Crazewtboy
Crazewtboy
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@Sonzaishinai said:
I'm ... intrested
The changes are so drastic that I'm not even going to try to predict how things will go
There is one thing i know though. We wanted a meta change and these changes will 100% create a meta change
Many people complained DbD was going stale and this update changes that. Both sides will have to seek new perks to use and find a meta and i can't deny i'm kinda excitted for that. It is going to be a different DbD which is what we asked for.
If it's too much we can always turn it back a little. I'm more a fan of more extreme changes and dialing it back then barrely changing anything and feeling like you're not making progress. Altruistic healing should probably be buffed but i want to see how it works without it first.
Some changes are just a hard no, Billy's engravings did not need a nerf. Hell if anything whatever the number they are nerfing it with should go to basekit.
Hag changes are good cause it finally kills trap under hook hag that solo q struggled so hard with. She is going to need compenstation buffs in the future though
Also pls buff self care. Even if the numbers are going to be the same as they are now. Don't make it take a minute to heal with it pls
@Hex_Llama said:
I don't have an opinion about specific changes -- I have to wait to see how they play out in the game; I can never imagine it properly. The one thing I will say though, is that I can't keep track of what the perks even do anymore because they keep changing so often.
I have my first thoughts on the changes, but I agree that I want to wait and see how things play out. As mentioned, there will without a doubt be a change up in the meta. The only thing I am worried about is that this will bring a gen rush meta back harder. Instead of healing people will start using Resilience and pair it with Prove Thyself and other perks to speed through gens as quick as possible, ignoring healing all together. The meta seems to go in a circle. I remember when we had a healing meta like we do now. The devs nerfed healing and it put focus on gens. Then gen perks were nerfed and healing adjusted and it went back to healing. It's always going to be one or the other with the way things are being changed
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@Dustin said:
I feel this is one of the updates where BHVR had the absolute best intentions but there's a few things I don't agree with.
The removal of burning killers should stay as it gives survivors something else to do other than be chased or repair generators. It also provides rare teamwork moments. I feel it should just be added to more killers because again - it gives survivors something to do and sometimes yes you'll have a rogue survivor follow you while you're in chase but they're not doing objectives. Flashlights eventually run out of juice and if they're doing it too much adjust charges don't remove an interaction.
Regarding Hag specifically she's just a problematic killer who should get a rework. The fact that flashlight interaction is being removed with traps yet a new mechanic was created specifically to destroy traps is silly. Especially now that you have to crouch walk over to a trap. You may have infinite times you can do this now but it takes forever to approach a trap without Urban Evasion and that's the issue with Hag - Her kit when she is doing well promotes camping and prolonging the game because setup outside of the web of traps she makes is not only discouraged but punished. Hag should be reworked and also her traps should be destroyed in hook proximity if a survivor is hooked just to be inline with other killers. No one is going to enjoy having to crouch walk across a web of traps to unhook someone and go through a cycle of hook trading.
Circle of healing should allow self care and not stack with items because that's what was making it over the top is working with items. Now it's useless if you don't have an item on you.
Hillbilly should only get buffs - I'd love to see a single person argue that Billy is common enough to warrant an engraving nerf. Yeah there are some cracked Billy players out there but it's so rare to consistently get good chainsaw downs with him. If a Billy main came in here and provided proof I'll retract this part but I would be surprised if anyone agreed with it.
I do see the rest of the changes to be good for the most part.
In a way I am glad the burn feature got removed. It felt pretty bad for people playing Wraith and Hag and if everyone brings flashlights with Built to Last and possibly Streetwise, it could be a big issue.
I do think Hag just needs a complete rework all together, and I am all for her not being able to put traps near hooks. If other killers can't use their powers close to hook, I don't see why she should be able to put traps right in front either. But granted I don't play Hag.
I am going to disagree with the Circle of Healing part slightly. The Self Care aspect was problematic, as it meant you didn't need another survivor off a gen to heal your injuries. The problem is that if a survivor did help you, they healed you in 8 seconds so both of you were right back on the gen. Now to use the perk, you have to force that second person off the gen, losing time as they run to the area and complete the heal. If the boon isn't laid out in the right spot, you could arguably be losing more time going to heal them inside the totem compared to them being able to heal themselves. The healing speed is still going to be annoying against a coordinated team, but this change was much needed and makes the perk more bearable
As a Billy main, I felt the whole rework to his power before was unnecessary. Now they are nerfing his add-ons again and making cross maps more punishing. I still get downs with him pretty consistently, but unfortunately don't have proof. Either way, if you loop him right you can negate the saw all together. The changes to him were just not needed.
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@BlueHorkew said:
Good intentions but bad execution.
Healing changes will kill altruism healing, basically forcing healing perks, med kits or just playing injured and gen rushing
Perks felt like boring nerfs instead of actual reworks and almost no buffs for bad perks.
The killer changes are mostly nothing or kicking billy while he is down
Removing lightburn feels like removing complexity from the game and again, buffing nurse while nerfing billy is just bhvr being evil.
Tomes feels really sad. I was excited for tomes for my favorite characters to come one day. And now i feel like they might never happen after all.
Definitely think there should have been a little more thought. I doubt all these changes make it through to the live version
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@Rovend said:
Where can i see the new patch notes?
Here!
https://forums.bhvr.com/dead-by-daylight/kb/articles/382-developer-update-march-2023
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I won't speak on the base changes to healing until I see how they play out. But to say Circle of Healing didn't need a nerf was absolutely broken. It increased the speed at which you healed others and let you heal yourself. One person running it gave everyone Self Care and Botany Knowledge within a certain radius. This hurt any pressure killers applied, especially hit and run killers like Legion. Circle of Healing should have never been released with a self heal feature and increased speed. This nerf just took it down to where it should have been on release
Also they didn't remove the ability to blind the killer. If you read the update notes again, they removed the ability to burn the Wraith and combat the killer's power directly for a few different killers. This is much different than being blinded.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377084#Comment_3377084
Well you never know if that P1 survivor actually has P100 character as well but they just want to play other survivors as well.
This is a very valid point. I still stand by the fact though that I have watched legitimate prestige 1 players play better than 100 though. Nowadays prestige is really just how many points you have dumped into the character. Who does better just comes down to who learns the different aspects of the game better and who is willing to make improvement to their playstyle while others don't care
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I have only ever lobby dodged a few times because I'm trying to get a specific tome challenge and after trying repeatedly, I just want one that isn't gonna be against a full SWF team that could possibly destroy me. Other than that one specific instance I don't care. I'll play whoever ends up there. Sometimes I win, sometimes I lose and sometimes we both do good enough and I end up with an even 2 kills
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@Pulsar said:
You almost certainly do not play at high MMR if your chases are taking two minutes to end.
Pretty much every Killer main goes through this phase. It's basically the "git gud or quit" phase. You start finding Survivors who are actually decent at the game and it's a rough adjustment from the potatoes you're probably used to.
You just have to power through it and learn from people that are better than you.
I think this could be phrased a bit better.
If you are willing to let a chase go on for 2 minutes, or any amount of time where you know it could cost you the game, you should improve your ability to mindgame/corral survivors. If this is not possible, you should know when to drop a chase to find a new target, being content with the pallets you've removed from the map.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/368647/killer-main-why-im-quitting
Dead hard, flashlights, pallet stuns, sabotage, body blocking the list goes on.
Props for this one. Very few killers actually point these out as issues (Dead Hard excepted, of course). Particularly flashlights and sabos are a huge part of what makes bully squads so awful to face.
Flashlights are pretty easy to counter once you realize they are there. If possible look at a while. If you can't do that, bait a pickup. Someone will likely reveal themselves to get into position. From there you just have to chase far enough, come back and pickup facing the other way. If this still isn't working, Lightborn makes you completely immune to blinds.
I can agree with the sabo builds as normally when I see toolboxes I think "Oh cool, gen box" but on my way to a hook see them drop down for a sabo. There is a few ways to deal with this. The first is if you are close enough, slap the person breaking the hook twice. The guy you have will get out, but the person breaking hooks has taken their spot. The other option is drop who you are carrying, leaving them slugged and chase the guy breaking hooks. More often then not they won't have a plan, and you can get an easy down while forcing pressure because a third guy has to pick up the one you slugged.
Hope this helps
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I can definitely sympathize with you on this. Playing killer can be rough sometimes. Some days I have a series of good games that make me feel almost unstoppable and other days it is match after match of being tormented and having losses thrown in my face, without feeling like MMR is making things any easier.
As others have mentioned, try not to let the first two gens popping early get to you. Unless the survivors are super uncoordinated you will pretty much always lose those first 2 gens. Once you get down to 1 or 2 gens remaining is where you want to really enforce the pressure. By this point you ideally want to have most of the pallets on the map down or at least two people dead on next hook (I left out having one dead, because you said you like to spread the hooks out, so ideally you wouldn't want to kill them super quick).
As far as second chances go, a good bit of them can be countered fairly easily. You just have to remember to play around it and don't rush to do things. For flashlights look at a wall if possible, turn the other direction from a survivor, or sit there a minute and see if you can bait the save. Most of the time this will work. For flashbangs, if used in a chase you could look up, otherwise the same as for flashlights. If both of these things are a serious issue for you, you could bring Lightborn. For pallet stuns the only solution I have to offer is to try to bait them as well or check around the pallet before pickup.
As far as Dead Hard is concerned, do not listen to all those saying it is your fault for not waiting. If they are in open ground and you haven't seen them use another exhaustion perk, just give it an extra second. If you rush to swing when they are in the open this would be self sabotaging. If they use it on a pallet or window vault where you have to lunge or let them create distance, you are unfortunately screwed as waiting it out isn't an option and that is where I think some people are overlooking. There is no way around it and you will have to eat it unless you are running perks or add-ons to give exhaustion or somehow manage to corral them away from these stronger loops
As far as maps go, I have no real input on this one. You are right. A good portion of the maps don't feel balanced. They feel like they are catered for one side. The main issue being the fact gens are too spread out. This is something a lot of people are begging the devs to work on and I can only hope they see the pleas.
I don't expect this post to change your mind on taking a break in any way. If that is what you need to do then go ahead. I take breaks myself from time to time. I hope you can enjoy your time away and come back in a better head space when hopefully the maps are fixed
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@Nazzzak said:
Regarding chases- it's not unusual for a couple gens to pop early. This is because while you chase one survivor, the other three survivors have nothing else to do except gens.
Your first hook is the one that starts the game, because that's when the pressure starts. One survivor hooked, one going for the unhook/heal, one now in the next chase with you, and only one on gens. And since i know killer mains respect Otz, I'll point out that he has a video where he says the same regarding the ideal chain of events in a game. And if that one survivor who is free to be on a gen is instead ducking away scared, or messing with totems or chests, then even better for you. Because then no one is on a gen. And this happens way more than you realize - the new HUD shows me exactly how little my team mates spend on gens lol
I can tell you from a solo survivor main perspective, that 2 gens going off early mean zilch to me. To killer mains, your minds are probably saying 'the game is half over, I've already lost'. But survivors see these games all the time, and more often than not they don't live to see endgame anyway. Many times 2-3 gens pop early and the killer has a 4k before the last gen pops. Pressure is the best weapon a killer can have. And I'll add - the biggest mistake is overcommitting. If the first survivor is good in chase then abandon it asap. Guaranteed they'll be altruistic asf later in the game and it'll be their downfall. And Corrupt Intervention is a must have if early gen pops are really messing with your mind.
Can't agree more with the gens popping early. Unless the survivors are extremely uncoordinated, you will almost always lose the first two (and maybe even 3) gens. When there is 2 gens left to be done (4 to patrol) is when the game kicks in to high gear. I find a lot of the games I play lately, survivors are quick to do gens away from the killer and lock themselves in an unintentional 3 or 4 gen. From that point, so long as some pressure is applied and you don't over commit to a chase you are likely going to turn a game around. I lost track of how many games I had lately where teams got down to the last gen and I only had one hook, only to turn around and obtain a 4k
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Back a while ago I would say that showing up in a lobby with Prestige 3 survivors had more of an adverse affect, as did having multiple of them. Currently though I think people worry too much. Ever since the game has reduced grind and made things more relaxed in terms of point scoring, it is super easy to prestige characters. Over time Prestige went from being something you might be afraid of, to simply seeing how many times someone has went through their bloodweb, and in this game time does not always equal experience. I have played with and against people who are prestige 90-100 and they have played worse than someone who was only prestige 1-5. Neither prestige nor grade are supposed to have an affect on matchmaking so I don't see why so many people are concerned about it
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376754#Comment_3376754
Well, right now I'm 2/4 today in the "cruel and unusual punishments" category.
Doesn't count turbo-tunneling or instant 3-gen camping, if it did I'd be a perfect 4/4 so far.
I went to go make a sandwich and ate it while I was watching and taking clips. There's only so many sandwiches I can make ya know
I 100 percent agree with the fact that the slug to death was unnecessary and that the killer you got was more than likely just looking to ruin someone else's experience. However I do have to point out that in some cases a tunnel or 3 gen camp is a strategy that has to be used if you are looking to tip the game in your favor. Without it, some killers are going to get ran over by a team.
That being said, when you stop caring about winning or losing and make your sole purpose to ruin the match for someone else like this killer, you should probably take a break for a bit. Unfortunately there isn't a whole lot to be done apart from move onto the next match or take a short break yourself to prevent getting frustrated
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@FriedDesires25 said:
How about this?
Borrowed time
when you unhook a survivor, The unhook sound and hud notification for the killer is delayed by 10 seconds.
Not the most original idea but i think It would work well.
I think this could potentially be a amazing idea. Especially if paired with something like We'll Make It. Gives enough time to heal and get away from the hook before the killer comes back
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@yauniqua said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376092#Comment_3376092
killers will adapt.
I'm sorry, but from a balance perspective that just seems like a terrible idea. There should be no need for the person unhooking to have endurance. If people don't want to trade hooks then they shouldn't unhook in front of the killer/while chased
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As someone who splits my time up fairly consistently, I will give you both standpoints
KIller: It is wrong to say that you shouldn't play optimally, and in certain instances tunnelling is the only strategic method or you might just happen to find that one survivor again. As soon as you get that person out, the game goes downhill fairly quickly for survivors and you are pretty much set up for a win. Always do what you feel you need to do to get a snowball, so long as it isn't cheating of course
Survivor: When someone is tunneled out early on, it causes the enjoyment to be sucked from the game not only for the one being tunneled but for everyone else who now has to sit there and try to win a 3v1. When this happens multiple games in a row, it causes survivors to become frustrated as they feel there is no point to them playing the matches. It can be especially bad if the person it happens to is new to the game. I have watched friends become frustrated very quickly as they try picking up the basics only to be quickly taken out of the match. After about three games of this, they leave and never play the game again. The efficient strategy just cost the game another player.
Obviously it isn't either side's job to make sure the other has fun, but every now and then maybe we should give the weaker links a break
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@Smoe said:
I'll take an original chapter over any of those licenses you just mentioned, with perhaps the except of alien.
This. Honestly I'm all for Resident Evil but can we give it a rest for a bit?
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@Devil_hit11 said:
Make it grant 20 second of Endurence onto the survivor that performs the unhooking. Now you will see it a lot more.
So essentially the first version of Borrowed Time just instead of a one time use, it is infinite. That is gonna be broken
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Thanks for the responses! I did plan on using the hatchet add-ons to increase carrying capacity. Was looking for any other methods to possibly make it easier
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@[Deleted User] said:
I'm actually so sick of maps and how strong they are for survivors. And confirmation bias tells me that I have an overwhelming chance of getting unfavorable maps every single time I load in.
The "reworked" Red Forest maps are especially guilty of feeling awful to play on. I can't believe BHVR somehow made these even worse to encounter as killer.
This. I am 100 percent convinced the map RNG works against you and will roll you the worst maps possible for your killer
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@bittercranberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3018405#Comment_3018405
totally fair!!
i just wish theyd remove the skill check on the perk..
I don't think it is too difficult. Though I can see your reasoning. If it is anti-tunnel, then it should work all the time. Not based off whether you can hit a skill check. My advice to practice is get another person, play a custom and have them run Overcharge. The skill check is roughly the same size
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@bittercranberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3018239#Comment_3018239
the endgame feature is fine but still doesnt make sense...
if im being tunneled it doesnt matter if its EGC or not.
a tunnel is a tunnel and I would like to use the perk that counters that play style,,, just me though
If the door is powered you are no longer being tunnelled. The killer is doing what they can to secure the final kill and you should not be granted a free escape. At that point there is no benefit in going for others
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@KurnDisciple said:
Lol.
"The killer killed me too fast so I ragequit" isn't "being harassed" it's called "playing the video game"
On some rare occasions it can be. But the key word is rare. I have been ignored and the only one attempted to be killed while the killer ignores everyone else (mainly during this event), but to disconnect everyday is kinda ridiculous
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Sounds like the system is working exactly as intended. Do those things suck in matches? Yeah. I've had them happen to me as well. I've only ever disconnected for it once. By disconnecting you make the match equally as miserable for your other teammates when everyone had a chance to succeed. On the off chance you did it on last hook, would it have really killed you to stay those extra few seconds. Sometimes you just need to take a break when you are having a bad experience. By the sounds of it, you need one. Realistically there should be no reason to disconnect from matches everyday. If you start a match it is expected you are sportsmanlike enough to finish it (obviously excluding real life emergencies which are more important). Just take the loss and take a break. Be thankful your penalty isn't longer
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Someone pointed this out. A big issue with the perk was the fact distance ruined mindgames as it corrected a screw up. Well this does the same thing. You can't really wait it out because if you wait the survivor has time to make it to a pallet. I think that was everyone's problem with it in higher skill matches. Oh well. Will just have to see how it does in the PTB
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If I remember correctly, the stun from Decisive was changed permanently to 5 seconds because Enduring counteracted it. Now that it no longer does that, I can only assume that is their reasoning for reverting it (not saying I agree with this change). I can get behind the Endgame feature now though
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Iron Will: Didn't think this one deserved the reduced effect. If anything it shoulda been based on movement like it was before
Calm Spirit: No one really used this as is but now the downside seems to outweigh the good
Spine Chill: That line of sight thing is kinda brutal. Considering how if the killer is looking at you it is probably to late to move
Corrupt: This just felt like it punished killers for playing optimal. I could see lowering the time but not this
We're Gonna Live Forever: With the bloodpoints being removed its other effect can't be justified running over a reworked Botany Knowledge. At least BBQ has aura reading
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3014558#Comment_3014558
Bitter Murmur and Darkness Revealed are much better now than BBQ.
Couldn't justfiy Bitter Murmer as that is only when a gen goes off. Darkness Revealed is good but I'm still leveling Dredge
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@Laluzi said:
Yeah. There was a reason WGLF was less popular than BBQ, and that was half because its bonus was less helpful to the match itself (as well as being harder to max.) The perk definitely needs another effect now, because it's supremely lackluster without the bloodpoints.
I'm honestly surprised they didn't catch this
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@Tsulan said:
Both are trash now. There are far more superior aura reading perks than BBQ. Now with the bonus bloodpoint incentive gone, the incentive to leave the hook also vanished.
The bonus healing of downed survivors from WGLF doesn´t justify its perk slot now. We´ll make it will take this role pretty quickly.
I just like BBQ on my Billy. Aura reading always helped then. But yeah WGLF definitely doesn't justify a perk slot now
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3014456#Comment_3014456
I mean, they buffed Sole Survivor to do what Left Behind did, the issue is they changed Left Behind to do something else because the effect was useless, and now Sole Survivors has it.
Yeah I picked up on that. I'm confused about that as well
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I have this question myself. I down someone with 4 gens left. They are gonna be put on first hook. They DC. Not even a chance to see how the match would play out
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@Shaped said:
Honestly games are not too bad for me on either side. I mean, they are not worse than usual at least.
Maybe because I am not dead set on getting max bp and cosmetics. I just play the game without any expectation.
I haven't really either. But I at least expected to be able to partake in the event without being removed from the game. I at least expected a 4v1 instead of the killer wanting a 1v1 every match I spawn in
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@MrPeanutbutter said:
https://forum.deadbydaylight.com/en/discussion/comment/3002957#Comment_3002957
That seems like pretty normal gameplay to me
It may seem normal because that is what people are used to, but that is my point. It should not be normal to target a player out so much that they can't even participate in the event. That's what I'm saying. The fact that you can do that is really being highlighted during this event and I hope the devs learn from it
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Definitely the first one. The threads made today speak for themselves. This is only day one. It will get a lot worse
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It never leaves my build. People always ask why and never understand my reasoning. Take my games today as an example. Trying to use point offerings on people without DS and get hard tunnelled to the point the killer won't even hit a survivor bodyblocking right in front of him
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This actually made me laugh my *** off. Notice how he is still at it? Guess he isn't getting enough attention
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3002961#Comment_3002961
None of what you said is inherently toxic though
I can see how it is perceived as such as it can feel miserable when it adds up. But you are right, nothing mentioned is necessarily toxic. Now refusing to complete gens because you know you can bully a killer without going down, that is toxic
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/3002939#Comment_3002939
it´s usually Survivors who brings Toxicity, otherwise why on Earth you would have a 20s stun flashlights, flashbang, head on, decisive strike and Borrowed Time?
It is both sides. I have seen complaints equally from people playing each role. It is there on both sides
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@Souplet said:
https://forum.deadbydaylight.com/en/discussion/comment/3002947#Comment_3002947
Thats the meta, stop crying about it
Killer's only chance to win is to tunnel someone out nowadays, thats a fact and that wont change till bhvr slow down objectives
People wont let you farm just to ensure you have fun,. Do survivor take killer fun in account when they play ? No, so why should killer do it
You should try reading for once. Not once have I said anything about farming. However it would be nice if I had a game that was actually a 4v1 instead of a 1v1. Based off the threads you've made in the past I find it hilarious you say that I'm crying
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@MrPeanutbutter said:
Can you explain how “toxic” survivors and killers are “ruining” matches? This is a really vague and generic comment. Do you have specific examples?
For survivor, see my reply above. But I have seen multiple posts from people who play killer about how survivors are BM'ing them at doors for not being good, refusing to leave the game/do the gens because they know they can run the killer without going down, etc
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3002924#Comment_3002924
Yea it took me less than 30 minutes to realize this wasn't worth it. Theres nothing from the anniversary event I really care to obtain anyway. I may try again in a couple days to see if I can get better matches but honestly I'm just waiting for the next RE chapter.
Everyone will end up leaving again. This event was supposed to be a fun time where old people could get back into the game and celebrate with everyone who just started playing but inevitably people ruin it. Think I'm done till the next level of the tome comes out
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@Marc_123 said:
I switched and played chilled killer which is quite relaxing.
After i got this Silent Bell, all seeing blood, Mori Wraith and a Tournament level Freddy - so unfun people around. I don´t get it.
It's miserable. But what makes it worse is the camping and hard tunnelling. So far today in a majority of matches I have been face camped in the basement, Tunnelled off hook while my team were running right in front of the killer but they didn't care, Hard tunnelled into mori, Slugged and left to bleed out while being stared at twice. I'm afraid to even try the other side. Might just have to stop playing till the next tome level comes out. Can't deal with this and not having any fun
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3002924#Comment_3002924
don't dignify people like that with a response honestly
seems like they are just trying to rile people up, they'll get bored if nobody responds
I'm well aware of what they are doing. I just wanted to point it out because these will be the same people whining days later about how they can't find a match and no one wants to play after having their experience ruined
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I'm slightly irritated about it as well. All the other cosmetics we grind for during events were given away so people wouldn't get scammed with codes and everyone could enjoy them. All cosmetics except legacy. It's funny though because if you bring this up a lot of people will take your head off. Hell I don't even want the same legacy. I would take a different color at this point. But I would have liked a chance to at least earn it and that was why I was hoping we were getting something like that for our P3 characters when the rework dropped.
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@GentlemanFridge said:
Dunno about Huntress, but I'm pretty sure Spirit didn't have legacy skins.
As for your question, I imagine most players (that still have it after the mass wipes) left by now.
Neither one of them had any. Legacy was available for the 4 original survivors (Dwight, Meg, Claudette, Jake), the 3 original killers (Trapper, Wraith, Billy) and both of The Last Breath DLC characters (Nea and Nurse)
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@Souplet said:
My insidious ig agitation monstrous shrine bubba is on killing spree with all the flans thanks you
Enjoy waiting 15+ minutes for a queue when everyone inevitably stops playing
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3001957#Comment_3001957
It is indeed 12. We're looking into why the UI is lying to everyone (it's going through a phase and lashing out).
Is it just the UI? I just secured what was supposed to be my 11th mask but it isn't saying I got anything
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3002087#Comment_3002087
So how does this work? Is there a pillar with an invitation for everyone on trial? Is it only for you? Does it move? I am so confused, I played about 6 games but only found one invitation.
Apparently there is one that spawns in a match. When someone grabs it then it will respawn shortly after
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@FeelsBadMan said:
Played about 10 games and haven't even seen the event thingy yet LOL
They consistently move around. I've made laps around some maps and haven't been able to find one and it is starting to get on my nerves