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Anniehere

Anniehere

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  • DBD never really felt healthy to play regularly because of the overall experience. I've been on a break since February and spent that time playing my favorite single-player games, which reminded me how fun gaming can actually be.
    Honestly, DBD probably feels best with friends or maybe just once or twice a week if we're playing solo.

  • This game is different from FPS games, and I think it requires a different understanding of how to play. The game is about time efficiency, and there is no detailed tutorial that explains the exact time to drop a chase as Killer or the route to take as Survivor. Everything depends on the player's game sense alone, and that's something we need to practice on. In my opinion, it's a matter of understanding patterns, paying attention to the opponent's/teammates' decisions and making the best decision ourselves.

    I don't think it takes long to get used to the game's loop and learn how the average player plays. It's just a matter of what we learn from each game and what we choose to take from it to get better.
    For example, I couldn't for the life of me understand how to run tiles. I thought it was okay to stay at a tile after a pallet was kicked down as long as there was a window, only to learn later after about 1k hours, that this was the reason I got downed after a 5 second chase.

  • There are so many great options for a new chapter and a collection of skins, but the downside is that the community is expecting new IPs. If BHVR isn't planning another chapter with Capcom, I just hope they don't leave the Resident Evil collection behind. It's the only collection I can really afford to spend money on.

    Untitled.jpg
  • The camera controls your Survivor direction, and the keyboard controls your movement. When you move the camera in any direction, your Survivor turns with it. To look behind you during a chase, use A and D while moving the camera to look behind you. You don't always need to hold W to move forward, you can hold D to go right or A to go left while using the mouse to look in one direction. He just needs to practice and get used to moving while controlling the camera.
    If he's playing on a controller, I hope this video helps:

    https://youtu.be/I9zDP8HHnI0?si=IBMeVK-HWcmwLimj https://youtu.be/OxBfZz7DulY?si=iX2-7CQBKkm9UCwi
  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059143#Comment_4059143

    This is something that got discussed a lot and it was something that we spoke about on the forums, we never intended making this a big thing where people feel they need to strive for P100, it's more of a nice to have for people who have been able to invest the time into a character. If it was a cosmetic it would definitely feel more "valuable" and a must have for want of a better word (also could be problematic for licences etc), which is definitely not intended with prestiging a character.

    Hi Mandy, I heard that the Resident Evil characters don't have badges. Are they going to be available in the next update? And could legendary character badges be possible option in the future as well?

  • It would be nice to have the option to choose one or two characters you want to play, and then have the game randomly select one for the match.

  • The design team has always been so good with their cosmetic ideas. Taste-wise, I'm not really into inspired fashion like the Modern Tales collection or the recent Nurse and Taurie collection. I prefer more realistic and grounded designs.
    Unfortunately, I'm not really enjoying the recent content like you guys since I play with the RE characters and waiting for new additions to their collection. 🙏🏻

  • From the Survivor perspective, 2v8 is slightly more enjoyable than the regular mode, but it can become stale after a while. In 2v8 you can't stay in one place for too long. Something is always happening, and you can't always rely on your teammates to unhook others from cages, because everyone assumes someone is on the way, but actually no one is going. After healing one teammate, you might have to run to save another, then get chased or interrupted on a gen. You never really catch a break. It's fun in it's own way, but eventually you reach a point where you just want a more relaxed mode or try something you actually enjoy, or want to practice, like flashlight saves or taking chases.

  • There are different cosmetic collections, and new ones are usually based on what the team wants to match with new content, I think they choose survivors they feel fit the collection best, even if one gets two cosmetics in a row. I don't see this as good decision making.
    The upcoming cosmetics for Taurie and the Nurse feel random and a bit out of touch, as if they were made just to make something for her.

  • Objectively speaking, the Killer role is in a good state right now. The majority of players are solo or in duos, with an escape rate of around 39% - 40%, while Killers have a kill rate of about 60% the last time I checked.

  • Thank you, kind sir!
    I agree with the order, though I'd personally put you and ForThePeople in the iconic list.
    Hope it's okay to tag @karatekit and @killer_hugs. I really enjoy reading their comments.

  • Sometimes this happens when some servers are down or experiencing issues. You can check Dead by Daylight server reports on Down detector website.

  • Back when I played Killer, I enjoyed hooking different Survivors and seeing how my build played out. Getting a number of hooks felt satisfying, especially when the team kept playing until the end and not giving up. 4K felt good, but not really rewarding for the amount of stress.
    When I play Survivor, some matches are genuinely challenging, mostly against Killers I struggle against or who give me the hardest time.

  • @Spicyburgers said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048561#Comment_4048561

    Whether you're sure or not is your right, but like I said, you need to gain experience! If you're knocked down before even a single generator is started, the problem is yours alone. As for evidence, I'm sure you've seen it many times, but you just love to whine like a little child. I wouldn't mind banning the tunnel because I don't need it, but it's clear the developers won't listen to your complaints because then most of the killers will leave the game. And even though there are more survivors than killers in this game, the developers understand that if they make life easier for survivors, you simply won't have any enemies left

    Experience matters indeed, and improving at gen pressure is part of getting better. But that doesn't address the issue of a Killer choosing to tunnel a Survivor at 5 gens. Saying Killers would leave the game is speculation, especially when past quality of life changes didn't cause the Killer role to be unplayable to play as.
    Early downs can happen because of bad RNG, unsafe tiles, or Killer power with very good prediction. This can cause an early down no matter how good the player is.

  • I completely agree with you.
    Anyone who comes up with arguments to justify this playstyle, or simply says we need to learn to play better, or that the team should 'just do gens'. Is ignoring how tunneling is in real matches. It doesn't take into account how many gens are left, if we're hooked in a dead zone, or if the Killer commits to tunneling no matter what. And in endgame especially, when the Killer can hook the Survivor far from the gate and in most situations, one survivor has to sacrifice themselves just to give the tunneled survivor a chance to get out. I'll be convinced that I need to learn to play better when someone here can consistently show they deal with a Killer who tunnels at 5 gens, ignores everyone else, and never leaves them alone; and do it across the roster. Not just against a few Killers or a lucky match.

  • I'm really hoping for a base-kit Kindred. I'd understand if they decide to remove the Killer aura, but it's such useful information that I might still run Kindred even if it's not included in the base-kit.

  • I'm not convinced this post is coming from a survivor who is trying to learn the game. Considering how many newcomers have been speaking from the Killer perspective, this one feels more like a reaction test. That aside, I honestly can't think of a game where players complain about mechanics that benefit them. Wanting balance makes sense, but why refuse good effects that give you a chance in bad situations? I'd agree if the game handed out wins with no effort on our side, but that's not the case here. If perks feel too rewarding, playing perkless is always an option and can be pretty challenging. We learn from improving game sense and decision making, in my opinion.

  • Twin survivors with flashlights, and players with inappropriate names.

  • I'm sorry to see you go. Take care of yourself, and if you ever decide to come back one day, we will be here to welcome you with open arms.

  • For Killers, I prioritize their ability to counter the main thing standing in their way, but in a gameplay loop that's enjoyable for me. After trying 15 different Killers, I came to love Nemesis the most. He has a fun and dominant power that lets me deny opponents resources, and the two zombies feel like a reliable radar.
    For Survivors, I prioritize design. I'm drawn to characters who look authentic to surviving in the realm. Since the RE characters have already been through hell and survived in one piece, they're my favorite to play as.

  • Tier is subjective. In my experience, some players are very oppressive with strong builds that give them a lot of passive value, while others use his shocks constantly and end up slowing themselves down quite a bit. I think he's decent, but he can feel like a B+ with the right add-ons and his tormenting builds.

  • Replay Hub. If you've tried Street Fighter 6, they have this cool feature where you can watch your own games, your friends' and random players' matches. It shows their movements as well. Watching replays is arguably the best way to improve, and I feel like DBD is missing a tool that could help players get better faster. I've noticed that watching other players, or rewatching my games, helps me understand what I'm missing and recognize mistakes I wouldn't notice otherwise.
    For example, even after a thousand hours playing, I wasn't sure whether a narrow wall could actually help me gain distance. In practice, it's hard to learn when there's no clear explanation as to why something doesn't work. Even today, I still struggle with certain tiles, and I wish there was a feature that would let me memorize the correct way to run them, or just rewatch my matches to spot mistakes and know what to avoid next time.

  • Cheryl is still my top survivor since she was my main until the first Resident Evil came along.

    Statistics.png Dead by Daylight Statistics.png
  • A permanent ban is final and there isn't a way back. The only option to play again would be starting fresh on a new account and rebuying the game.

  • I think playing the other role only changes perspective if someone genuinely wants to understand it. If the attitude comes from not really caring in the first place, trying the role once or twice won't change their mindset. They will just go back to their main role and dismiss everything. I've seen this with a streamer who played Killer for years, and recently started playing Survivor. They seem to understand both sides equally. At the same time, when playing Survivor they run strong perk builds, even though they criticize those same perks when facing them as Killer. That kind of contradiction feels normal to me, not a lack of understanding. I think it's just how the game works. People will complain about things that feel frustrating, even if they understand why those things are being used.

  • I'll put it this way: tunneling doesn't really have a justification because it comes from factors that can't be balanced independently. Gen time can't be adjusted into oblivion due to a variety of Killer powers, chase perks, maps and tiles, and the difference between casual and experienced players. If the devs want to fix this, they have to rework the core gameplay, because their scrap ideas are not good enough, like a lack of spreading pressure, or making the game more engaging for both sides.
    I don't know a game that normalizes something because its core design is not well thought out.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041687#Comment_4041687

    I also think there's a factor of expecting something negative to happen, and then reacting the moment there's a trigger.

    I can count on my fingers how many times I've DCed but I totally get why people do it because of this exactly. Bad match after bad match and the frustration builds, and as soon as it seems like its gonna be another they give up. They should just not ready up but they keep chasing that good match, since no one wants to end on a bad note.

    It made me smile that you found a group of people to play with, and that you're feeling better than before. That's what matters.

    If you'd like to join us, message me. We have a forum group on Discord. We also do custom sometimes.

    Yeah exactly, we see it everywhere now. And thank you for the invite, that's really kind of you.
    Do you usually hop on voice when you play, or does it depend? I'm a bit shy in Discord groups, so it might take me a while to turn my mic on if you guys like to coordinate.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041629#Comment_4041629

    Mental state is really the number one thing with this game. You can try to cut out emotion and view balance from a completely clinical perspective but that isn't going to work. Where there's humans, there's emotion. I'd venture to say that most people who are unhappy with either role still have stats at the target numbers. It's not the outcomes that matter so much as how the match feels. People want to feel like they had a full experience. As killer, the thing that keeps my mindset from tanking is those shock turnarounds. They are utterly undeserved, but they keep me from feeling beaten down.

    Survivor is more complicated, because there's a lot of moving parts.

    For me, personally, my mindset is actually quite good right now. That doesn't mean I don't think survivor as a role needs help, but I myself feel possibly the best since I was fresh and new. But four or so months ago my mindset for survivor was at rock bottom. My friends were leaving, my matches were miserable, I was burning out and felt like a punching bag. The thing that changed was making more friends. I played with seven different people yesterday, in three separate sessions. Was there tunneling and slugging and general scuzziness? Yeah. But frustration over cheese tactics can cool very quickly when your friend runs over to slap the killers butt while it's happening. Something disheartening becomes funny. The outcome is the same but how you feel about it isn't. This is why I'm a huge advocate for SWF. It's not about sweaty squads for me, it's about groups of friends having fun.

    That's also why I want more for soloq. I'd like a reason to play it as well. More info like basekit Kindred. More in-game tips to develop macro. These aren't game-breaking. They'll just make survivors—especially new and average ones—feel like they have a shot. And yeah, more reason to feel like you accomplished something when things are rough. They had said when the abandon was being introduced there'd be big incentives to stick out rough matches. I don't even know what those were supposed to be. If the only thing they can give us is a free pass to leave whenever things are bad, then the game is not doing a good job with making people happy.

    I also think there's a factor of expecting something negative to happen, and then reacting the moment there's a trigger. I remember one time when I felt weirdly anxious playing with my name. No one was attacking me personally, but something had made me feel scared, as if I was about to get my feelings hurt. A negative mindset makes people brace for a bad experience. There's no doubt this game is at its best when played with friends, just like how Lethal Company and REPO are built around. Playing DBD solo sometimes feels like playing these games on our own. I felt that after the people I used to play with drifted apart. We could play for hours on end, and I really valued our time.
    It made me smile that you found a group of people to play with, and that you're feeling better than before. That's what matters.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041590#Comment_4041590

    I haven't noticed any specific trends. It's been going on for about as long as I can remember. It's usually when things are wildly snowballing in the killer's favor early on. I actually have two examples from just last night:

    First was a killer match. I downed someone super fast at the beginning and hooked them. I moved on and found someone else to hook. I then came upon that first person again, on a gen, still injured, and downed them. I was Undetectable and came around a corner, so I'm sure that upset them. They didn't struggle when I carried them and then AFKed under hook. They had two hooks with 5 gens up so they felt hopeless, and I can't blame them. The team could still win, but they knew they're own win was unlikely.

    Second was a survivor match with two duos. The other pair were TTVers, and they were also hooked early. They just gave up, and that caused us other two to loose as well.

    The problem is a few things. There's no reason to continue if you're heading for either a personal death or a team loss, especially if you've already hit a certain burnout threshold. There's also no chance of a proper comeback in these sorts of scenarios. Case in point, one of my killer matches from last night:

    https://us.v-cdn.net/6030815/uploads/QU2MYD7F9F6R/19b767a211410-screenshoturl.jpg

    https://us.v-cdn.net/6030815/uploads/QOLHXJVP6FUJ/19b767a7e5e1-screenshoturl.jpg

    Hooks were spread. No one was tunneled or targeted. Didn't change much from beginning to end. And what do they get for this unpleasant match? No chance of comeback and low scores. The Bill DCed as he was in the dying animation out of what I'd assume was pure frustration. There's just nothing encouraging survivors to carry on. On the flipside, I regularly play as straight trash as killer, get like one or two hooks like a total noob, and end up with a 3k or 4k in end game by some kind of heavenly intervention. It's been my consistent belief that this lack of a shock turnaround on the survivor side is why survivors are more prone to hopelessness.

    I think shock turnaround like you said is a good way to describe it. But you also reminded me that there are a lot of different possibilities at play.
    I looked back at my games from about a week ago, and from what I remember, in the first match; Kate gave up mid-game and her bot stayed around for a few minutes before Blight caught her.
    In the second game, Claudette gave up and Vecna ended up being friendly to her. When I got downed, he waited for Claudette to nod if he should hook me or not, and she nodded yes, which resulted in the two of them escaping together.
    In my last match, I'm pretty sure we both had the same teammate multiple times. At this point, I'm starting to think there's no real point in trying to fully analyze what's happening, and that a lot of it might just come down to player mentality. I hope the devs are thinking of adding rewards, or something that will give a good reason to stay until the end.

    match (1).png match (3).png match (2).png gifgif.gif
  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041434#Comment_4041434

    I can't play more than a couple killer matches without people AFKing/sandbagging to go next, and it's always because they feel like the match is hopeless, like when I have 4 or 5 hooks with 5 gens up. There really needs to be something in this game to make a match feel worth playing even if a win is unobtainable.

    Do you feel like this started around a specific point, probably around the pallet density changes, or maybe after one of the last two chapters? If we assume the reason for this behavior is one of those, do you think we'll see any fixes/changes in the mid-chapter?
    I feel a bit out of the loop since I've given up Killer altogether, so I can't put my finger on an exact time, but around the Sinister Grace release I noticed a spike in giving up, even against the average killer roster.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041434#Comment_4041434

    It feels like they still want to play, but the experience has become so miserable that instead of stepping away,

    I've always struggled with this and DbD - sometimes it is the best game I've ever played. Sometimes its the absolute worst. One of the issues, and I think it's getting bigger, is people conclude (frequently too quickly) that the game is in 'worst' territory and just try to get out as quick as possible. Unfortunately once people get into that mindset it becomes a self fulfilling prophecy.

    I feel the same way, honestly. I've been wanting to play for two days now, but haven't. I've never played a game that made me feel miserable even before I opened it.

  • This video showed up right after I read your post.
    There's a nerve wracking issue where many players are giving up mid-game. It feels like they still want to play, but the experience has become so miserable that instead of stepping away, they keep pushing through and hoping the next match will be better in a stale meta.

    Screenshot YouTube.png
  • Some information perks can help you understand what's happening when you're not in chase. For example, Any Means Necessary, you can see dropped pallets and know where your teammate is being chased. Bond can help with that too. Alert sometimes helps, but in my experience it's pretty useless against Wraith.
    If you like niche perks like Wiretap, you can also get information when the killer is chasing someone nearby or kicking your gen. This can help you decide whether to return to the area.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040771#Comment_4040771

    while that would push people to do gens and actually try to do the objective, generally the survivor player base wants "interaction" with the kiiler. They want chases. Atleast currently, distortion helps stealth play and encourages players to interact with the killer to get more use from the perk.

    Not only that but currently it means survivors can use stealth but also still have to practice at looping and chases which is apparently a key part of the game.

    The benefit of the perk always depends on what the opponent has. Perks that rely on generator time; for example, may only activate twice and are often situational. Before the nerf, I remember getting the most value when BBQ was in play, or with Lethal Pursuer when all three survivors were very close to one another.
    This perk is good for countering risky aura reveals, not necessarily for avoiding interaction altogether.
    The perk can be balanced to prevent players from abusing its value for the entire match.

  • They can change the condition of gaining a token to either healing or repairing for a certain amount of time.
    I want to believe that there is a much more worthwhile perk than Distortion in the works. Otherwise I don't know what the plan is.

  • The fear of scrolling through posts these days..
    Thank you for the heads up.

  • @[Deleted User] said:

    not sure why you are getting so many disagreements since this changes nothing on the killer side with the bots implemented

    I think the argument they're making is that the Abandon option is the same mechanic I suggested, which it isn't, and they don't acknowledge that. They also keep bringing up killer side situation where survivors waste time instead of escaping, trying to make a point or defend a completely different topic. My feedback is specifically about the survivor experience, not about endgame behavior.

  • @MechWarrior3 said:

    Mori cut scenes are unique. They need to stay. I already don’t like that you can just abandon out of the middle of a mori.

    I disagree.

    The skip I suggested would still play the animation for the killer, but the survivor could choose to skip it if they don't want to watch the mori. This could work for both sides when it's the last survivor alive. Nothing would be lost, unlike when abandoning.

  • @drag27 said:

    I mean is it really that big a deal to watch the mori? sounds like a suggestion for salty survivors who got downed and then mori'd

    Bringing up the stereotypes to a suggestion that seems unnecessary for you... The people who want something similar for Killer are salty too?

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040282#Comment_4040282

    i dont think thats a valid argument, your saying its ok to skip mori because its a cut scene but because killers have to actually do something they shouldnt be able to skip it? so what if, hypothetically, a slug had to craw to a specific location or do a set of skill checks before they bleed out? i can bet no one would want that but the slug can crawl, they would be able to do skill checks, there is gameplay…its not a cut scene. would this be acceptable?

    The hypothetical doesn't really match the situation I'm talking about. If a survivor had to perform skill checks, there should be a purpose or reward, otherwise continuing would be pointless because the outcome would be predetermined.
    A Mori is different because of the cutscene, the match is already over for that survivor.

  • Even if we disagree on this, I don't think this suggestion has any negative impact…

  • @Emeal said:

    Can Killers get to skip having to push Survivors out of the exit gates then?

    I don't think these two situations are really comparable. One still involves interactive endgame gameplay, while the other is just a forced cut-scene.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040255#Comment_4040255

    You clearly don't know that no you won't lose really anything. You don't lose bloodpoints, expirience, challenge progression etc.

    Not sure what Match Progress this feature refers to, but I think a skip option specifically for the mori state is valid.

  • @Wezqu said:

    Abandoning feature already does this in most of situations. Even in those situations I would rather remove the ability to abandon as its pointless as you are going to be in the end screen in few seconds.

    We lose progress when abandoning a match. A Skip Mori option could replace the Abandon button when a survivor is locked in place until the animation ends.
    This may sound minor, but waiting 7 to 12 seconds for the animation to finish just to move on isn't fun, especially during long play sessions with multiple Moris in a row.
    I think this feature would be appreciated, since we wouldn't lose anything by using it.

  • We need to continue giving feedback and mentioning the issue, especially during Q&A streams. The issue is the delay in revisiting scrapped ideas, I don't think they consider it game breaking; so a new system will likely be worked on later down the road. It all depends on what is planned months from now.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039718#Comment_4039718

    "By the way, I think it would be better to use Overzealous with one or two boon perks instead of cleansing them."

    No. This would just mean that instead of wasting one Perk Slot for a bad Perk (Overzealous) you would waste 2-3 Perk Slots for bad Perks. All Boons are bad and are not worth taking. People who boon Totems are basically working against their team.

    Funnily enough I had one person yesterday in my games shortly after reading this Thread here who was using Overzealous and was constantly putting up her Boon (Shadowstep). She booned a total of 4 times, during this time a Gen could have been easily done, even without the "bonus" Overzealous gives. (Granted, they were probably a new player since they did not have all Perks at Tier 3 yet)

    @Topic

    But yeah, Overzealous is a Noob-Trap. Obviously it was called OP when it released, because one Survivor-Perk has to be OP and scary when a new Chapter releases. But once people did a little bit of math, it was quite obvious that the Perk is bad. And if some Streamer is saying nowadays that it is a OP Perk or even a good Perk, you should never take any of their takes serious again.

    Fair enough.
    It can put the team in a bad spot if a survivor overcommits to blessing all the time, but I've had great matches with survivors who knew what they were doing. When I used Illumination with Circle of Healing, it was helpful on some maps and pretty useless on others.
    I don't see these perks as a waste of slot, except for Dark Theory.

  • We can be streamers too, it does not mean that everything we say is etched in stone.
    By the way, I think it would be better to use Overzealous with one or two boon perks instead of cleansing them.

  • @Wezqu said:

    Simplest way find a killer player who is friendly and lets you farm it. Best map for doing this challenge would be most likely Gideon Meat Plant because of the amount of pallets.

    Perks for this to make it easier would be Power Struggle, Flip-Flop, Windows of Opportunity and Any Means Necessary/Unbreakable/Plot Twist. You can use Windows of Opportunity to know where the pallets are to make it easier to get the stuns while looping them. If he leaves you and has not broken all the fallen pallets lift them up with Any Means Necessary so you can use them again. When you are hurt go down on the pallet recovering as much as you can that then transfers to wiggle progress with Flip-Flop and then stun the killer with Power Struggle when they pick up. You can change Any Means Necessary to Unbreakable to get faster recovery after getting downed. Still if the killer has any brains they will not fall for the Power Struggle thing more than once. Plot Twist would also be possibility as you can just use it to down yourself on the pallet and as it makes recovery +25% faster. Its good if you manage to do it when the killer is swinging at you but does not connect as you used the perk so he has to wait the missed hit cooldown before he can pick you up. You can of course replace Windows of Opportunity too with one of the other perks if you trust your map sense enough to find the pallets or use map to see locations of those.

    In the end you just need to hope for a killer that does not care to get stunned like they are running build with Enduring and Spirit Fury those will intentionally try to get hit by pallets. Tome 1's Page 4 challenges are hard ones as it was the first one and they thought it would be more fun to people if there was challenge. Later Tome's have way easier challenges than those.

    The perks you suggested can do the job. Unfortunately I don't have Flip-Flop or Conviction, I guess I'll have to play it risky with pallets and hope to help a teammate with a pallet stun. 😅

  • I think this is an overreaction from the community.
    There's a long lineup of licensed and original chapters planned for release over the next few years, and development isn't coming to a stop. Some decisions and factors are beyond BHVR control, and I don't think this has anything to do with the state of the game. I can imagine what it would feel like to lose my favorite licensed chapters, but we get to keep what we've already bought. If it were the other way around, I'd be furious.

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