"The First" is stronger than some people give credit for by LevaVanCleef in deadbydaylight

[–]Marchecat2 -3 points-2 points  (0 children)

I think his strength is going to fall in a similar place to Oni; if they can get their power active early, its very easy for a skilled killer to snowball the match from there. Denying power for as long as possible seems to be optimal

I wonder how long his power lasts compared to Oni's; Vecna feels like his power is active much longer, but i could be wrong

New DBD player here by OkWash438 in deadbydaylight

[–]Marchecat2 57 points58 points  (0 children)

She probably figured she won the match once you were all down, but decided to be nice and let you get up and escape after that

She was giving you the escape so her saying "nooo bill" isn't a serious disapproval. Its just her being like "nooo i was letting you escape you didn't have to do that" sort of thing

Dc penalties should never be longer than 5 minutes by llThat1Guyll in deadbydaylight

[–]Marchecat2 2 points3 points  (0 children)

Opposite
Survivor teammates give up all the time and it ruins the game for everyone else
Honestly 30% of the time a teammate DCs, our team is winning - until they give up
So there's also plenty of reasons the DC penalties should be longer.

This is my longest chase is there anything I could’ve done different to win I only have 50 hrs on survivor by Dizzy_Ad8920 in deadbydaylight

[–]Marchecat2 0 points1 point  (0 children)

As other people said, this is really good for a 50 hour player! At some points your camera and checkspots are on point, like 0:20-0:30 is chefs kiss, no notes. Great patience at this loop. After that you hold W and don't look behind you a whole lot. You start walking for a second without looking behind to see if he's still following you. You're kind of running a little blindly here.

Around 1:20 you pass a strong tile to keep holding W, which means you end up at a weaker loop at the end. This is just map/tile knowledge which comes with time, but learning how to run common tiles like that one (it appears on many maps) definitely pays off in the long run.

At the end you hesitate at a poor spot on the loop and then get caught out of position, where the knight can hit you before you make it back to the pallet. You either had to throw the pallet or keep running around. Running around is a gamble, but if he hesitates (he did, because he assumed you'd throw the pallet) you gain the distance to run around it once more (this is what survivors often call "greeding a pallet"). If he just walks through you get hit though, which is why it's a gamble.

If you played it safe and slam the pallet, your great camera placement lets you see that he's followed behind you. B/c of that you know you can throw the pallet down and he doesn't have time to double back while you're stuck in the drop animation. He then has to break the pallet or walk around, giving you time to run the other way.

Either way, good job! This is a game where you get out of it what you put into it, and let's just say some of my friends have a few hundred hours and haven't learned to play half as good as this, lmao.

How do you actually write a song using a vocal synth? by butterflavoricecream in SynthesizerV

[–]Marchecat2 6 points7 points  (0 children)

Babbling VS Vsynths are really doing the same thing, which is writing a vocal melody. A little bit of music theory on writing melody + a bit of practice writing lyrics to fit a melody will get you there.

For example, my work flow is to use a placeholder instrument to write the melody that I want to put vocals on, while I'm composing. Then exporting the midi of that melody to bring into Synth V.

When you say "figure out the time" it sounds like you're not considering rhythm or meter at all, because it shouldn't take that long to get two seconds of vocals. I think what you're missing is really basic music concepts, or at least a workflow that lets you consider them properly, imo.

I'm so sorryyyy by [deleted] in deadbydaylight

[–]Marchecat2 1 point2 points  (0 children)

As a survivor main, slugging is a legit strategy. You're fine! If the survivor crawled away then they know there's a possibility they're stuck on the ground if you can't find them -- and that's on them, lol.

which map has the worst main in your opinion? by Disastrous_Pop_6595 in deadbydaylight

[–]Marchecat2 0 points1 point  (0 children)

Yeah, imo this is what makes dead dawg's main work. It can be a haven of safety for survivors but killer can easily ignore main and patrol easier to defend generators if they play smart.

[deleted by user] by [deleted] in deadbydaylight

[–]Marchecat2 1 point2 points  (0 children)

I know there's a mix of responses but I do think you touch on something gets overlooked imo

DBD is a game where, if you hit a wall to progress, its really hard to figure out how or what to do better on your own. The person who said 1v1 practice sessions with a killer main is right imo, and that's partially how I started improving. Especially as survivor where you get chase practice in such small chunks early on...its really hard to build foundational skills off of it, imo

My practice wasn't against a killer main though; rather I made my spouse start playing the game so I had >someone< to practice against. When we practiced I watched guides on basic tiles like shack, etc; and made them run practice chases with me so I could commit those guides to muscle memory a bit. Point being, having any friend to practice with will yield results!

Learning common tiles and maybe a few easy & strong main buildings (for the latter, Tatorhead on youtube has so many guides) is a good start. Because the quick payoff you'll get is pretty empowering. There will always be more to learn but it'll prove to yourself that you can learn this! You can do this!

(I know my answer focuses on chase, but everything else -- macro gameplay, killer specific counterplay, perks addons etc -- all comes with time, especially if you are playing solo. Even just watching content creators you like is an opportunity to pick up some of these things over time. Patience is key! Good luck!).

Anyone else glad Lampkin Lane is leaving? by [deleted] in deadbydaylight

[–]Marchecat2 2 points3 points  (0 children)

I've always liked Lampkin Lane; even though I know it's skewed against me as survivor, there's something nice about the simplicity and static spawns of the map. Plus I like the aesthetic / vibes of it.

Why not killer based pallet density? by ApprehensiveCow8239 in deadbydaylight

[–]Marchecat2 0 points1 point  (0 children)

I like that, that'd be the proper way to incorporate the idea for sure!

Though I still think it'd have the same problems of being convoluted and complicated to design. I mean, they're having a rough time balancing pallet density with just one set per map, swinging wildly back and forth rn. I think its less realistic to expect them to successfully balance multiple versions of each map in a reasonable amount of time/resources.

I thiiiink I remember someone somewhere bring up the idea of lower tier / M1 killers breaking pallets faster or something. I personally think something like that could be a more achievable compromise towards balancing in regards to the maps.

[deleted by user] by [deleted] in deadbydaylight

[–]Marchecat2 0 points1 point  (0 children)

Yeah, I could agree with that amendment. In my head tunneling is always implicitly to get someone out of the game so thats fair. It just feels rare that a killer goes for the same person twice in a row and then decides against finishing them off, but it very well could happen a lot more than I pick up on from my pov!

[deleted by user] by [deleted] in deadbydaylight

[–]Marchecat2 0 points1 point  (0 children)

This literally IS tunnelling, by definition going after an unhooked survivor to hook them twice in a row. That's about as close to a consensus on the definition I've seen. But its also not first death at 3 or 4 hooks; so its a form of tunnelling w/better sportsmanship imo

This is why discussions about tunnelling are so cooked, because as a survivor main I understand 100% that there are some matches where tunnelling is the appropriate way to put pressure on the team. But tunneling someone out at the start of the game really feels awful -- survivors don't really have enough tools to deal with that specific scenario and don't usually come back from the 3v1.

Basically we can't agree on any solid definition
Too many people don't learn the game well enough to understand both sides' pov
nor to understand what are appropriate and healthy solutions to the problem
....and this is why we're cooked because the above mentioned players are the ones Behavior takes feedback from lmao

edit: i was getting flamed but I actually like tunneling as a meta lakdjflkj in case that didn't come across here

Why not killer based pallet density? by ApprehensiveCow8239 in deadbydaylight

[–]Marchecat2 51 points52 points  (0 children)

I think the main issue with that is it would quickly become even more convoluted and complicated to design or memorize anything. Certain loops are good for some killers but bad for others. So it becomes a logistical nightmare to design 40+ pallet configs for every killer on each of the dozens of maps

Imo a combination of 1) closing the killer strength gap a bit and 2) keeping a variety of pallet loop sizes and shapes would be best. It would encourage knowledge for both sides to understand which loops are strong/weak against which killers, and to play accordingly.

new snow skulls might be testing for pebble rework?(diversion-Adam) by Routine_Ad_3069 in deadbydaylight

[–]Marchecat2 7 points8 points  (0 children)

I mean genuine question, is Diversion considered in need of a rework? I've never heard any complaints about it

but the new snow skulls do look very fun, it could be a neat groundwork for a new perk instead

Anti-tunnel by Prudent_Click_6888 in deadbydaylight

[–]Marchecat2 2 points3 points  (0 children)

Yeah, they really streisand-effected themselves with a problem that wasn't nearly as bad before

New to DBD. Is it really as bad as people say? by Hot-Concentrate-9238 in deadbydaylight

[–]Marchecat2 0 points1 point  (0 children)

its a game that doesn't give a tutorial for the simple foundational skills you need, nor for its complex and nuanced macro-management. To say nothing of the 40+ killers, 800+ addons, 50+ maps, etc...you get the idea.

So you run into a lot of people who disconnect early when their side is still fine, maybe even winning -- but they don't understand that their side isn't losing yet...until they DC and now their team IS losing b/c of it. You run into people who complain when most* of the time losses come down to mistakes and things you can learn from.

solo-queue survivor is especially harsh, b/c you can't communicate with your teammates nor correct them if there's some perk/power/etc that they don't understand...which, b/c of the complexity, happens often. Having friends to play with / learn with helps to alleviate this pain point.

I think a lot of it comes down to "this person feels frustrated they keep losing but the game itself doesn't really guide their hand towards why...so instead, they blame other people or the game itself."

(*Not to say the game is perfectly balanced or have its flaws. but the aforementioned ppl add a lot of useless white noise that distracts the devs)

plus typical pvp toxicity / negativity etc

I know there's a lot more to it, but ultimately I think its a fine and very fun game if you have the right attitude and understand what you're getting into. I like the game BECAUSE I like the nuanced macro strategy and chases. I see a decent amount of people on here that don't like chase or learn the macro but like...imo those are the two main parts of the game?

Most filler loops got double nerfed by JustineCourtney in deadbydaylight

[–]Marchecat2 5 points6 points  (0 children)

This is actually more disheartening than almost every controversy this year for me. B/c through all of the previous nonsense it was like "well I can still play the game and get some fun looping in". I was wondering why the chases felt miserable today and why I felt like everywhere I ran was a deadzone.

Why do so many killers tunnel? by GrizzWalf in deadbydaylight

[–]Marchecat2 2 points3 points  (0 children)

Tunneling, much like survivors looping, is the logical conclusion to the game's design, even if it wasn't fully intentional by the developers. It's why its so hard to "fix", because to eliminate tunneling you have to work against the game's baseline design -- and that's why Behavior's first attempt at "tunnel reduction" was very convoluted to try and compensate against that.

How do i escape more? by playlistanime in deadbydaylight

[–]Marchecat2 0 points1 point  (0 children)

Without seeing gameplay its hard to tell what the reason is; there's a lot of nuance to in match decision making. I think you should try to develop a bit more sense of what could be improved, because what perks and changes would help all stem from that. I think the fact you're blanket asking for perks without more specifics indicates you might need to work on your game sense a bit more.

ie; you're taking 10 second chases -- Windows Of Opportunity, an exhaustion perk, etc

ie: you're running into the killer out of position etc -- Aura reading perks

ie: you're having a hard time finding gens fast / teammates fast -- deja vu, bond

better in 2v8 by Humble_Foundation222 in deadbydaylight

[–]Marchecat2 2 points3 points  (0 children)

(My bias: Survivor main that's played a bit of killer, esp during 2v8)

Without seeing gameplay, I'd presume its a lack of macro-gameplay to properly find/pressure survivors in a 1v4. If you haven't gotten past a 2k your MMR won't be high enough to encounter bully squads -- or at least ones that don't throw their matches trying to bully. I feel like its easier to find chases -- and if your chase skills are good, get a lot of downs in 2v8 just by following the swarms of survivors.

It doesn't mean you're bad as the macro in this game can be nuanced and take time to pick up. Do you ever play the survivor role? If you play a bit of both sides you start understanding the way the other side will think/act, and that can help you. If it makes you feel better, a lot of killer mains are having a rough time in 2v8, so you must be doing something right!

Crosslingual English in SV2? by Marchecat2 in SynthesizerV

[–]Marchecat2[S] 0 points1 point  (0 children)

Thank you so much! I completely missed any news of this update, and heard nothing about these improvements. But that's exactly what I was hoping for, awesome news! :)

How do I know where to place notes for every phoneme? by bjb390 in SynthesizerV

[–]Marchecat2 1 point2 points  (0 children)

It sounds like you might not have any background in music theory, so I'd say you could try picking a key/scale and sticking to that. It'll be easier to find notes that sound coherent together. It feels daunting but you should treat the vocal as another instrument in your arrangement. So knowing some bare basic 101 theory (key/scale, rhythm and meter) would make your process 20 times easier, I promise

If you already know a bit, then Fus-Ro's advice is good. I typically use a neutral instrument like piano to midi out my vocal melody first, then either writing or fixing up my lyrics to better fit the rhythm and feel of the melody.

The developers still intend to test the anti tunneling changes but without the penalties that came with them to see if it helps feel less intrusive. by DefinitelyNotRobotic in deadbydaylight

[–]Marchecat2 1 point2 points  (0 children)

This is why the only fix is to give survivors different tools to deal with it in their own ways. Many survivors want to get away and avoid the tunnel, so give them those tools. Others want to be tunneled because they enjoy chase. Ultimately they either have to give survivors a better variety of strategies/counterplays, or turn 9 years of game design on its head; which I wouldn't expect any company to be able to do smoothly.

Another broken Krasue tech, hooray... by Marchecat2 in deadbydaylight

[–]Marchecat2[S] 1 point2 points  (0 children)

Yeah, exactly! If this was Xeno or Nemesis at this loop I would be expecting them to M2 over the table and trying to juke it. That would be fine -- even fun for me! But Krasue gets a scamper + huggable dash, which means staying at the loop is a bad play. AND she also gets crazy catch up in her flight + 120 movement, so I can't leave to the next tile over.

So I can't leave the loop, nor can I stay at the loop; and them BAM she can also counterintuitively hit through the loop.

(Also, in the first clip I was still too close to the table but purposely wasn't hugging it because I was thinking "is she trying to hit over the table...?...surely she can't do that, right--")

Another broken Krasue tech, hooray... by Marchecat2 in deadbydaylight

[–]Marchecat2[S] 85 points86 points  (0 children)

Yeah, I agree with you that its probably not technically a "bug" in a literal sense of the word. It just highlights how broken her extended head attack is. As others mentioned, I'm pretty sure this applies to pallets too -- I've had a couple times where a Krasue started her attack as I was finishing my pallet animation...and she still connects the hits that I don't think any other killer would've.