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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • Nicely done! GG!

  • Yup! It's in the Didicitionary.

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  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/2016106#Comment_2016106

    Okay, I'll put that in mind thank you. Although you can use guns, just not a whole bunch, like you have 20 shots of this gun type for the whole game, then you're done, and the protagonist can craft homemade bombs, like powder bomb ( which would work like a stun grenade, only affecting certain types of monsters) and Molotov cocktail. he also suffers from exhaustion causing him to take small breaks between fights, except for bosses of course. I'll mostly focus on some atmospheres for gore, and even scenarios as well

    You're welcome! Also, if you're looking for any unusual ideas on fear, check out a podcast called "The Magnus Archives", which has some amazing imagery and ideas on fear.

  • Psychological horror is the way. Gore does have a place, but too much of it and it just becomes part of the scenery. "Agony" is a prime example of how the horrific can become mundane.

    Also, melee is a good way to go. Just remember to make some monsters where melee would be no match for the protagonist. He/she/they need to feel vulnerable, at least to a few of the beasties.

    Sounds a decent project to take on though! Best of luck with it!

  • From personal experience, I've not received nearly that many "toxic" comments. I did get one a couple of days ago, claiming I was "insecure" because I beat then. Just replied "Love you too! Xxx", then blocked and left. Mostly, I get "Gg" or a compliment, and I only ever give positive comments if I comment first. So I've been lucky.

    However, neither will I ignore those who have received many nasty comments, to the point some have felt it impact on their mental health, which I don't find acceptable at all. Teabagging/ camping/ etc.. that's annoying perhaps, but not triggering and mostly comes across as goading. If that happens, gg and move to the next trial once it's over.

    But sending an abusive comment, just because their expectations were not met (which is the base of a majority of those actions) is just pathetic. That's the real toxicity.

    So, based on that, there are toxic players, but to group the community as a whole as toxic - I've not enough evidence to say that it is.

  • Focus on your own enjoyment. No matter how you play the game, whether kindly or troll-like, someone will find a reason to get pissy. Play how you feel works best for what you want to get out of the game.

    However, as advice, never rise to another's toxicity. If you receive message from people moaning just ignore and move on, or send something silly back which is inoffensive but shows you're not too bothered, then ignore and move on.

    Also, if someone has played well and isn't acting immature, feel free to compliment them. Good will does spread.

  • Considering it was a single-player game, yet people would passionately argue and berate over aspects of lore which even Team Silent purposefully left ambiguous, I'd say it rivalled it.

  • I grew up during the evolution of Silent Hill (I accidentally bought the game, mistaking it for another .. one of the best mistakes I've made), and I think what made it so poignant was that back then psychological horror was relatively new, and it was done so amazingly well that any psychological horror since owes a lot to Silent Hill.

    If it did come back, they'd need to focus more on the madness aspect, rather than the blood and gore. Maybe borrow ideas from The Magnus Archives in order to create personal hellscapes.

    Silent Hill 4 will always be my favourite, but there are some things about the glory days I would not want back: The community back then could rival most toxicity that you find in multiplayers today. The amount of times I came across someone starting a rant with: "Any TRUE Silent Hill fan knows..." became very tiresome!

  • After the Twins, for me it's set in my mind that those very small killers would just be comical. Not saying it won't work, but it is not going to offer any real scare factor for me.

    If it is going to work, they're gonna have to do something like levitate it, so it floats around after survivors and has some sort of shadow figure of medium size around it. Having it scamper around on the floor just feels like comic character than a killer.

  • I use an app called "DBD Randomizer", which not only randomizes the perks but the entire setup for the character. Every game I play I use it, which keeps the game interesting and allows different plays which could make for entertaining builds! Also, it does improve your satisfaction at the end of the game, knowing your setup wasn't planned for optimisation.

  • I've watched a handful of his videos; he comes across as level-headed, respectful and skilled. Alongside HybridPanda and Ohmwrecker, they're watchable to me because they don't present an inflated ego on-screen.

  • There would need to be a few factors in play for that, or so I thought? You'd have to have 4 survivors on a very good day versus a killer on a very bad day. Not to mention the map and how it's been set up. It's obviously happened, but must be rare in comparison to the various outcomes.

    As for skill, I don't necessarily think the killer has to be poorly-skilled. Every player will have "one of those rounds" where you seem hexed from the moment the map loaded up. Skill plays a part, but sometimes it's just the very worst of luck.

  • The Twins is a killer with more variety in terms of tactics and has some fun add-ons. The perks are not the best though.

    The Trickster is a weaker killer due to him having a weaker power, yet the perks are far better and can be passed on to others.

    Ultimately, do you like to play as the killer more than the teachable perks available, or vice versa? That's one way you could decide.

    However, if you're not sure, you can still purchase with shards.

  • Golden Chainsaw goes to The Shape for the intimacy, callousness and sadisticness of the kill.

    Dull Hatchet goes to The Trapper for just doing a basic beatdown. Even The Wraith at least shows some enthusiasm!

  • Currently, if I play as killer, I've experienced at least one time when I was blinded, heard that blinding sound and everything suggests that I should drop the survivor I'm carrying, yet that doesn't happen. Seems a little buggy.

  • Yeah, the mashing button bit does need to go.

  • There have been a fair few Spirit-related posts that have emerged quite close together recently.

    Not grouping everyone in one basket, but are some of these in response to the DS nerf? I tend to see this type of trend occurs if one side has a nerf, they then focus on another aspect.

    Not saying all nerfs aren't necessary - some are. But it's just the sudden influx in relation to upcoming changes.

  • The Driller Killer:

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    Walter Sullivan (The Orphan)

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  • I like the idea of a super power where I can uncover fears of others, and in dreams either enter a dream to help that person overcome it, or create a nightmare where that person suffers within their own fear in the dream. Extra benefit of causing the subject to microsleep after the first trip.

    I'd only aim to induce fears in those who deserve it (animal abuse; domestic abuse; sexual assault; etc..). Otherwise, I just enter people's dreams to help them overcome.

  • These guys may be good or bad players, but they've fallen victim to their own ego. They want to feel they are good. They find they are against a Killer who they believe is "no fun" or "is too op", as a way to justify them leaving, because deep down they fear a loss at their hands will show a weakness in their playstyle. This weakness is something they choose to ignore, rather than learn to overcome the obstacle.

    I empathise with why they may want to do this. However, those people are not confident enough in their own ability. They won't get better.

  • The Trapper: Have an add-on whereby if a trap is disarmed, the sound is so loud that all survivors within a set radius suffer from the oblivious status effect, as well as a sound distortion effect you get from "Knock Out"

    The Wraith: An add-on which grants a larger lunge attack of up to 60% extra when phasing in with a sneak attack. This add-on also has a slightly longer recovery time for missed attacks, and a long recovery if the missed attack ends with hitting an object.

    The Hillbilly: An add-on which weakens the chainsaw sprint to make a survivor go down one health state, but the injury is so gruesome that when that survivor starts to be healed they let out a scream, revealing the location. Only happens the first time a healing action is performed - the survivors can move to another place and continue healing.

  • The Trapper = Mr. McMillan

    The Wraith = The Ripper

    The Hillbilly = Chainsaw Charlie

    The Nurse = Bubblehead

    The Shape = Captain Kirk

    The Hag = Gaaahhaaa!!!

    The Doctor = Herman The Herbert

    The Huntress = The White Rabbit

    The Cannibal = Bubba

    The Nightmare = Egg-Shaped Fred

    The Pig = Amanda

    The Clown = The Dirty Old Man

    The Spirit = Rin

    The Legion = Tinky-Winky, Dipsy, La-la and Poe

    The Plague = Adiris

    The Ghost Face = Teabagging, 2nd Class Scooby Villain Piece Of Crap

    The Demogorgon = Demi

    The Oni = The Pain Train

    The Deathslinger = Clint

    The Executioner = The End

    The Blight = The Glow

    The Twins = Little and Large

    The Trickster = Star Power

  • A game isn't worth harming yourself over, so initially I'd say avoid it. At the very least take a break from it.

    However, if you did want to play it, it's best to maybe take a break after every round. Make yourself a drink, do a few minutes exercise, walk outside.. whatever you like, just to make sure you have a chance to separate the gaming world from reality. It breaks immersion, which in turn will start to lessen any impact toxicity may have.

    If comments do hurt, it's best to not rise to the challenge. Either block them, or make a jokey comment back. Not anything nasty, but enough to defuse the situation - then block them. For example, one player gave me toxic afterchat, to which I replied: "Love you too!".

    Basically, if you really want to play, make a solid action to separate reality from the game. Maybe even do just 2-3 rounds during a session with a break inbetween each one. I hope you're able to get out of the self-harming spiral you've found yourself in.

  • I think "Smash Hit" will probably take over from this when it comes out though.

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    Budgerigar.

  • That any time an update comes out with an alteration to a perk, the side not benefitting claims the "devs are bias towards survivor/killer", irrespective of the plethora of evidence showing both sides have had their fair share of changes.

  • Survivor (in no specific order):

    1. Deja Vu (Such an underrated perk. Prevents 3 gen games and a fun, tactical perk).

    2. Kindred (So much information).

    3. We'll Make It (A true, team-orientated perk).

    4. Empathy (As much for killer-seeking as it is for healing survivors).

    5. Better Together (Another good team-orientated perk, especially is needing aid from Prove Thyself or other gen-chunking perks/toolboxes).

    6. Aftercare (Again, so much information can be gained from this).

    7. Soul Guard (Quite a powerful perk, which has saved my bacon more times than I'd like to admit).

    8. Quick and Quiet (A good mindgame tool).

    9. Leader (Surprisingly good, especially during the endgame).

    10. Red Herring (Such a decent distraction, when used well).

    (As a side, the upcoming "Smash Hit" perk may well be in my top ten).


    Killer (in no specific order)

    1. Spies From The Shadows (Those birds are impressively efficient).

    2. Iron Grip (Allows a better control of the map, in terms of where you want to direct survivors).

    3. Tinkerer (Since the buff, it's very powerful, and good at throwing the survivors).

    4. Devour Hope (Really flows well with the pacing of the game and the increased pressure).

    5. Franklin's Demise (Especially useful against keys).

    6. Mad Grit (Basically, the Pain Train).

    7. Surveillance (Gives a lot of map information).

    8. Hex: Blood Favor (Throws survivors off-guard and can lead to a pretty quick second blow).

    9. Discordance (Gives an advantage over teamwork).

    10. Make Your Choice (It's the length at which the unhooker is exposed for which makes this worthwhile for me).

  • I'm competitive in so far as constantly learning and improving my game. I like to complete the challenges and pip, but mostly it's about trying to score the most BP in a trial, above me team or opponent(s).

    However, in terms of winning a game by escaping or getting the 4k I'm more chilled. As a killer, I'm quite content with a 0k if everyone has been hooked twice. If I get a 4k then great, but it's not paramount in my mind. As a survivor, it's normally about being a useful team member.

    Basically, I think it's possible to be both, so long as the expectations are for differing aspects of the game.

  • If it's original characters, I would say Meg suits it best. She has the athleticism, the drive to return to her sick mother and she strikes me as very determined and focused, especially considering her rebellious ways. Her story works well.

    In terms of every one, I'm gonna root for Cheryl. If for no other reason than she has defeated a God-like creature and she also has some small amount of power to control the Entity. That's gotta play into a final escape scenario.

  • If it's this toaster you're trying to fix, don't...

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  • @NoOneKnowsNova said:

    https://forum.deadbydaylight.com/en/discussion/comment/2007704#Comment_2007704

    If you're in her TR when she starts phasing, the nouse doesn't play.

    Additionally, the phasing noise isn't directional. It's like Huntresses humming. You hear it but you don't know where its coming from.

    That's strange.. I hear what you say with the first part: Thinking about the pallet mind game loops, I definitely have experienced that. However, the phasing when I've played has always been directional! Unless I am extremely lucky, I've been able to hear where it's coming from.

  • The Spirit has that rather loud, phasing sound when she's near, that's also directional. I've found paying close attention to this and either walking/crouching or making a mess of scratch marks is a fair enough counter.

  • It's the only killer who'd get away with it! Like the whole selfie thing with the Ghost Face.

  • I'd probably change the perk so that the current effect now applies to every hook in the trial, and speed the basement hooks to 6%,9%,12%.

  • Maybe. The only thing I can see happening for definite is a group of survivors with flashlights clicking madly as a backdrop during his Mori. Give that Trickster some showbiz lighting for that stylish Mori!

  • It is frustrating, and what's also not helpful is if someone doesn't want to continue they'll always find a way to not participate - afk.

    Simplest thing that could be done is eliminate the button-bashing from the struggle phase. That would stop the suicides, but not necessarily stop non-participation.

  • My name shortened, and then my playstyle. Then I thought of Marco Polo, and linkes that to Marc Go Solo.

  • The 4D build: Distortion; Diversion; Deception; Deliverance

  • I'd go for the poster girl as Meg, because she looks like someone who is more determined, focused and battle-weary than the others. She seems to have the face which shows the overall feeling of all survivors for me.

  • I'd love to see more humanoid monsters as killers, such as the xenomorph. At the same time, I do like the fact we've had a slew of killers recently who have their faces shown. It's the variety which makes the game interesting. I'd like a couple more older individuals for survivor, and a couple more humanoid monsters, but I'm certainly happy with the variety.

  • In no particular order:

    Survivors:

    1. Dwight Fairfield

    2. David Tapp

    3. Feng Min

    4. Kate Denson

    5. Jeffrey Johansen

    6. William Overbeck

    7. Claudette Morel

    8. Zarina Kassir

    9. Felix Richter

    10. Nancy Wheeler


    Killers:

    1. The Trapper

    2. The Hillbilly

    3. The Shape

    4. The Executioner

    5. The Plague

    6. The Huntress

    7. The Blight

    8. The Pig

    9. The Clown

    10. The Demogorgon

  • Depends on the instance. Sometimes it is meant as a ty to the killer. It's really just someone pressing a button, whilst trying to press your buttons.

    However, it does show the good winners from the bad winners.

  • NOED could apply only to those survivors who have been hooked once. That would be a fair nerf as it shows the killer has had some success during the trial.

    I kinda like the idea as a different perk though, albeit I'd keep it as a hex because of how strong it could be.

  • If I had that attitude of giving up like that, there would be many matches I wouldn't have done well in because I didn't see it through to the end. I've escaped a few trials where I was hooked twice early in the game.

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2002448#Comment_2002448

    I never criticised lesser ranks I am just saying that brown ranks are mostly new to the game and lack knowledge that experienced players have. No need to turn this into rank wars.

    I didn't. I said a few red ranks do it, which can give a bad impression on the majority who are fair.

  • It's a bad perk, but reminds me a little of the brown add-ons like "The Beast" for Wraith. As in it's more of a challenge to have this perk to prove your skill.

    It does have that recover from dying, which works against sluggers. Unfortunately, that aspect of the perk rarely comes into play, and there are other perks like Unbreakable or Soul Guard which offer that ability without any downsides.

  • I'm currently green rank, and play against red or purple ranks, and my games are normally brutal killer or ruthless killer, with a few merciless and displeased scattered. As survivor, I'm also green and matched against killers in purple and red ranks, with varying results.

    Forgetting the ranking system (I've seen red ranks play worse than yellow ranks, so it's not always indicative of skill - some are carried by their swfs) I actually think it's matching well! The trials are fun. The only real difference is that a few red rank survivors act like children, but lower ranks are by far better sports. Not saying all red ranks are like this, but the kids give them a bad reputation.

  • No, it would be too heavily abused, especially if 4 survivors had one each.

    If this idea ever did happen, it would need a harsh penalty, like 60 seconds exposed (to reflect the anger of the killer).

    But really, there's already torches and firecrackers, as well as DS and Power Struggle. That niché has already been heavily filled.

  • Most attractice survivors:

    1. Elodie Rakoto

    2. Kate Denson

    3. Cheryl Mason

    Most attractive killers:

    1. The Huntress

    2. Adiris

    3. Susie


    Least attractive survivors:

    1. Claudette Morel

    2. Yun-Jin Lee

    3. Nea Karlsson

    Least attractive killer:

    1. The Hag

    2. Sally Smithson

    3. Charlotte Deshayes

  • Using solely the perks instantly available to all characters, without any teachable perks, a decent build could be:

    Kindred, Resilience, Spine Chill and We'll Make It.

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