AetherBytes
AetherBytes
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@Mockingjay_S451 said:
What is the bug that is happening, if you don’t mind me asking?
Wesker vaulting a pallet would make his model get stuck at the pallet, however Wesker could keep running around and even attack survivors (becoming visible correctly when he does). It's been killswitched already
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@humanbeing1704 said:
Extremely easy so far
best way to play against a singularity is pre dropping in my opinion
Somewhat. Identify if he's overclocked. If he is and he's close, take the hit instead, otherwise you'll lose the pallet and go down. If he's not close, predrop and immedietly run away, don't even try to loop him in overclock. If he's not in overclock and you're not slipstreamed, treat him as an M1 killer.
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He requires a specific mindset to play really. Many people prefer direct chasing, running around at the speed of (b)light, etc. Singularity requires stepping back a bit and seeing the larger picture. Where can I get the best viewpoint? Is it worth putting two cams here to make the setup more resilient to EMPs? Should I chase that survivor, or catch them later with slipstream (or make them waste time on an EMP)?
Singularity is much more demanding, but is rather rewarding for those willing to take this extra step in the form of unstoppable power in chases. Complement with Enduring and Hubris (Eat a stun, teleport on top of them, instadown), BBQ (Identify far off threats and where to slipstream next), and Terminus (As his biopods make gates a nightmare for survivors, and being forced to stay injured is perilous when at any moment he can teleport on top of you)
tl;dr: Singularity wants you to be more willing to stop chasing the mouse and start setting up mouse traps.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451404#Comment_3451404
Hm using dh with mettle. I wonder does the metrle of man stop you getting downed if you are deep wounded?
Mettle of man is the only protection perk that ignores deep wound; they tried to change it a while ago (Reduce protection hits to 2, make it not work when in deep wound) but it was the only perk both killers and survivors wanted to keep it's unique protection; after all, its requirements do have you go out of your way to protect your team, and so many felt it was a deserved second chance
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@jamally093 said:
No it's not that it's impossible or it requires to much. It's how protection hits are very hit or miss for example if your grabbed by Wesker to take a protection hit it won't count or how the game doesn't full register the fact you just took one but for some reason the survivor was a foot away so it doesn't count. The only problem I have with that is just the fact that protection hits are annoying to register or the fact the killer's you face can insta down you aka what I had to deal with most of past matches.
Wesker grabs work as long as you dont impact another survivor or are thrown (even if that then causes damage)
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Sometimes it's ego, sometimes its overextending, but there are a few who dont really care about the game itself and just wanna chase someone.
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@EntityNea said:
idk, I've often felt like the devs prioritize the killer's hit recognition while Survivors have to deal with feeling "wow that hit was bullshit".
Like, they implemented hit validation at one point, but immediately removed it after Killers complained about their hits feeling like they should have landed but didn't. Even tho that's been an issue for survivors for years, where hits look like they should have missed but you get hurt anyways.
So I'm fairly certain the game is designed to prioritize good connection and responsive gameplay for the killer. My guess is that the reason is that survivors tend to deal with it better emotionally, while killers generally feel it's more unacceptable when their main purpose in the game (hitting survivors) doesn't register properly.
At least that's my guess. And I'd understand if a lot of killers would stop playing if it felt like their hits were missing all the time, while as a survivors it's easier to accept.. even if it still sucks.
The main issue was that killers would hit, the survivor would lost th health state in the hud and scream, before completing the vault/dropping the pallet after magically ignoring the hit that the killers game had said landed.
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@TheRealConsent said:
Its an intentional balance design. If Killers got fall stunned, verticality would be too powerful.
I think he more means just how falling works, not being stunned after landing
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@bazarama said:
Had the same problem when trying to learn huntress and pin heid.
It's very difficult to learn a new killer as the mmr is set across the board instead of per killer.
My first game as huntress I couldn't hit a barn door from 2 feet let alone a survivor. I decided instead of going for survivors I practiced by aiming at a generator/rock etc to work out distances and timing.
You can practice with Plague by working on timing and aim. Practice spraying over an area, distance or concentrating on a specific item. Don't worry about hooks or kills in the beginning.
Stick with it as you will get better but it really sucks when playing a new killer.
Theres 2 levels to killer MMR, your general killer MMR, and MMR with a specific killer. If you're a really good nurse, and you switch to, say, clown, some of that MMR is still in effect, though most of it is gone.
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@MrSlayer said:
My fav is Felix. He seems to have his ######### together. Rarely I meet useless Felix.
I despise playing with Claudettes. I don't know why, but most of them either hide somewhere, not doing gens or is afraid/unwilling to unhook.
My friend plays felix and I play claud, it's the exact opposite for us. I'm usually one of the few things keeping the team alive (and dying for it) while he is a lot more nervous in chase and rather stay away. Can't blame him though, he's very new compared to me.
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@Raconteurminator said:
Unique perks are now locked to their respective characters, i.e. they can only use their own perks and those from the shared pool. What would the meta look like?
For Survivors, I imagine Meg would be the most popular choice. Quick & Quiet isn’t the best of perks, but Adrenaline and Sprint Burst are both ridiculously strong choices. Throw in the (soon to be over-tuned) Déjà Vu along with Kindred, and it wouldn’t be a bad build. Before the Dead Hard nerf, I could have seen people picking David just for that perk alone. While Windows of Opportunity sees incredibly widespread use, I don’t think anyone would run Kate just for that.
For Killers, I could honestly see Clown’s usage increase considerably. All of his perks are solid, with Pop set to receive a buff soon. Coulrophobia has a place in any meta with reduced healing, but I’m not sure you’d want to run it without Distressing. He also has that innate slown-down/speed-up to help take some of the sting out of a possible 'Megta.' Alternatively, there’d be an increase in Blights and Nurses, because they’re probably the least reliant on perks. As for pool perks, NOED would likely become a staple, maybe even Fearmonger.
Like I said, just being hypothetical. I’m not actually advocating this as a change (that would be an hilariously bad idea). I just wanted to see what other people thought, really.
Was about to say "Fearmonger? Isn't that a demo perk?" And then remembered. He was taken too soon; we still need a blighted demo ;-;
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Claudettes a fav of mine. There's 3 tiers of Clauds
Default/Blendette: Most of the time new players or those who can't loop well.
Bright cosmetic claudettes: Either complete idiots, or pretty decent, though usually overtly aggressive.
Dark cosmetic claudettes: Not going full blendette, but still wearing darker clothes, usually with more taste. Usually can run you forever, and then just vanish moments before being downed.
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@DH3206 said:
I reached Silver 1 yesterday on killer. Sometimes when I don't get a black pip because the round was too short to do anything, I don't lose a pip and go back to Silver 2.
Is the Silver 1 no pips a checkpoint as well? Because I thought only when you go up a rank, example from bronze 1 to Silver 4, you can't go back.
Any uppage in rank (Including in the same "tier") is a checkpoint. You can only lose pips, not ranks.
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I feel like it mainly flopped because of constant attacks by hackers, of the more malicious kind than just cheaters. From hacking into the games services, hijacking the discord server, and constant attacks on all fronts, the game was always in turmoil. Makes me wonder if they were funded by someone they were so ruthless.
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The fact they're still working on it means they have some idea to fix it, i suppose. Perhaps the game checks if the survivors have some means of revive, and if not, end game
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I do wish old freddy was choosable. Sure he was weak, but I loved the concept and playing against it.
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I just like indoor maps more thematically.
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This is what I like to call a 0 sum situation, where killer has reached a tie situation, and they can either take the 0 sum and move on, or risk it and double down (which is rarely worth it without support)
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@Zeidoktor said:
What do you consider to be the most immediately dangerous Hex perk to go against?
By that I mean what Hex, once you know it's there, will you most likely drop everything to hunt down?
Reason I ask is I'm working on a trap totem build for Skull Merchant. I've got Haunted Ground, Retribution, and Undying, but to tie it together I need something to make Survivors want to go after totems even if they suspect/know it's a trap.
I imagine Devour Hope is the big one. The downside is it needs ramp up time before survivors know it's a threat. I'm after something usable right out the gate.
I used Face the Darkness but I don't think it poses the immediate threat I want.
Last time I tried this build I used Blood Favor. That went well thanks to lucky double Haunted procs.
Is Blood Favor a good choice or is there another Hex worth considering?
Thank you in advance.
Devour. The moment it hits 3 tokens everything grinds to a screeching halt and survivors will desperately look for the totem.
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Fun fact: Originally, the game was going to have survivors be first person and killers third person. They changed when they discovered that the current way is "more fun" with survivors having better awareness and killers having less awareness
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Yeah. What else do you expect me to do?
It's why many perks (and in the future the anti-camp features) are disabled in endgame. The killer has nothing left to patrol and secure except their final hooks.
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Man's cat is literally void incarnate
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Honestly, the only time I don't find tunnelling scummy is if the survivor either deliberately gets in your way, or they're the only survivor you keep finding and it's either chase them or wander around even more and waste time
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445975#Comment_3445975
It's legit not quiet. It's a shrill ringing.
The start of the audio is quiet, if he quckfires you wont hear it.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446003#Comment_3446003
Key add-ons are pretty terrible that's why no one really uses them. Bonus points for broken keys. I consider that a meme add-on.
Honestly? If I see you have a broken key with double duration, I'm bringing a flan next time i see you.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445987#Comment_3445987
Steam takes really bad screenshots, you actually need to enable a setting where it gives you the most quality as it isn't on by default to save storage space. A meme add-on is something you use to mess around with. It doesn't really help at all and usually hinders your experience. One example is that Trapper add-on where bear traps only injure survivors and, to compensate, you only get extra bloodpoints for running it.
In this case, edited sprites. Pixel art style.
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@Frogsplosion said:
Got sick of playing so many miserable games as killer vs constant gen rush or stun/blind/boilsabo spam, tired of feeling like I could never catch up in chase without playing a movement based killer and tired of constantly watching survivors DC every time I almost kill them.
So I decided to sink 35 levels worth of BP into Meg and ended up with purple versions of Sprint Burst, Spine Chill, Hope and Adrenaline, ended up playing about 20 games today.
Overall the last two perks have either been worthless because we never make it to endgame or absolutely gamebreaking because we do.
So many games ended in the first 90 seconds either because someone randomly DC'd or suicided on hook, seriously the behavior on display was an embarrassment.
Almost all of my losses could be attributed to either:
- My team being incompetent or self sabotaging.
- My own incompetence or self sabotage
There were only a few instances where I generally felt like I was cheated either by the game, the netcode or some other unknown issue, and these were pretty rare. Out of 20 or so games here is the short list of things I found cheap/bothersome
- Freddy breaking two pallets in a row, I assume spirit fury is the first but I don't know what caused the second, either way it didn't feel very good to basically do nothing wrong with the resources at my disposal and still die for it.
- Instadowns/instakills. Tombstone myers needs to go away, condemn sadako is no better, and I swear I got double hit by ghostface and myers without exposure and I'm not sure how. These just never feel good, at least if it were a hillbilly or even an oni I could respect the amount of skill it takes to pilot properly but the rest just irritate me.
- Getting grabbed off a ledge by stealthed sadako when I vaulted before she was even close, netcode issue probably but boy that felt awful.
- I kept getting popped after sprint burst, like rapidly, way faster than I can ever manage as a killer, by basic m1 hits and I'm not sure what I'm doing wrong.
Besides that the game felt fair 99% of the time, though not always very fun. I've been saying genrush or die is not a very interesting gameplay dynamic and playing survivor just further confirms it.
Survivors really need more to do than just generators, but in order for that to happen games need to take longer and survivors need some form of intervention to stop huge snowballs, but most importantly they need to stop being entitled little bitches who DC or suicide at the first opportunity because THAT is what is ruining most of their games.
- Freddy breaking two pallets in a row, I assume spirit fury is the first but I don't know what caused the second, either way it didn't feel very good to basically do nothing wrong with the resources at my disposal and still die for it.
This was probably because he can trade in his slow pools power for fake pallets. If the pallets collapsed into blood, this was the reason why.
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The cooldown is basically how long it actually takes to lose chase, so you can't just bing bong, lose chase, uncloak, and bing bong again to gain 3 stacks in like 8 seconds.
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@Shroompy said:
Myers already had a warning sound that would play when he was close to tiering up. This was removed a few months after his release.
Ghost Face also had a similar mechanic, but it never made it past PTB
Idea: Reintroduce that sound if he's using an iri (Infinite T3 or instakills)
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@mikewelk said:
Brand New Part on four toolboxes is absolutely unfair. I think I would be fine if only one/two survivor(s) could have it during a game. Anti-Haemorrhagic Syringe is what I'm conflicted about because it can be abused in lots of situations but most people just use it when they get off hook.
Anti syringe is fine imo beause it has a delay, no effect if damaged or you're in a situation which doesnt allow healing when it pops, and you need to stop and take a second to use it, which can easily be deadly.
Its best used to extend medkits for one last heal or emergency healing
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Self Care is actually alright as long as you're skilled, as hitting great skill checks can speed it up a lot
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https://clips.twitch.tv/PolishedDeliciousManateeHassaanChop-znpuHbBQzIIxnvPF@Thusly_Boned said:
Hell no.
- It's fun AF to play as, and to face. Closest thing to actual horror this game has on offer.
- The trade off for the wall hacks is pretty heavy. Locked into tier 1, he's slow as all hell with a non-existent lunge
- If the map isn't indoors/super dense, Myers is gonna have real bad time even running the mirror
- Myers is D-tier under almost all circumstances
Talk about the tombstone piece all you want, but leave scratched mirror Myers the heck alone. Don't get mad cause you messed your pants.
A good game of "I'm gonna scare the living S- out of a few people and then let them all go" is my DBD palate cleanser. Some of the most wholesome interactions I've had have been playing that way.
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There's a fine line between inspiring teams to kill eachother, and perks that save you in the darkest hour. All your perks either don't help, or instigate the former. Look to the ones ingame that already do this, such as sole survivor or left behind. Sole works as people die, instead of only when they're all dead. This means you still want to help your team, but when things become dire and you dont think as a team you will win, you can split of, be stealthy, and play for hatch or gates. Left Behind is a hail mary. All else has failed, it's just you and the killer, and it gives you a bit more chance at finding it first.
The reason full team escapes were removed was because, frankly, they were bullshit. Siituations that killers might have been able to get a few kills in suddenly became the entire survivor team vanishing, with no way to defend from such a thing as killer. The current iteration is more fair: The killer has already won, the hatch is your key to being the only one to make it out. You and your team had their chance at the gens and failed.
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Its not cluttered, thats been proven wrong. The issue is it's very visually noisy and confusing.
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@JustAnotherNewbie said:
Imagine complaining about Blastmine, Head on and Flashbang.
Maybe remove pallet stuns as well? It removes killer gameplay after all.
Honestly, I think blastmine at least should be changed from a stun and blind halfway through to successfully damaging the generator then causing a full duration blind, no stun
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438180#Comment_3438180
This is why I don't play him. It's all over the place with leaning and revealing. Sometimes you lean and then it gets cancelled, other times a survivor has a staring contest with him completely in the open and he just won't get revealed. Then there's the times when you try to approach from behind a wall and are revealed before the survivors even know you're there.
For the love of the entity, someone please fix this mess.
The survivor part makes sense. By deliberate design, Ghostface can make himself unrevealable by revealing less than 33% of his body as he stalks. Part of the counterplay is to flee if ghostface does this, but many survivors just cry "It's broken" and can't accept the fact a killer power can threaten them in the future and that 5s of gen time is not worth the 40 you're on the hook.
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Extremely often I get tunneled, and sometimes camped after being tunneled, though I've never been camped but not tunneled.
Weirdest part is that I often get tunneled early on, and am often specifically targeted, even though I don't do anything to get on the killers nerves. I dont tbag, abuse, anything really.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/376290/doctor-is-impossible
Sounds like you are most likely playing with a bunch of new players and getting matched up against a Doctor who seems to be fairly more skilled than you and your teammates. He's a difficult killer to deal with at lower levels, but weirdly pretty toothless once you have people who can handle working in madness and can hit overcharge skill checks.
The only fun I really have anymore working on gens is Madness 2 Merciless Storm checks.
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@Veroles said:
Just because they don't focus on everything at once doesn't mean they don't listen to anyone. I personally do not even understand why people really massively complain about "The Game". Personally, the only time I really struggle as a killer on this map is when I'm really chasing someone for too long and don't know when to stop and switch aggro.
As a killer on Coldwind Farm, I don't generally have much of a problem either. That doesn't mean I win every game I play on Coldwind, but I rarely have a game that I'd say I've lost outright without even standing a chance.
The maps i would say they are absolutely a fail of design are Garden of "Joy" and Borgo.
- Garden of Joy because there can be a lot of incredible loops and how they are connected + main building + map size. Literally everything on this map is far from balanced.
- And Borgo because you can see the killer so far away that sometimes I feel like it's not even rendered + way too many looping possibilities.
Overall, I liked the things I heard on the anniversary stream and also that more maps are being attempted to be balanced in a shorter time.
The only real issue with the Game is the amount of safe pallets. Reduce amount of pallets, either in general or specifically safe pallets, and it would be my favorite map.
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@Nos37 said:
Good survivors will milk a loop until they realize the killer has bloodlust. Then they drop the pallet to force a break and a bloodlust reset. Then they have time to get to, and milk, the next loop before Bloodlust kicks in.
Really hope they buff Beast of Prey. Either have the perk let you keep some Bloodlust after a pallet break (you lose 1 stack of Bloodlust instead of all stacks), or have the perk convert Bloodlust stacks into pallet break speed.
A neat beast of prey change could be instead that blood lust is saved. Can't catch this one guy? Break chase, find someone else, and the bloodlust from last chase kicks in as the chase starts, causing surprise distance and less chance for an escape.
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Maps need to take it into consideration as Sabotage in this situations can be, and usually is, just as bad if not worse
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@Monlyth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432424#Comment_3432424
Yeah, your chances of success are slim, very slim, often requiring the Killer to make serious mistakes, or for the RNG to turn out very favorably for the Survivor. As it should be; the Killer has stopped the Survivors from completing the gens AND found the hatch first. I think they've earned the right to an easy kill every now and then, unless you'd prefer they all slug for the 4K instead?
In single-player games, you're supposed to always have a chance at victory, to never be put in a no-win situation. But Dead by Daylight is a 4v1 where Survivors are supposed to stand together or die alone, and by the time the hatch has closed, they have very clearly failed to do the former. In a team game, you're supposed to win or lose as a team. If you were hoping for a single-player game where only your personal survival skills are important, then...
https://us.v-cdn.net/6030815/uploads/XBQMFC2QCBHT/truth-is-the-game-was-rigged-from-the-start.gif
I need this gif, but the guy on the right edited into The Doctor
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432296#Comment_3432296
Lore wise the last survivor should also escape. Since the game is based on horror movies, final girl always makes it out. I thought this was a known trope by now.
Not always. Some horror movies jump the final girl at the end, when everyone thinks she's safe.
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@sulaiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431586#Comment_3431586
As they deserve. But what happens to the character they were playing?
As stated, AI will take over the character from that point.
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Stream has officially ended.
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And of course, Nicholas Cage survivor.
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A month of ingame activations.
Every week celebrates 2 years of DBD's history
Week 1 is bloodhunts
week 2 is double rift fragments
Week 3 is a vote
Give away for previous anniversary cosmetics
"Host of Twisted Masquerade" is decorating the place?
Ghostly spirits part of event. Unknown function.
New masks, 12 in total
Invitations have charges which can assist in chases.
Survivors can block windows for killers and spawn 1 use pallets (break on vault)
Killers can reduce stuns, break walls and pallets from distance, and inflict exposed when in bloodlust
1 charge is required at least to get the cosmetic. Escape/kills are not required, but they do need to be powered. Hatch Escape counts regardless.
Nea and Hillbilly get full cosmetics
Last years cosmetics will be available in store
Collection and store tab. Collection shows earned cosmetics. Store tab will be for store ones, which contains a ghost face and feng set
Random perks; Challenges may require a random loadout as the challenge is done
Community challenges are back
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Naughty bear cosmetic for trapper, based on a previous BHVR game?
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2 New collections, unknown release date.
Iron Maiden Collection focusing around Eddie
Slipknot, focused around their trademark masks
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@AetherBytes said:
More DbD games. One guarenteed multiplayer in some fashion, the other is singleplayer.
Multiplayer game is PvE, exploring the entity's realms and unseen corners in the trials

