Avatar

Carpemortum

Carpemortum

About

Username
Carpemortum
Joined
Visits
2,231
Last Active

Comments

  • My downed survivors make noise. So it's likely tied to something else, seeing as it's not 100% always happening.

    And hook tech? Really? You mean where you have 2 survivors sitting on one hook? That's free sacrifices my friend. Not to mention you can still swing and hit them if you aim correctly. Literal free hits.

  • @underlord99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042830#Comment_1042830

    What about a survivor coming off of a hook fully healed? they didnt finish the last gen, hell its even possible they didnt work on a gen the whole game.

    Possible, yes, but they did survive until the endgame, and got one state from it. Unless you were camping them, theyd likely get away regardless. And if you ARE camping them, it takes one extra hit. Hardly impossible before they get out.

    If that one health state, on one person, throws your ENTIRE GAME, you likely didnt have a good game anyway. With 1 or 2 alive, that one person probably cant heal and get to the door, when the other has just been flagged by a then going off. If 3 or 4 are alive when 5 gens are done, you've already failed, one person getting away from adrenaline isnt going to change that, and at that point in the game (4 gens done, 1 survivor on hook), you should likely be worrying about a different survivor ANYWAY.

    And people ALREADY get rewarded for not doing any work. Hide and escape, hatch, using others as a distraction. Their BP and pip will reflect that.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1040934#Comment_1040934

    DH rewards skill? Tap E when running towards a pallet?

    If you use it to dodge then yeah but most good survivors know to use it for distance. At that point there’s nothing the killer can do. Those few extra inches they get is the difference between getting hit at a pallet and getting the safe pallet drop.

    Adrenaline is bad yeah because it has no purpose other than to screw the killer at the last second.

    BT and DS while they can be strong and used to an advantage at least they serve the purpose of helping survivors have a bit more time in the game than getting camped/tunneled out instantly. It helps the game health because having the killer circle the hook and known you down immediately is a massive flaw in the game which really hurts peoples enjoyment.

    Adrenaline screw the killers last second?

    Or maybe it rewards a survivor who decides to finish the last gen instead of wasting time looking for a heal. Especially if theres one or more dead already.

    5 gens get done, and they get one free health state. Oh noes.

  • @HYthinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042795#Comment_1042795

    im making small annotations for each match to look why the game was easy or why it went downhill. Most of the time the reason for a lose / win are good or bad randoms. Acctualy you can carry bad team mates if the killer decides to tunnel the wrong guy (aka me or my swf mate). If he tunnels a rando the chance is 9/10 we lose lmao thanks devs :D

    Yeah, I was just trying to think outside the box so if you died 30 times, but 10 were to altruism, the stats could be seen that way.

  • @Mellow7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1040258#Comment_1040258

    So no rank rewards? Seems kinda pointless to try and rank up if we're not working towards anything. Maybe give us something like a rank 1 charm or something we can show off.

    Sort of how it is now? Because there is no rank system?

  • @Alice_pbg said:

    - Don't track specific perks. Track all of them.

    - how you communicated with yout friend during the match.

    - order you die in, if you die.

    - maps.

    - hatch or door.

    - items used by you 2.

    Communication is a good one. When things conveyed wouldnt be by randoms. Like: "hey they're on me, go save/gen now." "They're headed to X landmark, hide", etc. Meta gaming moments.

  • How many times your escape hinged on leaving others on hook, and how many times you being sacrificed was because of a save attempt when you were already clean to leave.

    Basically things that could be a win/loss, but arent due to altruism/self preservation.

  • @TAG said:

    On the one hand, the new system they propose does seem to be better for matchmaking than the current system (assuming it actually works, of course). On the other hand, I don't see why that means we need to have the new metric for matchmaking (Skill Rating) hidden from everyone. If the system doesn't work, we won't really have a good way of knowing beyond "gee, this matchmaking feels off for some reason." It doesn't seem like players will have a good way of knowing if the system actually is flawed or if it's just a perception thing. That to me does not seem like a good thing.

    I'd argue we should have mmr shown. So you can see if you played well or poorly, despite in game outcomes such as being sacrificed after doing X amount of work.

    People say "oh it can be abused then". Heres a hint: it can be abused either way by people purposefully losing. Wether they can see it or not is irrelevant to those people.

  • Psst. There already are no ranks.

    It's a matchmaking tool that people have misinterpreted as an indicator of ranked/competetive play and rankings.

    It simply tries to match players better than no system at all, based on time played and consistency more than skill.

  • Uh, you're playing a public game, online, that you agreed with ToS for. It's like asking to not be photographed when you go to the store. There is a certain level of expected privacy loss when you enter public spaces. An online game is one of those.

    The only thing that COULD help, but I wouldnt say is legally required at all, would be a streamer mode, where your name is randomized or a generic "Player3" tag.

    Smite has this, it hides everyones name by saying for example: "Odin2" "Sobek1", etc. But it covers OTHER peoples names, not yours, and the killfeed still shows names....so it's less than ideal.

    Other than that, you have no way to reinforce it. Because you're playing an online game, with other people.

    If people message you, or try to harass you, report them, or just block messages while playing.

  • @ReallyBigShoe said:

    I agree with most of what you say - except for one thing. There is no bad map for survivor. There are only bad survivors.

    Idk, I'd argue the game is a bad map for survivors if the killer is competent and running certain perks that are distance related. Hag+nurses could be brutal on the game.

  • @Latin_Kidd92 said:

    I'm getting really annoyed by Docs now, will probably start killing myself on hooks. What really gets to me is the constant yelling and how loud it is.

    So, you never faced doctor before? The yelling and loudness isnt new.

  • @NullEXE said:

    Inner Strength is better, and all the good players know that.

    Wether it is or isnt is irrelevant, when one refuses to pay for Steve or Nancy.

  • Yeah, because having a solo survivor able to heal themselves while the other 3 ignore them, get chased, or hide in a locker is a horrible idea.


    Having one person heal themself far away, is so much worse than 2 people doing it somewhere closer, rushed, because "they have the time", ESPECIALLY if you're running nurses. 2 for 1 special.


    I'd much rather leave blood trails all game because I cant find another survivor, or cant do so without getting caught, as I'm panting and bleeding, desperately searching for help only to get caught, step in a trap, or chased off a gen in the injured state; than spend 30 seconds hidden and safe.



    You do realize how ridiculous this sounds, right?

  • @JarMa13 said:

    No. every game I play as survivor or killer is an easy 4k.

    I hear killers complain and I'm so confused because in my world, the killers are so OP the game is a joke.

    So seeing this is so bizarre to me.

    I wonder if we're all separated into different versions of this game because the oni is particularly OP and I don't know how someone can play it and NOT get 4k.

    I don't assume it is that you're bad at it. Although, you tactics could factor in. if you chase someone for more than a minute, LET THEM GO. Hooks should be fast and easy. Wasting time in chase is how survivors get gens done. and you HAVE to separate the survivors. If they're on individual gens, none will get done. but NEVER pursue one survivor for more than actually I'll say 30 seconds. First hit SHOULD be upon discovery, second from a short chase. if you're just chasing someone, you're wasting your time.

    I seldom see survivors escape a match at all, so for me this is like an alternate reality.

    I guess you were getting well organized parties that did gens together. so be smart. run the legion perk that alerts you when two survivors are on the same gen.

    use perks that help your weakness.

    always BBQ and noed but your other two should be gen oriented.

    surveillance is a good one.

    you could run ruin.

    its so weird to me to hear this because everyone in my group is perpetually perplexed why the devs keep nerfing survivors when killers are so absurdly op.

    we go days without surviving a single round as survivor and all my killer rounds are 4k unless I let them go.

    maybe there are different versions of this game out there and different people connect. some killer strong, some survivor strong

    idk

    You playing on switch or something?

    Even then, if you ACTUALLY 4k every killer game, how have you not learned what mistakes to avoid to the point that NONE of you EVER escape.

    At some point you have to look at yourself.

  • @OnryosTapeRentals said:

    There's definitely an issue with matchmaking at the moment and I can see how that is frustrating but I haven't had any issue with SWF lately.

    There's no accurate way to know the people you're versing are a SWF group unless they explicity tell you in post-game chat.

    Except, ya know, checking peoples friends list. If you see the other names, well, I'd ######### wager they're grouped together.

  • @Lofepramine said:

    Yeah, if ranks will no longer reflect skill but "time spent in game" then why hide them?

    Ranks ALREADY dont reflect skill, but only time played.

    Its ALREADY a matchmaking tool.

    Hiding them would make sense because it represents NOTHING.

    However it should have been hidden from the start, because this "ranking system" isnt one, and it only makes people think it's the word of god in terms of who's good, bad, or how balanced things are. To take it and hide it now WITHOUT AN ACTUAL RANKED SYSTEM to replace it, it will only cause chaos.

  • How are you tunneling them if you're busy hooking someone else.

    Not to mention if you down them both and immediately pick them up, you still have time for DS to happen.

  • @BBQnDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1039491#Comment_1039491

    Luck should not be a factor in a skill based competitive game with ranking.

    Hence the call for gen and map changes.

    I was on your side until this. Its not entirely skill based. Its NOT competetive, despite the fact that people play it competitively, and it DOES NOT HAVE A RANKING SYSTEM. Your "rank" is a matchmaking tool.

  • Why not require something (idk, fetching item, going to a different intractable object, etc) to be done after 3 gens. So that with 2 left, someone has to do something to allow the last 2 to be worked on.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1039533#Comment_1039533

    Not really a change, this has been the case for years. I can only recall this not being a thing back in the alpha/beta days, where people could spam jumping in and out of lockers at the end of the match to farm massive amounts of BP (there was a score event tied to that back then, and there was no cap).

    Change, decision, planned mechanic, whatever we call it. I just had never noticed this before and thought, wow, this is kind of ridiculous, surely it's a bug.

    Glad to have confirmation about it, but sad that it is intended that way.

  • @GodDamn_Angela said:

    I've noticed Gen completion notifications not popping up all the time before the patch. Its only like 1 in every 7 or so, as a rough estimate, but it is an issue.

    If what you experienced is happening even semi-frequently then something needs to be done.

    @BBQnDemogorgon said:

    If sound notifications are bugged this could become a huge issue.

    I'm mostly worried about Crow notifications could you potentially hide in a basement indefinitely with the killer not getting the visual sound notification?

    Apparently its not bugged. Peanits confirmed they intended thise noises to not go off when you're so far away....

    Which I actually feel worse about. But it is what it is....

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1039459#Comment_1039459

    It's not a bug, this has been the way that loud noise notifications have worked for a very long time. Each loud noise has a minimum and a maximum range. The minimum stops it from appearing when you're next to someone, making it hard to see (the action already makes a noise anyway). The maximum means that loud actions across the map aren't heard, though you're still at risk because the killer could be within hearing range while outside of the terror radius. If I recall correctly, the maximum for most actions is about 48m, although there are exceptions (AFK crows, missed generator skill checks, etc.).

    If you're not getting them for something like a generator going off or someone missing a skill check on a gen, that would be out of the ordinary. Those can be heard map-wide.

    So it was actually an intended change to not show notifications past a certain range?


    That's an....odd....decision. at least we have clarification it's not a bug....

    Still hurts to know it was INTENDED.

  • @Peanits

    @MandyTalk

    @not_Queen

    Is this a known issue? Just wondering if anyone is aware it's happening.

  • @Boosted_Dwight said:

    I actually have noticed this. A Claudette vaulted behind me last night and made zero noise. She didn't have Q & Q either. I also noticed sometimes survivors make no noise when left on the floor.

    Added a clip.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/124714/psa-ps4-no-sound-visual-notifications-as-killer-from-certain-range

    Damn. It would make sense that this happened after the patch fixing the exit gates causing notification sounds. I can’t help but think that the two things are related.

    Yeah it seems sounds are somehow ALWAYS messed up lol...

  • @Boosted_Dwight said:

    I actually have noticed this. A Claudette vaulted behind me last night and made zero noise. She didn't have Q & Q either. I also noticed sometimes survivors make no noise when left on the floor.

    Oh wow. So it's not just at a distance, but behind too? I'll def have to get him on amd test some more things.

    Yeah at first I was like, "what perks does he have that silences notifications...wait, there arent any for more than one use".

    I'll upload the clip I DO have, as almost useless as it may seem.

    I hope its semi random, and not replicable, but it probably still needs looked into.

  • @BBQnDemogorgon said:

    If sound notifications are bugged this could become a huge issue.

    I'm mostly worried about Crow notifications could you potentially hide in a basement indefinitely with the killer not getting the visual sound notification?

    We didnt try crows for afk, or failed skill checks, thrill of the hint, etc, but we did confirm fast actions and pallet throws dont alert the killer. If I see him on in a few well test that as well, we were just on a time frame and didnt want to waste more time than already done testing things out.

    I REALLY hope it's just those, but even with just those, and even at a distance, that's still a problem. Not having notifications gives a LOT of leeway.

    Also, basement, possibly if it's far away, but if the crows are bugged, and going off, if the killer gets close enough theyll start again. But a basement in red forest in the far corner could definitely be a long term hiding place if so.

    They're not completely missing, just not happening at farther distances than roughly the TR.

  • It's really not that dark. It's just more grass and bamboo than most maps. It breaks the eyes vision like corn.

  • They're doing their job.

    You're trying to get under their skin.

    Can you really not see the difference?

  • Custom game. People are usually up for those, especially if you want to try something new. My buddy and I used it to test the flashlight bug (which is VERY true. Green flashlight no addons instant blind), and also found out rn if you're far enough away (little outside of TR) killers just dont get notifications. Pallet jumps, drops, locker spam, etc.

    Even if you go in alone you have 2 minutes before endgame to try things out.

  • @Feyd said:

    I never deal with DS as a killer. Just don't go back to your hook and you're fine.

    Second, it's a five second stun that no longer is affected by enduring so that the survivor gets a chance to get somewhere instead of just immediately being smacked back down. The perk is powerful for a reason, but whether or not it does anything is *entirely* in the hands of the killer.

    Not always true. If it's down to two, gates powered but not open, and one saves the other from the hook. You down the rescuer as the other opens a gate and comes back. You STILL cant touch that survivor if its within 60 seconds. Regardless of tunneling. You could down them and wait, hoping they or the other doesnt have unbreakable. And you may get away with it. Or you may think it's been a minute, eat DS, and lose both to a heal and dead hard.

    This is just ONE example.

    It does its job better than it used to, for anti tunneling, but it still needs adjustments.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1039213#Comment_1039213

    "What new way would you have killers play that is effective and not "toxic" to you?"

    Wait, I think you missunderstood, I had a good experience, I didn't bring in a toolbox and cause of that I didn't get tunneled nor face camped nor moried in any game. But I'm a bit concerned that the killers actually said post game they're doing this cause of Ruin nerf, and those were red ranks! It's not cause ruinr itself but cause a way of complaining on Devs not focusing on maps, matchmaking and pipping sistem.

    For me there is no such thing as toxic behaviour from killers, there is only toxic behaviour from survivors cause of the game characteristics. But the action of not playing as you normally do and intending to give the survivors a hard experience cause "they brought in a toolbox" is gonna break this community more than it already is.

    EDIT: LOL, your comment wasn't for me was it? hahahaha. My bad

    The first response I had, you quoted, was to you, and I agree, some people are going to use it as an excuse. They may be sincere and they just started doing g it, but a lot of people arent just suddenly doing it, they do it and blame whatever they dont like, as if they just started.

    The second was a response to someone else, saying that killers cant just hit, down, hook, bbq, and repeat mindlessly anymore.

    Sorry if you thought that was to you as well. But I'd even say nothing is toxic, short of teabagging a hooked survivor then refusing to save them. But flashlights, teabags at the killer, rushing, camping, etc are just mechanics. Some people use then to tilt others, and it works.

    I see where you're coming from about "tunneling bc of toolboxes" but again, people will always look for an excuse or reason to play how they want. Hell, I'm guilty of it. If I see a Steve in game, as killer they get tunnel camped out of game, regardless where that puts me, and as survivor they get left to die. It originally started because I dont agree with ST in the game, but was reinforced by 8/10 Steve's being absolute douchebags in game.

    It doesnt make it right, but it is what it is.


    A lot of people have said if they fix maps, and adjust toolboxes, it will be a good start to actially seeing what's wrong with the game. Instead of blaming toopboxes/ruin/camping/lack of time, etc.

  • @DeathsCrimsonMaiden said:

    https://forum.deadbydaylight.com/en/discussion/comment/1039204#Comment_1039204

    This is true, but it is important to understand it is a pvp game. Both sides should have an equal chance of outplaying the other. The real issue is the random nature of the game. Survivor brought a key? Your 4k turned into a 2k. Trying to run scratched mirror myers? Boom, Rotten Fields. The biggest issue is that it is hard to take the game seriously when there are so many factors you cannot control whatsoever.

    Of course both sides should have a chance to win, but not a 1v1 chance. If the killer kills 1 or 2 of the team, and the other 2 still have 3 gens left, they, as a GROUP, have basically failed. They put themselves in the situation, or were outplayed by the killer.

    Its 4v1 because the teams strength and potential victory lies in the fact that there are FOUR PEOPLE.

    Not to mention, even with the killer as the power role, PLENTY of people would still, and do, play survivor for the simple fact that they can play with their friends. That will never change.


    If random factors like keys and maps are the issue, why not ask for changes to those, or point that out, instead of saying the killer, who is alone amd should be feared, shouldnt be the power role?


    Besides, if the game werent random at all, after a few weeks everyone would know the maps, exactly when people can and cant escape, and it would be meta gamed like CoD to the point of boredom because EVERY game would be the same. It can almost never be perfectly balanced, have non random qualities, AND have new content drop.

    Which all goes back to my oldest point (not on this thread), that the game may be a pvp game, but it is not a ranked, competetive, must win game. It's a casual 1v4 horror game.


    It can be frustrating when games go randomly because of keys, moris, or a bad map, but not every game can be perfect the way we'd like, amd we have to accept that. Does that mean they cant balance things better? Or fix certain problems? Absolutely not. But it's not going to be fixed overnight, with a simple fix.

  • @Orionbash said:

    https://forum.deadbydaylight.com/en/discussion/comment/1039185#Comment_1039185

    I'm talking about the mindless way killers have been playing for a long time. I don't care about BBQ, Ill loop you into submission if you dare bug me while popping a gen.

    Killers need to find a new way to play. Killers are still getting their 4ks. If you cant because of one perk that was only clutch in like 1% of games then you need to find a new one to play.

    They play "mindlessly" because they're not allowed to waste time or try things out with how the game is atm. They HAVE to go go go all the time. No breaks.

    And this thread is about tunneling and camping, not ruin, so saying the 1% clutch games ######### is so irrelevant to this discussion it hurts.

    What new way would you have killers play that is effective and not "toxic" to you? Because downing and hooking someone asap is effective. Running in circles looking for gens and following one survivor for eternity while the others work is not.

    Ruin has no effect on raw gameplay. Especially at high ranks when people can hit great skill checks.

  • @DeathsCrimsonMaiden said:

    The game is supposed to be asymmetrical, it would be ridiculous to think that killers should be the 'power role', since no one would want to play survivor. However, It really annoys me that the devs want the game to be competitive when getting the wrong map can screw you over for the whole game.

    In a 1v4, the 1 SHOULD be the power role, because the 4 are the strength in numbers role.

  • @Carlosylu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1039180#Comment_1039180

    That's exactly what I'm trying to do, if we make the game more playable for each other and focus threads on actual REAL problem in game we'd be having another conversation wouldn't we?

    Tunneling and Camping ain't toxic if it's a strategy, doing it to prove a point or as a complain against Ruin nerf is

    People have long been tunneling and camping. To think this is because of the ruin nerf is absurd. Yeah, there may be a few people that claim that's why they do it, but especially on here, they're a small portion of the forums, which is a small portion of ALL players.

    It may seem like its increased, but it's the same.


    But asking people to not camp, tunnel, gen rush, etc won't work, because most people wont hear it, and it only stirs the pot of both sides blaming the other.

    As a lot of people have said, maps need to be fixed to not require longer gen times, or band aid fixes to match speed. However if they aim for 5 min matches, players cant help what the dev team has in mind.

  • @Aven_Fallen said:

    You dont fear things after a few hundred hours of playing. You can play the scariest Horrorgame for the first time and ######### your pants and if you play it the 5th time, you will not get scared. I like Amnesia as an example - The Dark Descent was pretty scary (we dont talk about A Machine for Pigs, this did never exist). But once you played the game for a couple of times, you only try to bug the Monsters instead of getting scared.

    Even tho, there are some Jumpscare Moments in DBD, mostly because of Stealth Killers or old Prayer Beads (which was the one thing why this Add On was kinda good, even tho it was broken balance-wise).

    But in general, you are not scared of a game when playing it for a long(er) time.

    That's not 100% true. I've played this game for WAY too long, and still get jumpscared by stealth killers and anxious when being chased by a few powers.

    But were glad you're here to tell us all how EVERYONES psychology works with a blanket statement. Thank you for your service. /s

  • @Orionbash said:

    Just let them use their moris. Lol. If a killer HAS to use a mori to get a 4k they're not a good killer and once they run out they'll be out of red ranks where they belong.

    I have zero issues with the new ruin when I play killer. In fact, as a Tru3ta1ent build GF/Wraith main I love it. Its even better than old ruin as the point of the build is to keep survivors off of gens and healing.

    But I think threads like these prove my point that killers are indeed the biggest babies. Lol. Survivors have taken their nerfs in stride but killers get a ruin nerf and literally can't handle the game anymore. The days of down survivor, hook survivor, bbq, wash/rinse/repeat are over, killers. Adapt or find a new game.

    So the game itself is over?

    Killers whole objective is to down, hook, repeat.

    If BBQ is your biggest concern there, you've got a lot to learn, because THAT ######### is easily avoidable.


    What do you want killers to do, hook someone then ######### off to the other side of the map? Or just follow one survivor around?


    Survivors dont take nerfs in stride. People still cry about MoM, Balanced Landing, multiple heal nerfs. And threads are made all the time.

  • Tunneling and camping arent toxic. They're effective. Best strategy? No, of course not. But if you need someone out of the game (which quickly snowballs in survivors favor if your not fully paying attention and playing well), it is very effective.

    That would be like asking survivors to only work on one gen at a time because "gen rushing" is toxic.


    If it's the most efficient way to do your objective at that moment, it's fair. Besides the fact killers lose points for camping.

    What you should be calling on, is a look into WHY these tactics are used, and changes to remedy that. Fixing symptoms will not cure whatever causes them.

  • @not_Queen said:

    Alright. I can understand that some frustration can occur with game balance but before this transforms into a full fledged bash fest, let me clarify some things:

    Game Development is a team effort. No one is the sole responsible for all the changes.

    • Ethan and Louis are nice enough to show up, in public settings, and explain balance changes on behalf of the Design team. They are not the only decision makers on the changes, there is a Designer team behind them and changes need to pass through a lot of approval levels.
    • Mat Coté is in charge of partnerships (licences, representation, etc.) not in charge of game balance.

    I truly think this Community can do better than what I am seeing here.

    No disrespect, but as a 1:1 on your comment, a lot of the community thinks the design and balance team can do better than what weve been seeing as of late. We (I, speaking for others is just an assumption) love the game, but some of the decisions behind changes, and implementations of certain features are questionable.

  • @Waffleyumboy said:

    Did you check out twitch like he suggested? They play killer all the time there.

    The ones where they play at rank 15?

  • @BabyOniMain said:

    Can't wait for the new chapter where they give the Survivors guns to hunt down the 'Killers'

    Hey, if Pokemon can add a gun, we can dream too.

  • Expecting them to maybe have a change of heart, is the biggest flaw in your plan.

    I think the battlepass is a stupid ######### thing to put in a game with so much monetization already, but if you like the things in it, or want to support them, nobody is stopping or judging you. I just wouldnt expect them to suddenly do a 180.

  • @Waffleyumboy said:

    Weird...it's almost like too many killer players are clinging to the argument of an unbalanced game despite overwhelming evidence to the contrary.

    Or they quit like they said they would and dont see the bother in commenting atm.

    You know, the other likely possibility.

  • @toxic_clown said:

    https://forum.deadbydaylight.com/en/discussion/123475/last-dev-stream-proved-dbd-is-on-its-last-legs

    ######### are you talking about. what was so bad about the stream? i enjoyed it tbh.

    honestly made me feel a liiiittle bit better about everything.

    take a xan and chill out lmao

    Needing a xan to recover from a dev team that is at this point all but come out and admitted to being biased to one role over the other, is not a solution.

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1030734#Comment_1030734

    So I could play DbD while I wait for Dbd. So many options, so little time.

    You could WAIT to play DBD while you WAIT to play DBD, dawg.

  • @TitanByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1032032#Comment_1032032

    U pass with flying colors, ur now officially part of the Bubba gang

    :D I'm super excited! Thank you for accepting my application to bubba gang.

    Off to collect copious amounts of salt!

1 … 25 26 27 28 29 … 80