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Fibijean

Fibijean

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  • Mobile is run by a different team - it's basically a completely different game, just with a lot of characters and mechanics in common. Anything that the Dead By Daylight devs tell us about the game doesn't necessarily apply to DBD Mobile.

    So when it comes to the skins, if the mobile devs want to give out exclusives to their beta testers, that's their business. It has nothing to do with us.

  • @zaquintar said:

    https://forum.deadbydaylight.com/en/discussion/comment/919686#Comment_919686

    Yes, I was talking about a challenge within the archives. Fortunately it was not one of the master challenges so I was able to complete it in the next match, but as difficulty keeps ramping up with each tome, making your goal and then losing it to a connection error is very frustrating. Moreso after the match already ended.

    I understand, so it was just the progress from that game that was lost, not all the progress you'd made on that challenge overall. Yeah, that does sound frustrating, I'm sorry you had that happen to you 🙁 But I'm glad you were able to complete the challenge normally afterwards. Hopefully it's just a one-time thing and won't interfere with your challenge progress in the future!

  • They said that originally, but they delayed the DC penalty system because they didn't want to introduce it while the game still contained so many gamebreaking bugs that forced people to disconnect. So they decided to prioritise fixing the bugs which came with the latest patch before implementing punishments for DCing. We should be receiving more news on the topic in the near future.

  • @Velvetcake1027 said:

    Want you lose a pip for altruism?

    You will lose points in Benevolence, yes, which is a problem with how the ranking system is constructed. However, if there is really no hope of being able to rescue your teammate, you should still be able to play well and pip even with the Benevolence penalty.

    Bear in mind that, if you're good enough at the game, you will be able to do well (maybe not every game, but on average) and rank up even if you sometimes come across situations like this. So while it's true that survivors probably shouldn't be punished in such cases, if it's rank you're worried about, it won't ultimately matter.

  • @jiwix said:

    https://forum.deadbydaylight.com/en/discussion/comment/917448#Comment_917448

    So if I understand your logic correctly...

    I have to stay on the ground waiting, wasting my time..., watching him troll and nodding my head continuously while I'm on the ground. Whether I use a decisive hit or not. Wasting my time of game, not being able to play with my friends, and standing there waiting 5 minutes on the floor, I hope you're kidding?!?

    (TIP FOR DEV) (removing the obsession from this skill will remove this kind of troll and removing metagaming that the killer is aware that there is a decisive hit in the game)

    I'm not sure what situation you're describing (was he actually leaving you there for 4 minutes until you bled out, or just waiting out a potential Decisive Strike before hooking you, or what), so it's hard to give you any more specific information or advice, but yes. That is what you have to do under those circumstances.

    You can crawl around and look for the hatch if you like, or if you really don't want to play anymore you can go AFK and get a snack or something as the comment above suggested. But since the game wasn't being held hostage, you are not being forced to disconnect in that situation and therefore, although that is something you can do, it's not something you can really justify. Especially if it was a tactical play on the killer's part and not just a troll - again, without any more information to go on, I can't really say one way or the other.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/919223#Comment_919223

    I believe he's just talking about a challenge in-general yeah... not a specifically stated challenge but a challenge within The Archives.

    @zaquintar There's nothing you can honestly do about it man, i'd just take it as it is and move on to complete it in another match, just to save yourself time on trying to get back a challenge that can be done in another game.

    It's best to just leave it as that... an unfortunate circumstance.

    I assumed he was talking about a Tome challenge, I was trying to get clarification on whether it was just the progress he had made in that game that he lost, or all progress on the challenge in question.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/919242#Comment_919242

    From what I remember, the old system kept track of hook phases with the first being 1 point and reaching struggle worth 1. A death was worth 2, meaning each survivor was worth 4 points. A killer would get 8 points for having everyone escape on death hook.

    Oh? I thought it was just a matter of kills, but I played barely any killer back then so I could very well be mistaken. All the same, my point stands when it comes to the system OP is proposing.

  • I agree there need to be some adjustments made, although I don't think a return to the Victory Cube system is the answer. Rank should be a reflection of player skill, and so having a ranking system in which a killer who gets every survivor to death hook and a killer who doesn't even get a hit all game are judged as being at the same level seems heavily flawed to me.

    In my opinion, if the devs are toying with the idea of ranking killers on a per-killer basis because each one plays so differently, they should also, by the same logic, consider tweaking the emblem system on a per-killer basis.

  • Sorry to hear that 🙁 Are you just talking about your progress that you made in that game? If it was just a one-time thing, you might just have to chalk it up as a glitch and try again for the challenge.

  • @trapped_by_daylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/918742#Comment_918742

    For Ash it’s different. His head and body are together and his metal hand is a completely separate thing.

    You're right. For Ash, it's head and shirt first (which are one whole cosmetic), then pants, then puppet/hand.

    image.png
  • The devs actually do frequent this subsection of the forum, so it's not unlikely the post will get read, but insulting them for no reason probably didn't increase your chances of having your feedback taken seriously.

    Back to your actual problem - it sounds like a latency issue. What platform are you playing on?

  • @DwightOP said:

    DbD mobile is doing many things much better than pc. Sadly, I'm not a huge fan playing on a touchscreen..

    Btw, havent they said no platform exclusives anymore? So why is dbd mobile getting exclusives skins again?

    As I understand it, DBD Mobile is basically a different game. It's run by a different team. So nothing the developers say to us really applies to it.

  • @ASAPTurtle said:

    https://forum.deadbydaylight.com/en/discussion/comment/917373#Comment_917373

    I know you can't get banned for playing woth bad internet. But like I said if Its TERRIBLE and you are aware of it, it is.

    I know what you're saying, I'm still pretty sure it's not bannable.

  • Ah, I see. In that case, as outlined above, report the messages to Sony and the griefing to BHVR (via an in-game report and a support ticket with additional evidence) 😊

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/917281#Comment_917281

    I've done the same. And I can also safely say already by just looking at my hours that I've gone over 100 hours easily. And my rift isn't even done.

    I'm getting close to finishing it after large amounts of playing, but my GPU is literally dying and I don't even know if I will be able to actually finish it in time.

    I expect to finish it, but I think I'm getting close to the 200 mark at this point (I lost the document where I had recorded my hours originally so I can't be certain but I'm pretty sure I remember what the number was).

  • @rickyray101 said:

    https://forum.deadbydaylight.com/en/discussion/comment/917601#Comment_917601

    And rude players such as yourself is what makes this game toxic. I'm almost to the point of where I don't enjoy the game anymore and will move on to another game. I'm a high rank survivor btw so I know what I'm doing. Yes let's buff every killer but nerf everyone that's a survivor. SMH.

    He's not being rude, he's just pointing out a flaw in your argument. You shouldn't confuse opposition with rudeness - or assume that just because people are disagreeing, they must be trying to defend their own actions.

    For what it's worth, I'm a heavy survivor main, and I also believe that Blood Warden is good where it is. It's very easy to counter, and the timer is less than half the length of the EGC timer, so I don't think that part is an issue either.

  • It seems, from her lore, like Yui at least completed Junior High, and left to pursue her dream instead of applying to high school (which I believe is not compulsory in Japan). As a Junior High school student, she would have studied English, but probably not enough to be fluent in it, and likely would struggle particularly with spoken English. It's also possible that she had the opportunity to interact with more English-speaking foreigners through her fame as a sportswoman, although there's nothing in particular to suggest that in her lore.

    So my guess would be that although in theory she would be able to communicate verbally with the other survivors somewhat, she might have some difficulty doing so (excepting Adam, of course, with whom she could speak Japanese).

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/917523#Comment_917523

    Wait, does this only happen to me? I thought it was like this for everyone.

    I'm fairly sure it doesn't happen to me. If it does, I haven't noticed it. Either way, I'm pretty confident it's not an intended feature.

  • @mstutor said:

    I play on xbox 1 and this time there was a red light on me and a racing heart break continuously even when I wasn't being chased. Also every1 was screaming constantly even after snapping out of it. The game was horrendously long as every1 was running from nothing and not doing generators.

    That's not a recent change to the Doctor, he was just using addons. More specifically, it sounds like he was using the "Iridescent King" add-on, which has the ability to continuously affect survivors who are in Tier III Madness with the red stain and terror radius as if the Doctor were directly behind them. It's very easy to counter if you just look behind you as soon as it starts happening.

    Survivors scream in Madness Tier II for two reasons - being directly exposed to the Doctor's Shock Therapy attack, or their madness meter increasing enough that they passively go up to Tier III. So if people were constantly screaming (unless you were mistaken and they were in Tier III, during which survivors do scream at random intervals until they Snap Out Of It), it was likely for one of those reasons.

  • This sounds like a bug. You can report it in the Bug Reports section of the forums here: https://forum.deadbydaylight.com/en/categories/bug-reports

    Make sure to include information such as your platform, a description of what's happening, how often it happens to you and steps to reproduce it in as much detail as you can provide.

  • The Doctor hasn't had any recent changes.

    If you're not having fun playing against the Doctor, you're in luck, because I believe that's one of the things the devs are specifically hoping to address when they do change him in the future.

  • I understand the annoyance - deranking due to circumstances outside your control is an issue with the system that needs to be addressed.

    On the other hand, all you got was a depip. They lost their items, their bloodpoints and two pips and were risking a ban by doing so. So really... joke's on them.

  • I know it isn't much fun, but being left on the ground isn't forcing you to disconnect, and even though it is kind of scummy if they're not doing it for a strategic reason but just standing there nodding at you until you bleed out, it's also technically not doing anything wrong on the killer's part.

  • @Happy2Heal4You said:

    The problem with the “ should have read the patch notes” excuse is that it’s like faulting someone for no time reading the terms and services. Most people aren’t going to read that stuff because they’d just want to hop into the actually content. Why didn’t they just address these issues during a showcase of the chapter before it came out like they did with plague, ghost face and Demo? Oh wait! They actually didn’t do that this time for Oni. A showcase would have been a good opportunity to clarify what I said intended with Oni and what isn’t intended.

    That's actually a very good metaphor. If people agree to the T&C or EULA without reading them and then later decide that they don't like what they agreed to, that is 100% their own fault for not bothering to find out what they were getting themselves into. They're allowed to not like what they find, but they're not allowed to blame anyone else for not informing them. The same applies when people don't read the patch notes and then complain because they didn't know stuff had changed.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/917403#Comment_917403

    Thank you for the quote, I wasn't able to recall the source :)

    No worries 👍️😊

  • "Our goal for our first Tome and Rift is to base our completion targets on the average daily play time of 1 hour/user, provided by our internal data. Given this, completion of The Rift and all its rewards should take roughly 70 to 80 hours of gameplay, provided players accomplish Challenges from each role."

    The above is a quote from the Welcome to the Archives post on the official website (https://deadbydaylight.com/en/news/welcome-to-the-archives)

  • @Kikki said:

    https://forum.deadbydaylight.com/en/discussion/comment/917348#Comment_917348

    Ok thank you,I reported him for working with the Killer toghether.So can't report him ingame for offend me but I did report him to Sony :)

    Are you saying that he insulted you in messages and worked with the killer, or that he just did one of the two?

    Just to clarify, if he was working with the killer in-game, that is something you can report to BHVR, but it has to be reported in-game and he almost certainly won't be punished for it unless you also submit a support ticket with video evidence, and/or screenshots of him admitting to it (even if he admitted to it outside the game, such as in PSN private messages).

    Basically, if the thing he did wrong happened in-game, report him to BHVR. If he said something nasty to you over private messages, report him to Sony.

    Hopefully that makes sense 😊

  • @ASAPTurtle said:

    If you know your internet is TERRIBLE and you still killer to gain a competitive advantage it's reportable.

    Keep that in mind.

    I know the rule you're referring to, and I agree it's pretty vague, but all the same I don't believe they ban people for playing the game on bad internet.

  • Only if it happened in the game - anything that happens via private message over the PS network should be reported to Sony, not BHVR.

    It also depends what you mean by "offends you". I don't believe that console DBD has an in-game chat, so they can't have said anything offensive to you ingame. Make sure that what they did really is punishable before you report them for it. More information about reportable offences and how the reporting system works can be found here: https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest

    If you believe that what this person did was a reportable offence according to the post linked above, you should report them in the post-game screen where the scores are displayed. Reporting in-game is mandatory. If you want to submit a support ticket with additional evidence such as screenshots or videos, you can definitely do that as well. Here's the link to contact Support: https://support.deadbydaylight.com/hc/en-us

    If you describe what happened in more detail, I can give you more specific information about what the best way for you to proceed is.

  • @rd_dex said:

    https://forum.deadbydaylight.com/en/discussion/comment/917281#Comment_917281

    Well I'm sad now I didn't track how many hours it took me, I finished today with all three Tome levels fully done. There is no average playtime per day because I could play one day for 8 hours but next day 1 hour but it feels like it was way more then 80 hrs.

    If you can even make a rough estimate, give or take 10 hours, that would probably still be helpful.

  • Rather, I think killer adepts should be easier like the survivor ones - the way they used to be. The only reason the achievements are as they are now is because the killer adepts were tied to the scoring system in a way that the survivor adepts were not, and the scoring system changed.

    It's pretty much impossible to change the achievements themselves, but it is possible to change how the game defines a "merciless victory". The issue has been commented on by a developer, who said that although it is something they would like to look into in the future, it's not currently a big priority.

  • I have plans to make a poll after the Rift ends to test exactly this. I noted down what my ingame hours were at before the Rift started, and I'm going to take note of my hours played when I complete it.

    I'm hoping that with a large poll we can find out what proportion of people were able to finish the Rift and how long it took them, and then we'll have a better idea of just how accurate the 70-80 hour estimate was.

  • "I shan't strike thy injured surivor if thy be teabagging and body blocking my face. I shan't pull you out of thy locker and I'll simply allow thy to escape."

    image.png
  • @cave_ghost_al said:

    https://forum.deadbydaylight.com/en/discussion/comment/916544#Comment_916544

    Thanks for all the feedback!

    On the subject of Ruin, the point was to make the perk less random, and make the interaction more interesting for survivors. Also I was thinking that the current ruin would need to change if devs would ever change the game to make matches slower. I was really hoping this new version of prove thyself would be a hit because I really liked the idea of this effect and I thought that this perk was not only a good fit flavor-wise, but also one that could use some more depth, but I understand that change for the sake of change is probably not for the best. On the subject of iron grasp, I had completely forgotten that DS was included in the stun category, it was supposed to be more like the wording of nemesis. Your feedback on boil over makes a lot of sense and in the next few days I might change it to that. Your feelings about the proposed version of hangman's trick are also something that I understand, after all the less changed the better. No Mither changes are supposed to be things you have to specifically try to use for them to take affect, but this is probably another good case to stick with simplicity. I suppose the changes to cruel limits would prevent survivors from going to new areas, and force them to use up pallets or stay in a small area, which could be a bit too powerful. Maybe an increase to the size of the unaffected area would fix it.

    For toolboxes, I knew that this downside would be a bit too far, especially how it effects vaulting, but I just wanted there to be more of a trade-off when you decided to bring your heavy box of "win faster" into the trial. Maybe even just have it be that you're exhausted while holding one, and as soon as you set it down you're fine. I just thought it would make the game more interesting and fair at higher levels of organization and skill, but I do see why downsides like these would feel annoying.

    The point of the changes to sabotage is to make it more powerful, but make it so that it has to be used in moderation to stay effective.

    For noise notifications, I just find them to be annoying because they can just pollute your screen sometimes and make it harder to see what's right in front of you.

    All in all I'm really glad you took the time to write all that, and I think it was all wonderful feedback.

    Yeah, I think with some things it comes down to personal preference. I don't really have a problem with current Ruin, I think it does what it's supposed to do quite effectively and it doesn't bother me overmuch as a survivor, but I can understand why some people may feel differently.

    The main problem I had with Prove Thyself is firstly that I'm a fan of how the current version works and wouldn't want that to change, and secondly I think that Dwight's perks with their passive effects are meant to be quite noob-friendly, so I think changing one of them such that its effect is based around one's ability to hit great skill checks would be a significant downgrade in that sense. In general, I think it's good to have a balance of perks with both active and passive effects.

    As I mentioned, I think that the best change to toolboxes, if there were to be a change, would be to just nerf the numbers a little, since I don't believe that anyone should be punished for wanting to use items or add-ons that they bought with their bloodpoints and that are meant to give them more of an advantage. Having a downside such as reducing skill check success zones or something is one thing, but actively penalising people for using a good item is quite another.

    I definitely understand where you're coming from with noise notifications, and I think there should be some changes made to them, but I think they should be across-the-board changes enforced by the devs, not an option to alter them on a player-by-player basis since that would be much harder to balance around.

  • Do you mean an in-game report, or a support ticket? In either case, if you can write the report in English, it's probably best to do so, since the Help Center doesn't have international language support and so there's no guarantee that anyone on the Support team will be able to process your report in Spanish. In the case of an ingame report, unless you've been told otherwise it's probably safe to write the report in whichever language your game is in - although again, you'll probably get better support from the team if you are able to express yourself in English.

    I might tag @Peanits in on this one, since he used to be directly involved in dealing with support tickets and reports so he would probably be in a much better position to answer your question than anyone outside the team.

  • I've heard reports that they are working now, but it hasn't been officially announced as far as I'm aware. It would probably be best to test it for yourself as @Brucecastro81 suggested since there may be some discrepancy between individual experiences.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/914603#Comment_914603

    Why does it need to be balanced with anything. It'd just be flavor. Last hook is a near guarantee death, even if you're a sabo squad you'll just get slugged to death.

    Making moris basekit after second hook robs survivors of any chances they currently have to escape from that situation - adrenaline, unbreakable, pallet saves, flashlight saves, DS, etc.

    It may be a lot less powerful than the current mori, but it does have the potential to affect the outcome of the game, so you can't realistically argue that it's just a matter of flavour.

  • As of Patch 2.7.0, it takes exactly 2.7 seconds to break a pallet by default - 0.1 seconds to snap into place, and 2.6 seconds to perform the animation.

    I'll see if I can find the other figures for you, and edit my comment accordingly.

    EDIT 1: I can't find any official figures as to how long it takes to break a pallet with a chainsaw, but the Hillbilly's and Bubba's chainsaws apparently take the same amount of time to break a pallet, which is about 1.2 seconds, if they are already fully charged. By default, Hillbilly's chainsaw takes 2.5 seconds to charge up fully, and Bubba's takes 2.1 seconds. So unless your chainsaw is already charged at least halfway for Billy or at least a third of the way for Bubba, breaking the pallet with a kick will be quicker.

    EDIT 2: In the case of the Demogorgon's Shred, it takes 1 second to charge, about 0.5 seconds to perform and 2 seconds to cool down if it hits a pallet. So Shred is faster than pressing spacebar, but only if it is already more than 80% charged.

    EDIT 3: Destroying a pallet with Demon Strike takes 2 seconds. If you are already in a Demon Dash (which takes 2 seconds to charge) you will destroy the pallet instantly. I can't find any exact figures, but the Demon Strike appears to take the same amount of time as the Demon Dash to charge (2 seconds). So again, unless you are already in a Dash or have charged a strike more than 70% of the way (although the Strike can't be canceled, so I only say that for the purposes of accuracy, not practicality) just a normal pallet break will be faster.

    Basically, pressing spacebar is always quicker unless your power is already fully or at least mostly charged.

  • Have you tried remapping it? If there's a problem with a particular button on your keyboard/controller, maybe changing it to a different one might help you in the short term.

  • No updates yet, they're still being worked on. The last official comment I heard on it was from Peanits yesterday, who said that the outfits have no confirmed release date yet but they are on the way and are looking fantastic so far.

    image.png
  • @The_Second_Coming said:

    I mean, they can't remove him from people that have already purchased him. But losing the license to continue selling him is entirely possible, yes. That's how the legal system works. Will it happen? Who knows, but it is indeed possible.

    Technically, EULA-wise, I think they can just take him out of the game even for those who have already purchased the DLC, cause that's how DRMs work. None of us actually own our copy of the game or anything in it, we're basically just hiring it indefinitely. I think it's incredibly unlikely that they would, though.

  • @underlord99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/914649#Comment_914649

    question, do you you guys count people who died due to hook suicides as kills ?

    Just in case Peanits doesn't get a chance to answer - I'm pretty sure they've said that the stats were based off the survivors' status at the end of the game - disconnected, sacrificed, escaped, etc. So yes, most likely they do include survivors who killed themselves on first hook.

  • @myers_obsession said:

    https://forum.deadbydaylight.com/en/discussion/comment/916493#Comment_916493

    Yes, thats true but if they leave by clicking the button, they should be banned. And they clicked this button. All 3 were in the afterchat and isulted me. They watched how i let the last one go.

    I'm sure the devs can track, if the button is clicked.

    I think the point they're trying to make is that sometimes people are forced to use that button for innocent reasons. That's why the button exists in the first place. And they're right, the devs made the right call by delaying implementing the penalties until such gamebreaking bugs get fixed.

    In the meantime, next time you come up against people like that who DC as soon as they realise you're playing Spirit, maybe write down their usernames, so that you can avoid getting into a game with them in the future.

  • Don't worry, the devs won't ban anyone unless there is conclusive proof that they did the wrong thing, no matter how many people report you for something. The people who say stuff like "I reported you, have fun being banned" are either mistaken themselves or are just saying that to scare you. So if you did nothing wrong, you have nothing whatsoever to worry about 😊

  • The only problem with this challenge is not the difficulty, in my opinion, but simply the fact that the completion condition is something you can fail so early in the game, so it encourages players to give up and kill themselves on first hook.

    @PalletOrWhat said:

    https://forum.deadbydaylight.com/en/discussion/comment/916473#Comment_916473

    This is the trapper tome? Really? Didn't know that they said that. Or does it even show in the rift?

    Yep, each Tome is themed around one killer and one survivor. That's why we've been getting challenges to play as the Trapper or Claudette, or meet certain conditions using their unique perks. This is reflected in the lore fragments we unlock through the challenges, which tell parts of the Trapper's and Claudette's backstories, as well as the cosmetics (the charms in particular) found in the Rift. Next Tome with focus on a different killer and survivor, with lore, challenges and cosmetics to match.

  • @Bazz said:

    Oh, that’s too bad, I really prefer your version, thank you so much for the answer.

    No worries, glad I could help 😊

  • I like the changes to Flip Flop, Poised (although I don't think it's a bad perk as it is) and Mindbreaker.

    I think that We're Gonna Live Forever, BBQ, Babysitter (although I wouldn't be opposed to the perk granting bloodpoints as well), Ruin, Prove Thyself, Leader and Discordance are fine where they are and don't need adjustments.

    I think making the killer completely immune to stuns or blinds with Iron Grasp is too powerful, no matter what else you reduce on it. A perk that hard counters DS would become meta in a second, and I don't believe any perk should have the power to render another perk completely useless. If you want to buff it, perhaps you could make it remove the effects of survivors struggling altogether.

    A Boil Over rework is a good idea, but exhaustion is too valuable a stat. Just putting the perk itself on a cooldown would be a better idea, and maybe have it increase wiggle speed by only 10% to compensate.

    I agree Hangman's Trick could use a buff, and I like your idea of not making hooks break from sacrifice, but I think just adding that to the existing effects of the perk would be enough rather than reworking it entirely.

    When it comes to No Mither, I think the only change it needs is that the killer shouldn't know you have it. So the perk should not activate until the first time the survivor gets hit, and the killer should not be able to see the broken status symbol.

    I'm torn with regards to Cruel Limits, because while I agree that it's not a good perk currently, I have a hunch that it could become too powerful with the changes but I'm not good enough in a chase to be able to articulate why.

    I'm not a fan of the changes to toolboxes and flashlights, particularly the toolbox changes. Yes, they're annoying for killers, but I think flashlights are okay as they are, and making toolboxes - an item that the survivor paid bloodpoints to use and which is supposed to grant them an advantage ingame - an actual detriment for survivors to carry instead of just nerfing the numbers a bit is taking it way too far in my opinion.

    I think changes to sabotage are unnecessary, since it's niche and unrewarding enough as it is.

    I like the first two QOL changes, but the third sounds like it would mess with balance a lot. I'm sure there's a reason that the noise notifications are opaque to begin with.

  • That screenshot is from one of Skemoo's videos, correct? Sometimes he edits the cosmetics slightly to make them look better - for example, in that same video, he removed Susie's and Joey's masks when showcasing the new Legion sweaters.

    In this case, the hair is from the November Days Collection (celebrating Dia de los Muertos) which came out back in early November, and he's just removed the face paint that is normally part of the cosmetic. Here's a picture of the original:

    image.png


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