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HectorBrando

HectorBrando

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  • @Devilishly_Rowdy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274519#Comment_3274519

    With the previous maps being Garden Of Joy and Eyrie Of Crows, and maps like Gideon still existing, my guess is this was intentional.

    The Game is different because it has like 5 window vaults of which only 3 are useful, if it didnt have pallets Survivors would have absolutely nothing, if they were to reduce pallets they would have to add jungle gyms. The Game is a bad map with awful gameplay but it has a reason for it to be that way and is lack of window vaults and main building and no, they cant delete it or change it substantially, it came with a license so it has to stay.

  • BHVR isnt going to comment on why they have not released more cosmetics as they never coment on licenses legal stuff.

    Whats known is license holders must aprove any new cosmetics for them to be released and hearsay say Halloween and Elm Street license holders are the toughest to work with of all the holders so maybe the reason is on their end and not BHVRs.

  • That has to be unintended interaction between the perk and his power, they should killswitch either Knight or MYC.

  • Maybe they arent underqualified but understaffed or red tape prevents them from doing their job properly, I work at a big corporation (big enough to influence my goverment and goverments in South America) and I can guarantee red tape prevents me from doing my job more often than not, some times in a way I have to circumvent the procedures and "good practices" manual just to get high priority stuff done, one would think paperwork wouldnt be as much as a hindrance as it is in the way of profit but it actually is.

    P.D. Im nobody important in said corp, just a very small cog in a inmensely huge machine and Im still swamped by paperwork...

  • As far as I know they are still there, I think it may be technical problems more than simple DCs, patches tend to screw the game and it wouldnt be the first time they have to turn them off after a patch because patch related game crashes.

    @Pulsar said:

    No there's still a penalty.

    My friend figured that out after a Nurse with 4 slowdowns took us to Dead Dawg.

    And I bet he suffered way less waiting the penalty than playing that match.

  • @OrangeBear said:

    Haddie doesn't sell. The amount of comments i saw from people calling her ugly was a lot. Nobody cares about her lore which obviously was worked hard on.

    Then the winter cosmetics poll was done and the set with pastel princess outfits for popular characters won by a landslide vs the set that had realistic outfits for less played characters like yun-jin and adam.

    The truth is, the playerbase wants pretty outfits for the same characters rather than more realistic outfits and a more even distribution for the roster.

    They are doing the logical thing by releasing outfits for the same characters.

    Honestly im just more disappointed the playerbase for the things mentioned above.

    Just another layer of toxicity of this wasteland of a game.

    Yeah, in the end the people angry at BHVR for not releasing cosmetics for the nobodies should be angry at the community because they are the ones voting with their wallets.

    Sure BHVR could increase their manpower hiring more people in cosmetics departament and pump stuff for every character, including the barely played ones, but that would mean investing into something without a huge monetary return, thats how you make your bussiness tank.

  • Nah, I like to play the game myself instead of spwaning 3 mindless NPCs to play it for me. I dont understand how a power that removes agency from the player got aproved for release, stuff that plays itself is the very definition of antifun.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273244#Comment_3273244

    Yeah Vittorio could really use more medieval elements in his design imo.

    Haddie has a ton of cosmetic potential but it hasn’t been realised yet

    Vittorio could use ONE medieval element on his design.

  • 1667504682844840.png

    Hi, are you guys talking about cosmetics?

  • The RPD achievement has the added dificulty of it being in RPD which is notorious for suicides and DCs from both sides at the mere sight of it or "conection problems" at the offering, try opening the gates and escaping as a 3vs1 if the Killer doesnt DC before or the match gets cancelled at the loading screen...

  • @ShamelessPigMain said:

    I thought it was supposed to be kind of evocative of a warrior who's been so possessed by bloodlust and war that he never takes off his armor, so his hair just keeps growing and festering until it grows out of his helmet. It's kind of spooky, imagining what he looks like inside if he's been in there that long. Either that or he's been preparing for the My Chemical Romance concert.

    I thought it was supposed to be kind of evocative of a warrior who's been so possessed by bloodlust and war that he never takes off his armor,

    If thats the case I dont wanna know how his pants look...

  • @Seanzu said:

    oh well, I guess they'll have to adapt.

    You know the saying "Adapt for thee but not for me".

  • @Bupkiss said:

    I think the player numbers are down and MMR is pretty much ignored.

    They did implement a queue fix to shorten them months ago and some people deduced they soft caped the high MMR and after some minutes searching it starts lowering the target MMR to fill a lobby.

    My guess is before 6.1 there were way more % of Survivors playing and since queues were shorter it didnt lower the target MMR much so the teams were still pretty "normal" but after Killer influx and Solo exodus said "fix" is in full force and makes the lobbies with wathever it finds on sight because it has to lower the MMR to a point it becomes nonexistant.

  • @GoodBoyKaru said:

    Double Recharge Nurse with 4 slowdown perks what did you really expect let's be serious here

    https://us.v-cdn.net/6030815/uploads/BWXHKKKLVQS2/image.png

    Im surprised there is no Midwich offering. I wonder if that person plays inside a finnish sauna.

  • Maybe there was an influx of newcomers and the system used them to shorten Killer queues? Gotta smash newbies into oblivion lest they like the game and keep playing it, we dont like new players around these parts.

  • @fake said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270553#Comment_3270553

    Yes, that is how the trap works. It is activated by pressing the central plate.

    Then, don't you think there is no physical logic to prevent the trap from being activated if another survivor steps freely on the trap while the survivor holds his/her hand over the trap?

    True, there isnt logic to that interaction, if someone were to step on the trap during that time it would trap both people. But this is a game where a burn victim is able to float through the air and teleport short distances and people get healed after some pats on the back after getting hung from a hook, lack of realism is expected.

  • @fake said:

    Can I use a mechanism that I don't understand rather than dislike the most?

    The structure of the trapper's trap is such that the trap closes by a mechanism that detects gravity at its center.

    However, while the survivor is holding his/her hand above the trap, the trap is not activated even if gravity is detected. How?

    The structure should finally be powered by lowering the gate lever. By releasing your hand before the animation of the full lowering plays, you effectively build up the gauge and supply power without lowering the lever. 99% of the gates open without lowering the lever by simply tapping it. How?

    If you mean just tap, you can stop the spark by simply touching a malfunctioning generator for 0.01 seconds. How?

    H O W ? ? ?

    Nah Trappers trap are pressure and spring activated like most bear traps, the center plate is conected to a stop which makes the jaws stay in place, once you press the plate the stop loose and the side springs close the jaws.

    TrapperTraps.jpg

    What the Survivor does to deactivate the trap is pressing the plate with their hand and retiring it before the jaws close, this is VERY dangerous and it should never be done, this video shows essentially what Survivors do and I repeat myself DO NOT TRY THIS, a bear trap will crush your bones, lacerate your muscles and it can puncture veins or arteries, if I were there I wouldnt let the guy attempt it even if I knew he had lightening reflexes, if you want to set off a trap just use a log or a broom stick.

    My uncle punches a bear trap and pulls his hand out before it closes on him. Don't try this at home!


  • @KerJuice said:

    As a solo main, I can tell you players who want it nerfed have a valid argument. The only reason why I personally haven’t jumped on that train yet, is because it hasn’t caught on to the masses. So the few times I run into it, I just roll my eyes and tolerate trying to fix the same gen for the 10th time in 15 mins (an exaggeration but you get my point).

    It’s surprisingly not at the popularity level of what Ruin used to be, pre-meta shift. But when it does (and it will), it’s going to be a serious problem. It by itself or thrown in some random build is not the challenge- it’s when its paired with other great slowdown perks like COB, PR, and Overcharge- is what makes it Oppresive to Solo Que players. They can not do anything in the time the incapacitated shackles are on. Can’t even do bones let alone scratch their noses if they have an itch. The cooldown is very short and is soul snatching on really good killers who can end chases fairly quickly. And MMR is constantly pairing lesser skilled players against killers with much more experience, further adding angina to the solo que play. SWF’s can coordinate and take hits for each other to delay an Eruption play. That delay could be the difference between a gen getting done or constantly being regressed for what feels like an eternity. I’ve had 93% gens get dropped down to 0, be brought back up to 50%, only to get dropped back to 0 again. If only the player who went down at 93% had a way to warn everyone he was about to go down and to let go off the gens or take a hit for him. SWF’s can do that though.

    I dont play Survivor much lately but the few games I play I face Ecrutchion almost always, I would say is probably one of the most Killer used perks, especially on gen regression departament (the other being Brine). I wish I had your luck.

    You are right on all of your arguments, Ive seen Ecrutchion proc on a ~90% gen, regress it and incapacitate me, then Pain Resonance exploding the gen and start the regression, then another guy coming in, tapping the gen only for the Killer to come seconds later to kick it with Brine, it was quite the experience seeing the gen going from ~90% to 65% in seconds and then Brine regressing it enough to have another Ecrutchion proc.

  • @Nirgendwohin said:

    I think killers feel clunky because survivors only protection is distance (time). if you take away the clunkiness from killer you take away all protection a survivor has.

    It would certainly be fun to try giving the survivors an active way to defend themselves but making the killers faster.

    The defending mechanics are present on many games on this genre and they never work out, I believe in some cases it was what killed some attempts at dethroning DBD.

  • Its the animation, except EW1/EW3 Myers, post teleport Hag and post blink Nurse all lunges are the same.

  • Fun fact, Eerie is not that big, its rather average as its size ranks 8 out of 16 sizes, the map is 9900 square meters, for comparison Mothers Dwelling is 12000 (biggest) and Coal Tower is 8500 (smallest), Midwich is the 17th but I left it out for reasons that make it "bigger" (even if the map has less area you only have 2 access to the top floor so if you are a Killer and want to check it you have to take a huge detour, making it longer to traverse).

    It looks bigger because how its space is used, the map has a lot of linked gyms, pallets and loops and doesnt have any dead zones except the hole tile and that doesnt always spawn, the opposite of Shelter Woods which is the second biggest map (11200) but it being a massive dead zone with barely any pallets or linked gyms make it seem smaller and is indeed a very Killer sided map.

  • Dont trust BPs for Adept achievements, they dont have much to do with it, Adept is based on emblems and a lot of what gives emblem progress doesnt give much BPs while stuff that gives a lot doesnt give emblems. For example snuffing a Boon gives you a good chunk of BPs but 0 emblem progress while landing a normal M1 hit doesnt give you much points but progresses the emblem.

    Gatekeeper is the worst offender because it depends on how long the gens took to finish and the Exit Gates remaining closed, both conditions dont have a single BP event related (Exit Gates closed has a point event where you open them and gives you points but lowers your Gatekeeper emblem).

    For more info on how to get Iridiscent emblems and thus Adept look the requirements on the wiki

    https://deadbydaylight.fandom.com/wiki/Emblems

  • @AverageKateMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3264451#Comment_3264451

    You have a point in terms of MA that can help out with stealth but that kinda presents 2 problems. 1, the perk itself is causing the stealth and not him either his base kit abilities. 2, unless you force it most maps are very open so even a reduced terror radius doesn't work well if you can see the dude across the map.

    I main Myers and I think maps are not as open as they seem, most maps are built in a way where the inner part is usually quite "open" it has loops but most are low wall loops (McMillan boxes, Autohaven small trash, Coldwind tools, Crotus Penn burnt low walls etc) but the outer ring is almost universally made of jungle gyms, L/Ts, high walls and other LoS blockers, once you learn how to navigate the maps using this outer tiles is so much easier to surprise Survivors and get free hits, also 16 TR radius is still quite decent, if you dont know where he is coming from you have to take a guess fast because even if its his 16TR you may not know where he is but be sure he knows exactly where you are and is going to turn a corner in less than 4 seconds and stab you in the ass.

    One of the biggest mistakes I see on people who dont really play Myers on a regular basis is walking the map like a regular M1 32TR Killer, thus making the 16 or 8 TR pointless.

  • Very situational, certain maps are a free win while others you are pretty much playing a 110% Killer without a power, the Main Event is even more situational, on perfect conditions it can rack in 4 downs (done it once) on average it really doesnt do much, maybe a hit or a down where you wouldnt have with regular toss speed.

    On a curious note, I found Trickster was super strong on old Haddonfield because of the open main street, low inner fences and short bush walls, he caught you there and you were 100% dead (the high fences being on the outter ring of the map werent that useful for Survivors).

  • Myers and Oni are not that similar, they only share the one-hit-down mechanic at gameplay level they are very different.

    Oni has to injure someone to get his power while Myers doesnt, Oni cant 99% his power and pop it against the best looper to down him without having to endure a very long chase (technically he can but its not feasible or reliable), Myers cant speedrun the map and EW2 with M&A gives Myers a 8 meters TR which A LOT of people underestimate how deceptively strong it can be if you use it well, sure some other Killers have addons which give undetectable but they are not permanent and have activation conditions.

    A 8 meter TR means a Killer is less than 2 seconds away of hitting you and it can be used to enter a loop from the most convinient place for example from the side of the pallet forcing the Survivors to run towards a zone with no pallets, Myers players who manage to approach gens without being noticed by using the high walls to block sight can get a ton of free first hits, thats not possible with a 32 TR Killer even if you use M&A, the stealth Myers tag comes from this, if you play him well Survivors wont be aware until its too late.

  • @Grandpa_Crack_Pipe said:

    "Should be put to the sword"

    Damn dude, don't see many feudal lords playing this game.

    Because the new chapter isnt live yet.

  • First let me start by saying that, no, I don't really want maps and other forms of content removed from the game.

    I do and im not ashamed in the slightest, please remove Mothers Dwelling, Lerys, The Game, Midwich, RPD, Ormond, Shelter Woods and Eyrie of Crows.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262796#Comment_3262796

    I don't know how else to frame this. Eruption is causative, not symptomatic. Players are saying "do the right gens" and "don't 3 gen". Eruption is literally the reason those 3 gens happen in the first place when it's combined with other gen kick regressions. It's not symptomatic of survivors 3 gen'ing themselves.

    The alternative to not working on the kicked gens is to 3 gen yourself. You either have to eat repeated Eruptions trying to break the 3 gen, or do every other gen and 3 gen yourself.

    It's not reasonable for me to load in, kick every gen on repeat in a 4 gen with Eruption/CoB, and then say "why didn't you guys just break the gen cluster???"

    Some people have this weird way idea where 3gens are a result exclusively of bad Survivors plays, they talk about 3gens in a way that makes it look like they really believe a Killer cant force them by patrolling the same clusters and commiting to chases only near said cluster, and as you very well said Call of Brine, Ecrutchion, Overcharge and DMS are ultra strong at forcing 3gens by the Killer.

    Which makes me think they are the kind of Killers who commit to a chase to the end of the world not caring in the slightest about pallet clusters, gen positions, strength of loops or wathever "Oh hey, I got a super strong 3-4gen here sadly I MUST chase this Nea with ugly cosmetics to the exact opposite end of the map which also happens to have 4 linked pallet loops so the other 3 can break it right at the start of the game, pity I cant do anything about it..."

  • @Sharpefern said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261015#Comment_3261015

    But they often don't give it a chance to see if that even happens. Like If you are the first one down and you DC you have 0 clue how the killer is going to play. They might be a camping tunneller. They might 12 hook you. Who knows? You sure as hell don't because you know maybe one of their perks, if that. Like if you DC because youre getting camped or tunnelled fine whatever. I dont agree with it because you will most likely die before the DC penalty and you are giving the killer a free hook to use but hey I can at least get it. But those aren't the people I see. Granted I don't camp and tunnel so that could happen more than I give it credit for but what I see more often than not is a survivor goes down, DC. Or survivor 2 gets caught as you are leaving the hook and chased down, DC. Like bruh comeon, one reset and the game can easily get back to even. It's 1-2/12 hook states. But I much more rarely see killers DCing when the first gen gets popped which is a bigger progress than 1 hook state on 2 different people (mathematically at least I understand survivors lose resources as the game progresses where the killer for the most part does not, hexes excluded).

    First impression is very important in every aspect of life, the queue is 0 seconds, it takes less time to suicide and go into the next match than stay around and see what happens after a not very enticing first impression. Also a lot of what people suicides against is easy to check, Nurse screams, Legion (mending simulator is disgusting), Blights TR theme, 2 downs before the first gen, seeing teammates doing nothing while hooked etc, even if they were to end being normal games why take any chance when people can reroll the trial in less than 20 seconds?

    Its a bit like going to a restaurant for the first time, you just entered and see the chef exiting the bathroom without washing hands, it may be a once in a lifetime lapse and he washes it 5 seconds later but anyone seeing that is going to be hesitant to stay instead of search another place, after all, why take any chances when there are plenty of options around?.

    P.D. In my experience Killers tend to DC once there are 3 or 4 gens done with no hooks and at the state of the game you have to be abysmal to reach that point, plus queues, when people have 1-4 minutes queues just to join a lobby they are less prone to ditch.

  • It could also be cheats, I had a Pinhead once who didnt run Chatterer's Tooth and every single time the box spawmed he beelined to it and it wasnt a small map where you may walk a few meters and start hearing the electricity noises, it was Temple of Purgation.

    He would be chasing someone, box spawmed ditch chase, straight line to the box every-single-time, I lost count on how many times he picked it, in the end the entire team just suicided.

  • If you mess with the game files and conect to their servers Easyanticheat may detect it and ban you, if you modify files and NEVER conect to BHVR servers altough you may be doing something ban worthy BHVR cant detect it and cant ban you. That being said having an older version of the game and connecting to their servers is impossible, it will detect and outdated patch and disconect you prompting to update.

    In other words, if you want to play an older version you also need a private host for that and since you are not conecting to their servers they cant ban you.

    On a sidenote, I wouldnt try anything sketchy, not really worth it.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261004#Comment_3261004

    1) How would we stop people from lying? Would lone wolf survivors, or other survivors that know their strategy hurts their team, lie on their role so people won't lobby dodge them as much?

    2) What happens if some roles are way more desirable than others? I would always want three other survivors that are good at chases, and that would always be preferable over people that are good at hiding. Most people with a stealth build aren't good at chases, and they are a risk to their team if the killer does find them.

    3) What happens if some of the roles are a bit useless? Unless someone brings a full hyperfocus build to a game, then the "I'm good at repairing" role is a bit useless. We all can repair generators, and "I'm good at repairing" is usually just another way of saying "I'm terrible at chases with the killer, and will likely lose chases very quickly"

    What happens if some of the roles are a bit useless?

    "OMG CHERYL GOOD AT GENS OMG REPORT GAMETHROWING FEEDER!1!! i mean baby survivor".

    Anyone who has played a game with roles and pick up group matchmaking knows what happens after a month when meta arises and what happens to players who go for the "less than optimal" roles/specs/weapons/classes...

    Edit: Not sure if its an urban legend as I never played Overwatch but I heard people would just report you for selecting a hero even if it was a desired role like "we need support but you chose X support instead of Y support so we report you for throwing the match".

  • @th3syst3m said:

    I think that game balance for solo is garbage and instead of just not playing the game people just quit/DC. I mean I wish they would just stop playing and buying cosmetics and chapters so BHVR would lose money but whatever.

    I think they dont quit because if you find a regular Killer who plays for hooks and is not using the most tedious meta you can have fun in Solo even if the whole team dies and they are just hoping from match to match until they find one where they think they can have fun and a real chance at escaping so they still queue trying to get that, a non-sweat Killer with a non-sweat build where nobody gets camped.

  • @NerfDHalready said:

    there should be a point/report system that matches people with similar behavior.

    as the actual reason for the people want to leave; i, myself, am only suiciding if teammates are useless so you like crouching in nowhere most of the time or doing useless stuff like looting or cleansing dull totems, you can expect already tilted teammates to suicide/dc, please also consider this as the teammate.

    On paper its a good idea, on practice it would completely murder the queues, Killers would all want to be in lobbies without DCers so it would make queues even longer. Also it has a bonus track, who are the people who DC/Suicide the most? Solo queue and who rarely DCs or quits on first hook? the SWAT squads able to loop the Killer to the end of the world.

    A change like this would pour almost every single Killer against tough SWFs and increase their queues exponentially since a huge chunk Solos would be tossed into the quitters queue, then the Killer either has a huge queue only to face the sweatiest of sweatlords or has another huge queue and faces 4 DC trigger happy Solo players who will concede the match in 2 minutes sending you to queues that could very well be 5 minutes or even more.

  • Surge of DCs is the sympton of a problem with Solo queue, people are burned out and lashing.

  • @Regulus47 said:

    I don't agree. Ruin was hella annoying to verse every game, required next to no skill to use, works completely passively - just play the game and you'll get ruin value - stacked horribly with nurse, blight, spirit, pinhead, etc, and worse of all decimated solo q while barely touching people playing with friends. Bring old ruin back and enjoy even longer killer queues, and probably loads of killer nerfs when the kill rates rise to 75%.

    Besides, there's a bunch of other slowdowns if you need them. Isn't COB, DMS, Corrupt, Deadlock, PGTW, Pentimento, Pain Res, Gift of Pain, Jolt, Overcharge and E-Crutch-On enough, especially with the base gen time increase and mini PGTW added to base along with the rest of the killer buffs?

    No offense but with more than 400 posts in this forum you should know for a lot of people its never enough.

    P.D. Love the E-crutch-ion term, Im going to use it from now on XD.

  • @Laluzi said:

    Their reasoning for changing it was some of the most incongruous nonsense I've ever heard. "Nobody wants to use Pharmacy on a chest and store the medkit for later, only to find out that Meg stole it." Then... don't put down the medkit, like 99% of Pharmacy users? If you absolutely have to swap items, hide it somewhere less obvious?? Search the chest later, like you have the power to???

    It's worse than before. Only being able to get the medkit while injured increases danger, prevents you from getting it at times that are convenient for you, and increases the likelihood that there will be no chests for you to open by the time you can access it. Make it available from the beginning or make it a rummage perk. Perhaps both.

    Also as an indirect and added nerf to new Pharmacy was Iron Will getting shredded, new Pharmacy requires getting injured and then disjoint the Killer wich wasnt easy before, now is so much harder without Iron Will.

    The only real use for Pharmacy is tanking a hit and if the Killer doesnt follow you going looking for a chest but if the Killer isnt following you you may aswell go to a gen and odds are you find someone there who can heal you at the same speed a green medkit would.

  • @Pulsar said:

    I'd like an option to forfeit.

    Count it as a 4K and give the Killer 15K BP. Let me go next.

    I think once someone DCs the game should start a vote, first the remaining Survivors vote if the match keeps going, if 2 or more vote no the game ends, if 2 or more vote yes then the Killer gets to vote, if Killer votes no the game ends. If a game ends by vote all offerings get refunded, no addons lost, people keep their current BPs (offerings not apply) and everyone gets sent to the lobby.

    This could apply to hook suicides if the game keeps track of KOBE atempts and forfeit struggle skillchecks.

  • Ah the good ol' "Hello fellow Survivor mains, Im a Solo Q main myself and I believe we should be nerfed to the ground and facecamped to oblivion" thread, what would be this forum without them...

  • @AJStyIez said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254877#Comment_3254877

    Nobody has ever looked lower quality than others? 😂😂😂😂 My guy really? So then explain why all of the character models portraits were updated simultaneously but a few other lesser popular characters had to wait weeks and months to have their portraits and character models updated too despite also being in the game for years? Why do some characters have unique outfit designs and fully fleshed out lore like glowing tats, excessive amount of jewelry/accessories, holding an item or specific pieces of equipment like Haddie and Jonah while others like Adam wear a basic lame coat and dirty work pants? Look at Vittorio’s lore and then look at Aces and tell me the effort is the same across every character they’ve made.

    Its not, the effort has never been consistent. Some chapters are lame and some are fire, that’s just how it’s been. No hate just facts. They clearly invest more and prefer certain projects over others before the public even sees them

    In order to look halfway decent on the lesser popular characters you would have to spend money or shards to buy them PLUS buy an outfit with more money or shards mind you half or more of the ones for shards are underwhelming. Some of the less popular characters have DLC cosmetics that should’ve just been their default outfit instead

    Thats the entire point we are trying to explain to y’all. Other characters are more attractive BECAUSE of the effort spent to make them attractive initially AND promote them consistently afterwards too, they didn’t JUST leave it all in the hands of the players to decide who should be popular and catered to. Some characters were clearly abandoned right as they launched while others were paid extra attention too regardless of what people buy

    Its not the company setting people to fail, its the community buying stuff for the same characters over and over and condemning the obscure into oblivion, its even noticeable on the "design cosmetic" contests, where the cashcows get a lot more designs submited by fans than the underdogs. People are just voting with their wallets, Im 99,99% sure if every single player who still plays buys all Adam outfits tomorrow in less than one month they announce a new skin for him.

    The difference in lore lenght is because the game took a different approach to it from Jane onwards and it proves nothing, Feng, Meg, Kate and Ace also have a very limited and simplistic lores and they are the most played older characters while Haddie and Jonah have newer super long and detailed lores and they are fading into obscurity fast, same as the underdogs. Lore is something a lot of the players dont really pay much attention in DBD and I doubt people care much about it when deciding their mains and cosmetic sales.

    Some characters didnt get reworked because they are fine the way they are, Jane, Jeff, Ash, Nancy, Steve and Yui have good graphics unlike Survivors released before them, you cant compare any of them to stuff like old Nea, Meg or Claudette, the graphic upgrade just put everyone before Jeff on par with the rest, also Survivor graphical update was done once and every single character before Jeff got upgraded independently of how popular they were (except Quentin but blame the license holders for that).

  • @AJStyIez said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254460#Comment_3254460

    So basically you just regurgitated the same thing that was already addressed. No, those characters were never given a fair chance to develop the way the golden children have. You act like Feng was the #1 picked character immediately on her release

    I already explained and won’t repeat it. They set other characters up for failure by not putting the effort to market them to the extent they go for others by default and didn’t give them much special cosmetics shortly after release because they realized they can just farm the shills and whales that eat up anything for Feng, Meg, Dwight because the former is free on console and the latters are free on both PC/Console (the majority of players are console so Feng is an obvious target)

    Why would people spend shards for characters that didn’t have anything special in the works (and seemingly any time in the future) when those 3 free characters historically get everything already?

    They basically released original chapters and said “Alright guys, it’s been 3 weeks and (insert purchasable Survivor) isn’t picked more than the free characters that have been in the game for 2-3 years with meta perks and cool cosmetics, let’s just abandon them then”

    I dont agree they put characters for failure, BHVR spends money and time making every single one, if they didnt want them to succed they would spend the bare minimum and nobody looks lower quality than others they just dont appeal, thats why the last averageish male and woman released were Jeff and Yui barring Haddie which did prove people dont want average looking characters. Felix, Elodie, Yuu-Jin and Mikaela have more players than Adam, Yui, Jeff and Jane (and enjoy more and higher quality cosmetics too), barring Mikaela every single one of them has awful perks so something sets a group from the other and the only difference is beauty.

    They tried diversity of bodies, faces and styles, what do people want? handsome men and cute/sexy women, thats not on the developers its on the community. Jeff had a tome cosmetic, Jane and Adam had a tome dedicated to them, people still didnt select them and surprise surprise, next original Survivor is a super hot daddy type of guy, I wonder if he is going to have more followers than Jeff, Adam or Jake...

    Want to be angry about lack of cosmetics? be angry at the comunity for voting with their wallet, "Hey guys, do you want a Jeff cosmetic?" "NOOO NAKED FELIX, DADDY VITTORIO, NAKED DAVID!!" "Jeff the masses have spoken, keep warming the bench", how can you blame them for milking the cashcows?.

  • It will probably return one day, from BHVR viewpoint is something that requires zero investmement or workload, the work is already done, from Saw license holders if it lands in the store is money without lifting a finger plus they seem eager to have content added to their license, I dont see a reason why they would veto it.

    That being said, Im willing to bet its going to be Auric Cells only as almost all licensed characters except Bill.

  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254476#Comment_3254476

    yeah thats what i thought, i assumed licensed ones are harder to get done, didnt know that nightmare on elm street holders are known for being that tough doe. For Pig and nemesis/wesker it worked too.

    There was this rumour/hearsay Nightmare and Halloween were the hardest by far, especially Nightmare, something about them being "old school" wathever that means, I suppose it has a lot of truth to it because Halloween barely has any cosmetics despite being the oldest licensed chapter and Freddy/Quentin have zero and werent on Switch until some time after the release while they were renegotiating the deal to have them available on it.

    Maybe they just hate getting money without lifting a finger.

  • @Terion said:

    Its even funnier that noone looks at the cosmetics she is getting either. Feng is one of my 6 "main" survivors (the others only for p1 to get their perks) so i bought quite a few cosmetics for her. But i gotta say, the ones i bought are the minor ones she has that actually look good in my opinion. Look what people are running, if they want to look cool then they might run streamer feng cosmetics or those cyberpunk coats. If they want to look cute its bunny feng.

    there is tons of cosmetics that almost noone use on her while on Yui on the other hand (another of my main survivors, my nr.1 actually) has so much cool stuff i had a hart time choosing because you cant buy anything she has. Would be a bit expensive. The only downside is how collorful and bright all of it is but it still looks really good.

    Ofc that is about taste but i think rather have some few cool cosmetics than way too many who are just reworked versions of other cosmetics you alredy have or some crossovers. While ok the Jill outfit does look cool on her.

    i would appreciate more if some characters that dont have any outfits yet would get some, like Quentin or on killer side there is quite a lot of them that have only a bare minimum or none. (freddy) But having spite against feng i mean.. if the majority think its so bad it should be easy to gather votes in a poll or in the feedback section, to say on which characters most of you want to have cosmetics.

    like Quentin or on killer side there is quite a lot of them that have only a bare minimum or none. (freddy)

    Thats a bit different because any cosmetic for licensed characters has to be approved by the holders and apparently Nightmare on Elm Street holders are the toughest to deal with, I wouldnt blame BHVR on their lack of cosmetics, even if BHVR wanted to make more cosmetics if the license owners say "no" there is nothing they can do.

  • @AJStyIez said:

    Just because you've forced yourself to cope with your character being forgotten about multiple times doesn't mean everybody else is petty for not wanting to. They shouldn't have to, its not fair that multiple characters go long periods of time with 0 love

    Then people have to hear other people constantly use the "bUt FeNg gEnErAtEs MoRe ThAtS WhY" excuse - No ish she sells more cosmetics, she's one of the golden children that gets the most effort dedicated to her cosmetics meanwhile others either get nothing at all or they get the scraps when they do

    A light shines in the darkness of Silent Hill.

    The Silent Hill Collection features new Outfits for Cheryl Mason and ... another Feng equal-attention cosplay instead of a PHead one... you know the iconic character responsible for Cheryl and Silent Hill even being in DBD?? Definitely not milking a golden child or anything, its just a coincidence right? At this point they should've just given her the wassup Ghostface mask cosplay too since apparently thats the justification they use to attach her to completely unrelated content for extra $

    Its like making 25 lemonade stands but only giving cups to 5 of them and those 5 stands are the only ones not in a desert, then saying that the reason you only stand at those 5 spots is because the most people go to them....You gave them all of the cups and put it in the most accessible location possible, obviously people will invest more into that (The older free characters that get favored above others) instead of going to the desert (Purchasable characters like Jeff, Adam, Twins, Slinger etc. with limited options)

    They take their decission based on stats showing which characters get played more thus having a wider market range and thats how the golden children got their statuses, they showed they have more potential for sales than others, why make a cosmetic for Jeff when nobody plays him? Not even when he was released and had novelty value people played Jeff, he had his chance but didnt take off and this comes from someone who used to play him until Iron Will got butchered.

    Im not defending cosmetic disparity but thats how bussiness work, maximizing profit comes first always usually at the expense of lesser margin ventures.

  • Money talks and she is one of the big earners.

  • @_VTK_ said:

    The secret to soloQ is to become a killer-main. All Killer-mains claim to have 110% soloQ escape rate and have "a LoT oF FuN" (probably without even playing survivor, but who cares).

    Not even that!! I switched to Killer almost exclusively and playing against a team with at least 2 Solos is usually a stomp, which is fun from time to time but stomping gets dull after a while. SWFs do put a fight and make games interesting, winning or losing you still enjoy the match and the challenge.

  • @Krazzik said:

    https://forum.deadbydaylight.com/en/discussion/comment/3252790#Comment_3252790

    DCing and suiciding on hook has always been a problem, and in my experience at least it was just as bad before the killer buff patch (Not including when the DC penalty was off which obviously made it worse)

    In my experience not in the slightest, people did DC and suicide but not to such extent as now, you can go to some streamers and see they have a DC/suicide in 1 out of 2 games on a regular basis, then you can check their older videos before 6.1 and the DC/suicide rate was much lower.

    @Sava18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3252666#Comment_3252666

    https://forum.deadbydaylight.com/en/discussion/comment/3252672#Comment_3252672

    https://forum.deadbydaylight.com/en/discussion/comment/3252773#Comment_3252773

    My god you people are crazy. Don't play the game if you dc. You can complain about balance, you can not have fun with the game anymore. BUT literally any other game will just start banning you with the amount some people DC. League, OW, any competitive shooter. They all start banning you for ruining other people's game's, in something like COD it's irrelevant because losing one player really isn't that meaningful, other player's can pick up the slack. In dbd, one dc is gg and everyone but that dc is just bored now. Seriously, just don't play the game if you dc/suicide more than twice a week.

    It's bhvr it took them 5 years to change the survivor meta, they buffed killer when 95% of killer's were struggling vs survivor's. The solo buff is coming, they are slow. Imagine if killer's dc'd before 6.1.0 the game would of died, oh wait survivor queues were double current killer queue's because they all just stopped playing the game instead. I think the only reason bhvr doesn't implement a real punishment is because they know a lot of people will actually stop playing the game, due to always having the ability to get out of each game they want for free.

    When you guy's defend it, you are just embarrassing your self's whether it be your own bias or your lack of awareness in online pvp games. And then I will see you guys in the same thread tomorrow repeating the same thing.

    DBD does ban you if you DC and is rather harsh, 4 DCs in less than 24 hours grants you a few hours ban, 8 DCs in less than 48 hours gives you a 3 day ban and for your information Solos arent pissed about that "shake up" meta (which wasnt a real shake up, meta is still antitunnel and anticamping and gen regression), they are pissed camping and tunneling were made stronger and in return they are being camped even more, thats what burning people out.

    Now, Ill repeat myself, you can ban people for DCing or suiciding, do it, I dont play Survivor anymore it wont affect me, but if you leave what burned people to such degree fresher players are going to burn out and do the same, eventually running out of costumers.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3252773#Comment_3252773

    Sadly the real issue is the entitlement that both Killers and Survivors have and when things don't go thier way they believe they are in the right to just DC/Suicide....that's something that BHVR can't fix and if more and more new players see this or listen to the entitled players here on the forums and other forums, they will gain that entitlement as well and the epidemic will just continue.

    Punishment is needed to show that what they are doing isn't right but punishing for suicide probably won't be done

    People didnt suicide and DCd as much as they did before certain patch that threw Solo under the bus and certain MMR hardcap tweaking that made top MMR players get paired with lower MMR for the sake of having faster queues.

  • @realflashboss said:

    Theres a lot more DCs over the past few months, so maybe look at the cause and not the symptom.

    Ultimately people who DC arent having fun, multiple reasons, sometimes just pure ego, but thats nothing new and doesnt explain the increase.

    Exactly, people DCing or suiciding first hook are a sympton not a problem, if you punish them theyll end quitting but the problem will remain, fresher players will get burned out by same unaddressed problems thus getting banned too and reducing the player numbers bit by bit.

    Rinse and repeat until you run out of people to ban for suiciding.

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