them to rewind their steps quickly. This can be used in a chase. It can also be used to speed forward for a shorter period of time instead, but this fast forward version of the power cannot be activated when either within a killer radius or during a chase.
Perk 2. Serpent Sword: The Prince can be immune to curses. Once per trial, the Prince can activate a blessing. When this is active, any effects of a cursed totem do not effect the survivor for the duration of the perk. With NOED or Devour Hope, an instant down would instead knock them down one health state, which would also deactivate the perk permanently. It could be a once use, or perhaps has -say - 60 seconds of use that can be turned on or off throughout the trial, but the survivor cannoy switch whilst performing an action.
Perk 3. Acrobat: An exhaustion perk that works like Lithe or Sprint Burst, but triggers when you run into an object such as a wall. The difference is that the survivor presses a button when hitting the wall to activate, so as to avoid triggering it by mistake.
Killer: The Vizier
Power 1. Sandstorm - Able to create a sandstorm within his terror radius and push it in a certain direction. Various affects, sometimes powered by add-ons, could obscure vision, slow survivors down, stop vaults, etc.
Power 2. Sand Creature: Vizier transforms into a sand version of himself after building up to this power. For a short while, he can "blink", changing into sand, then reforming, or disassemble into 2 versions which might work like Bloody Mary from Identity V.
Perk 1. Sand curse: A trap hex that, when cleansed, starts to turn the survivor into sand. They leave clearer sand scratches, which acts like Tier 3 Predator, and also slows down their movement over time. After a set time, they can mend/ be mended. If they don't mend, they fall into the dying state.
Perk 2. The Grand Rewind: Activated once per trial, the killer has to hook the survivor in the basement on a specific sanded hook, which replaces one of the 4 hooks available. When done, all gens regress 30% of the actual progression bar, not just 30% of progression thus far.
Perk 3. Betrayal: A perk with a cooldown. After hitting a survivor, they would do anything to betray others so that they could escape. For a set period of time, the aura of survivors that are within a certain range of that survivor are shown for a few seconds. However, for that same period of time, the hit survivor won't show their aura, even if it ought to be.
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Six times!!! Six times, and yet that @$#%*% over there got off first try!!!
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Killer: Rank 5
Survivor: Rank 7
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Another good samaritan killer. I cannot remember the full name, but it was "zogre" then some numbers I think.
Anyway, they were Wraith and they'd hooked the 2 Davids: One suicided, and the second hung on for about half of the 1st stage, before suiciding when I was close. The Wraith chased my to the hook, where I had to face it and shake my head in dismay. I think Wraith felt for me as when I was downed, he let me wiggle free near a gen and just encouraged me to do gens.
The Wraith even instructed me to pallet drop him whilst I did a gen in a shack. Meg wasn't doing much and was sacrificed as I got the final gen. I opened the gate and was near the hatch, but felt a kind killer deserves more, so even though he was gonna let me go, I led him to the basement, dropped my torch as an offering amd pointed to the hook to be sacrificed.
Friendly killer should be rewarded.
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There are a few ways which have helped me against Spirit, or at least things which may give you more of a chance of not getting blasted by her sudden attacks:
1). As @ALostPuppy said, standing still when you hear the phase will make it harder for Spirit to locate you accurately.
2). Her phase sound is directional. Listen carefully and you can locate which side she is approaching from. However, this doesn't work when trying to mindgame at a loop with a pallet between you. There seems to be a certain proximity where this doesn't work.
3). Sometimes, running eratically to muddle the scratch marks can confuse her, although with an experienced Spirit this probably won't work.
4). Always walk and make as little noise as possible. Crouching when hearing the phase is worthwhile.
5). If you're injured and bleeding ... well, you're out of luck there. Pretty much nothing you can do except hope and pray she screws up. I find this is the part that especially needs looking into redesigning by the devs.
So it's tough, but there are things you can do.
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Although my focus will be directed more to removing the keyholder earlier, I play mostly as I would any other match.
The keyholder is the most dangerous survivor, due to how much a match can be swerved from a decent outcome to a disaster. Therefore, it's quite possible that anyone who has a key for a match and knows the killer would have seen it would be mentally preparing themself to be targetted moreso. If they don't, then they're either relatively new or ignorant.
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Running from gens when a killer approached was apparently needing a nerf for some, which was the weirdest complaint I've ever read. In other news, a few people object to cow pics; Sluzzy posts are legitimately entertaining and there was the most adorable picture of a mole on a post somewhere!
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@CornHub said:
https://us.v-cdn.net/6030815/uploads/74OFBPIT6DH4/20210324-174438.png
I hope they had fun bcuz I sure didn't.
You'd need a lot more than citalopram to deal with the after effects of that squad!
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I like the idea of earning it but maybe it shouldn't just be down to gen progression. My thinking for this is that one survivor who gets found early and manages to distract the killer for quite a while, or the one who focuses on heals and saves.
Perhaps it could be either icon or bp based to determine who can get through the hatch?
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Other than perhaps making it not possible to dead hard through a killer, I have absolutely no idea why this would bother anyone to the point that they would want it cancelled. Often, it's as much the downfall for the survivor as it is an escape mechanism. Plus it's actually a good gauge, indicating how intimidated a survivor is: Those survivors who are tend to use it too early or with no control. Knowing how unnerved a survivor is dictates what strategies to use.
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Have a lovely day!
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Top 5 Favourite Killers:
1). Pyramid Head - For me, the most threatening to face.
2). Michael Myers - The most unnerving feeling of danger always accompanies him.
3). Kazan Yamaoka - The matches are rarely dull, and again he's an imposing figure.
4). Evan MacMillan - The poster boy and when played right can make really tense trials.
5). The Demogorgon - Having an actual monster hunting you just feels cool!
Top 5 Hated Killers:
1). Jed Olsen - I hope this wimpy Scooby villain trips on his cloak and falls on his knife.
2). Bubba "Junior" Sawyer - His chainsaw attack and being the vehicle for those few players who bathe in toxic vomit.
3). Freddy Krueger - Despite him being hugely powerful, he just has no presence.
4). The Legion - Killer chavs. Also have only slightly more presence than Freddy.
5). Kenneth "Jeffrey Hawk" Chase - He reminds me of my old step-dad, including coughing and wheezing.
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If it had more freedom than the game allows, everyone would probably be slaughtered into oblivion. You'll be facing creatures of completely nightmarish powers: Ghosts that can cross any barrier at amazing speeds; demons conjured out of vengeance or guilt who are indestructable; heavily armed, super-powered murderers; twisted creatures travelling through their own portals.
In turn, fixing a generator is more complex and will require parts. A couple of kicks by Evan MacMillan alone would probably bust it beyond repair! Healing would be more than hand-gestures mimicking a children's magic show (a chainsaw hit alone is probably death). And how the smeg do you "cleanse" a totem, bearing in mind nobody knows even what "rules" this world has? And all the while with killers looking to carve you up.
At most, the vast majority who are tough enough to fight through the neverending fear, pain and despair would have to spend a long time learning how to survive long enough to learn about the surroundings.
Oh, and the loneliness. You'll possibly never make friends due to the constant flinging around between other survivors. People will start to rely on themselves and not others, because the sheer madness will lead to them not knowing who to trust. No relationships. No love. Not even aquaintances. Just a constant stream of strangers as scared or as mad perhaps you would become.
Basically, this would be Hell. At least in the game there are mechanics and a certain pattern of things that make escaping a trial possible. Otherwise no amount of therapy would get you over the depression.
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There's nothing specific. My head-cannon is that it's a torture by The Entity that has perhaps either beastialised her a bit to remind her she is its pet, or even used the auric cells to turn her mask into her actual face. The roar does sound a bit like the roar and growls of a wild boar.
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@Zixology said:
There's a guy who started uploading videos on YouTube where he basically follows the killer's rulebook.
The rules he use are no perks/pallets/windows/items/t-bagging/gestures/healing, no working on anything coop, no 99 exit gates, all gens must be 99'd to avoid "gen-rush", no SWF, only default Dwight.
It's actually insane.
I'd definitely love to see that! What's the YouTuber's channel?
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1) Ace Visconti - Mainly to do with his perks. They're just very underwhelming. Even his best: "Ace In The Hole" isn't worth it, compared to many other perks.
2) Bubba "Junior" Sawyer - He is the killer that can be most abused by toxic players.
3) Brand New Part - Can vastly decimate a trial. Especially with other gen-boosting perks and toolbox add-ons.
4) Iridescent Head - Vastly decimates the trial, especially when using "Infantry Belt"
5) Rotten Fields - It is just painfully boring and vacant.
6) Vigo's hatch offerings - Having no idea where the hatch will spawn adds more to the match. Holding a key as well makes it more frustrating.
7) Slippery Meat - It has done nothing for me, even with luck add-ons. My poor luck makes it too painful.
8) Coulrophobia - Has barely any impact
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Definitely does depend on the type of bug. Once, there was a bug at Autohaven Wreckers (I think?) which would trap players in a dip, from which the only way of escaping would be if both killer and survivors worked together. If the killer was trapped it was "gg" with copious pointing and tea. If a survivor was unfortunately enough to not have a sympathetic killer, it too became "gg" and clobbering time. Those bugs weren't fun.
However, most really don't bother me neither. If they're minor it's not an issue. It only matters to me if it can ruin a game.
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I've seen that happen a couple of times. Fortunately, that practice isn't widely spread. However, it's definitely against the rules. If ever you do see it, feel free to take a recording and report it. I understand you didn't that time, but it's worth doing to stamp out the practice.
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Being a bit of a fanboy, mine would be Cheryl and Pyramid Head. Silent Hill is a huge part of my gaming life.
However, for originals I like Meg amd Trapper.
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For survivor: No One Left Behind. In the rare occasion this activates, this perk is amazing for tracking everything around the map and altruistic behaviours. Basically, I own the map.
For killer: Monstrous Shrine. Gives me a focus and allows me to start moving survivors to where I want them. Can give a nasty surprise when survivors realise their time is a little less than they'd like.
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And rememberbto give yourself a break too. Any mistake is simply another step towards success. :)
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They were quite fun to have, especially within the neverending pit of despair and whinging we notmally get! Shame some morons couldn't deal with the bovine bossness.
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I'm sure that will happen somewhere down the line. The devs have been very diverse - without directly pointing out I'd even say there is disability recognition with Claudette being on the spectrum.
Bearing in mind diversity isn't just about nationality, lgbtqi+ and cognitive disabilities. There's so much more that can be considered diverse:
Social status, physical disabilities, culture, ethodiversity, neurodiversity, personality, nature vs nurture, ethnicity, age, citizenship, ideological, cultism, gender expressionism, identity, education, income..
There's a lot to consider. Heck, I don't think we've had a male redhead yet! But the devs have done well thus far for inclusiveness. No doubt more varieties of people will come about down the line.
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I'd prefer the map offerings we already have. The same few maps being used over and over again = familiarity breeds contempt.
I do see why some may want this though, especially if they've had the misfortune of getting maps bias against their role consistently.
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Maybe think less of how bad they miessd up and more how well you must've played to overcome this?
I've noticed quite a few people always commenting on opponents, yet not about their own abilities. Frankly, that is a good result! Take credit for your skill - it's a good accomplishment!