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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • It's a shame such backward, neanderthal mentally still exists, because one person cannot accept how a game was gone about. Hopefully that belly-button fluff scrape-off is gone for good.

  • @Bootlegmoth said:

    I know it's not really what you mean, but the best "what if" I saw someone post on here was what if the killers were survivors and the survivors were killers.

    Like trapper and wraith never killed anybody and they were survivors, but you'd have like killer Dwight with locker powers

    I saw that too, and did like that idea! To have inverted versions of perks - a Dwight killer that focuses on knowing where survivors are and reducing their effectiveness, whilst Evan a survivor who boosts confidence and has ways to forcefully escape the killer. An evil Dwight could be funny though!

  • 1. From a survivor point of view, it was fantastic! Killers seem to have been affected badly, especially around loops. The Autohaven bus section is a safe haven, practically. So whilst it benefits survivors and has little effect on higher skilled killers, for newer killers this is very problematic, and if the game wants to bring in newer players this is an unhealthy change.

    2. No, because there are other things that'll need to be changed first for it to be balanced for both sides. Map design, perk changes are priorities for example. At most, they could perhaps disable it once you reach a certain rank as killer, but all over would be a mistake for the games' health.

    3. Originally, as above I thought of having bloodlust disabled at higher ranks, but then I realised that there are a multitude of players who derank for easier matches to make themselves feel better, and this change would only encourage that. I'd honestly say leave it until some more changes to perks and maps are introduced, or introduce some type of replacement mechanic.

    4. Initially a bit scary with a health scare with my wife, but it's all good now. Thank you for asking!

  • 7 games as survivor, and 7 escapes. I'd say only 2 matches provided any sort of challenge and I was only hooked once.

    Honestly, as survivor removing bloodlust was brilliant! However, for newer killers this completely screws them over, and since the developers want to broaden their player base this has potential to dramatically reduce people wanting to play killer, especially in early stages.

    Maybe bloodlust doesn't affect higher skilled killers, but that misses the point: If the game wants to grow, this change will not help it. There are other far more important issues to address before bloodlust should even be touched.

  • Some people often complain about "potatoes" who'll mess it up for them. Oddly, it's practically impossible to find someone who admits they're one themself, or takes responsibility for their own mistakes that led them to be put into that situation in the first place.

    Instead, there will be vague pieces of evidence: a comment about something which happened here; a screenshot capturing a single frame of what's happening there. Woe be told that someone was to look at their performance and think "Now there's an aspect of my game I ought to improve"!

    It's frustrating sometimes, but there's nothing they can do about it. Focus on what they need to improve on, and stop looking to others for excuses.

  • @Arial said:

    https://forum.deadbydaylight.com/en/discussion/comment/1757484#Comment_1757484

    sorry, I get it now. I think that Chains of hate has the perfect story(what with it overlapping and all) to be a standalone movie, and Cursed Legacy as well (although it would have to be in the entity's realm). I think the newer chapters (Descend, Binding) are leading towards an extreme revelation in the lore too, so those could be their own saga.

    It could be like some sort of over-arching story; a set of movies not directly related, yet all leading towards one big reveal. Pretty neat!

  • There are times where you wonder what the heck some people are doing, but whenever I've had Kindred in my build there is much better co-ordination and never have noted "potatoes", even at lower ranks.

    It feels more about being a bit more empathetic as to what someone is doing. Do they think someone is nearer? Are they almost completing a gen? It's just as frustrating watching everyone charge to my aid; effectively making it a dumb idea for a killer to leave the vicinity and most likely sealing my fate.

    I currently use cross-play. Whether I've been on cross-play or not the same situations arise. It's best to focus much less on what everyone else is doing and think more about how you were hooked in the first place. You can't control anything other than your own performance, so just chalk up what you could've done better and learn from it.

  • @Arial said:

    Pyramid head is licensed

    You missed the point. I was talking about a "what if" scenario of an alternative universe where the original chapters were actually licensed and licensed chapters were originals.

  • Having additional things to take into consideration is always welcome. The gen-gate objective has held fast for a long time, and something is needed to spice the game up, both to provide more for survivors and also more for the killers.

    The generator has some really good points! Additional skill-checks and the overheat mechanic adds some depth to the generator section. It makes survivors think of tactics more. Creates possibilities of distracting the killer more and entering into chases to keep them away from regressing gens. I like that it has a new flavour.

    There would be some hurdles to consider: How would ruin work, for example. The old ruin would be fine, but the new one would be a real hinderance to the point it would be frustrating. Also, it still doesn't change the age-old formula of gen-gate.

    Having this mechanic would be challenging, but I still feel one or two additional objectives are needed, both at the start of the game, and actually probably a mid-game objective:

    The start could be something very simple. Maybe each gen has a rune within a certain radius that survivors need to interact with in order to free the gen from the Entity. The perk "Corrupt intervention" could delay the appearance of this rune.

    The middle could come when there are just 2 gens left to do. Maybe the generators are blocked again, but rather than runes there could be a small mini-game in finding a medallion or something to plug into the remaining generators, and a puzzle needs to be solved to get them working again. Maybe the killer can trigger this by a mini-game themselves at any point after 1 generator is completed?

    The End-game could do something very simple like a slow regression on exit gates, should people want to play the 99% rule, but once the gens are upandthe realm is full of light, it makes sense the Entity is weakened, so it's just a casenof escaping.

    Sorry about the ramble.

  • This would certainly be a chapter I'd buy. The Keeper and Sebastian could be crafting types: The Keeper was probably responsible for more than those modified bear-traps - the acid traps may also have been his, as well as mines, so he could be a trap specialist with abilities to create different types of traps and use the scenery around to set up.

    Likewise, Sebastian could have perks based on crafting items or boosting existing items. Maybe even create an item that you can fire at a Killer as a once only defence.

    Certainly would create somw fun possibilities!

  • There's a satisfaction in playing the Trapper that I cannot find with any other killer. It's something about playing the long game, until you have survivors in a near-impossible situation that makes it feel worthwhile. There are stronger killers, but Evan is just so rewarding to play!

  • Most likely one of the Shadow Ghost children from "Silent Hill". The Entity buffed upeven those little "darlings"!

  • The Game is worst for me in terms of lighting. The bottom floor is all darkness. On the plus side, it does make me more alert.

  • The ones I tend to watch are Ohmwrecker and Not Otzdarva. I also used to watch a lot of HybridPanda when he was about.

    It's their more chilled approach that appeals. There are different skills these guys use, and it's fun to learn about new ideas, but it's their attitudes which make them a must-watch.

    I can't be doing with those who just want to make others look foolish. It's those who are fun to watch, and also create a story out of it that's most enjoyable.

  • I've found both Pyramid Head and Spirit are decent to face. They're tough, but both counterable. Spirits static sound as she gets close gives you a good idea where she'll strike, and you can see Pyramid's ranged attack on the floor. In fact, Pyramid Head is one of my favourite killers to go against.

    Deathslinger can be tricky, but making sure you have objects between him and you helps. His slower speed in chases also helps out.

    I'd argue all killers are counterable in some way, but killers also act as levels of difficulty for the game. Trapper may be considered an easier opponent to face on average vs average player fights. A spirit or Nightmare is at the other end. Depending on skillset, you could have variarions all along. I see it as a challenge. It's far healthier to and learn how to beat it, than see it as this unfairly balanced impossibility.

  • It feels a bit more laid back. There are still discussions about negative aspects, but on the whole they're more toned down. I have seen some posts that have been more animated. But come to think of it, this place does seem a little more chill.

  • It is easily abuseable. Friends can keep giving each other thumbs up, regardless of performance. Those who do play well yet don't play woth friends will not see much of a benefit. Other than to see what other's opinion is of you it is difficult to really work legitimately.

  • I've no idea why he could be considered boring, since he is much more of a threat, unless by "boring" they mean "too hard". Pyramid Head is certainly one of the most interesting killers to face, with a variety of tactics and ways of playing. He's also, along with Myers, the couple of killers I feel are most daunting to face.

  • Considering Victor was dead prior to the trials, it actually makes sense that he can be killed numerous times. If the Entity feeds off strong emotions then having Charlotte experience her twin die time and time again, plus the fact Victor leaves her to drift in thought, whilst he goes on his jollies, may show her feeling she's losing him again.

    Emotionally, Charlotte is probably in more torment than any of the survivors.

  • It's very clear that they're two separate people. I'm not sure where there was ever a "Claudette No.2" discussion at all! It's an odd comparison.

  • I'd like him to have a cosmetic like Belial from Basket Case, since they share the same role of a murderous, mutated twin.

    That, or Slimer from Ghistbusters, since his weird snarling reminds me of Slimer.

  • The Mori would be great! "Finish Him/Her" appears on the scream, followed by Shao Kahn laughing and "Shao Kahn Wins. Fatality!"

  • Alien would be my dream chapter, closely followed by Silent Hill: The Room.

  • I also came up with some perks that I imagined would be in a Silent Hill 4 Chapter: 1 Killer & 2 Survivors (like Stranger Things):

    Killer: Walter Sullivan (The Orphan)

    Perks:

    1. Holy Assumption - Distorts any aura reading perks survivors have. Any time a survivor would see your aura, it will appear in a different position to where you are. The higher tier the perk, the further the false aura will be from your position.

    "My theory is that Walyer never died at that prison".

    2. 21 Sacraments - Randomly chosen, one of the Exit Gates will be false. When opened, the interior will be bloodied and survivors won't be able to use it. If the wrong gate is opened, all survivors can be Mori'd when they're next downed.

    "It's time to complete the 21 sacraments".

    3. I'm Always Watching You - The obsessions aura is visible for 3 seconds after every compleyed action (Gen, Totem, Chest, Unhook, Heal, Exit Gate). If they are on their final hook, they can be Mori'd.

    "Don't Worry. You'll know soon enough".


    Survivor: Henry Townsend

    Perks:

    1. Receiver of Wisdom - Cleansing a dull totem reveals to you one of the killer's perks or add-ons. Cleansing any lit totem reveals 2 killer perks/add-ons. Can be done 1,2,3 times, depending on Tier

    "You're it ... the last of the 21 sacraments. The Receiver of Wisdom"

    2. Coincidence - Adds one extra chest to the map only the player see. Within will be a Saint Medallion with a set number of uses (depending on Tier) that counter any status effects a killer has attached to their build (oblivious, blind, mangled, etc.).

    "Anti-spirit effects while held, but will eventually break"

    3. Observer

    Increases the chance of being the obsession. Whilst the obsession, you can see the killer's aura up to 20 metres away from you. Aura can be triggered at will, but does result in the survivor suffering from the exhausted status.

    "What the Hell..."


    Survivor: Eileen Galvin

    Perks:

    1. Mother [Reborn] - If you unhook and heal the same survivor fully within a set time, you have the option to give them back a hooked state, in exchange for one of yours. This is limited to 2 uses, depending on how many hooks you have remaining.

    "His pain ... I feel it ... Oh, it hurts"

    2. Compassion - A cool-down perk. Whilst healing any survivor, either complete the heal or press the secondary action to give the survivor a 3 second sprint burst and hide their scratch marks and aura for 6 seconds. Your aura then appears to the killer 3 seconds later and stays visible for 6 seconds.

    "This place ... It's dangerous ... You need ... Hurry and get out of here"

    3. Possessed - Activates once the Exit Gates are powered up. A bleed-out timer activates on you. During this time, the next killer hit will have no effect on you, and stun the killer. The killer cannot see your aura, scratch marks or benefit from any auditory perks like Stridor. The length of your bleed-out depwnds on your altruism score up to that point. Once your timer runs out, you fall into the dying state and the perk deactivates for good. The killer can Mori you if they find you during this dying state.

  • I thought that too, but my thoughts are that it would be just too comical. Having a little doll running about that can be booted away - I always was concerned how it would work, and thanks to this killer I'm certain it would look silly.

  • For Killers:

    Mind Hack - A perk which has a cooldown every time it's used. When a survivor is hit, 1 random perk is disabled for a set period of time.

    Lottery - A trap hex perk like Haunting Grounds. Once the totem is cleansed, that survivors perks are randomised against the pool of perks available to that player and changes the perks to completely different ones.

    Punch Drunk - A lunge attack by the killer results in a considerably long recovery for the killer, but messes the survivor controls up, so they become inverted for a period of time.

    For Survivors:

    Pallet Driver - A cool down perk, which activates when the survivor drops the pallet. This pallet slam is so strong that the killer's vision is blurred for a short period after recovering from the pallet strike.

    Woodwork Wonder - A cool down perk whereby a survivor can rebuild a pallet and carry it to a new place if desired (survivor has hindered status whilst moving it), or put it back. Takes longer to do than Any Means Necessary.

    The Crystal Skull - Generates 2 additional totems and 1 additional chest. One of the new totems has a crystal skull, and the additional chest is blackened from heavy burning. Inside that chest is a vial of mysterious liquid, which is needed to cleanse the Crystal Skull. Once that totem is cleansed, the survivor gains a permanent 5%/6%/7% bonus to every action (excluding running, which grants 2%,3%,4% bonus. The Crystal Skull totem is harder to find.

  • Oppression could be very viable and powerful! The other 2 seem more for variety in gameplay. The added lunge is a once only which, with NOED, might be useful, but nothing huge.

    These perks could be fun, but Oppression feels the only really strong killer one.

  • It looks exceptional! I do hope they revisit the blue for MacMillan someday, but for now this (and the white of Ormand) makes up for it.

  • BHVR have wrong-footed us before many a time. The only obvious trailer which was easier to guess was The Blight. Remember when the first teaser of Deathslinger came out, which made some people think of Hellraiser? Or the 4 year anniversary which had everything leaning towards Candyman?

    For all we know we think it's a Wendigo, but may turn out to be José Mourinho or The Undertaker from WWE! Wendigo is the closest we have at the moment.

  • I believe they are, but they're still from different realities in my head-canon. As an example, the universe Cheryl was taken is not the same as the universe Lisa was. They were taken from different universes. The Minotaur is from a universe where mythology was actual fact.

  • Serial killers shouldn't be glorified in any games. Wasn't there a game based off the Columbine shootings? It's just rather distasteful.

    I can understand some killers may be (in part) influenced slightly by real life, but to run around as someone like Harold Shipman, Ted Bundy or Myra Hindley would have no appeal, and will stop me playing.

  • I much prefer solo. I hate being in SWF for a few reasons:

    1. Everybody talking. It just puts me off completely. Destroys any focus. I only like that when all 5 players are on comms, when it feels more appropriate.

    2. That one annoying muppet with little-man syndrome who orders everyone around like a general, except they often have the planning skills of Leroy Jenkins.

    3. It just defeats the immersiveness of the game. I much prefer the unpredictability.

    I have played with players who kept off comms, and that was fine. However, I just feel it makes the game more enjoyable and makes me a better player, than relying on others to boost my rank.

  • It feels a bit like this is to Small Game, like Spine Chill is to Premonition. It's interesting, but I'm more keen on the effect after cleansing a Hex. Maybe there should be more perks focused on what happens after cleansing, such as seeing killer or gen auras, or perhaps the scratch maks you mentioned.

    I'd actually like to see a perk when, once a totem is done, the survivor can make a "scratch mark bomb", so when in a chase you want to throw the killer off, hit the secondary action button to send scratch marks flying in various directions within a certain radius. Make some more creative perks.

  • It's situational. If the killer buggers off, and you're in the open, it's probably still better to hide before recovering in case the killer quick-turns. Likewise, if slugged, pulling away from the mess of other survivors is often better so the killer cannot find you, and you can be healed in peace.

  • When I play as survivor, it is frustrating getting hit by it. However, it's a fair perk, and I wouldn't feel the need to change it. I've yet to see a killer camp a key!

  • I've seen slugging happen mostly due to survivor incompetence, or if the killer wants the 4k, has downed a survivor, then goes off in search of that final character. In the vast majority of cases, the killer is doing what any killer should do.

    It is frustrating when, as a survivor, I see 2-3 team mates downed so quickly without a hook. Yet it's never the killer that frustration is down to.

  • The Shape has that feel for me which no other killer does. His presence creeps me out.

  • It will take a long time for significant changes to take place. It starts with more positive outlooks though. Clearly, this upsets you, and I empathise: I, too, have little understanding how certain ways of presenting yourself as a troll or bully actually benefit those in any way. If anything, it's just a small tick in an otherwise vacant existence they find themselves in currently. They don't have that true comfort in themself, or even belief.

    The best way is to just stick to positives. I try to be as positive as possible. When I've been involved with arguments (not debates; arguments) I just make it factual. No name-calling; just facts and precision. Otherwise, I'll only ever aim to put out positive messages. That's where it starts; not by succumbing to it.

  • Firstly, well done on being honest about this! That's the first step to dealing with it :)

    There is a video I'll share with you by Not Otzdarva which is particularily aimed at helping people who do become tilted because of this game: https://youtu.be/W6vpgy40xiQ

    Especially so, using each game as a chance to improve a singular aspect of your game and setting small goals will help make the game feel more focused and calmer. It may give those bad rounds a little more meaning. Everyone gets them.

    Also, a personal tip, if upset it's good to get to the end of the round, then get up and take a break. Punch a punching bag, take a walk, make a tea.. whatever helps. Then come back. Don't drag it out as it only makes you feel worse.

    Finally, however your round was, if someone played well on your team or an opponent, send them a message complimenting what it was. They'll usually respond positively and that in turn will help with calmness.

    Best of luck with your future games!

  • That, strangely enough, despite the multitude of comments made about people messaging abuse after matches, I've had many more positive comments than negatives. To send compliments after losing a round, or receiving them shows that there is much in the way of respect that often goes missing.

    Sometimes, even a negative comment can make me smile. I was accused of playing a killer with no skill requirement recently after a 4k. I was Wraith with randomly chosen perks of Brutal Strength, Hex: Thrill of the Hunt, Distressing and Unnerving Presence.

    I remember many of the positive and funny comments shared. There's more out there than people would think.

  • @Yarheeguy said:

    "The only thing I can't figure out, lore wise....is why would Silent Hill allow The Entity to take Cheryl considering who she is to the powers that be. Unless...Silent Hill is just using her as a potential doorway into The Entity's realms? I'm just guessing with that one. There is so much Lore around Silent Hill that you cannot find unless you dive deep into it and REALLY search for it. What you see on the surface is not the whole story. There is a lot more hidden that you have to actually find and piece together yourself. One of the reasons I love Silent Hill."

    I would love to think that the Entity has more power of Silent Hill and after learning about Cheryl and her being able to survive the horrors of the town, it made her a perfect target for the Entity. the very same reason it took Bill, Ash and Laurie, they're survivors.

    as for which Pyramid Head the Entity taken, I would assume the one with the big sword.

    (Spoilers for those who haven't played SH3)


    I'm wondering whether Silent Hill actually has a need for her any more. Cheryl pukes up God, who is then swallowed by Claudia, which ultimately results in the abominable birth of a deformed and weakened God. When Cheryl beats God, she walks away, only to turn to look back, looking startled.

    According to the makers of the game, she turns upon hearing the cry of a baby. So, I'm wondering if she's not only gotten rid of the God from her, but it now resides within Silent Hill as a baby. Cheryl purged whatever magic was in her out, using that aglaophotis (sorry, can't spell it). She's probably less use now.

    When Cheryl's abducted, she first hears the voice of Claudia on the phone before the Entity takes her. That could either a) be a taunt from the Entity, or b) a final mocking taunt from Silent Hill, punishing her for what she did by waving bye-bye as she's banished into this other realm.

    One thing I am intrigued by is if she is empty of power, when she goes into the realm she regains some to temporarily manipulate the Entity to protect gens for her. I wonder if this was injected by the parts of Silent Hill to infiltrate this new realm; perhaps sending feelers out to investigate itself. The chains on the school map feel like the Entity trying to hold this power within, like the chains on the door from Room 302. The Entity is strong, but currently it's not strong enough to control Silent Hill's power. Not yet, anyway.

  • They do feel better to me in terms of detail. I admit I'm still getting used to the lack of blueish hue on MacMillan Estate maps though. I used to always like that twilight setting on the old maps.

    However, certainly in terms of detail and carving out more individuality of the buildings it's a large improvement. Also, on my Xbox at least, it runs pretty smoothly. That's one of the big accomplishments for me.

    Also @PubStar87 I like your positivity! We do need a bit more. Negativity is a stronger feeling, which is probably why it shows up more - the feeling stands out starker over good feelings. Keep ot up!

  • Tapp's Tip Top Treats

    Bennett's Bun and Fun Shop

    Do-nut December

    Sawlent Hill Doughnuts

    Oh my Gideon! Brahm's Best Bastes

    Vigo's Bar of Sugary Lusciousness

    There Was A Hole Here. It's Eaten Now.

  • I'm one of the few who didn't even know who this guy is, but sheesh! He goes on! I'll give it a shot though:

    "My name is Marc_Go_Solo. My age doesn't concern you, but to satisfy your curiosity I am years beyond what you'd expect. Every morning, I wake up and descend to the kitchen to make bran flakes with dried fruit, milk and a cup of coffee, which I stir 6 times for each individual component. This keeps me spry and ready to take on whatever challenges the world has. I then ascend to the bathroom, where I clean my teeth in small, circular rotations, floss and gargle mouthwash for 30 seconds straight, ending with a gargle before I spit it out. My shower is kept at an exact 38.3 degrees Celsius, whilst I lather my body in various soaps, gels and shampoo from head to toe. Always shampoo-face-conditioner-body. I boldly stride out feeling fresh, clean and my body sparkles like a hundred stars. This may be difficult for you to understand, but this routine makes me the best I can be. Of course, I don't brag, but if I did my bragging would far exceed your or anyone else's feeble attempts, and even then I would just brag using my eyebrows, which I brush and cut to an exact 4mm".

    I have no idea whether this is completely like him, but it's my take.

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/1725422#Comment_1725422

    While this is true in general, it doesn't have to be because of tunnel vision on the rescue. It works because solo q lacks information, or because of overly altruistic SWFs. It takes advantage of the fact that if the first chase isn't overly long, then the survivors literally have to pump out all gens without wasting any time to assess the situation and the killer can almost mathematically get a guaranteed 2k by having a staring contest with their first hook and everything else is a bonus.

    I'm not even factoring in meta killers, insta downs, early slowdowns like corrupt, or end game clutches like noed+bitter murmur. Because there's not enough time to do both gens and bones in this case. Add those to the mix, don't overcommit to your first chase and you can 3k/4k consistently against rank 1s except against dedicated depip squads.

    It's simply a flaw in design.

    Yeah, I can see that. A co-ordinated team might be able to pull something out of the bag. Would longer durations on the hook be more effective, or would that completely kill it for some killers?

  • I'm just starting to learn her, and in early stages it is very easy to be crap at her :D.

    When she's played by a good player, then it's still possible to out-play her. She has to predict where you go and vice versus, so it's not non-mindgameable. But it's tough. & fun.

  • It works best against those who are tunnel-visioned into getting that hook. Survivors will often waste a lot of time, observing when is best to save. This loses time which could have been allocated for generators.

    However, if a team realises they're facing a camper and rock on with their objectives, it's normally a de-pip for the killer.

  • I think some planning would be needed for his attack. I'm guessing having a deafening blast of static, or wailing sirens may not be good for earphones, but certainly a power which focuses of distorting the auditory senses would be a unique attack. I recon it would be a lot like the Carter's Spark, in terms of functionality.

  • I always feel more secure with a medkit.

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