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AnObserver

AnObserver

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  • His Power literally gives the Survivors a "fail" condition if they don't go and pick up the box.

    Unlike The Pig, who puts something on, how do I get it off. There's just an Aura in the match for the box, not quite as easy to connect the dots for new players.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623858#Comment_2623858

    What happened to the animations update that was released around when the Twins came out? The movements looked a lot more fluid and natural. But then for some reason it was reverted.

    Survivors couldn't moonwalk or 360 as easily so some animations/transitions were removed to add that back in.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623696#Comment_2623696

    Would it replace the current meta? I think not, so it is not broken.

    It and UB would become its own meta. Might have Survivors contemplating if they'd want to use that setup instead of Deadhard as it would need a bit more knowledge on where you need to get downed/if you'll get downed in the right spot, but in terms of overall feel it would feel worse for the Killer than whiffing a hit against Dead-hard and it being "server-validated".

    As it is now, getting hit by it usually requires a lot of added Perks so you gotta respect it when it happens. If it requires zero wiggle progress as an Exhaustion Perk to use the Pallet you were just downed under, then there is nothing to respect about it.

  • @Dito175 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623297#Comment_2623297

    I think we can agree to disagree, for me it's not an interesting concept but i can see why a lot of people might like it.

    Fair enough, it's leaning more into Existential Horror mixed with Cosmic Horror with that approach.

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623303#Comment_2623303

    Then make Power Struggle activateable when entering a pallet zone instead of simply being in a pallet zone when picked up. That way, the Killer has to take them through a pallet after the pickup for it to work.

    I'm not looking to take away the perks counterplay. I just don't think that bringing 3 other perks (when it really needs 5 other perks) to maybe get it to work is enough.

    "Meanwhile, there's still the very common occurrence that the killer doesn't even need to travel through a pallet, or has an alternate route that's safer. This wouldn't be an overpowered change. The Killer can still completely counter Power Struggle even without carry perks like Iron Grasp or Agitation."

    I mean sure, but now it removes the option for Perk synergy, potentially making it weaker.

    The more that I think about it, it could be an interesting Exhaustion Perk, but it suffers the "forcing of the hand" scenario where the Killer notices that you stop under a Pallet and they are literally in a lose-lose scenario like a Survivor that tries to mimic DS hopping into a Locker. They could have it, and if you continue you're going to have to eat it, or they might not have it, and the time spent contemplating your next action is purely a benefit for the Survivor as well.

  • Flashlights have counter-play.

    Sitting Injured under a Pallet so the Killer is literally forced to pick you up under it does not provide any counter-play.

  • @Dito175 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622726#Comment_2622726

    The idead is just not for me, having mutiple versions of the same person for me it's a boring worldbuilding and story progression, i'd rather have millions of different survivors trapped instead thousands of versions of the same person.

    I mean, it's millions of different survivors ontop of the millions of their "versions", so it's both, on an absolutely massive scale. There's the tried and true Survivors/Killers that are more common, and then there's "Fresh meat" that The Entity tries out but may not anchor onto.

    Lorewise the Trials that Players play are only a subset of the Trials that are going on. There's millions of other Trails happening with distinct Survivors/Killers that are unknown to the Player in addition to the millions of other "variants" of those Survivors.

    Keep in mind this is also attempting to create a lore-friendly reason for there to be 4 Bills in the same lobby.

  • @Tr1nity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623100#Comment_2623100

    Here

    Pull survivors into the Dream World

    -Survivors who are awake do not see The Nightmare.

    -Once targeted by The Nightmare’s power, survivors enter the Dream Transition for 7 seconds.

    -The Nightmare’s Movement Speed Penalty for putting a survivor into the Dream Transition lasts for 1 second.

    -During the Dream Transition Survivors can see The Nightmare intermittently and they suffer from the Incapacitated status effect.

    -When the Dream Transition Lapse, the Survivor is pulled into the Dream World.

    Once in the Dream World:

    -Survivor’s auras are revealed to The Nightmare when they are outside of his terror radius.

    -Survivors suffer an action speed penalty of 40%.

    -To exit the Dream World, Survivors can find non-sleeping Survivors to perform a wake up action.

    -Failed Generator Skill Checks can also wake up.

    -Hooked Survivors wake up.

    Special Ability: Dream Projection

    -Teleport to a Generator in view. Releasing the button early will cancel the action.

    -Survivors cannot interact with the targeted Generator.

    “You have nothing to worry about. This won’t hurt one… little… bit.” -Freddy Krueger

    Of course credit where its due - https://forum.deadbydaylight.com/en/profile/GeneralV

    So the only way for Survivors to fall asleep is if Freddy pulls them in? Or will Survivors passively fall asleep?

    Also, remove

    "Failed Generator Skill Checks can also wake up"

    While in the Dream World the only way that a Survivor should be able to wake themselves up is through the Alarm clock. (Or have another Awake Survivor wake them up/get Hooked)

  • Even if its "use" is now mechanically outdated, it's still a structure, in a Horror game, that people absolutely hate being taken into.

    In that sense it is still very much current.

    And it doesn't make people camp, you can do that practically anywhere. It just feels like it's easiest to camp there (and true campers know that you don't sit at Hook in the basement, you stand at the doorway to get the first hit in on a rescuer, needing at least 2 to divebomb the Hook).

    But it does make the Survivors feel cornered even against a "fair" Killer as it's stupid to heal under hook since you're going to be quite literally tunneled out of the Exit as it's only one pathway. (I've always wondered what it would be like if The Basement was actually a lattice of interconnected Tunnels that would create Entrances throughout the Trial, maybe giving Killers Undetectable while inside them)

  • There was a post in the Forums asking about reception to a Pregnant Character. It was Universally hated (which could have possibly influenced Charlotte's lore). Not sure if that was marketing testing the waters, or merely a coincidence.

    However I think that they didn't take into consideration most people probably assumed that the post was under the assumption of a Pregnant Survivor that gets Chainsawed/Skewered/etc. (Killing a Mother/Child for fun) And not some kind of body-horror mother serving the entity to keep her "demon child" alive. (Sympathetic cause, but the means demonize them).

  • @Dito175 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619656#Comment_2619656

    I kinda prefer the way it is, some cosmetics are pretty risiculous so for me it would take away the cosmic horror and turn it into a bloody fashion show.

    I mean, most cosmetics are simply put in for Players to flaunt "fashion" regardless (or to flaunt prestige).

    Anyway, how does upping the threat level of the Entity to a multiversal cosmic force cut down on the cosmic horror aspect?

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2621835#Comment_2621835

    I want to have a choice for survivors, not just boring dolls

    Don't delude yourself, you want to restrict character choice for a greater perceived value of the character choice you make.

    Why not detach these stat bonuses from characters and create a "Playstyle Emblem" that confers those bonuses to your chosen Survivor?

    You can choose the "Healer" emblem to get a bonus to healing, the "Mechanic" emblem for a bonus to skill-checks, etc.etc.

  • You're approaching this with the mentality of Change for the sake of Change.

    Really the only positive about reorienting DBD Survivors into a class system is the improvement of non-verbal communication of likely builds Survivors are bringing for SoloQ and Killers.

  • Depending on your definition of "addict", even having the mods delete your entire forum account won't help.

  • @profanearcane said:

    https://forum.deadbydaylight.com/en/discussion/comment/2620809#Comment_2620809

    Unfortunately, I'm not entirely sure if this would work for me. I'll give it a shot, but it's the madness/insanity mechanic that triggers my anxiety. And you're right in that there is underlying trauma, but it's trauma I've been working on overcoming for ten years now with little success. No other killer in the game triggers my anxiety, so just quitting one of my favorite games because of one character just seems... harsh. Thank you for your help, though.

    Also, after posting this, my next three subsequent matches were against the Doctor. I had to disconnect every time.

    Normally I'm the kind of person to edge you on, make you question your boundaries. But it seems like you're past that. Stop playing DBD if the anxiety stresses you out that much, at the very least stop playing DBD under the guise of "fun" (and not exposure therapy). I wish you the best though, whatever your decision.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2616753#Comment_2616753

    no the code was correct, it was already redeemed prior, sorry!.

    No Perk Pariah's day. Make it a Wednesday.

  • At the very least a skill-check for a regressing Generator would be nice (if not unnoticeable by most people that are not playing Survivor)

  • Huge_bush: only gives me the impression that you are a Survivor main. But given the situation is above-game I can only hope the best for you, and that the best has happened for you!

    Endure. Survive, and I hope to see you in the fog. For all the boons, and detriments that brings. :)

  • @TheDuhJ said:

    https://forum.deadbydaylight.com/en/discussion/293040/please-do-something-about-this-whole-slugged-4k

    You could run no mither! You will never have to stay in the game doing nothing!

    @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/293040/please-do-something-about-this-whole-slugged-4k

    Sorry, I'm new here - what do you mean that "Even Unbreakable is no counter to this". Surely Unbreakable would allow you to get up from being slugged and save friends/open a gate/use the hatch/whatever?

    Remove Perks from the equation.

    Be that hardcore utlra-immersed Survivor Player that uses no Perks whatsoever.

  • Also if you're literally talking about a PH that was using Starstruck and played "fair" only for the Survivors to teabag me at the exit gate, I appreciate that those were teabags of thanks.

  • TBH sure. Whenever I play "fair" and Survivors 4E against me I can never really tell if they're teabagging to tell me I suck at the exit-gate or if it's a teabag of thanks. Given the disparity of roles I always default to a teabag of telling me I suck given immediate results.

  • Since apparently valuing your own time is "unsportsmanlike", press Esc. and then navigate to the option that gives you less immediate obligations.

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2618601#Comment_2618601

    Do you think there is a large selection of survivors now?

    Everyone has already scored and are playing on the same character and there are about 7 types of them

    Then let the passive ability open from prestige

    maybe 2 or 3?

    I would like it to be not just a skin of survivors which is USELESS

    I could have respected your opinion if it was from a perspective of personality, but it seems all you're after is functionality.

  • Sure.

    @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/292974/kinship-a-k-a-camaraderie-needs-this-buff

    This perk is trash it must be built into the very mechanics of the hook.

    Would need to nerf the duration significantly so you don't have Survivors intentionally leading Survivors in chases near Hooks, the Killer "respecting Hook AoE" is bullshit.

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2618541#Comment_2618541

    Ok then after hitting the same survivor for 30 seconds

    Will repair 1 generator with an automatic machine for such a game from a killer

    Well now, what a gamble it is to try and do an Unsafe Unhook in front of the Killer to bait new players unfamiliar with the mechanic into whiffing through your (now server validated) dead hard after the Unhook animation into the Survivor you just gave BT to insta-pop a Gen for your team.

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619670#Comment_2619670

    This is already an excellent revision of the idea.

    But for starters, you can simply add 1% of uniqueness to each survivor and make statistics analysis

    Go play Back 4 Blood and tell me what character is most likely the "Melee" character, which one is the "Doctor", and the likelyhood of a lobby-dodge if someone isn't playing the "meta" character build.

    Really the only useful thing that could come out of this is the creation of "trade-offs", (strong bonuses in one area with negatives on another), which could still easily be incorporated into unbound Perks anyway...

  • @Seraphor said:

    Everyone keeps saying it would force meta survivors, but I think its entirely possible to create a system that doesn't.

    If it's a few 'stats' with minor increases, where each survivor has a slightly different stat allocation, it could be just enough to be effective without being so much to create a meta.

    For example each survivor has the following stats:

    Healing speed

    Unhooking speed

    Vault speed

    Exhaustion decrease speed

    Gate/Chest unlocking speed

    Each survivor has up to 3 points in each category, which translates to 1% per point, but with a maximum of 6 points.

    Claudette:

    Healing +3%

    Unhooking +2%

    Gate/Chest unlocking +1%

    Meg:

    Vault +3%

    Exhaustion +2%

    Gate/chest +1%

    Dwight:

    Gate/chest +3%

    Vault +2%

    Healing +1%

    Jake:

    Unhooking +3%

    Exhaustion +2%

    Vault +1%

    +1% is fairly inconsequential, but +3% could make a difference, and +3% on healing would synergise with Claudette perks. Meanwhile you wouldn't be forced to play Claudette for a healing build, because there will be other survivors who have +3% or +2% healing.

    @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619670#Comment_2619670

    This is already an excellent revision of the idea.

    But for starters, you can simply add 1% of uniqueness to each survivor and make statistics analysis

    This granularity of a stat increase is only noticeable by min-maxers who already run meta because it's meta...

    (Speaking as a min-maxer who will absolutely create Survivor archetypes simply because of this)

  • It's natural to have a sense of inadequacy if you don't get a kill, you statistically have the advantage sans time and you still couldn't get a single objective done. You were quite literally inadequate, especially with the MMR system that thought you'd be getting at least a 2K.

    But take that sense of shame and use it as fuel to improve yourself!

  • Don't use Deliverance in front of the Killer then?

    Same for Unsafe Unhooks, or if two people screwed up and both get downed, one of them doesn't get a "free" invulnerability window to go and try to Unhook the other.

    If your next complaint is "but the Killer was camping!!!", well, then camping is the issue, not DS (which is a Perk, not a core mechanic...yet).

  • @Gruo said:

    Devs mentioned cosmetics are not canon. The only canon skins are the default and the killers blighted skins because it canonically connects to Blight lore.

    I find that poor worldbuilding with the scale of IP's that they are attempting to access.

    Literally just make The Entity a multiversal being on an infinite scale that can try to reach into other Universes. And the Cosmetics simply become permutations of the archetype of a being The Entity has either grown a taste for, or that has imprinted itself into The Entity.

  • The Survivors goal is to escape (either Personal, or to facilitate the escape of others depending on Player personality), and the Killers goal is to Kill them. The "torture" the Entity (BHVR) (should) wants is the engaging struggle between the two sides to achieve their respective goals.

    As this game is asymmetrical, it's expected that not all Survivors will Survive, and the Killer will not always Kill all Survivors in a "balanced" match.

    However, a 2K/2E can feel especially different for each side (if it's "fair and balanced"):

    The Killer might feel like the entire game was a sweatfest and they only reached 50% of their goal.

    The Survivors that escaped of course escaped, but the Survivors that died had to have at least helped the Survivor team reach 100% of their Generator goal.

    The reason that camping and tunneling is so prevalent is because it's the easiest method to at least reach 50% of the Killers goal and more effective for the Killer to reach 100% of their only goal.

    Outside of adding mechanics that punish the Killer for trying to camp/tunnel, what needs to be done is to give them another "core-objective" that they can try to 100%. Which IMO should be some kind of Hook-chain count for a reward. (The answer is neither Kills or Hooks, but a combination of the two)

  • Nah, they already have Power variety, it's not like I can choose to use Hatchets on Myers. So the class-like variety lockdown is there, not necessary. Just Survivors. Makes sense really: If you want to be the 'save your team' guy, pick Bill. If you want to be a Healer, pick Claudette. Athletic? Meg. This also allows the Killer to get a solid read on what abilities Survivors have which allows them to adapt to the Survivor as necessary, much like what Survivors now do against Killers. All around more fair and varied.

    I mean the best possible solution would be to remove Killer Perks all together, rely only on the Killers Power and restrict Survivor Perks to the given Survivor. Probably should axe all Universal Survivor Perks too to make it that much more varied.

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2618295#Comment_2618295

    It's too early to create entire classes

    You can start with small passives in 1% one 5% aura to the second 1% heal to the third

    I can throw in an example after a while

    Let's just lock all Teachables to their respective Survivor and only allow Universal Perks to be used in the 4th slot.

  • *asks for literal stat-stick cosmetics with no mechanical change whatsoever*

    OK

    Even if you went with a class-based system like in Deathgarden, then you'd need to think up unique classes for every released Survivor. And certain cosmetics would be locked behind certain playstyles.

  • @galanonim25 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2618120#Comment_2618120

    The one thing I would for sure not change is generator repair speed. It's not an interesting thing to do, and you can lose your gen progress in many cases because of certain perks. If you feel like gens are being done too fast, then maybe you should recommend another main object for survivors besides gens.

    Hatch as a fallback mechanic, not just for the last Survivor, though requiring a Dead Survivor first to even start being possible to open. (Preferably let the Dead Survivors have agency in helping their team "open" the "Hatch").

    Then you can play around with Gens and secondary Objectives.

  • Yeah, the Hatch change (if that is actually the final version), kinda leads me to believe that they don't understand what they're doing with their asymmetrical "Survival" Horror balance as it makes match outcomes more binary with a more strict "You win"/"You lose" presentation.

    Don't get me wrong, I didn't like how Keys interacted with Hatch before (when Survivors were in the lead), but if you had a Key with previous Hatch you had a "well, the Killer is too strong, time to run" option that wasn't restricted simply to the last Survivor.

    (Similarly Killers have a "well, the Survivors are too good, time to camp" which unfortunately is being put to use even if the Killer is "in the lead")

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2615836#Comment_2615836

    And the killers don't choose the strongest?

    Don't they have a meta that has been running for 5 years now?

    Play for the survivors yourself! Where is our choice in uniqueness

    We need such changes to make the game feel fresh

    And whatever you understand, I play as Rin and I would not mind breaking this established skin of survivors that does not affect anything

    Your idea of "freshness" is introducing a Survivor meta which you yourself are apparently slightly irked about with regards to Killer... Can you not see how that will end up pissing you off just as much (unless your Survivor main is quite literally just going to benefit from this Powercreep)?

  • TBH, making it so you're able to do something while on Hook/Killed such that even if you "lose", you can still play the game until the Trial is fully complete.

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2613578#Comment_2613578

    And as for the killers, we don't get a bad reputation where everyone runs to buy Rin or Blaine, thanks even though the nurse is free. Doesn't that break the game where players buy strong assassins

    Then play without abilities for assassins only with a choice of perks - what's boring? So playing for survivors is boring when you have no choice

    And "everyone" runs Spirit and Blight why? It's not because of looks is it with that mindset? It's because their kit is considered stronger, it's meta... Adding passives to specific Survivors is only going to do the same thing. Create a "meta" Survivor like Deadhard being the meta Exhaustion Perk.

    And anyway, the reason the Killers are the main focus for stat variety is because they are the main focus from a thematic perspective. The Killer augments the Trial, and the Survivors adapt to it.

  • @R2k said:

    Don't touch it. It's currently not worth doing and I don't want it to be grind to X before u play. Or maybe give something like steam cars or cosmetics. Anything that has nothing to do with gameplay and grind.

    The concept of a prestige system is literally about grind. You are not going to be able to avoid that.

    But yeah, I don't think it should offer core-gameplay stat-sticks either.

    @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2613636#Comment_2613636

    Charms sucks. I prefer something like crown which you can use with all cosmetics

    Perhaps then they can expand on more "accessory" slots outside of simply charms. The only bugger being trying to keep an aesthetic in-line with DBD's atmosphere.

    @Dehitay said:

    I think it would be useful and incentivizing if you got the ability to craft better addons/items/offerings from ones you didn't want. Something along the lines of

    Prestige 1: You can discard 3 unwanted addons/offerings/items for a random addon/offering/item of one rarity higher

    Prestige 2: If there is a directly better version of an addon/offering/item one rarity tier higher, then sacrificing 2 or 3 of the lower level versions will give you the one tier higher version

    Prestige 3: Unlocks certain crafting recipes such as all yellow bloodpoint offerings combined together make a survivor pudding or escape cake.

    IMO that would probably be better of on a generic bloodweb/blood market rework instead of being tied behind prestige.

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/292412/brainstorm-what-would-you-want-character-prestige-to-improve-on

    ....Hmmm

    • Prestieging a Character Grants 5% / 10% / 15% More Bloodpoints Per trial I.E Instead of like 32k it goes up to like.. maybe 40k or sumthing..
    • Having a discount each prestiege, I.E 2.500 for Common 3.500 for Uncommon 4.500 for Rare 5.500 for Very Rare and 6.500 For Ultra Rare and it's lowered by 500 per prestiege,
    • Less commons in your bloodweb, More actual addons. I.E Rares Very Rares Ultra Rares and Uncommons, Some Commons here and there but not As much.
    • Custom Markings on your Character that shows you committed a full Prestiege, I.E Like a Small Glow spot on a character that isn't concealed by Cosmetics,
    • Prestieging a Character Grants 5% / 10% / 15% More Bloodpoints Per trial I.E Instead of like 32k it goes up to like.. maybe 40k or sumthing..
    • Having a discount each prestiege, I.E 2.500 for Common 3.500 for Uncommon 4.500 for Rare 5.500 for Very Rare and 6.500 For Ultra Rare and it's lowered by 500 per prestiege,

    These two seem a bit redundant together.


    • Less commons in your bloodweb, More actual addons. I.E Rares Very Rares Ultra Rares and Uncommons, Some Commons here and there but not As much.

    Eh, sure.


    • Custom Markings on your Character that shows you committed a full Prestiege, I.E Like a Small Glow spot on a character that isn't concealed by Cosmetics,

    This is where Charms can come into play, and can be used cross-role and cross-character to show "prestige" of your favorites.

  • That removes the gameplay loop it provides and it just becomes a generic passive effect rather than something to be considered in terms of Perk loadout and opportunity cost.

    I will agree that the first Scourge Hook Perk that they added is rather... Dull.

    However Scourge Hooks have the problem that if the effect is too local to the Hook or to the Hooked Survivor, they just become better Camping/Tunneling Perks.

    So for the most Part Scourge Hooks need to offset the "benefit" to occur away from the Hook, or after the Survivor has been Unhooked safely.


    While I am unsure what happens if a Survivor gains Endurance while suffering from Deep Wounds, perhaps if they made Pinheads Scourge Perk apply Deep Wounds on Unhooked Survivors )that were hooked on a Scourge Hook) that would make it better.

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2612577#Comment_2612577

    Because it makes no sense to choose someone as long as they are some kind of skin

    Why is that a bad thing? You choose who you want to play based on if you like that skin, or don't have the disposable income to purchase the one you want.

    You start locking core buffs to a specific character choice and while you may get the stingy win-focused player to pull out their wallet, you also likely incur negative PR and have a greater perceived buy-in cost.

    Completionists and fans will already likely buy new chapters anyway. So IMO on that regard target that audience more by having more "prestige" unlocks that can be universally used if you play a specific character more. Charms, Prestige a Character to permanently unlock 1 of their core Perks in the loadouts of all Survivors, etc.

  • @themoobs1984 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2612507#Comment_2612507

    I think she's projecting her own personal desires onto the Entity's gender.

    If they're looking at "the entity" exclusively as the non-name noun with a definition (that has an associated gender) I can understand that misconception. Though The Entity is an entity.

  • @Salty_Huntress said:

    https://forum.deadbydaylight.com/en/discussion/comment/2612507#Comment_2612507

    The French language uses gendered words much like the Spanish language. So entity is pronounced as female because of it as their is no male/neutral gendered word for it in the French language but I believe there is one in the German language. Idk languages are weird lol

    Ah, gotcha

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2612554#Comment_2612554

    I will tell you the reality that there is already little variety, there is only Claudette, Fang min, Ney, Kate, Meg

    Do you often meet Detective Tapp, Quentin or Ash? No then what are you talking about

    Passive survivor perks will add additional motivation to purchase them

    Since I myself get bored of playing for one hero and is there a choice? of course not

    Why is there so little variety in the first place?

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605249#Comment_2605249

    why block something if you can add a small passive characterizing the hero

    "Why block something..." after literally asking to block characters from certain stat-sticks.

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