Vox_Nocturne
Vox_Nocturne
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There could be an additional game mode, offering greater rewards, but focusing on non-SWF and always randomized perks and add-ons, based on what you have already earnt. Keep the ranks for the current game format so people can still play, and add another game mode where people can try for shards, bp, cosmetics or cells by competing in randomized events.
I agree, metas are dull and uninspired, but people have reason for them, depending on what they want out of the game. There's no point in "punishing" them for meta builds or (in survivor case) SWF, but there should be an incentive for those willing to to test themselves.
There would be argument for then one gameplay taking over the other - killers moving to the randomized game-mode, resulting in extensive waiting times for SWF, but there is a way through this: by adding a new currency and side-objective in the original mode:
This currency can be gathered throughout the map. Maybe a ticket or a coin. Once gathered, you cannot lose it, even if sacrificed or mori'd or 0k'd. This currency could be used a bit like slots into the old arcade machines, allowing you to compete in the higher-reward games. They could even be purchaseable (although this may lead to limits in how many you can hold). But that may there are incentives and extras for both modes.
Sorry I've gone off topic a little, but this may make things more interesting.
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First of all, I play both sides and have seen and met many decent (even friendly) players, survivor and killer. Either side gets their fair share of unjustified grief, when it's only a small portion of each which plays like entitled scrubs. Saying that...
From my history of playing this game toxic survivors vastly outweigh toxic killers. It has been the longest timw since I've experienced any face-camping, tunneling or griefing from a killer (& I mean that in their actual meaning, not as in someone patrolling a hook where the survivor starts saying they're "baby killer" and all that crap. However, the clicky-dicky brigade and tea-bagging tosspots are still plentiful. Toxic survivors are also most likely to b***h and moan - I mean politely protest - at the "unfairness" of the game.
Fortunately, there are a lot of fun players from both sides to overcome this. So, as a thought, maybe it should those decent players from both sides could come together to rat out the toxic crap on both sides. It'll never be completely without toxicity, but it should be about the majority of decent folk vs the slurry of entitled and bitter.
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Two unpopular opinions here:
1) Killer tiers are based solely on the skill or dedication of the player. All killers can be top tier with practice and when played right.
2) Meta-build characters (survivor or killer) are the game's version of "Easy Mode". Those who "lose" with those perks need to get much better. True skilled players can do well with any perk in any combo.
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The original design was from Silent Hill 2 and the bare-chested one is from Silent Hill Homecoming. Besides the body structure the other difference is The Great Knife - Homecoming's version has some familiarity with a combat knife - reflecting on Alex Shephard.
Speaking of dear Alex, I'd also like to make a comment on The Tormented legendary skin. It's most probably not true, but in my mind - since legendary skins are meant to be different characters - I wonder if The Tormented is Alex (spoiler below)
In Homecoming, one ending shows Alex becoming Pyramid Head. Maybe the skin is a reference to that.
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I've experienced Repressed Alliance as a killer, and it is a useful tool. But it also can work in the killers favour as well. It's a double-edged store, as I knew survivors would swarm around it, waiting for the gen to be freed. However, it's effective to avoid PGTW or even a chance to lead the killer away.
Blood pact has some decent use. As said before there are better versions, but at the same time it does have the benefit of effectively giving the obsession an additional 5th perk, empowering the team as a whole. It's more useful than given credit for.
I'm not sold on Soul Guard, but maybe with experience it'll be better.
Overall, the perks do not feel like the "trash" some thought they were. They're not excellent, but they have some decent uses, and mix up the opportunities and combinations a bit more.
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I had my first DBD dream last night!
I was a survivor on map which appeared to have a house from Banham as a central piece, and all around was a blue-grey wasteland of charred mounds of rubble, rusted piles of metals and steam coming up from the ground. I think there were fires burning under the surface.
I was fleeing from a gnarled, mud-brown Hag, which also appeared to have nurse-like skills, leaving a red hue in her wake. I was the last survivor, desperately dodging this manky hybrid. Eventually, she lost me and gave me enough time to hunt for a hatch. There were only 2 gens left to do, so it should have spawned, amd I found it in the wasteland but jammed shut! The gates had not been activated - but then there were no gates! Just a desolate landscape of decay into the blue-grey ether.
My only thought was to start a gen. The one I found was blackened as if from extreme fires. I tried to fix the gen, but the metal was too twisted. The Hag spotted me and ran over as I waited, resigned to my fate. It screeched "Accept your death with grace" as it grabbed me. It's face erupted into tendrils which clamped around my face and neck, ripping my skin off.
Bizaar to think this dream was the back end of a flight over some exotic city with cabins of silk curtains and luxurious harem-styled bed! That's what it must feel like to be snatched by The Entity!
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In terms of gameplay I have found as a survivor that working as a team and keeping as a team is the best chance of escape (no s**t, right?). As The Killer works hard to eliminate survivors, it is only right their chance of survival increases. Even then, the hatch can throw the balance. However, if a killer manages to close the hatch, it makes sense that the final survivor has little chance of escape. That's why it's important to work as a team. Survivors are not entitled to win every game.
However, there is such a thing as sportsmanlike behaviour. This is what should happen after the game has ended. If you've been fair and GG at the end, and they get rude and abbrasive, that's just showing how pathetic and weak those are. You shouldn't experience that.
Basically, during the match neither side should even consider expecting any kindness. Yet post-game the match is over, so people can either move on or at least be sporting or friendly about it. Imagine Hamilton on the podium in F1. Ricciardo goes on second and Hamilton starts ranting "GGEZ!!!" at him. Hamilton would be a laughing stock, amd rightfully ridiculed.
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People play dozens of rounds of this game, and there will be plenty of times to win that crown. It does feel like the chances of getting a crown are vastly easier for a killer than survivor, but with the length of the event and the number of matches to take place there would be many opportunities for survivors to get one.
Just because there's an event on doesn't mean people ought to play differently. There's no reason to change your style. Whether you want them to escape with the crown or play the game normally is up to you, so I back the OP here.
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You could try some of the following old and recent:
Horizon: Zero Dawn
Tomb Raider
Darkwood
Fallout series
The Evil Within
GTFO
This War Of Mine
State of Decay 2
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As survivor, best tp pick and plot which gens to do. If people are just greedy to knock out as many gens as possible, resulting in a near-possible endgame that's down to them. Ignore them, and let them learn to lick their wounds.
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Anything to see it played more would be great! I haven't faced one in ages and it's one of my favourite killers to go against. In the right hands Demi can be absolutely pulverising!
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Listen for her wind-like sound when she phases nearby and do not panic. Keep slow and steady, and resist the urge to run. It's more difficult for her to hit you first time that way. However, when you're bleeding it's really difficult. Try and find a jungle gym amd hope that moving around that might lose them.
Also, Iron Will is imperative if you're injured - it's the only way you can have a survival chance better than 4% against a spirit. Even then, that may not be enough.
Oddly, an unusual perk which may work alongside Iron Will is No Mither. Since you can be silent and not bleeding. Although that's a one-shot ... on second thoughts, it's not as good an idea as I first thought!
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The more variaty, perhaps the more options for creative perks and plays. Drag Queens; Constructors; Garbage Men; Drug Lords; Gangsters; Astronauts; Children's TV hosts; Care Workers ... there are many areas still untouched as professions that could be brought on. It makes sense.
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Is it that this entry is written by an unreliable narrator? Could this be some sort of assumption?
If not, it is difficult to confirm. For example: if they are wiped clean then why do survivors know where spawn points are? Why does the perk Deja Vu exist?
If The Entity does anything, perhaps it distorts time. Maybe it confuses survivors on how long they've been trapped, or maybe it creates a literal nightmare as a never-ending nightmare atmosphere, so survivors start to those sense of time and space - in effect become lost.
That entry is quite problematic.
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Out of interest, what are the thoughts of those who originally earnt those cosmetics, lost them and were unable to get them back? Would they prefer that the exclusives were widely available so they can get them back? Or would they prefer not to have them if it meant those who earnt them previously retain the exclusivity?
It appears that, if this is the main reason for the exclusives becoming available, their opinion would be the motivation. Just not sure if that's what has actually happened or not.
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@NinjaDette1 said:
https://forum.deadbydaylight.com/en/discussion/comment/1376391#Comment_1376391
I wish you the best and hope once the whole pandemic is over you get the job😀.
Thank you! :)
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I'm from England, and am a support worker for autism, dementia and challenging behaviours. I'm also close to becoming a fully qualified counsellor.
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The Trapper: Evan
The Wraith: Wraith
The Hillbilly: Chainsaw Charley
The Nurse: Nurse
The Shape: Myers
The Hag: Witch
The Doctor: That b*****d
The Huntress: White Rabbit
The Cannibal: Bubba
The Nightmare: Freddy
The Pig: Amanda
The Clown: Fat, Rotting Arsewipe
The Spirit: The Pain
The Legion: The Red Stripe Chavs
The Plague: Adiris
The Ghost Face: The Ten Year Old, Teabagging Tosspot
The Demogorgon: Demi
The Oni: Oni
The Deathslinger: Clint
The Executioner: Pyramid Head
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@OperationMintyHippo said:
https://forum.deadbydaylight.com/en/discussion/comment/1366464#Comment_1366464
I never said it was optimal gameplay or the way he was intended to play. That's just how most of them I go against play him exactly that way because it is so brain dead easy for him to do that. He doesn't even have to hesitate. Literally 0 worries. My issue is how easy it is for people to play him this way.
Likewise I never stated you said that. It was a reference to those who choose to play him that way. In essence, it was confirming how people have yet to fully understand his power. It's still rather inefficient.
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Toxicity usually originates from feelings of inadequacy. This could be related to the game (e.g.: That guy destroyed me and made me feel crap, so now I need to ruin some other player's day to make me feel better), or outside of the game (e.g.: maybe their team lost, they've been belittled or grumpy).
It's really a childlike response to environmental factors that don't go peoples' way. They have to make someone small since they too feel small or insignificant.
Ultimately, they're just pixels. Think of how many rounds you play. One crap round is more likely to be remembered, but in the grand scheme of things it's so insignificant. Just move on, or be silly or nice to them. In the end their existing problems won't go away until they address them. Let them solve their problems in their own time, rather than offer a quick fix of getting upset over it.
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Pyramid Head for me, because once he kills me I dread to think what torment I'd have to endure in the Otherworld.
Second would be Adiris, since the idea of being puked at in the face until dead brings together both a disease and - in essence - waterboarding. Drowning is not a fun experience.
And bronze goes to The Hag. Being eaten alive is not for me.
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Oddly, rather than the survivor or killer, should an Amnesia chapter ever be done, this would be the first time I'd actually be most interested in the map of a dlc above the characters. A castle map would be amazing!
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It would take the atmosphere away for me. I like playing solo, and having people yapping in my ear when I'm actually trying to listen out for details around me would be too annoying. It would increase toxicity levels in-game and probably lose a fair portion of the player-base.
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Based on my opinion of Cheryl:-
Ace Visconti: Cheryl would probably be frustrated by his arrogance, although secretly like his wise-cracks.
Feng Min: Cheryl needs allies she can trust, and there's something about Feng she would doubt her trustworthiness.
William Overbeck: His no-nonsense attitude and determined character would endear Cheryl to him as an experienced veteran. Also, he saw the impossible as did she, so there's a bond there.
Nea Karlsson: Cheryl would get on well with her. They would work well as a team due to their edgy natures.
Meg Thomas: Again, Cheryl would get on with her. But unlike Nea, Cheryl may look to Meg more as a mentor than an actual friend.
Laurie Strode: Cheryl would like Laurie as a confidant. They both have come face to face with true evil.
Claudette Morel: She'd have no real opinion of her. As a team mate they'd get on, but doubt much interraction otherwise.
Kate Denson: They'd both socialise outside of the trials; talking about music and having a laugh. Kate will be the one that really cheers her up.
Quentin Smith: She'd like him. They also have witnessed paranormal creations, so they would probably discuss The Entity together.
David King: A strong ally within the trials. His wild life prior to this Hell would entertain Cheryl. He may boost her determination. She'd enjoy his tales.
Dwight Fairfield: She'd distrust him at first, but may later warm to him as he becomes more of a "leader".
Jake Park: Cheryl may be suspicious of "quiet types". Although she'd have nothing to fear from him, I recon she would think something's wrong.
David Tapp: She's seen cops before, and may feel they did nothing much to help her and Harry were on the run. I don't think she'd be bitter, but she would be amused at the fact there is a cop who can do nothing.
Adam Francis: Cheryl's never liked authority, but Adam's demeanor would calm her. He would offer good philosophical discussions she would enjoy.
Jeffrey Johansen: They'd enjoy each other's company. His interest in art may meld with her nightmares and together creatively work on hobbies.
Jane Romero: They won't gel well. Their characters seem to clash in terms of Jane's strong tv personality. Cheryl may feel/get belittled.
Ashley J. Williams: Like Ace, the arrogance would grind her gears. But his battles with The Evil Dead would give her something to connect with later.
Steve Harrington: Cheryl probably was bullied by guys like him, but once she sees his caring nature she may like him. But her traumatic history would make their relationship difficult.
Nancy Wheeler: Unlike Steve, their personalities would match perfectly! Their experiences with "otherworlds" would bring them close. Cheryl may even see Nancy as a love interest, making her relationship to Steve more tumultuous.
Yui Kimura: Cheryl would like Yui's rebellious character and maybe envious of her wild youth. She'd be attracted to that lifestyle.
Zarina Kassir: Cheryl would definitely get on well with Zarina - both seekers of justice. Zarina's bravery would be some Cheryl would greatly admire.
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No wonder The Entity doesn't participate more in the trials - it's only got two levers to work with!
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@Ihatelife said:
I'm still waiting for jeans for Cheryl 😏
Yeah, the jeans have to come! Maybe even a "Memory of Alessa" skin.
But I would actually find her "Princess Heart" costume to be fun! It would probably end up being the new toxic go to outfit though :D
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The "Inspiration" build:
Leader, Prove Thyself, Streetwise, Vigil
Basically, you are just the kind of individual that has that special charisma and make people feel good and positive about you, making them more motivated.
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The "I have too many hobbies to give a toss" build.
Small Game; Plunderer's Instinct; Saboteur; Calm Spirit
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The game never stated fully. It was suggested that is was a memory of Alessa's time at school. Maybe where she hid from the bullies and cried in private. The nightmare world in the first game was createdbout of her own experiences, so that crying girl is most probably her.
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1370745#Comment_1370745
It would be good because outside of a chase game doesent require much skill from survivors and because of this its just not possible to balance this game properly.
Perhaps start with small but significant additions such as an extra objective, such as maybe solve a puzzle (like the Silent Hillmap Clock Tower), or even something else needs to be done to power the gates! Likewise, the Killer could have some objectives other than seek and destroy. It's just off the top of my head and probably a crap-shot, but it may be a start of something much more.
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The SCP Foundation would also be a fun addition! Imagine something like a D-Class survivor with perks based on practical skills, or a scientist able to use science-based perks. The Facility would create a new style of map of underground tunnels, offices and cells, and as for the Killer ... well, where to start!
The Old Man; The Shy Guy; The Plague Doctor; SCP-035; D-3826; The Sleep Killers; SCP-953; Baba Yaga ... so many options!
As for other mediums, there are so many! X-Files, Buffy, CreepyPasta, paranormal folklore (such as Spring-heeled Jack, Yokai or Vukodlak), Dr. Who, American Horror Story, a plethora of literary creatures ... so many!
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1370607#Comment_1370607
Oh man, there are things like this. They are called long loops, or sometimes there are even infinites that allow you to do this on 10m and there are even infinites, like the one on the new map.
https://forum.deadbydaylight.com/en/discussion/comment/1370614#Comment_1370614
Nope, there is no code that prevents survivors from spawning in 4 different locations or if there is its as effective as the code that prevents totems from spawning next to the generators.
Also, if you want to include everything, good luck with that because all i can do are many separate threats for maps, perks etc. (and they are mostly survivor favored)... unless we are talking about spirit/nurse, then its in killer favor.
My life is complex enough without having time to dedicate towards that! :D. This is a very tricky game where people have very different experiences and come up to conclusions based on those. In effect, everyone's opinion matters! And if the game feels unbalanced regardless of size, then perhaps this game doesn't need equations or adjustments - it would need to change the concept entirely, and that is a massive job! Maybe the gen / exit gate objective is no longer fit for purpose. Maybe The Entity has a lot of planning ahead to change the trials completely!
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1370532#Comment_1370532
Let's say that all 4 survivors spawned in different places next to a gen and everybody is perfect, so there are no mistakes and no one uses perks and killer doesent use his power.
Then it is clear it doesen't show reality, but it shows that it is strongly favored for the survivors, on the equal skill lvl.
https://forum.deadbydaylight.com/en/discussion/comment/1370552#Comment_1370552
Bloodlust works in around 10m and lunging will cover only few meters. You wont get more than 10 seconds from this.
When it comes to powers all of them have strong counters (except nurse and spirit) and so they are the strongest killers.
As you say, it's a exceptionally unusual situation should that happen, and there's most likely code to prevent that.
My argument against the idea it shows the game is strongly favoured to survivor is that this calculus is based solely for one specific scenario. This can't then be used for other variations, rendering this math only useful for one highly improbable scenario.
Basically, I personally don't have every single fact to determine this game is biased to one side, so I won't be in a position to state that, especially as everyone has different views. But what I can say is that this equation is only illustrative of a single possibility, and thus is not in a position to make a definite claim that this is survivor sided. It doesn't have nearly enough wiggle room.
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For the survivor it's a place to distract the killer for as long as possible, especially in situations where gens nearby to the shack have been completed, allowing other survivors to take advantage of a by-now fumming killer.
For the Killer, it's a tactical area used to control map pressure and distract survivors from their objective and create mistakes or risky plays.
People may say otherwise, and they would also be right! It's however you wish to play it.
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I fear jewellery, in particular the feel of it. It feels like an electric shock whenever I touch it and it's the thin chains.. I just don't like them at all!
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@Victor_hensley said:
https://forum.deadbydaylight.com/en/discussion/comment/1370508#Comment_1370508
https://forum.deadbydaylight.com/en/discussion/comment/1370516#Comment_1370516
those are people that came for silent hill. payed money, started realizing that the game is broken, then left with no refunds, that's the BHVR strategy. White knights
The biggest rise was in average players was 4 months ago. The average increase within the past 30 days was the lowest increase. Considering there was so much debate on what the chapter was going to be, I cannot imagine 4 months ago people boosted up for Silent Hill. In fact, the only scale that you could possibly make such an assumption was the last 30 days section. The last four months does not support your belief.
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This is a flawed concept, based on a strict, mathematical observation which doesn't portray the reality of the game. There are way too many variables such as distance between gens; survivors together or apart; skillset; map setup; perks; add-ons; how survivors work together (or not); luck; game rhythm; mistakes etc. This seems to work on every game being the same, and as is evidenced by the plethora of different results and scores out there results vary too much.
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On Steam alone they've gained over 10,000 average within the last 4 months. And this forum is just a slither of the whole player base.
Besides, everyday there are complaints from as far as I can remember. Whether genuine relevant complaints, petty comments or troll posts it's no different. It'll calm slowly until the next dlc when the cycle continues, and that's not a stab at BHVR. It's just how it is.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1369833#Comment_1369833
Gen rush? Hell I'd settle for being able to find a gen.
Exactly my point ;)
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I'm actually starting to feel a new appreciation for Midwich! At first it was very disorientating, but then I realised this map isn't about running around doing gens quickly and jogging off; it's actually a tenser map which is meant to build that sense of horror. It's not a map to "gen rush" on, but moreso use stealth, planning and tactics from both sides.
There are loads of places to hide, and likewise lots of ways to take on survivors. This map actually has brought back a real sense of survival horror for me. It's nice to have those tense games back, rather than the maps which favour the "I need the gens done in 5, so I can spend as much time teabagging and clicking".
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@JimPickens said:
https://forum.deadbydaylight.com/en/discussion/comment/1368064#Comment_1368064
If you like GrayStillPlays you'd probably really like CallMeKevin. Grays videos are actually how i found Kevins videos because they both do a lot of Sims 4
Oh! Is he the Irish guy? I think I saw some videos of him doing a chatroom style game where people would be doing standup comedy on a virtual stage. Thank you for reminding me of him! :)
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Rotten Fields, because it is to me the dullest, most unoriginal design out of all of them.
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I still enjoy it a lot! Then again, what keeps me invested especially was the discovery of a DBD randomizer app for perks, characters, offerings and add-ons, so am trying out all sorts of combinations and playstyles.
It only gets marred by a minority of players, but that's just because I don't understand the appeal of being a moron, rather than taking actions personally.
But it's mostly enjoyable to me.
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If you focus on the "toxic" bit, and it affects your play, then they've already won. As @Deathslinger said, just don't pay attention to names. They're all meat at the end of the day.
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Firstly, do not go in thinking a win is just one way. Set yourself a target, even if it is "I will aim to hook each survivor once, even if I get 0K". You will lose and lose often, so once you understand that the game instantly becomes less stressful. Use Tomes or Daily Challenges to focus what to work on.
Secondly, choose your chases wiselt. Do not follow a survivor to an area miles from the generators. Sometimes, a whack to injure them will be enough to see them scurry and look for a heal. Time healing = extra time to hunt others or do gen patrols.
Thirdly, as said previously, do not respect pallets. So you get donked on the head. Big deal! That's one less pallet to worry about. However, do that on pallets near generators. Get them to drop it as soon as possible. Later, there will be no protection available and be easier prey. If there's a pallet in the middle of nowhere, don't even consider chasing around it. If survivors want to hang out there doing nothing that's fine!
Number 4. Be chaotic! Do not keep trying the same tactic or playstyle. If it helps, imagine being in the mind of the Killer. Hillbilly? Occassionally go into Chainsaw Psycho Mode. Wraith? Try stalking prey rather than go for the hit - they may lead you to the others. Do not be affraid to play "dumb" - it will keep them nervous.
Fifth is to observe the playstyle of the survivor. Do they look behind or wiggle around a lot, looking like a cocky a**? Best not try to mindgame them yet - they know what the plays are. Take them when they least expect it in areas not as safe. Easier ones are worth chasing. Do not be affraid to stop chases.
Finally, and this isn't mentioned enough, take responsibility and own your poor performances, rather than blame everything on others. Figure out what you did wrong. Learn from it. I recently lost what I recon would be a 4K and ended with 1K because I was greedy for a survivor, leaving an ideal 3 gen situation in pursuit and paid the price for underestimating them. I am not going to blame it on map or their playstyle; I understand it was wholly my fault. The best bit about this way of thinking is that you can't change others, but you can change yourself. When you realise that, life will get easier.
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Both sides. It's fun to play from both sides amd learn more about how to get better and also learn the weaknesses of the opponent(s).
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Rarely do it, unless I feel there is no other way. Really, it's a crap-shoot.
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Pyramid Head is going to be a decent killer when people start to understand him. He doesn't need to tunnel - he needs to be used as a map controller and to throw the survivors all over to confuse and cause chaos. I would agree with some that to tunnel is the wrong strategy, but he is a strong killer and will punish those who are very reliant on meta perks or who aren't creative or confident enough to mess about with perks.
However, I have to say that my experience of Ormond and Haddonfield - whether as killer or survivor - is that it's very "win-able", & depends mainly on how I play it. Unpopular opinion: I actually like all the challenges each map gives!
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Non-DBD YouTuber Channels I like:
IGP; TheRadBrad; Marz; Alpha Beta Gamer; GameSprout; The Click; Top Five Scary Videos; Gab Smolders; What If; GrayStillPlays; MostAmazingTopTen; WorstPremadeEver; MissScarletTanager; Gore And Perkins; Dead Meat; Ohmwrecker (He does some DBD, but it's one of many he plays).
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There have been a few times people have claimed that, and like every other end-of-the-world conspiracy theory has done they've all failed to deliver.
DBD will at least make it to the 5th aniversary, and most probably beyond. It'll need to evolve, and with luck the next year will show those signs.
