Avatar

Vox_Nocturne

Vox_Nocturne

About

Username
Vox_Nocturne
Joined
Visits
0
Last Active
—

Comments

  • I wouldn't like that. Just finished with a bitter Red Rank SWF, so I'm quite happy I can just block them.

    Problem is that console is worse than pc since a controller isn't good enough to take on a keyboard and mouse combo (balance is way off, and the couple of games I played on crossplay put me off because of the clear discrepancies and frame rate). And from seeing the multitude of salty comments experienced on there I'd never use it.

  • I'm happy there is more variety for offerings now available. These extra offerings may also have the added effect of reducing the appearance of more powerful aquisitions from the bloodweb (Ebony Mori; Keys). It's a nice addition, and also allows a little more control with maps, without ruining the randomness.

  • There are quite a few possibilities. Those seem interesting, but I wonder if a Mori should be based on progress, not hooks. An example:

    Cypress Mori: As it stands.

    Ivory Mori: Once 5 gens are done, you can kill all survivors by your own hand, providing they have been hooked at least once.

    Ebony Mori: Once 4 gens are done, you can kill all survivors by your own hand, providing they have been hooked at least once.

    And then another addition.

    Iridescent Mori: Killer can Mori all survivors anytime, so long as they have been hooked twice.

    Just a thought.

  • There's only a finite number of ideas available for this game in its current state, and likewise with perks. It's not the intention to keep making better, stronger perks and killers, as it will make the variety obsolete.

    They're coming up with variations at present which still present differing playstyles. "The Blight" acts like a creature that pounces along the walls, but maybe the animation for that would be too complex. Oddly, I can see this as a power the xenomorph may have had in another universe.

    There are other ideas they could try, and I reckon visiting "Identity V" may provide some ideas: For example, one killer there creates a mirror image of itself; another creates little crearures which dot along the landscape; and another possesses husks.

    Likewise, adding new effects has helped newer Killers such as The Executioner and The Demogorgon, so more effects in future could be good! Maybe a Killer may have a power where if a survivor looks at its face they those speed (like a Medusa character); or perhaps an enemythat can ressurect sacrificed survivor husks and use them to hunt survivors; or maybe one which could manipulate jungle gyms and borders. Those are rough ideas, but options.

    Ultimately though, new Killers and perks don't necessarily have to offer a power completely unique to themselves. They just need to address a current situation found unenjoyable by the players. Maybe if people offered suggestions for powers, rather than just berate existing ones, the community may be able to work with the developers. This goes with many other aspects too.

  • They're weak and playing the wrong game for them, probably.

    It's extremely rare that someone dc's due to power cut just at the moment they are downed. I can understand that if it happens arbitrarily, but at that point? Most times I will have my doubts.

  • Don't use stealth: Well, it works for me! It's saved me numerous times and I've saved others numerous time. Being a good "runner" is fine, but being good at all aspects is much better.

    NOED is for n00bs: No it's not. It's for teaching survivors not to be cocky little ***** and also may never even be used, meaning you're a perk down.

    DS & Unbreakable OP: Again, they are used in specific situations. Unbreakable can be practically useless, and DS again is only active for a set period of time. Just don't tunnel.

    Killers/Survivors are [insert complaint]: Both sides have good/ bad/ friendly/ toxic/ funny/ competitive players. Neither side are supposedly the sole problematic side. Try playing both sides and that will become clear.

  • I play both sides equally, and along my travels through the fog I've encountered all sorts of people! I've met the best, the worst, the neutral, the funny, the competitive, the selfish and those who save me at the detriment of their success.

    One thing both sides have in common is that they have players that represent all of the above. Neither side are angelic or evil. The battle is usually based on a few negative experiences, rather than the swathe of positive or enjoyable experiences.

    People will not win every time. They should not expect this. Play for the enjoyment. If you are no longer enjoying it, give it some space, or at least play another game alongside.

  • I'm not sure what platform you're on, but being on Xbox I had this happen to me too once. I managed to get a clip of very obvious teaming up sent to BHVR on a ticket and they resolved it.

    It's unlikely you'll be banned unless you incriminate yourself (somehow, don't know how though). It's best to accept you won't win once you realise, then aim to grab as many clips as possible, as well as the end game result (can prove absolute corroboration alongside video footage between survivors and killer).

  • It's about thinking what you can do to be a better player, rather than thinking why others make you a worse player.

    There are a lot of decent players still, yet the ones who aren't tend to be the ones who want the limelight.

  • Usually any discussion or argument that involves taking sides can be effectively narrowed down to the question: "Why can't you be more like me?".

    There's a need for validation. Even when it involves subjects such as bullying or snobbery it boils down to requiring the feeling to be right. If the other succumbs to that person, it reassures them they're right because it's another voice like them.

    However, every person has their own reasons for wanted to be on a side. I guess I'm a little confused sometimes, in so far that if I pay for a game I want to get the most out of it, so playing effectively 50% of the game only feels a bit unusual to me.

  • I don't hate her. I don't particularly throw my arms up in celebration when she turns out to be the killer, but her power does change the feel of the round in a refreshing way.

    Which threads did OP refer to which declared Amanda was too strong? I honestly have not come across a discussion of that nature. It may well have been overlooked, but certainly nothing stands out in my mind.

  • I have come across many SWFs that have not been toxic. One invited me to group chat after and were really complimentary, as well as sharing tips and thanking me for not being a camper, even though they were destroying me up until they 3-genned themselves.

    OP is also right in stating that the Killer needs to think about where they go wrong and what they can do to play better. Not saying it will guarantee 4ks, but it may well impeove aspects of their game and make the matches more difficult. If a Killer just sticks to the idea that they lost because the others played toxic, then they will forever be a bad player.

    SWFs do have an advantage, but it doesn't mean they're all bullies. Some are toxic, but then again so are some solo players.

  • It's been mentioned previously, but just move on and don't give them the light of day. People like that are always people who feel inferior, and for some reason being able to twiddle some knobs more successfully than others (especially with all the benefits SWF bring) means something - especially when their lives are clearly crap already.

  • To those types of players, if you win then you're sweaty and if you lose you are a n00b. There is no inbetween apparently!

    As in any game, we play to win, even if our aims might be different! I fought a 4-man Red Rank SWF a couple of days back who did no gens, and instead were playing some other type of game. They did chases; they would sometimes rat each other out; they'd do sometimes quite funny things! But clearly, their aim was not to open the exit gates - they just were having fun! I sacrificed 3 and gave the 4th the hatch as I figured they were competing against themselves for a winner, but I still have no idea what their aim was. Maybe they just wanted to see who'd survive longest? Still, they had their own aim.

    Basically, you don't play to lose. Some people may set themselves challenges. I randomize all my perks and offerings, and each round I have my own aims, or aim for a minimum black pip or challenge. However, I still play to sacrifice them all as well. It's part of the game! So when people call others sweaty, it feels to me more like they're refusing to look at their own gameplay; instead just coming up with an excuse to save grace. I've been called trash after a 4k - it's just a bruised ego.

  • @HatchIsMyMercy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1537204#Comment_1537204

    Sadly, we aren't getting Sidney in chapter 17... but maybe in the future!

    Please don't sit on my hopes and dreams like that :((

  • Just depends on how I'm feeling in that very moment.

  • Silent Hill. There are so many games with so many potential maps, it's frankly ridiculous!

    Hotels; Prisons; Labyrinths; Mines; Fairgrounds; Apartment Complexes; Homes; Churches; Nightmarish Landscapes ... so many to choose from!

  • Find some organisation that might be able to deal with the growing threat. The SCP Foundation; The X-Files; The Magnus Institute... just something to make sure that Hell Hole is sealed up for good!

  • There's a sword at the centre bottom of the screen, although it's fairly faint. Could that indicate something?

  • Is there a sword at the centre bottom of the screen? Is whatever it is going to touch it?

  • @NekoGamerX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1537594#Comment_1537594

    i think your talking about the us ver which wasn't that good and the eyes aren't bug they mouths.

    https://cdn.cinematerial.com/p/297x/nyz9u7pe/one-missed-call-movie-poster-md.jpg?v=1456245161

    and the theme to us ver not good either here the japanese and us ver tell me which souds better creepier.

    US ver

    https://www.youtube.com/watch?v=ui4f_0bQY74

    here the japanese ver i want this as my ring tone

    https://www.youtube.com/watch?v=X5VwGESvPL8

    for the hell of it here the japanese ver with lyrics

    https://www.youtube.com/watch?v=y0wXpT4bAmU

    there better ver and longer but it not on youtube anymore.

    I never really looked at the eyes up close, but now I see it I kinda prefer the bug idea :D. I'll keep an eye out for the Japanese one though, thank you.

  • Why, you rumbumptious ruffian! Away with you and your evil-doer ways, you fragrant man swine!! *shakes fist in typical menacing-yet-entirely-English manner*

  • It would be perhaps an idea if - with regards to the opt in/out crossplay - there was an option to select which platforms people want to cross-play with.

    From a console point of view, they can face other consoles on a similar level, and then if they want to challenge themselves further they can opt in for the more nimble PC controllers.

  • I tend to think I'm not a friendly killer, but rather a sporting killer. This means I give everyone a fair whack.

    I'll attempt to hook everyone at least once before I think of knocking people out of the game; I don't tunnel; if I see someone unhooked I'll go for the rescuer (but if the saved is dumb enough or cocky enough to get in the way I'll slug them, but leave for someone to pick up).

    In terms of escaping, I also play in character. Whilst with Wraith or Hillbilly I'll aim to sacrifice them all, but with Trapper he may let someone go if they were close enough to the exit barrier (even though I may fake the intentiom, walk to a hook, then turn round and deop them off).

    Basically, I character-play, with an aim of making the game sporting for all (which benefits me as it makes me improve skills, and others so they actually feel the round was worth it).

  • @NekoGamerX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1537213#Comment_1537213

    only ones i heard of are The Mist which i seen and Audition i haven't seen also love Japanese horror few years ago got my favorite one missed call boxset of all 3 movie.

    https://images-na.ssl-images-amazon.com/images/I/51hBtzkMRKL._SY445_.jpg

    i also loved it more then the ring and the grudge.

    I've heard of One Missed Call, but I think it was a translated version? Some face with bug eyes on the cover or something.

  • Nice selection! If you want a few recommendations, look out for "Jacob's Ladder", "The Mist", "It Follows" and "Audition"

    Also, for a really surreal trip, "Uzumaki" is worth a gander.

  • I'll also add that BBQ and Chili would be useful. Never again will my nephews and nieces beat me at hide and seek!!!

  • I'm quite content to not hear how my mum has slept with various players in full surround sound thanks.

    Some may like it, but for me it would destroy the experience.

  • Those definitely ought to be made into cosmetics! You have my vote.

  • The perks seem fair to me for the most part:

    DS and Unbreakable can only be used once per trial. A mishap in timing is very rare, but can make it a useless perk. They are strong, but that's reflected by their once-only use. DS has counterplay (a.k.a.: Don't be greedy!). Unbreakable may not be used at all. Even together, it's not devastating.

    OoO has a strong power, but the downside is giving away your location. In SWF it is even more powerful, but again puts that character at risk.

    DH can be beaten, as a mistimed DH with a patient Killer almost always results in a down, as well as DHing into walls. The only slight change I'd make to it is to give the Killer the same value as a wall - if a survivor wants to run into a Killer, running through the Killer makes no sense and is a bit cheesy. However, the aforementioned flaws may argue against that.

    Overall it is boring to see the same perks, but they are just perks and a savy Killer can beat these. Even if not, eat the DS and make them use it earlier.

  • When I've had Sabotage equipt, and the Killer collects a fallen survivor, the hooks appear to be arranged in circles when they light up.

    In relation to this post, are the hooks arranged uniformly like this so that the distances between hooks will be equal distances? Are they measured in so that as long as hooks in close vicinity haven't been used or sabotaged the Killer has a fair chance of hooking?

    Could that be why those hooks do not return once a sacrifice has been made? Just interested to know whether others have noted this. I wouldn't be against hooks coming back after a sacrifice, even though this has very rarely been an issue for me.

  • By definition, DBD is "Pay to Win", in so that you can buy perks sooner than are available on the Shrine, and be able to utilise those perks and gain advantages in certain areas of the game.

    My issue is with the idea this is not fair. Devs create new content which costs time and money. When a new Chapter is made, a lot of effort is made into designing the characters, map, coding around existing coding, getting new perk ideas, etc.

    Every Chapter every player gets a brand new map for free. I hear what you say about the Shrine, but it still exists, and doesn't take away the fact perks are given for free. All perks give an advantage in different areas. DS is protecting against quick follow-up hooks. Down them and leave them if you suspect it. I find perks like Bond, Empathy and Kindred far more useful.

    It is still possible to get to Rank 1 with no perks. It's about skill over all else. Perks just add some variety. Personally, I find nothing wrong with what they're doing and it feels perfectly reasonable that they get paid for the work they do.

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1526453#Comment_1526453

    I mean...in Chucky's defense lore wise you're not actually dealing with a "doll". Its a doll thats controlled by a guy who sold his soul and the doll itself is under his control as well as other demonic entities. Chucky pulling people by the leg down a hallway isn't the strength of the doll, its the demons and now ghost of the guy controlling him. As for The Leprechaun <----its a demonic entity none of the rules apply to that thing and it can even change its body to be 20 feet tall, along with teleport...make objects appear, he's on the level of freddy.

    As for Critters and the Gremlins, and the blob, they can't get you unless theres multiples which for this game (as I mention in the first post) would be an engineering feat unlike anything seen before. Wouldn't stop them from being a hit.

    I do see your point, and maybe a giant Leprechaun could be scary or just more comical. I'd see it as the latter, but maybe it'll scare some.

    But as for Chucky, I just can't see how running from a goofy-looking doll which is either possessed or a rogue AI could be scary. Even with its strength it would just be making me laugh.

    However, if they were tomake a human-sized apparition that looks demonic, with the doll floating around the heart area, maybe that would be more unnerving?

  • The chased survivor is putting themselves at risk, so that the other 3 can get those gens done. If they've been chased 3 minutes and allowed 3 gens to pop as a result I am more than happy for then to use as many pallets as they need. Besides, pallets aren't the only thing to use in chases against Killers.

  • Chucky is probably one of my least favourite, as with any other doll-sized Killer. There is no way whatsoever some doll/ leprechaun/ gremlin/ critter creature can exist without taking away every bit of atmosphere, and turning it into one very over-done Benny Hill chase.

  • I tend to find face camping a very dull experience as killer, so I don't. Really, once I hook someone I'll be after someone else, regardless of how they've acted to me. Besides, if I face camp someone who has "baited" me, then it doesn't matter if they are sacrificed or not - they won because they know they got to me. If you leave them, it annoys them more as it shows their actions are pointless.

    The only time I'd hang around a hook would be if I know another survivor is there somewhere (scratch marks, sounds).

  • 1: Daily

    2: I use a randomizer for every game for my perks and add-ons. If a Mori appears, and I have it in stock, then I use it.

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1525304#Comment_1525304

    Is it the”21st century fox” intro thing? With the searchlights and all?

    Nope! It was "Take Me Home (Country Roads)".

  • @forum123 said:

    Stop pressuring me, just stop pressuring me.

    Guess the song :D

    I believe that's "Scream" by Michael and Janet Jackson - a very apt song, considering the forum :D.

    I'll try one:

    Da da daaaa da da daaaa da da daaa da da DAAAAAA! Da dadadaa da dadadaa da da daaa da da daaa

  • The randomness of maps is one of my favourite features. If people could vote then there would be only a few maps used, making the game stale and boring.

    Offerings already exist to select maps anyway.

  • Racism is just outdated, vile and only used by the lowest of the low. I'd be fine if they got a permanent ban.

  • Michael Myers, because of the way he stares straight close-up into the face of the survivor, seemingly watching the life drain, and knowing his face will be the last thing they will ever see. It's just so damn intimate!

    Special mentions go to The Hag (intensly primal), and the last 3 killers: Oni (brutal and ritualistic); Caleb (creative execution); and Pyramid Head (illustrates his command and painful).

    Recently, the mori's have been brilliant, and I hope they continue to exceed this.

  • I'll go with Alien, but in all honesty I may as well print out posters of every horror-related bit of media, become blind-folded, spin around several times, wander around a bit and pick up a poster. That'll probably give me just as much a chance.

  • @projecteulogy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1521483#Comment_1521483

    That's my exact notion going into a game... but we are asking the community to equip Empathy, which is a tall order to fill lmao

    It's Claudette's first perk, easy! :D.

    It's true there are those in the fog who have succumbed to those negative behaviours or thoughts. Yet maybe they've learned those behaviours from others. To add, if it's possible to learn from negative actions, they can still learn positive attributes and revert back.

    It's not so much that people can cure it - one bad day, and someone will bring forth vitriol as a result. They do have the ability to change how they are in game, and if more do then more will follow.

    An impossible task, perhaps. But a task worth taking anyhow. :)

  • I believe I can answer your question with the utmost confidence:

    Screenshot_20200808-221205_Samsung Internet.jpg


  • @projecteulogy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1521440#Comment_1521440

    I was actually about to reply something similar. The game has too many competitive chunks while being in no way competitive(due to ranking/mmr being a landfill on top of player skills/intentions/mood). Then, like @slunder stated, SWF/Solos vs Killers actually matters a lot. But I honestly thought it was common knowledge that playing killer will always be more stressful, which is why point cap potential is so high for them.

    I agree, and I think it is common knowledge. What isn't common knowledge is the sheer amount of reasons as to why, and that it's not just down to certain game events, moreover many internal and external causes.

    All the more reason for people to just be a little more humble in victory or defeat: Inspite of how the round went, the opponent may be having a far worse day, and not for the reasons solely related to the game.

  • Fable always appealed to me as a magical place, or Elder Scrolls: Oblivion (minus the Hellgates).

    Despite Silent Hill being my favourite series, I don't fancy the idea of living there (unless I could create it).

  • Also it's very much to do with how the brain is more likely to remember bad memories than good ones, because the emotions involved feel stronger, probably to aid as a warning not to mess up again.

    In terms of the game a Killer is reliant only on themselves. The stress is certainly stronger. With Survivors, there are 4 of them, and thus more ways to "share" the feeling, or at least blame someone else. I'm sure there are both Killers and Survivors out there who take onboard and own their errors and use them to get better. However, this won't change the fact that a Killer has nobody else to turn to.

    So many factors, but taking this into account certainly helps with the explanation.

‹ 1 2 3 … 11