Alen_Starkly
Alen_Starkly
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I agree. The sound bug is unfair towards the killers. When I play killer and am taking a survivor to a hook, I have to constantly look up lol.
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@Emeal said:
Lucky you, the roadmap was released less than 20hours ago.
https://us.v-cdn.net/6030815/uploads/7JBT197QAHJQ/image.png
Looks like Jan 28th.
Yeah, I saw that. But it looks like it might be just "lunar year (cosmetic) collection". Last year they also released skins for this collection (Kate and Yun-Jin), but without the event. :(
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Thank you so much! <3
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Why do the devs keep implementing significant changes without first letting us test them in the PTB?
First Thrill of the Hunt (which they did nothing about in today's patch), now Chucky. The former creating unbearable matches for survivors, and the latter outright making a killer pretty bad. There is no way that the consultants tested this and approved of it…
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That would sadly nullify a lot of counterplay, like hook sabotaging, flashlight/-bang saves, distracting the killer while someone else picks up the slugged survivor.
However, a solution is needed for when the killer is just slugging for no justified reason.
Either:
- when the total bleedout timer of 4 survivors exceeds a certain amount, give them the ability to pick themselves up, or
- when the total bleedout timer of 4 survivors exceeds a certain amount, give them the ability to fully bleed themselves out and go next
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There's a thing I've wanted for a while for Counterforce. If you cleanse a totem with Counterforce, and the furthest totem turns out to be a boon totem, you basically don't get any info, as you already see where the boon totem is. Although, if you are hunting down totems, this is actually hindering, because you don't get the info you want. You can't cleanse the boon, and you also get no info on other totems.
What I asked a few times was this: If, upon cleansing a totem with Counterforce, the furthest totem is a boon totem, ignore that totem and show the aura of the 2nd furthest totem. Switch to the next totem in line if the next furthest one is also a boon.
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Generators are already super boring to do for most people. I don't think solution relies in increasing the gen repair time. I think the solution lies in something like basekit Corrupt Intervention, so survivors can't just instantly sit on gens upon spawning in the map. I see that a big issue in a lot of matches.
Sometimes by the time you finally manage to find a survivor, a gen or 2 can pop. Hiding and instant gen access are the causes of this. Another Idea I have is have all gens blocked until the killer enters a chase with someone for the first time. Then unblock them all (or unblock all but the 3 gens furthest from the killer's spawn point). This would knock out the matches where survivors just keep hiding successfully while you're just trying to find someone.
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I find it ridiculous how this Thrill of the Hunt buff was NOT in the PTB (you know, where changes like this can be TESTED out before live release), but it was sent to live build, and now it's causing misery to survivors. What is the point of the PTB then?
If the perk doesn't get reverted this week, the perk should get killswitched instead, until it does. Doesn't matter that it's working properly, it's impossible to deal with in solo Q against certain killers.
Killswitch should actually be used when necessary, instead of being on a shelf, collecting dust. If something's causing crashes, etc., killswitch it. If something is giving 1 side (any side) or a specific character tremendous advantage, and the other side is greatly suffering because of it, killswitch should also be applied.
Survivors are giving up more than ever, streamers that play survivor are getting frustrated more than ever. Very unhealthy for the game. People will be moving to other games, you know.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849498#Comment_3849498
i don't really think there should be any basekit changes to counter tunneling, but instead an actual incentive to spread hooks. For now, Grim Embrace is basically the only decent incentive for spreading hooks. All in all, game needs some urgent improvements to hooking aspect on the killer side
I have seen and witnessed killers with Pain Res hard-tunnel someone out of the game. They don't care.
A possible good solution for tunneling is once a survivor is dead, all killer's slowdown perks get permanently disabled. So, if a survivor gives up early in the game, the other 3 have a decent chance of surviving. If the killer hardcore tunnels someone out, they can say goodbye to pain res and other slowdowns. If the killer plays like a chad, and survivors also play like chads, the killer keeps their slowdowns throught basically the entire match, until someone dies.
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I think the devs came up with Shoulder the Burden, as a counter to hardcore tunnelling (1 person hooked 3 times before anyone else is hooked). But it's a bandaid fix. If you have a soloQ lobby with hardcore tunneling and no-one running StB, then there's no help to survivors. If someone is running StB in soloQ, but another teammate (without StB) gets to the hook before you, then your StB was wasted.
I really want the devs to stop already with bandaid fixes, and properly start fixing things. Considering tunneling and camping as valid strategies and giving them green light is a really bad attitude for the devs to have. Survivors - they need basekit protection against hardcore tunneling, like make a survivor invulnerable (but without collision with killer) if hooked twice without anyone else hooked, until 1 other person is hooked. Killers - do something like basekit Corrupt Intervention, so you are not constantly threatened by losing a gen or 2 before you can hook someone (or even find someone!). 1 poison should not exist to counter another one, if both can be toned down or removed.
Shattered Hope was also introduced to counter Boons, just because the devs would not properly rework CoH for ages. It was very situational, it required a perk slot, and also nowadays it's pretty useless, because good luck going against a survivor with Boon perks.
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@VibranToucan said:
No. If a SWF keeps brining map offerings for the same map they will get the advantage of killers, even if the map is balanced. The more the exclusively play that map the better they are prepared for that map. Even if all maps were perfectly balanced, that would give the people bringing map offering an advantage because they can bring perks that synergise well with certain maps (for example balanced landing) and learn the loops on that map better. #
Map offerings need to be removed.
Good points but, what you mentioned also mixes in the "swf vs solo Q" problem. That's another point that the devs have been workin on, and I appreciate it. The gap between the swfs and solo Q needs to be bridged as much as possible, to make the game easier to balance. When I play survivor, it's soloQ 99% of the time. Even if used a map offering for advantage, I basically never got value from it. So I never really bring maps for advantage anymore. But, if I play on macmillan and autohaven for many matches in a row, having the ability to go to some other map breathes in fresh air, and I don't get bored anymore.
I personally love Eyrie, Ormond, Dead Dawg, Hawkins, etc. for aeshetics and the vibe. I love these maps on both roles. Sometimes I just wanna go to some of these maps, so I burn an offering. Even if that map is "not good" for my role. I love burning Dead Dawg offering when I play survivor, even though it's a killer-sided map. Why? Because I adore it. I love the western setting, the feel, the buildings, the sunrise (sunset?). Not having the ability to go there and having to rely on RNG to bring me to that map (which could take a week tbh) would suck so much.
I love Eyrie for the desert setting, it feels SO good playin on that map (either role), because the aesthetics are immaculate. And yet, I don't really burn the Eyrie offering, because killers get tilted. Now, if the map was a bit nerfed, killers wouldn't have a problem with it, and we could all have a good time there.
I wouldn't mind premade groups from being unable to bring map offerings. They can indeed gain a lot of advantage even on maps that aren't strongly survivor sided. But solo Q should have a choice. From personal (soloQ) experience, my soloQ teams have basically never got strong advantage from me bringing a certain map and using a certain build with it. Neither have my teams got advantage from 1 rando (not me) bringing a certain map with a certain buiild. The lack of organization, communication, teamplay etc. and the randomness of MMR just don't allow for that to be super effective.
TL;DR - I still stand by the opinion of map offerings being useful for showing which maps need balancing. However, I wouldn't be opposed to SWFs being prevented from bringing map offerings. SoloQ players though should have the ability to bring maps to do challenges or just to break a macmillan streak, to prevent boredom.
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@Feneroe said:
Map offerings are a problem and amplify the problem of poorly balanced maps and the devs should not need to see people using map offerings to notice that one side is winning a lot more on specific maps.
The devs take data from all ranges of players, including the new, inexperienced and casual players. These that I've just mentioned probably don't struggle with Eyrie, Badham, Haddonfield etc., because the opponents don't really have enough experience (or care) to know how to use such a map efficiently in their favor. So the data would show that no map (offering) is problematic. The devs need to step away from just looking at the data, in my opinion, and actually observe popular applications of offerings/perks/killers etc.
It gets prominent with popular streamers and otherwise any skilled player, that there are problematic maps. If Eyrie offering is used much more than Crotus Prenn offering (in higher MMR, and with streamers), then obviously something is up. Easy to conclude what the cause is and where the problem is.
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Btw, I just played DBD With Geforce Now with my EPIC account. I have played a few matches, and didn't crash a single time.
I've seen people suggest it on Reddit, that the crashing issue is related to the STEAM version of the game. I hope that this info helps.
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I was replying to @2003max , but the reply didn't tag them for some reason.
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I think you need to upload the file called "DeadByDaylight.log", like Rizzo mentioned, not the other ones (that have "backup…" in them.
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I would like to add a few things. First, my laptop hasn't been meeting the hardware requirements since I started playing (2020), but I've always been able to play the game. However, the crashes started occurring since the Halloween patch.
ALSO, please note that the game keeps crashing every time on Geforce NOW (free version at least). It always crashes as soon as the offerings screen disappears, and the match loading screen shows up (with the loading bar and the blue background).
Geforce NOW does not utilize my hardware, as far as I know. It just streams the game to me. I hope that this information helps you with finding out what causes the crashes. Sadly, I can't fetch a log from Geforce NOW DBD, but I did post a log from regular DBD a few posts above.
DBD on GeForce NOW crashes both on LOW and ULTRA settings.
I really hope that you fix this soon, because I cannot play the game at all… 😥
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DeadByDaylight.log
I am uploading my Log, because my game crashed just now, for the umpteenth time. When I play DBD normally, it crashes inside a match. When I play it via Geforce NOW, it crashes during the loading/offerings screen. This has been happening since the Halloween patch on Wednesday.
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People who complained about Vittorio not getting medieval stuff are people who don't care about Vittorio in general. I like him a lot and Gabriel a lot and would play them more if they started getting more casual/modern cosmetics.
Gabriel should have gotten a modern Waterfront Massacre outfit, instead of … whatever that is that he ended up getting. Modern summer fit would have made him much more appealing to play.
I would be okay with Vittorio and Gabriel getting their corresponding time outfits and outfits that have nothing to do with that time in 50 - 50 % ratio. No need to enslave them to their time period.
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@Jarred2504 said:
Summary of this post.
"I am a bully squad guy and myself and my friends are sick of not being able to flashlight stun and flashbang killers to make them ragequit."
I think Lightborn could use a small nerf (As a killer player) like can be stunned if 2 or more flashlights are pointing at the killer, or it having a small cooldown after blocking a stun.
When I play survivor, I play solo queue 99.99% of the time. I only (very) occasionally join a streamer's lobby.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809994#Comment_3809994
You can't reasonably go for the unhooker every single time and expect to get a 3k or more.
Why do you have to choose between the unhooker and the unhookee in the first place? Do you not usually leave the hook area? And, you know, go pressure gens? There are other 2 people in the match. (of course, excluding scenarios where 1 or 2 people are dead, or they are playing immersed)
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/428619/lightborn-shouldnt-be-uncounterable
Sure IF we fix flashbangblinds while looking against walls, otherwise nope xD
Flashbangs need to be created, it takes time. Lightborn doesn't require the killer to do anything, it's just there, readily and infinitely available.
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Slugging for the 4k is a very time-wasting process, and it sucks. if you down a penultimate survivor and then within a few secodns you see/hear where the final survivor is, then yeah, I say go for them. It won't take long (hopefully). But slugging when you have no idea where the last survivor is, is such an annoying thing.
- One thing that incentivizes slugging for the 4K is getting a killer adept. I preferred the old system, where you had to double pip. And right after a grade reset, you wouldn't have too much trouble double pipping.
- Another thing is the upcoming Finisher Mori system. The mori offerings will be granting a LOT of bloodpoints if you can down and mori the last survivor. And a lot of times the killer will have to slug for the 4K to ensure that their precious mori offering is not wasted.
- There are also toxic reasons to slug for the 4K, sadly.
At least the first 2 points can be addressed. First one - make adepts require double pipping again, instead of a 4K. Second one - leave pink and green mori offerings the same as they are now, and just delete the yellow mori, since it's now going to be basekit. No BP attached to the mori offerings should remove the need to slug for the 4K.
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@MrMori said:
Why is it a problem exactly? Old Blood Rush was way too situational to any useful. Now it's a fun and useful anti tunnel perk. Also, I think the description is still pretty fitting, pushing through exhaustion and pain after being unhooked to get away from the killer.
Let's at least see how it plays before we decide that it's bad. I think it'll be a fun perk.
I feel the opposite. I feel like the current Blood Rush is a really fun perk, but the hard limitations on its activations disincentivize people from using it. If you are out in the open, you need to get the timing right, and it's so satisfying when you do. And then the thrill of trying to survive the chase until you get fully healed from the broken state is so much fun. (similarly to Moment of Glory)
I remember a Legion match where they missed the frenzy because I timed my Blood Rush (with Sprint Burst) perfectly. They still went after me, and I managed to auto-heal right before they hit me. And then they left me to defend the last gen. Very fun and satisfying perk that just needs easier activation.
And now it's going to become an anti-tunnel perk. yay………. I find that so boring. The "thrill" of the new Blood Rush is going to be me hoping that the killer tunnels me, so I can have use of it? Meh… I never ever bring Off the Record, because I find it extremely boring. Yes, very useful, but sooo boring. I prefer fun perks. And the current Blood Rush is one of them. I'm really saddened that it's getting destroyed just so it can help against tunneling.
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I agree that the Finisher Mori is a terrible idea. You bring a Mori offering for BP, and you worry that the 4th survivor will get a hatch or a door, so your offering is wasted. So what will you do? Slug for the 4K, because you don't want your rare offering wasted. A lot of matches you won't manage to get to a situation to mori the last survivor, so your whole offering will be useless, whereas until now, pink or green mori would guarantee value, if you'd down at least 1 survivor that's on death hook.
Plus, no more multiple moris per match (unless you bring Devour, but good luck with it not getting cleansed immediately). If I bring a pink mori offering, I'd much rather be able to get 2 or more moris that match (the cool animation multiple times), then have to sweat and play dirty (slug for the 4K potentially) just so my precious offering is not wasted. Getting the mori archive challenges and dailies will now be harder, too.
Functionally though, what is the purpose of the finisher mori? With hooks now respawning after 60 seconds, you will no longer have hookless dead zones. You will always be able to hook. It feels like a really unneeded implementation that doesn't help the game in any way, and the time and resources spent on developing the Finisher Mori could have been better spent on the Skull Merchant's Rework. You know, so she doesn't have to get gutted before she gets a rework. She could have possibly had a rework this patch. (maybe)
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@patronsaintofpizza @Valimure Don't we already have that option in the game's settings? Under "Online", there are 3 options to hide something. One of them should be hiding you from "online friends" inside DBD. Check them out, I'm pretty sure one has such description.
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BHVR please listen to Orthane, and other people who have way more experience playing Skully than you do. You like overbuffing or overnerfing stuff, but there is a middle ground. There are smaller steps that you can take, you don't have to always make 1 huge step.
For example, do the simple 2 steps that Orthane mentioned, then monitor Skully's performance after that. If by the last new Chapter of this year she still proves to be troublesome, then you can again introduce new smaller changes.
This is what I wish you've done with many things:
- old Haddonfield - you could have first just trimmed the endless hedges and fences, allowing for much easier passage, as well as shut down god windows. Instead (except for the god window at the basement) you kept the map as it was for a long time, then ditched the entire map and gave us a new one that was bad; and then made it unbearable small and killer-sided.
- old Sadako - you could have first decreased her TVs' cooldown after her teleporting, as well as made the ring drawing addon not affect slugs. SImple changes. And yet, you ignored those simple first steps, and went for a big rework instead.
Simple steps, which can be followed by more simple steps. Much better than huge changes left and right, that you later need to revert or fix.
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I understand that flashbangs might seemingly not have a counterplay…. but Lightborn doesn't either. I you waste a flashbang though, you usually need to go back to a gen to get another one. Flashbangs can be countered by Lightborn, infectious fright, languid touch, etc. Lightborn cannot be countered by anything. Which is a shame, it should have a cooldown, or means to activate/recharge it.
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I think that reducing the number of drone rays from 2 to 1 is a BIG nerf, and makes her useless. I am happy about drones always being active and scan lines being visible (so you can't be scaned without knowing a ray was there). I like the decrease of the speed difference between Skully and a survivor. I agree though with the OP's proposal of keeping hindered with each scan, where you can show off your skill by rotating the drones.
Reducing the scan line number from 2 is 1 is a big mistake, an overkill. It also renders the yellow addon that decreases the drone rotation speed to 0 useless. I really hope that this nerf specifically doesn't make it to live. If it does, Skully will be trash.
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Since a recent update, when the last survivor escapes through the hatch, it closes itself and the gates are powered - could this be potentially damaging the gatekeeper emblem?
This has to be a bug. It used to be that when the last survivor escapes through the hatch, it doesn't close itself, and the gates don't automatically get powered.
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I feel like removing showing prestiges in lobbies was a mistake.
First, grinding to P 100 feels less rewarding now, and you can't even match with randos in lobbies anymore, because you don't know that their Yoichi is at P 100, and you could whip out your own P 100 Yoichi. A lot of fun is gone.
Second, people will keep dodging anyway. 2+ flashlights in the lobby? Dodge. At least 2 of the survivors are wearing flashly paid clothes? Dodge. You check their Steam profiles and notice they are in each others' friends lists? Dodge.
Instead of removing the ability to see Prestiges, how about you bring that back, and start penalizing lobby dodging? The real problem at the core is lobby dodging. There are many reasons for lobby dodging, but that is what ultimately messes with the MMR and matchmaking.
A killer sees 2 or more p 100 survivors and exits the lobby? Give them 5 minute penalty. They dodge another lobby? 15 minute penalty.
TL;DR Hiding prestiges just kills the fun in P 100-ing, and doesn't address the real issue - lobby dodging. Start penalizing lobby dodging, because people will dodge for many reasons.
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@twisted_timmy said:
I got the Deluxe Edition on PS5 and I only got the blood points, shirts, and posters. Where's the Charms & the Frank Stone mask for Trapper?
They've tweeted about this, you might have to contact the support:
https://x.com/TCoFrankStone/status/1831020345039708538
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No problem, I'm glad I was of help :)
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@Mandy said:
With making it optional it wouldn't solve the issue of lobby dodging - by both survivors and killers, which greatly affects matchmaking, that's why it is something that has to be across the board I'm afraid.
Speaking of lobby dodging, so many killers dodge lobbies when they see survivors have many flashlights, toolboxes or medkits. Could we please hide survivors' items from killers in the pre-game lobbies? Survivors don't know anything about the killer before the match, it's not really fair for killers to know what survivors are bringing into the game.
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Someone just helped me on another platform and said I need to click on Dead By Daylight, not the Casting of FS. Hopefully this helps someone else ❤️
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788079#Comment_3788079
it's pointless because you can't reassure and get out without killer downing you anyway so there is no other option than trading in such scenarios. it's an anticamp perk that doesn't work on basement hooks, kinda funny.
Yeah, exactly. Making changes so that basement proxy-camping is discouraged would be so healthy for the game. If DBD survivors lobbies were all well-trained SWFs, then basement camping would probably be okay, because it would a challenge that such strong SWFs would regularly be able to overcome. However, since most of the lobbies are solo Q, and not everyone is higly skilled, we do need protection against this. I'd much rather killer go for chases away from the hook, and get a 4K, than get a cheap 4K because they took advantage of a poor system.
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I made a post like this before, because this would really be helpful. Some people might argue that with anti-facecamp this is not as necessary. However, there are some maps (like Gideon) where getting to a basement is pretty hard, because it's basically 1 way to come from, and the killer can just camp at the corner where he sees both entrances. So yeah, reassurance reaching basement would be really welcomed from me.
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If they bring back single piece cosmetics (like Ace's purple gambling shirt from Rift 2), then this bundle will have a really good value. Hopefully that's what they have in store for us 🙏❤️
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I get why BHVR took away the visibility of prestiges, but I really want them to be optional. I loved seeing P100's in lobbies, seeing what character(s) people chose to give love to. It always especially warmed my heart to see a P 100 David, Jonah, Ace, Felix, Gabriel, etc.
Sometimes I'd see a P 100 Ace and switch to my P 100 Ace, to match him. And usually we'd play like buddies in the match. I want those experiences back :')
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I've witnessed too many missmatches in my lobbies and those of the streamers I watch. A part of it is from lobby dodging from either role.
I think MMR should exist, but it needs to be based on chase time (and different chase time for different killers). Nurse can injure fast, while Trapper can't. I feel like nothing singular in DBD (e.g. doing gens, healing, unhooking, kicking gens, hooking) expresses as much skill as the time spent in chase. The longer the chase, the more MMR the survivor being chased should get, and less MMR the killer chasing should get. And vice-versa.
Basing MMR on survival/kills (whether it's individual or group-based) has been flawed since the beginning, in my opinion. You can survive just by hiding all game and bringing perks that let you open the exit gate super fast. You can get free kills by bringing NOED or the tombstone addon on Myers. Neither of these express a skill, really.
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If all of you are on the same platform (e.g. Steam), and you turn OFF crossplay in the settings, then you'll be in a much smaller pool of players and have decent chances of ending up together.
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Sometimes (very rarely) the pop-up gets skipped while I'm leveling a character, and it feels so good! It's very random and rare but I enjoy it every time it happens. I really wish they you would remove the pop-up, so we can have less obstacles in the leveling-up process :)
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You can get Jake's surfing outfit when you buy the game "Hooked on You: A Dead by Daylight Dating Sim". You need to install the game, launch it, and then in the main menu of the game you will have a button that you click and it opens up a website that lets you get the code that you can enter in the DBD in-game store. Once the code is entered and redeemed, you will get the surfing outfit.
I have all of the Prime cosmetics, but I do hope that they will all eventually make it to the store, it would be a shame if others wouldn't be able to get them. I really like some of them.
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I think I've made a post on this topic like 2 times in the last few years, also suggesting us being able to choose for which role we want to get dailies, 'cause yeah, it's almost entirely killer dailies. It would be really nice, because survivor mains won't really go play killer just to do the dailies, so dailies (and especially doubled dailies like right now) will get wasted for them.
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@Skitten56 said:
I just wish they would put more cosmetics in the bundles that are from past rifts that have not reached the store yet. Normally they come to the store about a year later, but there are a few cosmetics I've been waiting on for over 2 years now.
It feels pretty bad not to have access to a cosmetic I wanted just because I wasn't able to play for a rift, and then have to wait literally years without any idea of when it will come to the store. It would be nice if BHVR had a consistent schedules for this or was more open about the process.
That is kind of what I originally expected they would focus on with these bundles. I can't remember the first few of these bundles, but they seemed promising. And they shifted in nature, more towards a sale of what is available in the shop.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774838#Comment_3774838
I'm not sure how you can stretch a pizzeria into a DbD-sized map without being completely silly about it, but I welcome them to try. They could use the mall from Security Breach but that place had very poor atmosphere, in my opinion, so I would prefer not.
Based on BHVR's recent trend, they could add an outdoor section to the map. Whatever they do, I really hope that there's gonna be a map, and that it will do the FNAF chapter justice :)
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I really, really hope that BHVR gives us a map from one of the 3 original games. They would be so amazing 😍
And yeah, I'm really happy that FNAF is finally coming to DBD! I've been wanting this for so long 😊
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I also made a post similar to this a few days ago, but yeah… If this is left up to the community, a male survivor will never win. It's gonna be Sable, Kate, Sable, Nea, Sable, Mikaela, Sable, Feng, and… have I mentioned Sable yet?
Personally, Sable is also my favorite female survivor. But she does not need help with popularity. These community contests are a perfect opportunity to let someone shine, who usually doesn't. BHVR has a power to bring this about. The community doesn't, they will vote for the most popular female survivor, like the OP mentioned.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770910#Comment_3770910
They could fix gameplay issues male survivors face in the trials. I almost exclusively play male survivors (Jeff, Chris) and let me tell you, the amount of hiding places are few. Most trees are too slim, most half height clutter is too low (especially concrete blocks), most corners are too slim for your butt and most bushes are too tiny.
Yeah, that would be really nice. I'm still waiting for that audio volume normalization, so that Jeff and Ash aren't super loud, and have a decent chance to cover their grunts of pain without the need of Iron Will. DBD has so much potential to be a really inclusive game that promotes and celebrates everyone. Stepping away from the "investing mostly in female survivors because it's easy" that most live service games have would make DBD stand out and set a new, positive standard for games.
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@Ohyakno said:
You don't have to apologize for this corporatist garbage. BHVR has enough resources to sell male skins even if they're less popular. Not everything I'm the world has to come down to nickles and dimes. It's boring and it's gross.
I believe that with proper care and planning, BHVR could incentivize more people to play as male survivors. We've seen some positive shifts with the cosmetics in general, so I hope that this will soon encompass male survivors too. 2 deep rifts in a row with no male survivors just sucks…
Plus, where are our shirtless Gabriel, and Vittorio in shorts? Ya know, just sayin'…
