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Fibijean

Fibijean

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Fibijean
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  • Good to hear! Feel free to come ask on the forums if you need help with any of the others 😊

  • Are you talking about matchmaking in general, or placing a limitation on SWF groups?

    In the latter case, I would say it's not a good idea to put limitations on SWF, for several reasons. Firstly, people wanting to play with their friends is a huge part of this game's continued success. Discouraging them from doing so can only be bad for the game.

    Secondly, people who play SWF with a wide mix of ranks know that they are likely to be matched with higher-ranked killers, and they choose to do it anyway because they care more about playing with their friends than they do about fair matchmaking. As a SWF player myself, I am confident that pretty much everyone who plays SWF would prefer to play without rank restrictions.

    Thirdly, it doesn't make a difference to the killer. Or rather, it does, but if anything it would be a disadvantage. Three rank 5s and a rank 17 is much easier to deal with than four rank 5s. The only thing that imposing rank limitations on SWF would change for the killer is making them more likely to go up against teams who actually know what they're doing.

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/881528#Comment_881528

    I just felt like safe unhooks in general should never have been used as a "challenge", nor throwing pallets in a chase. I also felt like certain things were way too rare or impossible of a situation to even happen, let alone perform the condition to the challenge during the situation that was supposed to happen.

    That's fair enough. Again, not saying any of the complaints were invalid. Just predicting that there may be some people (not talking about you) who don't understand cause and effect.

  • Sorry for the delay. So did you manage to complete the challenge, or are you still looking for advice?

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/881530#Comment_881530

    One time a survivor used a shroud and I used a shroud, the Entity rejected our offerings because they conflicted with each other. 😕

    Apparently, a survivor didn't see our offerings getting rejected and (s)he ended up DCing.

    Thought this would be worthy of a share! Some people just hate mori so much that they will immediately DC the moment they see a hidden offering, even through it could be a shroud.

    I didn't know that was even possible for the Entity to reject offerings. I guess I assumed they'd just cancel each other out. What does that look like ingame?

  • What rank are you at as killer? Because different techniques work on survivors at different levels of experience.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/881503#Comment_881503

    I just remember a game I had as Bubba where I saw 2 survivor secret offerings. Had a hunch it was to spawn together+far away from me. Was the shortest Bubba game ive ever had as these guys all spawned in the maps worst bottle neck. Game lasted MAYBE 2 minutes. That was off a hunch due to me knowing each possible shroud's effect. If someone is strait up TOLD where the survivors would spawn...

    I agree with you. That's why I specifically said that killer shrouds shouldn't be hidden.

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/881507#Comment_881507

    I don't think many people complained about the grindy ones. They were grindy and annoying yes, but the majority of the complaints were things like "unhook two people safely in the end game collapse. The killer doesn't even usually hook two people during the EGC, and if he does, more than one person can get those unhooks.

    The other big complaints were about how the survivor ones encouraged poor play, which they still do.

    I saw a lot of complaints about the grind as well as the difficulty. And I'm not saying any of the complaints were invalid, I'm just saying that there are many people who just want the Rift to be easier, full stop. And some of those people, I'm predicting, won't understand the connection between the complaints made about the challenges and the consequent increase in XP grind to finish the Rift.

    I believe there is a certain sect of people who complained that the challenges were too difficult, for whatever reason, and once they've finished the Tome they'll start complaining about the XP grind, which is a direct consequence of the changes to the challenges. Again, not everyone, but a certain group of people.

    I would love to be proved wrong, but we'll just have to wait and see how it all pans out.

  • @Pulsar said:

    The cooldown hasn't really hurt her chase potential, I think it is pretty clear it was meant as a nerf to her overall map-wide pressure.

    I suppose the devs looked at the other Killers and decided that extremely good map pressure AND extremely good chase potential wasn't a good mix.

    Still doesn't explain why they couldn't have just increased fatigue OR just ditched fatigue altogether for the cooldown mechanic.

    They explained the logic behind the fatigue/cooldown in the Q&A stream. They didn't want to increase fatigue because the way the camera moves during the fatigue animation can be a bit nauseating for the player if prolonged, but they also didn't want to remove fatigue altogether because they wanted the survivors to still have that small window to break LOS and juke the killer.

  • @PistolTimb said:

    Ivory Moris are pretty fair imo, or at least as fair as hatch keys. Ebonys suck the life out of the game but again you could say the same about hatch keys. Moris should really be a built in mechanic when someone gets hooked twice. Purely for flair.

    Saving people from the killer's grasp when they're on death hook is still a thing. Taking that ability away from the survivors by default would not be purely for flair.

  • That would be cool, except it would also be meaningless after a while because the Rift rewards aren't actually exclusive (with the exception of the charms) and are going to appear in the Store at some point in the future anyway.

  • I'm just concerned that people are going to finish the Tome and then start complaining that the Rift is too grindy because they need additional XP to finish it now that the challenges have become easier, even though it was likely those same people who complained that the challenges were too hard in the first place.

  • The new patch is due to be released on December 3rd, most likely at 11am ET or soon thereafter depending on your platform.

    The Archives update has no confirmed release yet, but we should be receiving more information about that later this week.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/881468#Comment_881468

    Shrouds DEFINITELY should be hidden. If I see you use a shroud to put yourself as far from me as possible...I know your position, lol.

    Possibly killer shrouds shouldn't be hidden, though. Survivors know as soon as they load in whether they've started the trial separately or not, so it's not like it's a huge secret.

    And even if in theory it might help to disguise whether the killer has a mori or not, everyone always assumes that hidden offerings are moris anyway, so in practice all it does is encourage people like those in the OP to dodge shroud offerings.

  • The changes to Brutal Strength, Shadowborn and Play With Your Food aren't bad, but I also don't think they're necessary. Particularly in the case of the first two, not all perks have to have complicated activation conditions. Perks like these that grant passive abilities are good too, and in many ways better for new players.

    I don't think Stridor, Beast of Prey, Blood Warden, Bamboozle, Spirit Fury, Mad Grit, Corrupt Intervention or Furtive Chase need the changes that you're proposing. They're in a good place as they are.

    I actually quite like the changes to underpowered perks like Third Seal, Overwhelming Presence (although this one comes off as a little overpowered, could use some adjustments), Knock Out and Hangman's Trick (though I think the rescue time element is too much and encourages camping).

    The Cruel Limits buff could be good, although I don't like the idea of breaking pallets automatically because sometimes keeping pallets unbroken can be advantageous to the killer. In fact, if I read the current perk description correctly, breaking the pallets would actually be a nerf to the perk. Also, are you proposing that vault locations be blocked within 32 metres of the generator, or the killer, when the perk activates?

    As for the fan-made perks, I think Hold Up sounds interesting but is pretty underwhelming, especially since it doesn't take very long for survivors to regain that progress and the perk can only be activated at full power 4 times per match. I'll Give Up is just like the new Beast of Prey, but worse. Destroyed Cohesion sounds interesting, but I worry that it would encourage resentment and toxic behaviour among the survivors.

    Partners in crime sounds pretty overpowered, like Borrowed Time and We'll Make It rolled into one. As a survivor, I would never equip Broken Partnership. The inability to interact with your partner is potentially fatal, and the boost is nowhere near advantageous enough to mitigate that risk. Perception Disorder should grant a higher bonus, otherwise it's just a more dangerous We're Gonna Live Forever. Having said all that, I do think the partner system is an interesting mechanic which has the potential to be utilised in some cool and unique perk designs.

  • My main problem at the moment is ranking/matchmaking. I feel like a lot of the issues people have with the game would be solved if they were matched with players of their own skill level more often.

    Of course, it's not a very easy fix, but at least the ranking system is due for a rework soon, so we have that to look forward to.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/881448#Comment_881448

    Again this is more or less how it is currently written and there is still confusion and disagreement about the rule. Giving it an entirely new term, even if the definition is just a longer explanation of something that already exists, would go a long way in resolving these problems.

    I was under the impression that all it says currently is "bodyblocking", which we're all agreed is too vague. If I'm mistaken and what I proposed is already written in-game (because I just checked and it's definitely not elaborated on in the Game Rules post on the forum) I'd appreciate it if you could link a screenshot of the current in-game report system for reference.

  • If you think killer sounds more interesting than you're finding survivor at the moment, why not give that a go? You might find it a bit of a refreshing change.

    If you're becoming bored with the game as a whole, take a break. It happens. In the nearly three and a half years that I've been playing this game, there have been several occasions where I've taken a break from it for months at a time because I just wasn't feeling the same drive to play it anymore. So take some time off if you need it - DBD will still be here when you get back.

  • No confirmed ETA, but we are due for a progress update at the very least this week.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/881431#Comment_881431

    Yes but if both cars are a porche and you always refer to them as a porche then suddenly you say my 911 (assuming the person doesn't know anything about porche models) then they don't have a clue what you are referring too unless you explain it.

    Once the current system is explained people also know. That is what I am saying changing the name doesn't stop the questions or change how its perceived when they both mean the same act body blocking just with differnet stipulations so unless someone has to have knowledge of the rules in the first place.

    I'm on board with this metaphor. As someone who knows nothing about cars, the Porsche thing means nothing to me. But if instead of "my 911" you were to say "my Porsche with the [whatever makes the 911 unique]" then it would be much clearer what you mean and doesn't take much longer to say. That was the basis for my point above, that we could maybe solve the problem by keeping the term "bodyblocking" but elaborating on it slightly so that it's clear what is meant by it in context.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/881258#Comment_881258

    If someone doesn't know the rules, and a term is used to describe multiple situations, they will ASSUME that all those situations are bannable. Hence why we have so often explain to people the difference between this body blocking and that body blocking, and why even when presented with these arguments people still say "well the rules say body blocking so both are reportable".

    If someone doesn't know the rules, and these things have different terms, they won't assume the permitted action is also bannable. It's a separate thing. You can't say "well the rules say this" because the rules have a specific term for the bannable action.

    The problem is not with the people that read and understand the rules, it's with EVERYONE ELSE. Do you see now?

    https://forum.deadbydaylight.com/en/discussion/comment/881286#Comment_881286

    Because that's the exact problem!

    You say "killer is body blocking me" is not specific enough. Is it the permitted form or the banned form?

    But then you say "killer is soft locking me" that IS the specific term for the bannable form of body blocking. You wouldn't use this term EXCEPT to refer to an instance when what the other player is doing can be reported.

    Sorry but this is really triggering that you guys can't seem to understand this very very simple concept. Explain to me exactly what we lose by giving it a different term? People will have to look at the rules either way if they do not understand it completely. All we are doing here is avoiding the issue of people assuming the rules because the terms are vague.

    If I go to McD's and just order "a burger" that is so incredibly vague it could be like 10 different items on the menu. But if I say "Big Mac" they know exactly what I want. No assumptions needed.

    I didn't realise you were so committed to "soft lock". I thought you were just suggesting that a different term be used because "body blocking" is too vague (which I'm pretty sure everyone here agrees with, at least in principle). So I was just suggesting an alternate phrase that perhaps we could all agree on, since as others have already pointed out, "soft locking" may not be the ideal phrase to use.

  • I do when I remember. I like to think that it helps the devs in some way, because more player feedback is always a good thing.

  • They didn't know you were trying to do dailies or achievements.

    Sounds to me like they were just trying to be nice.

  • 1) "Use" is not the same as "abuse". No one is abusing BBQ or Nurse's Calling. Also, while I agree that three tokens is perhaps too few, making Distortion infinite would make it way too powerful, considering how many killer perks rely on aura reading. It's essentially Undetectable for survivors.

    2) Good survivors can run killers around even bad loops for a long time. We need those "spacebar" loops to balance the extremely safe ones like shack. If anything, loops on the whole need to be weakened, not strengthened.

    3) The Hatch was never intended as a free escape or a reward. It's more of a second chance. The EGC is meant to be tense and overall killer-sided. If a survivor gets the hatch, they've beaten the odds. The killer has as much right to a 4k as the survivor does to an escape.

    4) I happen to share a similar opinion about instaheals, but I have the same opinion about moris and other OP items in general. It's a very unpopular opinion, and is based on the idea that interest and variety are more important than balance. But the instaheal changes aren't going to be reverted, because the developers (and the majority of the community) are more concerned with the game being as fair and balanced as possible. Which is also fair enough.

    5) Decisive Strike doesn't need buffs. It's still a very powerful perk. And the skill check is very easy to hit for anyone who's decent at playing survivor. It's a high-risk perk for experienced players, it doesn't need to be made more accessible.

    6) This was changed for a very good reason and should remain as it is.

    7) So you want to make the hatch and DS more viable for survivors, but you're complaining about slugging? Slugging is a perfectly valid tactic and the killer's only counter to some of the mechanics you've mentioned already. Making recovery from the dying state basekit would not only render several perks (Unbreakable, Deerstalker, No Mither) virtually useless, it would also be another huge buff to Decisive Strike, which really doesn't need it.

    8) I wouldn't be opposed to a Brutal Strength buff, although I don't think it's a bad perk currently.

    9) Blood Warden doesn't need work. It should absolutely affect both gates. It's a powerful endgame perk with a very specific activation condition that is within the killer's control (allowing them to form strategies based around it) and a very easy counter for survivors.

    10) Again, I don't think it's a good idea to remove the killer's only counter to a very powerful item. I hate Franklin's as much as the next survivor, but it is counterable in a way that keys are not. It's fair as it is.

    11) This sounds pretty cool actually, although 15 seconds is a long time. If the intention is to make survivors vulnerable while they are in the Exit Gate area, I think it should be reduced to 5.

    12) I don't think this is a good idea. Many killers already have distance-gaining abilities built into their power. A perk like this would be way too much, especially on certain killers who already have high mobility. The only reason it's balanced on survivors is because they're already slower to begin with.

  • @KnobbyGnome79 said:

    https://forum.deadbydaylight.com/en/discussion/comment/881264#Comment_881264

    Lol you found it didn't you? Why start a new thread on something that already has a thread that can just be bumped! How many threads do we need on the topic??

    Yes, I found it, because you bumped it up to the top page by commenting on it. We don't resurrect months-old threads because a lot can change in the game in that time and it can get confusing for people.

    You're new to the forums, so I'm just trying to explain to you how things generally work here. You are free to create your own thread on the topic, but please don't resurrect old threads. The discussion here has already ended.

    @MandyTalk@Gay Myers (Luzi) This thread may need to be locked.

  • Why can't we just call it "body blocking a survivor"? That covers both instances in which body blocking is bannable - as a killer against survivors, and as a survivor against other survivors, while eliminating the instance in which it is never bannable - as a survivor against the killer.

    If time is an issue, it could just say "body blocking a survivor for an extended length of time" or something.

  • @KnobbyGnome79 said:

    https://forum.deadbydaylight.com/en/discussion/comment/499586#Comment_499586

    Devs don't need to fix anything. The perk is called overcharge!

    This is such a ridiculous thread. I run both sides and yes I hate going against ruin but sure as hell like running it. Hex ruin is not broken. It doesn't need fixed. It doesn't need changed. As a killer it's a gamble. Either it lasts awhile and prolongs the game or it's destroyed early and you are down to 3 perks. As a survivor you either find it. Power through with skill checks or gentap. That's the name of the game whether we all agree with it or not. The game is supposed to be challenging regardless of what side you play! Not a picnic on the beach!

    I love this game and will continue to play both sides and have a good time but holy hell the dbd community as a whole is the whinniest bunch of pansies I've ever seen on a game! (Obviously I'm not talking about EVERYONE! If you got butthurt by the comment then it was most likely about you. If you didn't then kudos we are brotheren is what is overall a great game with a few minor annoyances!)

    It's also a five-month old thread. If you have opinions to share about Ruin or Overcharge, I would recommend making a thread of your own to do so instead of necroing this one unnecessarily.

  • Myers is an excellent killer. In my opinion, he's basically what every killer should be.

    Fun to play both as and against. Cool, unique, interactive power. Solid A-tier, powerful without being overpowered. Barely anyone ever complains about him on either side, and he hasn't needed to be changed at all since his release.

  • @Rin_is_my_waifu said:

    https://forum.deadbydaylight.com/en/discussion/comment/880325#Comment_880325

    I don't care about this add on but it got gutted. Of course you don't get it, cause you don't play spirit. Now it does more harm than good against SWF

    Oh, come on. This person was trying to make a wholesome post sharing a refreshing experience they had with a bunch of players who played like good sports and everyone had a good time.

    Please don't derail it into yet another debate about the Spirit nerfs.

  • The way I look at it, BB&G is essentially a prequel to the Trapper's existing lore. It tells us how Evan went from a sensitive, conflicted young man to one who "idolised his father", did whatever he asked of him, and "became his enforcer in what would become known as the worst mass murder in modern history".

    I believe, as stated in the original lore, that Evan and his father massacred the miners together, and Evan was on board with this because he became more and more like his father as he grew older and eventually came to admire and respect him, and see the workmen as the "maggots" that his father did.

    "Evan lead over a hundred men into those dark tunnels before detonating the explosives and sealing them to their fate" - to me, this sounds like he used his previous friendship with the miners to trick them into following him to their deaths. My theory is that Evan eventually told his father about the union, and the two of them planned the massacre as a way to both punish the miners for their insolence and prevent their revolution from coming to a head.

    Archie was later "found trapped in the locked basement of his own warehouse - starved and abandoned". We know Evan was conflicted, and there was probably always a small part of him that knew what he and his father were doing was wrong. My theory is that after the massacre, Evan was so filled with remorse for his betrayal and the deaths of his friends, and resentment towards his father, that he flipped back the other way and sought retribution against Archie for both the deaths of the miners and the way he had manipulated Evan into being a part of it. He probably despised himself for what he did both to the miners and to his father.

    As for the cinematic, I definitely think it's a dream sequence. I believe it represents Evan's conflicting loyalties, and is maybe set at a later time when he is bending to his father's influence but that part of him is still trying to pull away. In the dream, he witnesses his father beating up a worker before the mine collapses around him. When he wakes up, we see that his hand is bandaged (the same hand his father was using to punch the man in the dream). Perhaps Evan was actually responsible for beating one of the workers, and in the dream his guilty conscience was projecting his own wrongdoing onto his father, maybe because he felt it was really his father's fault for pushing him in that direction. At the end, the camera pans onto a photo beside his bed of him and his father standing together, suggesting that is where his loyalties now lie.

    So to answer your question, why Evan and not Archie, I would say it's because Archie was not a killer. The Entity seems to take people who either enjoy killing and have motivation to continue, or people who are already broken and vulnerable to the Entity's influence, and who may have done terrible things in the past but are still sympathetic characters for one reason or another. Archie was neither. He was strong and self-righteous, not vulnerable to manipulation, but he also killed the miners for a very specific and personal reason, and had no drive to continue killing beyond that.

    Evan, on the other hand, was a completely broken man by the time the Entity got to him. He might have fought the Entity's influence the way he fought his father's, but in the end, he was tortured into submission in much the same way as we see happening in BB&G.

    (Sorry for the essay - hopefully it's interesting and not crippling to read!)

  • I don't think we should be encouraging anything along "pay to win" lines, and I feel that any system which allows players to effectively buy progress would fall under that definition.

  • @ProfessorDunwich said:

    https://forum.deadbydaylight.com/en/discussion/comment/880112#Comment_880112

    Survivors who are removed from the game should not be obligated to stay until the match ends.

    Of course not. By "the end of the match" I was referring to the end of the match for that particular survivor - that is, when they either escape or are sacrificed. Apologies if that wasn't clear the first time.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/880171#Comment_880171

    There was confirmation for december 3rd.

    So unless it gets delayed, we get it 2 days from now

    @BBQnDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/880171#Comment_880171

    Its 100% confirmed December 3rd not rumor or speculation. Unless unforeseen circumstances happen.

    https://twitter.com/Behaviour/status/1196910700775518213?s=19

    Ah, thank you! That's why I said "as far as I'm aware" because I knew there was a possibility they'd advertised it somewhere that I'd missed. Thanks for the info 😊 I'll edit my comment accordingly.

  • I typically buy the characters individually with shards because I can't afford to pay real money for the DLC.

    As for Cursed Legacy, I should have enough shards for one character upon release. I'll decide when the time comes whether I want to do it that way, or just buy the whole DLC, because I am actually interested in both characters this time around.

  • The new patch will almost certainly release on the 3rd of December, at 11am ET.

    I say "almost certainly" because as far as I'm aware there has been no official confirmation of the release date yet, but based off past patterns the above is a pretty safe assumption to make.

    EDIT: The date of the new chapter has been officially confirmed, but not the time. 11am ET is most likely, however, since that is when BHVR usually release their patches unless there is some kind of delay.

  • Não, o jogo multiplataforma não é suportado no momento. No entanto, é algo que os desenvolvedores parecem querer adicionar no futuro, de acordo com a recente Pesquisa de Satisfação do Jogador.

    Além disso, este é o fórum em inglês. Você provavelmente teria mais sorte postando em um dos fóruns internacionais. Não temos um fórum em português, mas talvez você possa postar no fórum em espanhol (https://forum.deadbydaylight.com/es) ou na categoria "Discussões internacionais" (https://forum.deadbydaylight.com/en/categories/international-discussions).

    Peço desculpas por qualquer erro - usei um tradutor para responder a isso.

  • I agree, the penalty should apply to anyone who disconnects at any point. It's possible that that is what they meant by "early", as in "leaving the game early", and just worded it badly. But if not, that's how it should operate. Any point before the match actually ends is too early to disconnect.

  • @Saitama said:

    Thank you for the fast response. I only ask this becuase I am excited for the addition.

    So does the DLC usually hit consoles the same time as PC? I am just used to devs releasing on PC first.

    I look forward to reading post throughout this forum. I have already, but didn't register til today.

    Yes, these devs try very hard to make sure all platforms receive an equally good experience wherever possible, so they always release DLCs at the same time on PC and consoles.

    We look forward to seeing you around the forum 😊 Some people you run into here will be rude or silly, but it's best to just ignore them. There are a lot of good people with good ideas as well if you know where to look!

  • I'm not sure if there's been an official confirmation of this yet, but going off past patterns the DLC should be due to release December 3rd at 11am ET.

    Also, welcome to the game! Feel free to ask on the forums whenever you have questions, and I hope you enjoy your first DLC release 😊 It's an exciting time.

  • Some might argue that even Victory Cube would be better than the current system, but in any case I don't think they'll abandon the basic emblem system. They put too much work into designing it in the first place. It probably just needs a few tweaks.

  • The changes will likely come out at the same time on all platforms, but we don't have an exact ETA for that just yet. The devs have promised more information some time next week.

  • The ranking system for both sides needs looking at, but I definitely agree that in terms of ease of ranking up the survivor system is awful. Luckily, according to their roadmap, the rank system is scheduled for a rework some time in the next few months, so hopefully we'll be seeing some changes coming soon.

  • @Boosted_Dwight said:

    I would love this lol

    I was about to say the exact same thing. This would be amazing.

  • This actually sounds like quite a good idea to me. I'm also getting a bit sick of trying to explain the difference to people who simply won't believe me because "it says it right there in the rules".

    Honestly, I think the ingame descriptions of bannable offences in particular are far too vague, and more clarity about precisely what is and is not bannable can only be a good thing, since it will likely reduce the amount of false reports that the Support team has to sift through as well.

  • Unfortunately there is no quick fix for long queue times. It depends on a lot of things, such as time of day, your region, how many other players in your area are wanting to play the same role, etc., none of which are things the devs can control.

    The only thing they can really do is open up the matchmaking wider (both in terms of rank and geographical location) so that the matchmaking pool is larger, but if they go too far in that direction, people will complain about bad ping or bad matchmaking according to rank (which is something lots of people already do complain about, without realising that better matchmaking in most cases means longer queues).

    It's a delicate balance, and a bit of a lose-lose for the devs, who have to find a way to standardise it such that it works well enough for all their players, even taking into account variables like the above. Honestly, the best and only real fix for both queue times and matchmaking is simply more players, which is probably why they're looking into implementing crossplay between platforms.

    In the meantime, I would recommend doing something else while you're waiting for a lobby. When I play killer, I join the queue, then I go and watch YouTube or something until I get a game. Makes the queue times far easier to deal with, and sometimes they even feel like a bonus because I get time to catch up on my favourite shows and play my favourite game intermittently.

  • @Yamaoka said:

    Something I don't understand is why one of them said "GO PLAY SOME BUBBA SHITTER" without any context. What do they mean by that? Have you played against them before as Bubba?

    It's possible that they're making a play on words as a way to call OP a baby, but honestly they don't seem smart enough for that, so my guess is they're referring to the fact that Bubba has a very low skill threshold and is therefore generally easier to do well with than Pig at mid to low ranks.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/879620#Comment_879620

    It would be fantastic if a future Laurie cosmetic was grandma Laurie from the current films.

    That would be cool, although I do wonder how the licensing would work.

  • @Umbrae_pk said:

    https://forum.deadbydaylight.com/en/discussion/comment/879620#Comment_879620

    You’re right, but here’s the thing. Springwood houses look very abandoned, and that’s not what I want in Haddon Field. Not to mention that some of the houses and the basement are the exact the same thing.

    Fair enough. I honestly don't remember whether the Springwood houses were always like that or not, but hopefully they'll keep more of the suburban aesthetic going with Haddonfield. I guess we'll just have to wait and see.

  • They are, because they are playing on superior hardware that makes a huge difference to precision killers like Nurse and Huntress. I think @NMCKE's point was that as a survivor on console, mechanically speaking, you aren't really at a disadvantage compared to survivors on PC.

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