Fibijean
Fibijean
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/874016#Comment_874016
Wait what map was reworked?
Springwood (Badham Preschool).
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Nothing against you personally, but this is a bad idea in a lot of ways. Firstly, saving someone from a hook is putting yourself at significant risk, and it could get you killed if the person on the hook decides they want to be saved by their friend instead. In that way, it's terrible for solo survivors.
The hooked player also doesn't know whether the rescuer has BT, and might therefore deny an unhook which they probably shouldn't. There are also times where it's appropriate to farm someone off hook even without BT, such as when they're about to die or enter the second stage of the sacrifice, or if the rescuer has a Styptic Agent they're planning to use.
Yes, it sucks getting farmed off the hook and going down instantly. But it would suck even more risking your own neck to save someone from the hook and getting killed for it because your teammate is too silly or inexperienced to understand when an "unsafe" unhook is in their best interests.
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Nea's "hype" shirt was exclusive to the streamer DiaTech, and was probably one of the cosmetics that BHVR was unable to release for free due to their agreement with Dia.
The difference with the legacy cosmetics is that they weren't received through codes, but granted to specific users' accounts. This means that you can't sell the skin, you have to sell the account, which is actually illegal on all game platforms that I'm aware of (Steam, Xbox, Playstation). So BHVR don't really need to do anything about that, because Valve, Microsoft and Sony will do it for them.
As for the Bloodletting shirt, that was exclusive to people who spent money in the merchandise store when it first became available, so my guess is that BHVR are reluctant to take that away from people who actually paid for it. I understand the discrepancy between that and the Deathgarden thing, but since I'm not the one who makes these decisions I can't really explain the logic behind that one.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/877631#Comment_877631
It’s annoying to me that so few know/understand what it is.
Before the release of Better Together i’d set this marker at gens I’m working on (if I had the add on and a map). And I’d wait. And wait. And wait. Nope. No other survivor would head my way to assist repairing the same gen. Annoying.
Yeah, I agree. It would probably be used more often if it were more useful, and it would be more useful if more people knew what it was, and more people would know what it is if it were used more often!
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/877948#Comment_877948
Sorry, but no. I've already made a thread about this, but I'm not the one slugged, and they immediately hook me and camp, so I can't 4% my way out of the situation.
And I like my build of Spine Chill, Sprint Burst, Self Care and Bond on Claudette.
My mistake. If it's just a matter of the other person being slugged, that's even less the killer's fault than if it were you. If your teammate is being slugged and it's not completely safe to heal them, then the best thing for you to do is stealth around and wait for them to either bleed out or the killer to get bored and hook them. With a build like that, it shouldn't be difficult.
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@PinkJokester said:
It was just a thought so you sound a little aggresive in this post sorry if I get that wrong ^^
I just see so many people doing it and it bothers me so much that you can't do anything about it exepet one perk. Sure its part of the game dont get me wrong. And I don't want an "look at me I can stand up on my own!" thing in the game that would be stupid. But something when the killer leaves you and you cant hear his heartbeat or something that you can stand up one time for free.
And sure you have to run from the killer so looping is a thing. I'm an idiot when I play killer so good for you if you know how to loop I would never get mad at that. I just hate those people who think they are something better just because they win a game in 5 seconds by doing a slugfest in the basement.
I had so many killers who were so rude after the game, a leatherface who was super proud of his fasecamping that he had to call us all kinds of names after the match. Its just really sad in my opinion because after all its just a game and everyone should enjoy it ^^
Hope my english makes sense sorry
No, don't apologise, I'm sorry if I came off aggressive, that wasn't my intention, though it can be hard to tell through text 😊
I don't necessarily think that you would say looping is unfair or anything like that, that's why I directed my last paragraph towards naysayers in general rather than you specifically. I understand the frustration, but I really think that having anti-slugging abilities as part of the basekit for survivors would be a huge buff, severely undercutting the abilities of some killers to put pressure on survivors and rendering not only Unbreakable but also perks like Deerstalker and No Mither virtually worthless. Not to mention it would make Decisive Strike much harder to counter.
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Firstly, wanting to do well as a killer and employing whatever strategies you have at your disposal to do so makes you neither bad nor salty.
Secondly, no one leaves survivors with No Mither on the ground for a reason - because they know for a fact that they can get themselves up. This is the same concept. All that making Unbreakable basekit would do, aside from making a great perk useless, is stop slugging from ever happening.
And I can already hear some people saying, "great! I hate slugging. I wish it would get removed, because it's boring and not fun." Well, so is looping. So is being tunneled. So is hook camping and bodyblocking and slowdown builds and half a dozen other things. They're still legitimate strategies with existing counters that are a part of the game and deserve to stay that way.
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@PigMainClaudette said:
It doesn't even get a chance to work 99% of the time because so many killers now SLUG FOR THE 4K. Left Behind doesn't have a chance to activate because they've kept the other person alive because they NEVER FIND ME AND CAMP ME ON MY FIRST HOOK, JUST HOOK THEM AND FACE ME NORMALLY COWARD! IT'S NOT THAT HARD!
That's why you run it with Unbreakable (another Bill perk).
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@Supernaut said:
https://forum.deadbydaylight.com/en/discussion/comment/877728#Comment_877728
Sorry, how do you mean?
for my thousands of hours in the game, I have completed 7 flashlight blinds, 2 for tome level 1 and 5 for tome level 2 and am really dreading this one!
Thanks!
What I mean is that the wording of the challenge is very specific. "Blind the killer while they are carrying a survivor." According to the OP's experience, this wording is quite literal.
In certain situations, it is possible to blind the killer without actually rescuing the carried survivor, such as while the killer is picking the survivor up. This means that the challenge is actually much easier than getting a flashlight save, since all you have to do is achieve the blinding score event, you don't actually have to rescue the carried survivor to complete the challenge.
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I play killer occasionally for challenges and such, and I have fun with it, but survivor is my favourite because I enjoy stealth and cooperation.
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@Volfawott said:
Bunny Min obviously
But if I want to list some other than the generic one.
1) Beach Feng
2) Saw 1 Amanda her skirt her fishnet stockings All That Jazz
3) Prom Susie/ Dapper Joey
4) cosplay Feng. Cosplaying something from her favourite video game would be great.
5) winter coat Amanda. Basically based off hoffman's version when he's wearing a pig head but on Amanda
6) Gothic Feng
Feng main detected 😋 Honestly though cosplay Feng would be awesome.
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There wasn't really anything about that challenge that needed improving. It's not at all luck-based - it's as much within the killer's control as anything else in the game. Yes, it's possible that you will be outplayed and they will all escape, but you shouldn't have a situation where everyone dies early as long as you remember you have the challenge and exert some self-control to not kill everyone before they've had a chance to finish the gens.
Run an endgame build with NOED and Blood Warden, down someone either right before or right after the last generator pops using NOED, and wait to hook them until a gate has been opened. That will activate Blood Warden, which will practically guarantee you a second hook. ideally, you want to get everyone hooked twice before the last generator pops, so that you don't have to worry about people being unhooked during the endgame. If you're lucky, you might even manage a 4k.
Remember that letting all the generators get completed doesn't mean you've failed, it just means you're playing the long game.
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@FireHazard said:
Since you have proof, you should submit this to the support team, doing so will ensure this behavior doesn't continue.
Also, if you haven't reported them already in-game, than that's ok, you can just take this to the support team with the unedited screenshots. Just make sure you have his Steam ID as well as your unedited screenshots as proof.
Here's the support link: https://support.deadbydaylight.com/hc/en-us
I do hope your issue is resolved, such behavior is unacceptable, especially the conclusion he jumped too and as well as the language he was using.
Have a nice day!
I was under the impression that the support team can't and/or won't handle reports made solely through the ticket system without an ingame report to back them up. It says in the Game Rules and Report System post that "An In-game report MUST be made. This is not optional, and is a must to help us identify the person in your game as well as find any other evidence we need."
Source: https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest
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I'm not sure I'd say survivor is the power role necessarily, just that the Haddonfield + BL combo is broken as heck. And you were a good 5-6 ranks above him by the sounds of it. Poor Demodoggo :(
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That's pretty cool though, I did wonder about the wording of that challenge. So it sounds like you literally just have to blind the killer while they're carrying someone, you don't have to actually get the flashlight save.
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@The_Grim_Reaper99 said:
https://forum.deadbydaylight.com/en/discussion/comment/877631#Comment_877631
I just went ahead and checked it out myself. It’s understandable why barley anyone uses it, not too useful on indoor maps and I’m not sure if the killer can see it but it would explain how the killer kept on finding us that easily costing two survivors.
Thanks for the clarification
That or there is Aliens lol
It's not visible to the killer. Personally, I'm a huge fan of it because it helps a lot with advertising the location of things like the hatch and hex totems. You're right though, it's practically useless on indoor maps, but as far as I'm concerned that's the only downside. Plus, it's not a one-time use - you can replace it in different parts of the map as many times as you like.
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@The_Grim_Reaper99 said:
Literally a add on?
through out the entire time I played and followed DBD this is literally the first time I have ever seen anyone use this at all. Even all the vids I watched I haven’t seen anyone used it. Wow didn’t see that coming at all
Very few people do use it, because very few people even use maps. It's called the glass bead, I believe, and it's quite rare to come across in games despite being only uncommon rarity on the bloodweb.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/877457#Comment_877457
Being hit over the fense is because ur so close. I think I've only ever had it done once so I can't remember if it's a bug or not.
Yes, although the last time I tried it there was an invisible wall in the way. It's possible that it's doable on some fences but not others.
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Last time I checked, you couldn't.
But if that's been changed, it's probably for the same reason that killers can hit through windows - because there's no logical or gameplay-related reason why they shouldn't be able to.
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That does sound odd. You should probably report it in the "Bug Reports" section of the forum, along with any other details about the matches in question that you can recall - loadout, map, killer played, etc.
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It's okay to post here, since you censored the names.
You need to report him in-game during that postgame screen using the report button next to his name (the one with the thumbs up/thumbs down symbol). Probably for Harrassment/Communication Abuse.
You can also optionally submit a support ticket at support.deadbydaylight.com with additional evidence to back up your report such as screenshots (which don't have to be censored in the case of a support ticket, and in fact probably shouldn't be because it makes it easier for them to identify the player you're reporting).
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There are actually no perks that are figuratively mandatory to play survivor.
All the meta is is what the community at large considers the "best" perks. Sometimes the meta changes due to the introduction of new perks, sometimes it's because of changes in the game, and sometimes it's just because a streamer with a huge sphere of influence managed to convince their audience that a particular perk is better than people are giving it credit for. That's how fragile the meta actually is.
Try just forgetting about meta perks for a while, and experiment with different builds like the one you're proposing for Yui. Some of them won't work too well, that's natural, but you may surprise yourself with how effective others can be.
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Your English is fine 😊
This is part of Legion's "Killer Instinct". Whenever they hit a survivor while in Feral Frenzy the locations (but not the auras) of all other survivors within their terror radius who don't have Deep Wound are revealed to the Legion temporarily. That includes survivors hiding in lockers, which is why it's generally a bad idea to do so against a Legion using FF.
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Yep, this seems to be consistent across all the perk-based challenges. You don't have to use the perk to complete the challenge, you just have to have it equipped 😁
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Claudettes have a reputation for being jerks. Blendettes tend to be an annoyance for everyone, but Claudettes in brightly coloured clothes seem to often be the ones who loop and bully the killer for the entire match and generally be a huge pain. It could also have to do with an item you're carrying - especially if you have a key or flashlight, most killers with a tendency to dodge lobbies won't want that in their game.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/877220#Comment_877220
I just assumed the trusted tag was from posting enough.
Trusted members are selected from the Forum User of the Month initiative by the community team, and granted the tag manually. More information about the program can be found here https://forum.deadbydaylight.com/en/discussion/89809/pilot-the-trusted-members#latest
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@Kikki said:
https://forum.deadbydaylight.com/en/discussion/comment/876056#Comment_876056
Thank you for you answer :)
Do you know what I can do if the Gen is 80 or 90% done?
If you're nearby enough to break it, do so, especially if you have PGTW or Overcharge. Bear in mind that a nearly complete generator is an absolute magnet for survivors, so they'll probably be returning there the second you're a safe distance away. You can also equip Tinkerer to make the best of a bad situation in cases like that, since it gives you a warning when a generator is about to be complete and also removes your terror radius so you can surprise the survivors working on it.
If all else fails, just let it go. Sometimes there's nothing you can really do at that point, so use your judgement. If you're in a chase and you notice a nearly complete generator, generally you want to prioritise the chase. If you know you won't get to the generator in time to stop it from being completed, sometimes it's best not to bother, or sometimes you can go over there anyway and try to catch whoever is working on it when it finishes. If there are two generators that are nearly complete, prioritise the one that you have the best chance of getting to before it does.
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@alphaholic said:
https://forum.deadbydaylight.com/en/discussion/comment/876294#Comment_876294
Sadly I don't really have another one to go for at the moment, I have to get through this one first because of how I moved through the challenges up to this one. Oh well.
That's unfortunate. If you don't mind doing it inefficiently, you can always keep going with this one anyway and earn a little bit of progress at a time.
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You're not missing anything - there was a bug in that challenge such that it only counted one emblem per game, regardless of how many were earned. It is planned to be fixed soon (patch should go through in a bit over 3 hours, at 3pm ET) so just sit tight until then and maybe go for a different (non-bugged) challenge in the meantime 😊
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Spine Chill at tier 3 grants 6% bonus action speed, and resilience at tier 3 grants a 9% bonus action speed.
A fast vault, by default, takes 0.5 seconds. So with both of the above perks equipped and active, it would take 0.43 seconds (0.5 / 115%). A medium vault under the same circumstances would take 0.78 seconds (0.9 / 115%).
Basically, add up the bonus speeds you get from each perk, and then divide the time it takes to do the action by that number to get the improved speed.
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@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/876110#Comment_876110
It doesn't half-succeed in anything though, you can still do anything in the last 10 seconds.
All it does is waste time.
The reason I said that is because it does succeed in what it set out to do on paper, which is stopping people from changing their build and then readying up right away. It just doesn't do anything to solve the actual problem of last-minute switcheroos.
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@Colovorat said:
https://forum.deadbydaylight.com/en/discussion/comment/876133#Comment_876133
Hold up. It's not just adding? Like 115%(normal killer) + 10% from cloak + 4% from NOED.
I was also under the impression that it was additive, so the 14% bonus would be 14% of what is usually referred to as 100% movement speed (4.0m/s), not 14% of the Wraith's base speed.
So I guess either @Peanits got his maths wrong, or we both learned something new today!
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From my experience so far, it seems to only count one emblem per match, regardless of how many iridescent emblems you actually get in that match. Either it's a bug, or the challenge is badly worded. My money's on the former.
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@RakimSockem was half right. It is meant to prevent last second character switches. Or rather, it's meant to prevent people from switching character or equipping an item and then instantly readying up before the killer has time to react. Unfortunately, it only half succeeds in this, since people can still change anything they like right before the five second mark to achieve the same effect.
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I agree, an option to choose which server to connect to would be great. Not only would it give people an option to sacrifice ping for faster queue times, it would also be helpful to SWF on opposite sides of the world, because they can choose a server halfway between them instead of one person having perfect ping and the other having unplayable ping.
Perhaps it's a feature that will be added eventually once the dedicated servers officially go live.
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No one knows yet. The devs have promised more information later today, I believe.
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By aggressive survivors, you mean those aggressively doing generators?
There are a lot of things you can do to stop that. Firstly, you can run gen-slowing perks like Ruin, Pop Goes the Weasel, Dying Light or Thanatophobia. Overcharge, Unnerving Presence and Huntress Lullaby can also work quite well at low ranks, since they make inexperienced players much more likely to fail skill checks (which not only regresses progress but also tells you which generators are being worked on).
Secondly, you can apply map pressure. Patrol the generators whenever you can, damage any that have been worked on (especially if you're running Overcharge or PGTW), and try not to leave any unattended for too long. This is easier with a killer with high mobility, such as Nurse, Spirit, Hillbilly or Freddy.
Thirdly, apply pressure to the survivors by forcing them to stop working on generators. Injuring survivors is good, because then they have to either heal or risk being more vulnerable, but the best way to pressure survivors off generators is with hooks. If one survivor is hooked and needs saving, that means that at least two survivors are not working on generators. If you can get two hooks at once, it's likely that no more than one survivor will be on the gens.
Some killers, like Pig and Freddy, have game-slowing mechanics built into their powers. The above are general tips, but there are a lot of different ways you can stop survivors from doing generators based on which killer and build you're using and what rank you're playing in.
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All the lore you unlock through the Tome will still be there for you to reread and enjoy after the Rift closes. There is no expiration date on the Tome - even after the Rift closes, the Tome will stay around forever and you will be able to earn rewards, including lore, through it indefinitely.
The only exception, as @DeKillerKiller mentioned, is Rift Fragments, which will only be rewarded for completing Tome challenges as long as the associated Rift is open.
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/875281#Comment_875281
I feel like challenges that wouldn't have any big chance to effect gameplay are possible.
Keep them simplistic and don't require any specifics like egc.
Do gens/drop pallets/heal/sacrifice/hit/use a specific perk etc are all good challenges.
Stuff you'd be doing normally anyway.
Unhooks are only a problem due to farming people hate getting farmed.
Challenges like get sacrifices during egc with noed could just be run noed and get sacrifices at any time.
Thing is, as the OP pointed out, even simplistic challenges will see people shift their style of gameplay to focus on completing the challenge, whether it's gen repairs, pallet drops, heals, vaults, item uses, hits, or sacrifices.
I'm not saying it's impossible to have challenges that don't encourage toxic behaviour, but what I am saying is that almost by definition, challenges encourage players to change how they play in order to pursue a singular objective, regardless of what that objective is.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/875752#Comment_875752
Of course you can do challenges that don't hurt the game's health (significantly). Was there a massive outcry about the challenges of level 1 and level 2? No.
@Fibijean I get that you want to defend the devs but putting the blame on the players instead of the bad challenges is not the way go. Luckily the devs realized that these challenges aren't good for the game in their current state.
Not at all - if I were interested in defending the devs just for the sake of it, I would be defending their decision to make adjustments to the challenges.
As hard as some might find it to believe, all I'm doing is expressing my own honest opinions about the archives and how the community has responded to them. If anything, the devs and I seem to disagree on this particular point.
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I would say that yes, if you go out of your way to bully and harass the killer, retaliation probably is deserved. And it's great that you're starting to see the other side of things a bit more.
But you're making some gross generalisations there. Even though you may enjoy taunting the killer, there are many survivor mains out there, myself included, who do not, and would rather treat the killer with respect as a fellow human being.
Speaking as though it's a given that all survivor mains are just huge jerks is harmful to everyone involved, and only encourages this belief that all survivors somehow "deserve" to be punished for the actions of a few who happen to play the same role.
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@akbays35 said:
https://forum.deadbydaylight.com/en/discussion/comment/875335#Comment_875335
in a way they kind of should be. the whole point of the game is to do stuff and have fun and if killers are just focused on getting the 4k quick and easy and survivors just want to gen rush and escape then there really isn't much gameplay going on. The devs did the emblem system with this in mind, that the killer and survivor should have more interaction than just being hooked/slugged and the gens being done efficiently. I'm telling the OP that there's enough things in the map and interactions to not depip. I've never depipped from an afk game cause I got an item or did totems enough to farm 20k and actually take a break from getting tunneled or facecamped.
Ranking systems shouldn't be based around having fun, they should be a reflection of player skill. If a killer is skilled enough to kill all 4 survivors in one hook each, they should be rewarded for that, not punished. The same should apply if the survivor team are skilled enough at outrunning the killer that they manage to never get hooked.
As for whether the OP could have pipped or not, I've never disagreed with you on that, so there's no need to keep preaching to the choir. What I'm talking about now is OP's secondary concern about whether the ranking system is doing its job.
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@ahandfulofrain said:
https://forum.deadbydaylight.com/en/discussion/comment/869258#Comment_869258
Yeah, yeah, sorry. Next Archive.
Just for the record, you were actually equally correct the first time - the next Tome (collection of challenges with 4 time-gated levels) will release as part of the next Archive, alongside the next Rift.
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What are your graphics settings on in-game? What you're describing sounds like what the game looks like with the graphics settings on low. If your PC is more than capable graphically, try setting your graphics to ultra in the options menu in-game and see if that makes a difference.
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@akbays35 said:
https://forum.deadbydaylight.com/en/discussion/comment/875172#Comment_875172
I'm gonna completely disagree just based on experience. The OP didn't find enough things to do in the map to get the pip specifically already existing secondary objectives. Either way a survivor shouldn't just be awarded a participation trophy to pip in an afk match just because they did the gens and exited the map. I do agree that the piping system needs an overhaul, survivors can just pip from unhooks and heals and I feel like there should be a greater skill sense than farming team mates. At least it's not as bad as old WGLF stacks, that was just a nightmare until they put safe hook points.
No one is suggesting survivors receive "participation trophies" or get rewarded for doing nothing. Ranking up is already far too easy as it is.
I agree, one probably shouldn't be able to pip in a match where they are presented with literally no challenge to overcome, because afk matches aren't a show of skill.
My point was simply that neither survivors nor killers should be punished by the ranking system for completing their objective efficiently. In survivors' case, the problem is the Benevolence emblem, in which it is only possible to get points if one's teammates make mistakes.
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I'm going to have to agree.
The main complaint seems to be that the challenges promote unhealthy gameplay because they encourage people to focus on the challenge objective rather than just playing the game as they normally would, but the thing is there is no challenge the developers could possibly devise where that wouldn't be the case.
If you give people another objective, particularly a time-limited one, they are naturally going to go out of their way to pursue it ingame. If that weren't the case, there would be no point in having challenges. It doesn't matter what that objective is.
The other major complaint is that the challenges are too difficult. In my opinion, such a complaint would hold more water if those making it had spent more than two days trying to complete challenges which are designed to take three weeks for the average player, before making any conclusive judgements about them.
Before anyone jumps down my throat, I am not at all trying to suggest that players shouldn't be allowed to complain or criticise. I just think, firstly, that player attitudes are a much bigger part of the problem than the challenges themselves, and secondly that the community at large jumped the gun a bit without personally giving the challenges an honest shot first.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/872221#Comment_872221
"no one forced you too pay for the rift pass." This would be true if the free pass was worth it's weight. You get half cosmetic sets, bad pins, and air. Not even bloodpoints or iridescent shards.
The rift pass, like all battle passes, encourages people too buy them because of exclusive content. Just because you don't have too buy them doesn't mean it's that simple. The week 3 challenges, to me, say "You could grind for days too get 3 challenges done, OR you could pay up and get it all easy." It's meant too try and force people too buy battle pass levels.
It's still true. People knew what was available in the pass when they bought it.
And yes, marketing strategies are designed to encourage people to invest in a product. That's how pretty much every company ever stays in business. That doesn't mean you're "forced" to buy the Rift pass any more than you're "forced" to buy a Big Mac if you see one on a billboard, or even forced to buy the game itself, if we want to stay in the video game ballpark, just because you saw the trailer and maybe some art or gameplay footage.
Enticing and forcing someone to buy a product are two very different things, and recognising the distinction is important. One is the basis of marketing theory. The other is borderline (if not completely) illegal.
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@Mert_MK said:
I experienced something similar yesterday, well more like, in end game chat.
It was a Ghostface with an Ebony and tryhard add ons and a Survivor put a Gideon offering, i just DC'd at the start and went afk, i came back just before the end and saw how someone still managed to escape.
End game chat he pointed out how trash the killer is for using an ebony, good add ons with only 3 survivors and still not managing to kill all.
I'm not saying that David's behaviour was justified, he could've been nicer. But at the same time i can understand him, it's very frustrating going against a mori and good add ons on top of that, aka tryhards.
I wouldn't call them tryhards. In the same way that as a survivor it can be fun to occasionally have a game with a key or an instaheal, maybe killers just want to enjoy a game or two experimenting with cool, powerful addons every once in a while.
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@ZtarShot said:
https://forum.deadbydaylight.com/en/discussion/comment/874106#Comment_874106
Thx for understanding
Of course! I'm a survivor main myself, so I definitely know what it's like from that side of things. But at the same time, I can understand why some killer mains feel the way they do about survivors if they're constantly exposed to people like the ones described in this thread.
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@LegionOfDumb said:
https://forum.deadbydaylight.com/en/discussion/comment/874033#Comment_874033
Theres renders of licensed characters getting sweaters that got leaked last week. Skeemo has got a video on them. Also Legion are getting sweaters
I'm aware, that's where I got the information from. Technically though, there still hasn't been any official confirmation of it so it's probably best not to discuss the leaks too brazenly.