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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • I think any killer can get called a "try-hard" when they win. The objective of the game for a Killer is to aim for the 4k, and for that to happen a Killer will need to work for it, especially against more skilled opponents.

    Survivors also need to escape, and will also need to work for it against skilled Killers.

    For me, the concept of a "try-hard" is laughable as it basically defines any competitive stance in anything that requires competition. It's just a phrase used against people to make the one who said it feel better about losing.

  • It's a shame you've had to deal with that. Any threats to life ought to be treated with the utmost importance and ban the guy. The fact they added a homophobic slur as well just shows the piece of trash they are.

    I'm glad you reported him, and hopefully this failed example of Darwinism finds something more down their street.

  • If this place was a real place then it would be realistic to fight against killers with everything you have, including toolboxes.

    As this place is a game, this would create the most toxic gameplay imaginable!

    If this had to be implimented, I would change it to be to defend against a hit whilst wounded, although it would destroy the item, have to be actioned accurately so the player has to hit a button at the same time a hit would land, and create a bleedout timer that depletes faster than borrowed time.

  • For Survivor: Deja Vu; Kindred; Small Game; We'll Make It

    It's more a tactical build to understand the lay of the land and get people healed quickly and back into the game.

    For Killer: Iron Grip; Sloppy Butcher; Monstrous Shrine; Spies From The Shadows

    This is a strategy to keep and track survivors in a small area, as I also waste their time with extended healing.

  • Any post where the OP rants about the devs about issues in a very derrogative and insulting way, as opposed a constructive critique of an issue and offering a solution in return.

    Yes, every game has issues, and it can become quite frustrating at times. However, ranting and moaning about how [REDACTED] the devs are supposedly, when that person has not bothered to be calmly critical about it (& potentially completely ignored their own lack of skills or understanding) just reeks of self-righteousness and entitlement - both traits I find really repugnant.

    It can become dull if the same topics come up, but so long as they are fair examinations of an issue and attempt to work towards a solution I can deal with that. Rudeness I cannot.

  • There are no potato survivors, because you only hear opinions from people claiming they are non-potato and never from the supposed potatoes.

    I'd hasten to add this may also mean everyone's a potato, but only acknowledge other potato faults, making them a lesser potato.

  • You can outplay any Killer/ outclass any survivors without using perks.

  • Teabagging+elephants+have+recently+picked+up+video+game+fads_ccb088_3919526.jpg

    I feel about as unimpressed as this vehicle's owner.

    Honestly, if I see it I just imaging them doing a feeble Peter Griffin-style laugh, with the tone of an unfit individual after completing a sprint. I just attack them so they leave amd I can get on to the next match.

  • Much better to have them to keep sore losers away, than get rid of them and deal with petty kids.

    I only hope they are improved to take into account disconnection through a power cut or something. Not sure if that's possible though.

  • All Killers can be countered, even without perks. It's learning their skill sets. If I survive, and have evaded them, they are counterable to me and anyone else.

    It's best to evaluate your owns skills, before assuming killers are uncounterable.

  • Spirit is counterable with clever play, understanding how scratch marks work, and listening for that noise she makes whilst phasing. Be inventive and unpredictable when you know she's chasing you. I've countered her ability many times.

    Pyramid Head's shot is powerful, but again you have a moment of the line of fire starting up, giving you time to move. You can hear him setting up, and a good dodge drastically gains good ground for you. His power can be countered by crouching, and all in all he has a huge pyramid head, so not exactly subtle.

    Use the lockers for doc, especially when his power up sound starts. Do this, and that ability is easily nulled.

    Basically, every killer can be learnt to face against, and you're not entitled to win every time neither.

  • No, although I do show respect to those who clearly outplayed me and were misfortunately downed out of luck. In-game, I'll look down then back up at the hooked survivor, like a nod of appreciation, and will then compliment them afterwards.

    But as for feeling bad, I just feel it's a game, and it's about my playing the best I can.

  • The clear difference in control between a PC and console makes crossplay unbalanced. When skill levels are based on the tools used to play, rather than actual skill, it basically becomes like F1 racing - it's not the driver, it's the vehicle.

    Since I disabled crossplay it's been much better and fairer. I'd strongly recommend it.

  • I have Kosmemophobia, which is a fear of jewelry (especially touching it).

    When I married, I had to really fight putting the ring on my wife's finger, but I was determined to do it. It's the only time that I will ever willfully touch that stuff.

  • How dare you be a voice of reason within an echo chamber of madness!

    In all seriousness, I agree with you. Unfortunately, others are less - shall we say - amiable?

    It's just a game. I don't remember people talking about how they conquered another's mother after a game of ludo!

  • Whilst some streamers do make good, valid points, it's all based on their objective point of view. No matter how many hours someone puts in, they will only ever have their own experience, which will differ from other players.

    Also, despite how many hours they've played they can become "blind" to certain ways of thinking. For example, in my line of work in the health sector, a fresh set of eyes often can solve problems that people with years of experience have not. Familiarity breeds contempt, and such.

    I completely agree with OP. Take ideas from your own play and various sources. Experiment. A Youtuber is just one opinion, regardless of how many hours they've played.

  • 6 hour lock implies multiple dc's and despite the hill being annoying it can't be responsible for all those.

    Either you've been hacked, or you are a chronic disconnector.

  • I tend to think the difference in appearance of same characters with different clothes as different people entirely. If they look the same (e.g.: 2 Dwight defaults) I pretend they're co-workers. As lore, this may work as well, implying many people are trapped within.

  • The clicky people are of no importance. What is is to defend the gens and only commit to chases early on if you know you'll get a quick down. If all they do is click, then they are effectively reducing 4 survivors doing useful stuff to 3, which is fantastic for the Killer!

  • It's a high-risk/ high-reward play by the Killer. The hexes will have to be hit, but the quicker they're dealt with (and earlier on), then the Killer will have a far more difficult time later on.

  • If the projectile can be dodged, then it's counterable. Keeping in dense, object-laiden areas and weaving also counters his skill, and a missed shot results in slowdown as he reloads.

    Deathslinger is 100% counterable. As with any killer, eventually if chased for long enough, the odds are that the Killer will get you. The aim is to lose a killer, rather than take them for a jolly.

  • I do an odd thing where I level up one bloodweb if I either a) collect a number of emblem points I've elected to each colour of rank, b) do a daily, or c) complete a chapter quest.

    So my bloodweb progress is deliberately slow, but it's taught me to hone my skills without perks, or make the most out of my existing ones (which I randomly generate too). For me, I genuinely couldn't care less about the grind, and am happy for it to stay as it is.

    For those who think the bloodweb is a chore, maybe what they could do is allow players to pick 17 - 20 perks they like most and those are the only ones that appear.

  • It feels more like an anti- jungle-gyn perk, or to stop a quick pallet drop. It's not an amazing hex, but it offers another playstyle. Also, if the hex activates when a survivor is downed, their tactic of hiding under a pallet would be forfeit.

    Basically, it's not powerful, but under certain circumstances it could prove useful. Oddly, if the perk was actually downgraded to only activate when a survivor is downed, it would be much more useful.

  • I wonder whether BHVR will expand upon this, as the Pariah's parents seem to have a strong knowledge of what's going on.

    Are future dlc and developments going to focus more on those?

  • Facecamping is the most frustrating part of DBD. It must be boring for the killer! Tunneling and slugging I get, but facecamping is plain tiring. It's not like camping where a perimeter is set, and you hook a survivor to attract stronger survivors.

  • They could make the syringe hidden up The Blight's sleeve, like Amanda's weaponry. You see him press his palm onto the chest, then across the throat.The bubbling effect can remain, so the needle is implied rather than seen.

    From the killer's pov, he could have a thicker glove, covering the injection of his stomach.

  • These examples would perhaps be reasons:

    T-bagging: As the survivors lose more of their souls to The Entity, their behaviour becomes more feral in terms of emotional intelligence. Like apes, they start to bounce or crouch up and down, grinning to show their anger, as The Entity draining them has brought their more basic of emotions to the surface.

    Giving the Hatch: An act of defiance by the killer against The Entity, or a sign of the killer becoming free from The Entity's grasp. This will quickly be dealt with by The Entity.

    Killer nodding: Just them taunting or communicating arrogance or understanding.

    Booping snoots: Amanda probably is suffering in this Hell, being a weak example of a human. Those moments of human kindness may be held dear. Survivors may see her demeanor as pained, awakening their own senses of sympathy and humanity.

    General meming: Depends on the situation.

  • Would it be a good idea to select what platforms you compete against?

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