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Beaburd

Beaburd

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Beaburd
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  • What would be really cool is if there was presents hidden around the map, say in totem spots, and you could kick them open for 250 BP each.

    But I dunno, that might be asking too much for an event - especially one not as important for a horror such as Halloween.

  • What killers do you play when you have fun vs SWFs?

    I like the competitive mindset, but I gotta think there's some masochism in there too if you're playing things like Trapper or Legion vs them.

  • @Shaped said:

    I am confused. Some of you say how killer is at disadvantage in other threads and here you say you 4k every game.

    Wut?

    I see the irony, but I think the biggest issue killers have is that games often feel dictated by survivor performance over killer performance.

    In particular, it can feel and literally be impossible to win a match if the survivors play optimally, regardless of how the killer performed. This is most notable in depip squads and SWFs, but can occur in solo queue as well depending on everyone's cohesion and skill. In these types of games, regardless of how well the killer played, they can easily suffer a 4man escape and have little control over the game.

    There's some exception to this of course, and that's mainly where the S-tier killers like Nurse and Blight come in. These killers are rated S tier solely because of their ability to impact those high-level games that most killers would be helpless in.

    This is why most killers complain the game is survivor-sided.

    ---

    Fortunately most of the DBD audience is casual, solo, and/or otherwise plays inefficiently and even like idiots.

    This enables killers, who would otherwise be at an overwhelming disadvantage normally, to compete normally and even get regular high kill counts.

    This is further how those complaining killers can still do well in threads like this despite believing the game is survivor-sided.

    ---

    As a side note:

    That's where the whole "solo queue terror" comes into play, to reflect that people just aren't good or aren't willing to play good because they'd rather do what they want.

    This is also where killer frustration comes in. Because even if they win, it's typically because they feel they were against inefficient or bad players rather than purely being because of their own skill with a killer.

    And finally, that's what leads to balance debates around balancing for a casual audience vs high level play.

    Though, personally, I do think their balance for casual play and their choice of becoming more of a party game instead of a competitive game is the correct choice. It definitely is working better as a method of attracting players and keeping content growth up.

  • I swear survivors do this because they expect tunneling to be some type of illegal maneuver.

    I've had quite a few games where someone instantly unhooks a survivor 1 second after I turn around. Then they either ditch the survivor they unhooked, or expect them to tank a hit with BT and for me to leave them alone after that, and in either case will complain about tunneling if I don't let the unhooked live.

    But to anyone who actually does this and reads this, know that that hook was my map pressure to peel you off generators and you took it away instantly.

    You also just removed 45 seconds of hook timer that I'd otherwise need to kill that person entirely. That 45 second hook time you wasted counteracts the time I'll waste eating a DS if they have it, and will also force you or others to save them or be a man down permanently, meaning less people on generators.

    So unless you make yourself REALLY damn appealing, I'm tunneling the heck out of the person you just rescued while I'm still in the area.

    ---

    Moral of the story: Unhook intelligently or don't unhook at all.

    Tunneling is okay in my books, and I will do it if you give me the option.

  • I mean I do surprisingly well with Ghostface, and often 3-4k with him. I can never streak much with him though.

    But that probably has something to do with the fact that I play Ghostface almost entirely with his expose mechanic (no normal hits nor hit and run strats) with Play With Your Food. So I'm often running behind people who are 99% stalk without hitting them, or am repeatedly running 16m away from my obsession to cancel chase and get PWYF stacks. I also never commit to any actual chases that require more than 1 hit, amd sometimes crouch spam when waiting for my power to come up.

    Occasionally people tend to think you're a friendly Ghostface when you're running around not hitting anyone, and especially crouch spamming, and respond with similar silly gestures.

    At that point, if they weren't rude in a game, I often feel too bad to kill anyone and just turn into friendly Ghostface, letting everyone except my obsession escape. I'll typically rancor mori them outside the gate no matter what.

  • Can I be vague and select an umbrella of objects under one term?

    If so, poor hit boxes.

    And by that I mean a combination of things from Huntress volleyball hatchets, to inconsistencies in the occasional Nemesis whip strike, to collision hit box inequality between killers and survivors.

    I know long ago the devs said killers had the same hit (or rather collision) boxes as survivors when people argued that the difference in size meant survivors could keep tighter turns on loops. But after the prior presence of fat shaming in this game and current issues around totem snuffing, I keep wondering how true that is.

    ---

    But If I can't be that vague, general, or am otherwise ignorant to how things work and am talking out of my butt, I'll choose stretch res.

    I play Ghostface a lot, and is definitely feels more cheap than usual when I face stretch res users with him.

  • As a solo player, I like to support my team every game and am addicted to running Bond + Open Handed every game as a result. This usually meant I only had two other perk slots to play with, which forced me to choose running either:

    • A body blocking build (We're Gonna Live Forever + Self Care)
    • A healing build (Self Care + Botany Knowledge)
    • An information/totem build (Kindred + Small Game)
    • A rallying build (Better Together + Autodidact)
    • A gen rush build (Better Together + Prove Thyself)

    Since I'm indecisive, it really made it hard to choose between these builds each game since I wanted to do everything all at once.

    Thanks to CoH I finally feel like I can achieve this dream since I can just run this perk and basically get a budget or super version of everything except Prove Thyself and Kindred. Small game also became pointless since I don't want to reduce the number of boon spots I have either.

    Not only that, but it makes me and my team more confident to make plays throughout the game, like body blocking hooks. It especially helps when fighting the end-game camp by setting up a boon near the hook to ensure everyone is healed for multiple save attempts until we get it right.

    It really does fill in the gaps in solo queue like nothing else I've ever seen before, and makes it quite fun.

    ---

    Then again, the fact it does all of this as a single perk I took just shows me even more how broken it is and how I'm certain limits need to be imposed.

    I'm not even kidding when I say I'm tempted to compare it to original Decisive Strike in terms of game impact.

    ... And then I look and compare it to other perks on both killer and survivor sides (but especially some hex perks) and get even more reassured of that.

    ---

    But I digress, it definitely does make solo queue survivor a lot more fun.

  • That's not too strange, just means she got Trapper mori'd last game.

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2643786#Comment_2643786

    It's a pretty easy thing to do with Nurse and a slugging build.

    Yeah, true.

    A good Nurse can do it with more ease than most, especially with Infectious Fright - she's definitely an exception.

    Even then though, a decent split up can reduce its effectiveness.

    If you find you're facing a lot of them to the point it's an issue, builds can help with it too (Calm Spirit, CoH, DH, etc).

    ---

    But at that point if you have a dedicated Nurse with a slug build, the answer to the original question is:

    Yes, they probably do find it fun. Probably makes them feel stronger than playing typical killers/styles.

  • It doesn't matter how/if/when/why a killer kill you, that's literally one of the only major things they get to decide in a game.

    Survivors have so many flexible perks to handle many different types of situations.

    If you don't like being subjected to a certain type of play-style, build around it.

    Sometimes you can't eliminate your problem play-style entirely (Basement Bubba or a good tunneling killer), but you can reduce their effectiveness and frequency through your builds and actions.

    ---

    I'm also very curious how you even get full slugged at 5 gens.

    The only way I can see that being possible is if your team is hovering around each other non-stop and refusing to do objectives, thereby allowing that situation to happen in the first place.

    If that's the case, that ain't a killer problem.

    Chances are slugging you fully was efficient in the above scenario. Heck they might have even felt suffocated because of all of you hovering around them, in which case slugging can be fun, yes.

  • I'm feeling such a Surge of anger over this that I'm ready to start Hawkin' loogies at anyone responsible for this - they'll be crying for their Babysitter when I'm done with them. What are these Cruel Limits the player-base is being forced to endure!?

    ---

    Sorry lost control for a moment because this situation is such a Mindbreaker.

    But don't worry, I've caught my Second Wind now.

    It's hard times like this that I should be showing some Camaraderie for those also saddened by the loss, instead of getting so Fixated on the negatives. After all, these emotions can be endured Better Together.

    And who knows, maybe this content will come back to DBD one day.

    Stranger Things have happened, right?

    Just have to have some Inner Strength until then.

  • I loved playing as Ghostface on this map.

    I play full-stalk instead of hit-and-run with him, which means I basically refuse to hit people unless they're exposed.

    This map had a weird atmosphere that made it more likely for survivors to goof around when they noticed me stalking them without hitting, which I'd often reciprocate. Often turned the game into a clown fiesta of hide and seek, squat spamming, etc, which I enjoyed.

    Also the map in general was just one of my favorites in terms of environment.

  • I wouldn't mind this too much if they didn't suddenly have infinite heals that take half the time to heal yourself and others, and can be re-used any number of times.

    Now you get punished for chasing, and you get punished for hit-and-run.

    Feels like all you can do is hard commit and hope they mess up.

  • Do not play nice or 'fair' unless you're in a good mood and willing to laugh it off.

    You gotta remember you're actively handicapping yourself by playing "fair" and are setting yourself up to be bullied in games.

    It's the survivor's responsibility to survivor, not yours.

    They have tools to handle tunneling (Decisive Strike, Exhaustion Perks, Body Blocking, Boons, etc).

    They have tools to handle camping (Kindred, Borrowed Time, Body Blocking, Boons, even a general neglect for altruism will do).

    You have no reason to coddle them more than they already get coddled.

  • I hate chases, being looped feels so silly.

    That's probably why I play mainly insta-down killers (Ghostface) or anti-loop killers (Pyramid Head, Nemesis, Plague, Deathslinger, etc.).

  • You know, something that always bothered me is this:

    Why does every survivor see the boon's EXACT location and aura, but killers get nothing but a minor audio cue when near it?

    It bothers me that boons are powerful, infinite, and give survivors a free rally point (similar to that map add-on) that say to everyone

    "Hey! You didn't do anything special to deserve this, but over here is your infinite healing station where everyone's gonna meet up when we're in trouble. Also there's a totem here if you have boon perks and it gets extinguished later. Don't forget to check this spot for NOED later too if it does get snuffed."

    ---

    Kind of feel like other survivors shouldn't see the totem's aura, and both the killer and other survivors should be able to see the blue tinted effect area.

  • @Shaped said:

    @Beaburd

    Good luck making others follow it.

    Yeaaahh...

  • Here's my general take on respectful game etiquette.

    Survivors shouldn't:

    • squat spam (AKA teabagging)
    • flashlight click spam
    • body block each other (body blocking the killer is fine)

    Killers shouldn't:

    • repeatedly hit people on hook

    Neither should:

    • Insult, bully, prey on, or otherwise attempt to harm others in post-game chat

    ---

    Everything else is more or less fair game.

    This includes tunneling, camping, using certain perks, gen rushing, whatever else.

  • Perk: Destructive tendencies

    You see the auras of all totems within 16m.

    Every time you snuff/break a totem, the totem is destroyed as if it were cleansed by a survivor.

    ---

    And before anyone asks: Yes, I would trade a perk slot on all of my killers for a fighting chance at eliminating boons.

    Not to mention it could give some synergy to that pentimento hex thing, which sorely needs something.

  • This would be great!

    Then I could finally study baby dweets and claudetters in their natural habitats, undisturbed by my physical presence as I watch them.

    ---

    Also it would make reporting hackers a hell of a lot easier.

  • Oh cool, PSA on the DDoS issue.

    Actually proud of them.

    Took a few days to grow an integrity spine, but grew one they did.

  • I always had faith.

    He might be a sluzz-ball, but he's no sleaze-ball.

  • I'm gonna be honest, they used to aggravate me a lot and make me feel bad, especially when I performed poorly. Fortunately that hasn't been an issue for quite awhile.

    What changed for me?

    I used to play with a very specific mindset where I'd restrict to certain play-styles. For example, I would actively avoid tunneling, and literally run to nowhere to avoid camping, even if I had a hook between 3 of my last generators. I noticed that the taunting was getting to me mainly because of these self-imposed restrictions that stressed respecting the experience of my opponent, but I wasn't getting that respect back.

    Now I fully support tunneling and even camping if it's done constructively, like in my above example where I'd be pressuring all my gens + the hook by camping.

    Once I let go and focused on tactical efficiency more than the feelings of others, the game became a lot more enjoyable for me.

    ---

    TLDR:

    It used to, but now I think of survivors as objectives more than people (akin to moving generators) and I'm not as bothered as much.

    I won't bad mouth anyone or put them down in post-chat, but I'm also not going to make special exceptions for them in my game-play anymore and instead focus on being as efficient as possible within the confine of the games core rules.

  • There's definitely balance issues, and I understand your frustrations all too well, but nothing's gonna change for a long time.

    They work around statistics and the casual audience, most of which won't even enter these forums. Just check the views for each thread here. How many views? Couple hundred? Compared to the many tens of thousands of players every day, we're a drop in the ocean.

    Their balancing methods work too, as much as I hate to admit it.

    As long as they keep attracting new people and retaining their casual audience by creating a good friendly experience for them the game will stay pretty lively. That also means more money for more content.

    I'm actually pretty certain if they balanced for the more experienced players, they'd kinda shoot themselves in the foot. Balancing based on ranks could be good, but there's no real financial incentive to do it.

    ---

    My advice is to let loose a bit on expectations.

    Accept this game will never be competitive and think of it as more of a casual party game than anything.

    Then you can start enjoying all the jokes it has to offer instead of dwelling on them.

  • I am from the future, the following are a list of boons you can expect from future chapters.

    Boon: Tenacious - This blessing gives you strength. The next hit you take that would down you gives you deep wounds instead.

    Boon: Ingenuity - This blessing bestows knowledge. Your items regenerate 5% of their durability per second.

    Boon: Speed - This blessing bestows agility. Your action speeds (vaulting, dropping pallets, sabotaging, opening chests, etc.) are increased by 25%.

    Boon: Together - This blessing promotes teamwork. While at least two people are in the boon's radius, gain 7% movement speed while in the boon. Effect lasts 5 seconds after leaving the area.

    Boon: Purity - This blessing protects you. While the killer is in the blessing, they are slowed by 30%. This effect lasts 5 seconds after leaving the area.

    Boon: Military Assistance - Delta's got your back. Press the active ability button to summon a barrage of missles 20m in front of you. If it hits the killer, they die. Cooldown is 5 seconds.

    ---

    Don't worry though, they can be snuffed out and force the survivor to relight it to regain the benefits.

    ...

    Until the perk "Holy Blessing" - Your teams blessings are resilient. As long as this totem is lit, snuffing a blessing will automatically move it to a new unused totem, but you cannot bless another totem yourself again for 30 seconds after it is snuffed.

  • @Dumpstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/2638244#Comment_2638244

    No seasoned survivor would waste time doing that, and no newb would even know the perk exists. This isn't just like DS or BBQ where the killer or survivor takes precautions to act around it. Going to the basement to pick up a toolbox is an utter waste of time and intentionally going out of your way for almost zero gain.

    Territorial Imperative is considered a trash tier perk, there's a reason for that, nobody bothers to go to the basement except newbs and people mucking around running Plunder builds, and especially nobody is going to go to the basement against Hag.

    And why is the item on the floor again? Oh yeah! It's because the killer hit you with franklins! What idiot survivor drops an item on the ground just because? The item now has zero charges, survivor won't bother heading down there to pick up a zero charge item.

    The only people leaving items around are Plunder builds that have six pulls per match. This kind of Hoarder would soft counter that... sure... but Plunder builds were niche before the nerf and are now extinct because it is a junk mechanic now. So this Hoarder would be a niche counter to a dead build nobody uses... yeah, I don't see that going anywhere.

    All right, this is goin' a bit too far for a joke.

    It was not a serious suggestion, hence why I added the "for some reason" bit to imply that even I don't know why they'd use that idea. Other than seeing a pile of items, and camping it with Hag (or maybe Bubba) as a meme, there's no world where teleporting items into a basement is good standalone perk now that keys have been nerfed.

    So you're right there, it's definitely not an idea worth changing a perk over.

    My follow up post was only to point out that survivors would know where the items were because the perk description and use had changed, and people adapt.

    ---

    If you want a real suggestion though on how to improve Hoarder, it would be a map-wide effective range paired with the added ability to detect interactions with some special killer objects.

    This change is primarily aimed at disarming Trapper's traps and opening Nemesis' vaccine boxes (currently only affects vaccine pick-up). I'd want to add sabotaging hooks too, but then that Hangman's Trick perk is literally even more useless. But hey, Hangman's is overdue for some changes anyway.

    Of course it would not apply to totems nor killer objects that are immune to blindness status effects (pig boxes, plague fountains, etc).

  • @Dumpstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/2638201#Comment_2638201

    Would only work if survivor had Plunderer.

    Survivor would have no idea the item is in the basement.

    If they actually did use that idea for some reason the perk description would change reflect its new use. Eventually survivors would catch on and be tempted to check the basement if they ever find an item missing probably.

    It'd be like DS. A killer never knows if you have it, but they might still respect the possibility of it and act around it.

  • Make the perk match its name.

    When an item is on the ground for x seconds, it appears in the corner of your basement.

    Oh what fun I would have with Hag.

  • I'm doing multiple group projects in my final year of uni on my own, while my group members pretend they don't exist.

    I'm more stressed than bored - hence my constant desire to make jokes.

  • Anyone who laughs at my jokes is all right by me.

    She's all right.

  • Probably November 30th.

    They like to release on Tuesdays, and that's just such a pretty number.

  • What you're seeing is positive feedback that a hit registered on your end, but the server says that the survivor's client input responded fast enough to dodge the attack, even though the server couldn't update their current position to you in time.

    So now you've got this whacky situation where the positive feedback you received is false because the server's word is absolute.

    ---

    Think of it this way, with a playful analogy:

    You have a prankster of a father that gives you a giant present on your birthday, and it's exactly what you wanted!

    Sadly he was just joking, and can't really afford that gift for you, so he returns it after you open it.

    But then he changes his mind, and gives it back to you... only to realize it's a mistake and return it again.

    The pattern never stops, and you later learn that yes, it was all intentional.

    ---

    See? Not too bad, is it?

  • That's a good slug farm you got goin' there.

    Mhm.

    Very nice.

  • Chase music.

    But if I did choose something else to listen to, It'd probably be some Gilbert and Sullivan while playing Ghostface.

    Imagine crouch spamming to this masterpiece.

    https://youtu.be/FXf0o2d-W5w?t=136


  • @Dumpstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/2637197#Comment_2637197

    I would actually prefer that if killers can't snuff it out.

    https://forum.deadbydaylight.com/en/discussion/comment/2637286#Comment_2637286

    Killers got insane setups on certain maps, too. Mirror Myers on Lery's doesn't leave terror radius anywhere and can see you everywhere. It's kinda scary honestly. Having one broken setup specific to a map is no reason to nerf everything.

    Great, and survivors also naturally have some good maps too (haddonfield and badham come to mind).

    ---

    The point here is that boon perks can easily cover multiple entire maps and, despite the occasional belief, are not counter-able at this time.

    RPD was one glaring example that has left me personally traumatized, but the conditions that made boons strong in this case were high walls, small map, and winding corridors. Those conditions that make boons strong apply to more than just RPD, including Lery's, The Game, and Midwich to name a few.

    The original post also refers to more open maps, like autohaven, and how easily it was for them to cover it in boons as well. This should give you an idea that, despite my worst-case scenario example, that boon strength pervades more maps than even mentioned here (along with future maps).

    It's just not very fair when there's no permanent or reliable way to deal with them as a killer.

    Heck you don't even get rewarded for snuffing out the totems because you're wasting more time as a killer doing in almost every scenario relative to the time gained by the collective group of 4 survivors.

    ---

    Honestly this whole situation reminds me when they added Meyers into the game with the original DS.

    Not as bad as that, but it's getting pretty close.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2637286#Comment_2637286

    Anyone who says any killer perk is balanced hasn’t not seen a good slugging nurse

    I... the double negative is so confusing, man.

    If you mean that literally, then okay, I'm glad every killer perk is balanced for a slugging nurse to you.

    ---

    If you meant one negative, to imply that you can't claim a perk is balanced by looking at one individual object to that perk (whether it be a map or a killer), especially when it's known to be strong or otherwise problematic, that's a bit off.

    In your example of all perks being broken if used by the nurse, the nurse is a very peculiar killer whose base kit has a combination of strengths that make exploiting easier but also can't really be significantly shared or transferred to other killers due to a strict requirement to keep them unique.

    Maps on the other hand have a combination of strengths that can be re-used by the innate fact that they're maps and not tightly bound to an air of uniqueness that killers are.

    For example, what could be accomplished on RPD could be accomplished on Lery's, The Game, Haddonfield, Hawkin's, Midwich, and any other future indoor map relatively easily. All that is required is that the map has tall walls, winding corridors, and a relatively small map size.

    Even then, the original post referred to how they can be oppressive in wider maps, like the junk yard, which is vastly different from RPD. I simply mentioned RPD in particular as the worst offender, but it extends to others as well.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2637375#Comment_2637375

    As am I.

    Nemesis is fine, he needs his Zombies AI fixed though.

    Wait, something's wrong with the AI? That explains a lot...

    I always thought Jessica spent all her time between the rocks on the hills because she enjoyed the sights, while Bert was hiding behind the trees because he's an introvert.

    Always nice to know more about your local zombies.

  • I'm both surprised and disappointed that no one mentioned that Calm Spirit prevents the scream when you're hit.

    I mean it doesn't have a practical use really, but it's awkward as heck.

    It's like awkwardly watching a mime bust a gut laughing.

  • You've just made a nemesis out of @TheDarkTyrant , I'm sure.

  • @Clowning said:

    *muffled screeching from a distant jail cell*

    Quit clowning around and get out of there.

  • I like both of their art styles and designs a lot.

    This thread is gonna be like watching mommy and daddy fighting for me isn't it?

    ---

    I will say though, that Trickster ticks me off so badly just because his bouncing knives aren't base kit and he isn't balanced around that. Just imagine having a page of add-ons that alter bouncing knife effects. His power could actually start feeling trickster-y.

  • Time to crack out the ol' slugging Trickster build.

  • Anyone who says these perks are balanced has not seen a boon squad with RPD offerings.

    All it takes is basically two boon totems, in the center of each wing of the police station, and you will not have scratch marks throughout the entire match basically.

    If you lose them through the winding hallways without scratch marks, they also have easy infinite super self heals anywhere on the map.

    You also waste so much time trying to snuff out a boon totem they'll infinitely relight here that it's never worth doing.

    It's kinda scary honestly.

  • @LeonxJiwoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2636260#Comment_2636260

    Nah brining self care is a must in solo queue, ever unhook someone while your injured and your both safe from killer as someone else is being chased ?You heal them and they run off without healing you back? I will take self care 100% of the time in solo, I only swap it out for bt/coh if with SWF. Besides open handed is a garbage perk lol , there way better perks for aura reading like good old bond.

    Normally I'd agree with you, but after the introduction to CoH I just feel like Self-Care is the greedy alternative now. Though I suppose not everyone has access to CoH, so I guess that can be true.

    But c'mon man...

    You're speaking to one of the only people who runs Open-Handed on a regular basis.

    Have mercy on me.

  • What a disgusting person.

    To think she used Open Handed over Self-Care with that build - gross.

    I wonder if she even realizes that she was inadvertently helping her team with that?

    ---

    Honestly though, at least it's a new build lol props to her for that.

    I kinda dig the ingenuity.

  • @SweetTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/2635599#Comment_2635599

    What I don't get, is how could Behavior think that providing a link to an interview is enough to win over their player base? You want to speak to the press first? Fine, but have the decency to address your player base too.

    I like dead by daylight, I really do, but god do I have trouble supporting Behavior as a whole. Bug ridden chapters, NFT debacles, and now DDOS swating. And this is all within a year!

    Jokes aside, I'm pretty confident they only responded to Eurogamer because they were personally questioned by them about this issue against their will and they did not want to stay quiet in that front. They also then probably linked that here in a random un-pinned thread that's already disappeared off the front page to try and settle people down.

    However, they're also not saying anything more because they aren't feeling 100% sure that it's an issue on their end yet.

    The amount of DBD players that have been affected by it make it very likely, which is why they don't want to outright deny it. However the case is also serious enough to warrant a big PR and community trust hit if they acknowledge it - something they don't really want to do until they're sure.

    And I kid you not, I actually bet they decided to take the weekend off before considering and tackling the issue more either way.

    I think this way because they recently won a "best place to work in Canada" award a month ago, with a 94% employee approval rate. Pair that with their consistently whimsical nature in developer streams and interviews, and it's very obvious they lean hard into a friend-based workspace over a professional one.

    ---

    That said, don't worry about it too much.

    Despite the seeming self-centered nature of the company in regards to how it's viewed, their lacking transparency with its games health and security, their desire to maintain an overly whimsical and carefree employment culture, and their rather obvious money-focused company policies that lead to inconsiderate licensing deals (enabling NFT based on their work) and internal cosmetic-based bugs and release priorities, I'm sure they actually do put the customer as the highest importance.

    They did put that at the forefront of their near-forced response to Eurogamer after all, even if not everyone saw it.

    (Sorry, had to get one snarky joke in)

  • I mean her face is weird, I'll give you that.

    But I bet she could beat anyone at a cross-eyed staring contest.

  • I'm literally just waiting for someone to take that Nancy/Steve meme and caption it to have:

    Steve = Game Health and Security

    Nancy = Behaviour

    Jonathan = New Cosmetics

    I would, but I'm really lazy tonight.

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