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Vixley

Vixley

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Vixley
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  • thought id report back and say i finally got the shards! it’s been a fun ride fellas, thank you for the 22 pages of complaints ive read for a few weeks. now i must leave this thread and wish you all good luck o7

  • got another email saying that the shards should be there and if not to send cloud id back.

    so i guess if you also haven’t received them, email your cloud id.

  • still no shards, just want to buy the artist... which ive had 1 mil bp saved up for since they announced these shards.

  • still no shards for me :((

  • over a week of waiting and still no shards. what a joke…

  • also no shards over here, unsurprisingly

  • I got an email earlier this hour saying:

    Russell (Dead by Daylight)

    Jan 31, 2022, 11:17 EST

    Hey there,

    Thank you for taking the time to reach out to us.

    I have just received word that the 6,000 Iridescent Shard compensation for the removal of The Cannibal's unlockable masks has been sent out to all players who had played as The Cannibal at least once before the Mid-Chapter update on January 26th, 2022. If you are currently in-game you may need to restart Dead by Daylight for the change to your Iridescent Shard count to take affect.

    If you have any further questions, or have not yet received your Iridescent Shards, please don't hesitate to reach back out to us - we're always happy to help!

    See you in The Fog,

    The Dead by Daylight Team

    However I still havent received the shards, so obviously this hasnt worked. Ive already sent an email back so its definitely a WIP

  • Who would bother playing in ranked when you can have a much easier (and probably more fun) time in unranked?

  • I literally can't see hooked survivors on some maps if they're on the other side. These auras are horrible to play with and I've stopped using perks like bond and kindred because of it :/

  • why would PH need to see the cage, he has no reason to apart from...

    oh.

    tunneling.

  • ...no.

    just buff solo queue and then buff killers.

  • Yeah, it'd be a good QoL change for us.

  • Ok now I've seen shirtless Jeff...

    yes please.

  • Nurse is still the strongest killer to exist so far, because she just ignores the entirety of regular gameplay and ignores anything a survivor can do.

    However, she is just harder to play and Spirit is still a very good killer who is a lot easier to play than her- so people will often just play Spirit.

    Part of this is why people want a nerf to Spirit, so there will be more good Nurses again as many gave up when she got nerfed (even though, to be honest, the nerf really didn't do much to her basekit).

  • This seems really cool!

  • @cyniChris said:

    They should take some of the perk-based archive challenges and make those dailies - Heal X amount of health states using Botany Knowledge, repair X amount of generators using Prove Thyself, etc...

    It'd spice up perk usage, at least.

    Honestly, this would be a really cool idea.

    Also, I think if there was a bloodpoint incentive to use specific builds on killers which the DBD devs decide would be pretty sweet. Literally anything to spice up perks used and spice up the challenges.

  • Honestly this would be so cool, but I feel like it might affect the performance on console.

  • I think in KYF this could be fun!

  • I main Plague and I think it's fine. The vomiting is a bit odd, but corrupt purge is terrifying to go against and amazing to play as, and I really like the effects of vile purge and how the sick survivors and infected windows/gens/pallets etc look. I don't think bats or fire would really work, as she is the Plague- maybe the devs could do something to make her seem more scary when vomiting, perhaps a scream from both the Plague (as it could hurt her throat?) and the survivor (it might burn them as the vomit could be a bit acidic?) instead of a survivor just going "uhhh huh ughhh".

  • It's not the best one, but it is definitely the most fun!

  • The game would die without swf. Plus, what sort of nerf could they get?

  • I think the thing about second-chance perks is that the survivors only really have those perks which are worth bringing. Every surv perk is either ridiculously strong or horribly weak. I think the devs should be buffing the lesser-used perks so the meta can shift.

  • I’m a surv main so if I seem biased, sorry:

    1) I would be fine with this however the devs have stated they don’t like lobby dodging (hence why being able to see the ranks of your teammates was removed in the lobby), so the best we’d get is being able to see it post-game so you could at least see why some stuff happened?

    2) I play Plague at purple ranks a bit and I’ve never found cobys to be much of an issue myself, so I don’t really think they need a nerf but they are so rare it wouldn’t really affect surv gameplay for me.

    3) Yep. I think there should be maybe a 5 second animation. Also: the dull key should only allow 1 survivor to escape via the hatch (the hatch will immediately close) and the skeleton key should make it so the hatch closes after a certain time- maybe 20-30 seconds?

    4) Agreed!

  • I'm a Plague main (albeit at green ranks) and she is very fun and decently powerful. I'm a red rank survivor and I get why she isn't played as much compared to Spirit, Billy and Freddy though.

  • I'm a survivor main and it isn't at all OP, just a good perk. I think we should balance it out by buffing WGLF though.

  • @Wiliam_Bill_Overbeck said:

    Mayhaps the best option is there's a "Repair Deffenciency" at the start of the trail, where until the killer gets into a chase and hits a survivor, the total time it would take to repair a generator would total out to be 120 seconds. afterwords a survivor getting hit would remove this debuff and the generator would resume normal repair speeds.

    I actually really like this idea, as it would also give killers like Trapper and Hag a chance to setup whilst survivors can still work towards their objective- just a bit slower at the start.

  • Gens are boring enough as it is, increasing them by another 40 seconds would be torture. On top of that, perks like Thana and Pop would be horrendous to have to play against. Increasing gen times isn't a good answer to helping killers, hopefully the devs find a way though.

  • If there's a cosmetic I want then I'd use them. Otherwise, I spend them on any teachable perks I don't have (since I don't have many of the licensed DCs) and any new killers.

  • I feel like instead it should work like a charm, but just above the head. So you can wear it with any skin but it'd take up one slot for your charms.

  • @batax90 said:

    https://forum.deadbydaylight.com/en/discussion/162094/cage-of-attonement-should-reset-exhaustion

    What happen is you are not hook you are affacted by the killer power if they make your exaustion reset every time you are in a cage that mean they need to make the exaustion reset every time you get hit by a killer power because someone will say this if the cage is a power then that mean when i get slow by freddy i shoupd have my sprint burst back its the same both are killer power

    No, a cage counts as a hook stage in the game, not being hit. If it counts as a hook stage, it should reset exhaustion.

  • I’m all for this idea

  • I actually really like this idea. However, I would put it so the tiers are 60/50/40 because being able to heal that fast in a chase is game-changing. Also, it should be limited so it can usually only be used once per chase (maybe 60 seconds starting at the time you press the active button). Also, it would be nice if it involved tokens, so if you heal 2 people early on, you have 2 tokens ready to use. I like the idea of only working when running though. Overall, good perk idea!