LordGlint
LordGlint
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- LordGlint
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Managed to finish my rift today while playing pretty casually. Considering how many weeksworth of challenges we have left and that I missed quite afew dailies... I feel like they set a pretty reasonable requirement for getting this done without it feeling like a job. Just wish this new system came with lore like the last system had. Hopefully they find a new way to add that.
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I feel like there's one quote in particular that any DBD player knows...
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Try using the bulk spending feature instead. Some people have said they're seeing drastically more cakes when using it vs manually spending.
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@NightWolfsFury said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951765#Comment_3951765
It still has a crappy, low drop rate no matter what. My P14 Lara Croft is now getting close to P20 after spending 5 million BPs on her, I got 80 cakes.
5… million… and only 80 cakes…
Did you spend BPs manually or using the new Bulk leveling option?
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951400#Comment_3951400
lol Would have been funny (and maybe a little infuriating) if getting crows like that led us into some kind of anniversary event effect. Like if there were anniversary crows in matches who did real stuff.
Then we might discover that Tryks was behind it all along :)
The devs WOULD blame Tryks for everything...
"You know how Springtrap has been bugged for the last 2 weeks? Tryks did THAT too!!!"
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951755#Comment_3951755
I wonder if it's more of an issue with the manual vs bulk bloodpoint spending. I was doing manual at first and got almost nothing. Then I did two prestige levels on wraith with bulk spending and got 95.
Maybe? I was holding off on leveling mine up beyond P3 because I knew I'd wanna dump alot of BPs once those cakes came. Didn't even occur to me to manually look for cakes until after I hit the button. Now Im starting to think maybe I made the right decision.
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@Hannacia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951749#Comment_3951749
Is your springtrap p100? Problem seems to be with P100 characters.
People are saying even non-p100 characters are getting random amounts, like Rapid's comment here.
@Rapid99 said:
It's not even just p100's. I just put 300k into pyramid head and got only 9, but put 100k into springtrap and got 23? It's completely messed up right now. Hell I'm looking at my pyramid head and it's a whole bloodweb with not a single event cake on it, where there should be minimum guaranteed 2.
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This was from using the bulk BP system for 3 prestige levels on Springtrap...
That's a little more than 1 cake per bloodweb on average.
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I did bulk BP spending on Springtrap for 3 prestige levels... It seems like results drastically vary.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951594#Comment_3951594
I'll let everyone else use cakes, get the BP, and then use it on Spirit. My overall profit margin will be higher.
This is also on normal mode, you playing in event mode will see higher BP numbers.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951594#Comment_3951594
I'll let everyone else use cakes, get the BP, and then use it on Spirit. My overall profit margin will be higher.
It wont...i feel like I should provide some easy to understand pictures.
Here's an example of the cost of a full-sized bloodweb.
Thats 26k
Here's a picture of the match I just finished. I wasn't doing that good cuz I haven't been playing Springtrap until now due to the bugs. I still got 26,134 BPs before offerings are taken into consideration.
This means my cake gave me an extra 28486 BPs. That EXTRA bit by itself is more than enough to buy a whole bloodweb and get another.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951543#Comment_3951543
I don't want to waste my BP on Kaneki when I mainly only play Spirit.
I think your missing the point. It's only a waste if you use more BPs getting a cake than you get back from using a cake.
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Now that the bugs that were affecting survivors against him is apparently fixed... let's see how he fairs now. It's also important to note Sadako, Demo and Springtrap are wildly different. Taking 1 aspect of them to compare in a vacuum isn't exactly fair. Onryo's teleport does more than just move her around. She also has her condemned mechanic going on. Demo's portals can be placed just about anywhere and he's not sharing them with anyone.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951523#Comment_3951523
Which is what I'm going to do. I'll just play Rize. Though I'm only mediocre with her, so I'll have to play sweaty af and won't bring any BP offerings since I don't want to stack them on a killer I don't really play.
With the amount of BPs you typically get from the anniversary, its not a bad idea to spend abit on whatever killer your gonna play as to grab some anniversary cakes. They're kind plentiful, lol. I just bought 3 prestige levels on springtrap.
This means on average youll get at least 1 per bloodweb. It essentially pays for itself.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951505#Comment_3951505
Which means I won't get any of the cosmetics. Yay. So I either get nothing, have to play a different killer, or just not play at all. Full sweat Kaneki it is. No BP offering, since I'll be buying those for Spirit. If I can't have fun with the event, then no one can. Yay.
I tend to jump around on several killers, so I just adapt to whatever event it is if I wanna play the event.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951492#Comment_3951492
True. Then again, we can't really accuse BHVR of being intelligent. They, in their infinite wisdom, decided to bring back "Quiet Mode," which makes Spirit unplayable for the Anniversary. Yaaaaay.
These events always have a tendency of having different effects on different killers. Lights Out made Legion hella strong. Fortunately you can just not use Spirit in the event gamemode and play normal gamemode with her instead.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951485#Comment_3951485
Some have. Others have not. Getting to hooks on the Game, for instance, is a nightmare and a half. You'll often have two hooks you can theoretically get to, yes, but they're so far away from each other that once you commit to one, you're committed. You're either getting that hook or nothing.
That map's spawn logic in general is a mess which is caused by a mix between it being multi-layered and its doors that are closed at the beginning but open ag the end. A hook thats TECHNICALLY 4 meters away takes a detour and a half to get to. Im not even talking about just HOOK spawns because things like Onryo's TVs are similarly messed up by closed doors. Once the team has some gens done, hooks are way easier to get to.
FORFORTUNATELY... map offerings are kinda dead so even if you do find a bad hook area on a map, a team can't reliably take you there to abuse it.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951477#Comment_3951477
I'm being unclear, which is my fault. A solo queue successful sabo is honestly impressive. A swf sabo, not so much. They've already set up a place to go down that only has one nearby hook. That hook gets sabo'd the moment you start picking up a survivor. If you don't have agitation or Iron Grasp, you're just screwed.
Most maps have gotten much better about this. Generally from any specific location a survivor goes down, there's going to be multiple hooks within range. The hooks respawning after survivor death essentially fixed hook deadzones and I CHEERED when that came along. Funnily enough since you brought up Legion... he's actually pretty good at countering this since he can keep survivors injured and you dont want to stay together against him.
I know I've seen YouTube videos of SWF teams bodyblocking hooks, but often times the common denominator of those videos is a killer who's painfully bad. The SWF probably tried it several times and only posted the 1 game they got a Nemesis who missed 5 punches at the hook.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951466#Comment_3951466
I personally think that hook denial should be more difficult, because it overall affects weaker killers more than stronger ones. Blight can run off and get another down relatively quickly. Legion probably just lost the game off of that one save.
That, and being able to negate the last 30-60 seconds of the killer's time in a game where time is so valuable should be extremely difficult to pull off, not made easier with every adjustment. Flashlight saves are gimme's these days, hook sabo's are near instantaneous with the right toolbox. Pallet saves are the only save still requiring an ounce of positioning or good timing.
The speed of the sabo itself is fast for sure. The counterplay comes before you get to that point. They have to get to the hook before you. If you see someonerunning to the hook you'regoing to, pivot immediately and go to a new hook. Do not just meet them there and go "that darn sabo came out of nowhere". You are not a bot, lol.
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@gingerGeorge12 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951438#Comment_3951438
Why the hell would a killer do that it does nothing for them?
It's removing 1 person from the game since their slug recovery/healing progress gets reset each time. Even if someone starts healing them immediately, unless they finish the heal... it doesnt heal...it doesnt help. It's also able to use 1 survivor to constantly reapply perks like Starstruck, awakened awareness or thrilling tremors.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951440#Comment_3951440
Sabo plays are on of the most obnoxious things in the game.
For sure, but they are still a part of the game and can be played around. It would be one thing if it was some kind of exploit or something... but thats not the case.
If a sabo play is happening and the killer didn't notice it in time to pivot and walk to a different hook... they got outplayed. The best they can hope for is to drop their current survivor and chase the new one. That at least is still providing pressure. It wouldn't make sense for the survivor to make the correct call, be sneaky enough to outplay you and you still get the hook.
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@gingerGeorge12 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951440#Comment_3951440
Would that be better?
When a Survivor is dropped by the Killer, their wiggle progress after 3 seconds will now begin to
decay at a rate of 0.5 charge per seconduntil it reaches15%.Let's take a step back…can you describe the situation where you would need something like this to begin with? What situation would happen where you picked up a survivor and within 11 seconds changed your mind to drop them?
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@SoGo said:
I'm fine with the penalties being how they are, but for god's sake, remove the weird "wait" part, where it triggers ONLY when you press play.
Why is this even a thing?
Probably to ensure that a player on their LAST game of the night is just as decentivized to ragequit as someone on their FIRST game of the night.
Personally, I tend to hop on for 2 or 3 games during weekdays when I do hop on... If I DCed from the last match every night, My DC rate would be like 50% of my games played. That's like 7-10 on the new point system, but I would never feel any of it.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949644#Comment_3949644
Okay, thank you for the clarification. That was about what I figured. One question: Will there be an in-game tracker on how many penalty points you have and how many more matches you need for the oldest penalty to drop?
I dont think they'd add things to help ppl effectively game the system. They want ppl to stop DCing, so they arnt gonna tell them they have to play 1 more match before they can freely DC again.
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That would completely kill sabo plays in general. The wiggle bar only HAS 16 charges, so... the killer could drop, chase the sabo player off after they successfully sabotage a hook and be able to essentially have an entire wiggle bar to get to another hook (13.6 seconds instead of the full 16 seconds).
It would also allow killers to carry survivors indefinitely. Carry a survivor for 10 seconds, drop for 14ish and repeat. It's a time waste for sure, but its also a hostage situation.
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951364#Comment_3951364
What if she's behind the crow epidemic? 🐦⬛🐦⬛🐦⬛
Nah, hopping in a locker for half a second REPELS her crows, not summons them.
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@smurf said:
The incidence of survivors contracting crows during seemingly innocuous activities is alarming. Crows are spreading at an unprecedented rate. It is clear that we, the people of the Entity's realm, must come together to find a way to stop the spread of the public health crisis these crows represent.
It will take the effort of survivors and killers alike. We'll need The Blight's deep knowledge of alchemy, Orela's medical expertise, Mikaela's magic, and David's ability to just punch the birds as they accumulate. Ace is not permitted within 10 miles of the mitigation effort, lest he gamble our efforts away.
But for real though, it's messed up to get crows when you're on a gen or doing the exit gate...
Forget the obvious?
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@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951044#Comment_3951044
pretty much.
going for cool ######### is insanely punishing and unrewarding when novelty effect wears off and if you dont you just play default midrange zoner with bigger range and gen control.
genuinely unfun.
all the cool things about this kit that are supposed to be the selling points are not worth it or dont work.
That's my thought for most killers... and then I see videos of ppl doing stuff that I didn't even know was possible and I know I'll never duplicate. The guy who can shoot shots through the tiniest hole as Deathslinger will be way deadlier than the guy who can only go for the most predictable shots at loops. The guy who can do orbital and cross map shots as Huntress will be way deadlier than the guy who can only hit shots from midrange.
Point being... the fancy stuff doesn't have to be the only tool you use to be useful. Having another tool in your toolbag is not a bad thing. It can definitely be rewarding to practice the weird orbital shots just so you arnt so easily read and you can whip them out when appropriate.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950926#Comment_3950926
Except if their undetectable.
The perk lights up when the killer sees your aura whether you can see theirs or not.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950949#Comment_3950949
Sure, but the existence of these perks doesn't justify adding or reworking another perk to have the exact same effect as a pre-existing one, only worse. If anything, these perks need a rework before adding more useless cluster in the game
We have a plethora of perks that fall in the same category of haste, gen speed/slowdown, tracking, heal speed/slowdown ect... I dont get what the huge problem is about having another option for aura detection when we have 4 perks that boost killer vault speed, lol.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950935#Comment_3950935
No, they are completely different perks
BBQ only shows survivors auras at a distance
Friends will show the Obsession aura at any distance, expose them and give the obsession to a different survivor when hooking the obsession
They are not even comparable
They're both aura perks that trigger upon hook to help find your next chase. All the other details are the differences. If you want, I can give a different example. Spies and Whispers are 2 tracking perks that are always on and centered around the killer. The differences is that spies requires a crow to be disturbed, which makes it proc less often than whispers, but gives more precise info when it DOES proc.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950929#Comment_3950929
Yes, but thats more of a benefit for you then for them
Most of the time they are not gonna be looking at your direction, most of the time your aura is gonna be hidden behind a generator, most of the time the killer is gonna be occupied with a teammate
Unless you wanna go for flashlight and pallet saves, OoO is huge
Theres plenty of perks that do something similar to each other but with some differences. I wouldn't say Friends til the end has no place in the game because BBQ exists for example. This is just an idea for an alternative that while not having as much of a POSITIVE effect, also lacks the negative effect.
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@Rudjohns said:
Object of Obsession already alerts you when the killer sees your aura with the benefit of you seeing their aura as well
OoO ALSO includes showing the killer your auraeven if they dont use aura perks.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950874#Comment_3950874
Yeah, its about balancing it. It works for 2v8 because auras are a built-in part of the match. In 1v4 it's not as built-in due to perk and addon variety.
For instance, scratch mirror Myers. Spinechill was a death sentance against this setup. By making a perk that always, without limits, notifies the survivor to the presence of a stealth killer is just reverting old mistakes. A token system or some limit is reasonable though.
Im gonna disagree here... Hear me out. Old spinechill was brutal against Scratched mirror because it notified you that you have the killer's attention essentially. If the perk worked to just tell you about aura reading... that just means he's within 32 meters of you. You'd have way more false positives if you think perk light on=killer is after you.
Also... scratched mirror kinda died with the map offering change anyway.
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@Rackjaw said:
They won't, they are clueless and lazy. Just take a look at this guy who streams 24/7 hacking on a bot nurse to know how much they care about their own game.
https://www.youtube.com/watch?v=Hhm3OoKSkMM
The problem with THAT is the sheer amount of extra accounts they have. Even if BHVR bans these accounts after 1 day, they have 1000 spares.
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@Mr_K said:
Scaredy cat perk would work for the aura notification, balancing it would be it's own issue. Being able to quickly know which perk the killer has for example.
In a way Distortion does this but blocks the aura.
Distortion does, but it also has tokens. You might know a killer has lethal, but miss the BBQ that comes after the first hook.
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@Mr_K said:
Typically Tuesdays or Thursdays.
I JUST saw a mod post saying they're releasing a hot fix for it tomorrow. In the meantime... Im playing Hogwarts legacy, lol.
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Im just curious how this'll work with flashlight squads and such. Slugging is THE counter to sabo/pallet/flashlight saves. Im curious how rampant that'll be here. I kinda wonder if the devs are doing this as a test of sorts.
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That's going to be the case anytime you have a mix match of skill levels. It would be unfair to expect a newbie killer who has no control over who you invited to your swf, to deal with 7000 hour survivors.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950741#Comment_3950741
Well, that's sort of what I was just thinking. The simplest way of dealing with this is just to stop them being able to interact with pallets. It's a little clumsy, but it would work.
Assuming they arnt just invisible or something like others have suggest, they'd also need to visually show a survivor has no collision. Imagine being in a lobby with 4 dweets, only to find out the guy you've been chasing who looks like the others is the guy you can't hit.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950737#Comment_3950737
That's the one concern I could see, is pallet saves. It's the one wrench in the works, but I do think you could design around it somehow.
One thing to remember is that being in position for a pallet save isn't guaranteed, at least. Still, something to think about.
If someone is immune to being attacked, they could legit just follow the chase. Person on the ground recovers, then toss the pallet and finish healing that last smidgen.
Why would someone who can't be hit need to be able to toss a pallet to begin with?
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950511#Comment_3950511
I mean, why, though?
If they're running away from you, they're also not being tunnelled, but you'd expect their anti-tunnel to still be on its timer until they actually engage with the game.
Why should their anti-tunnel disable if they're not actually having any effect or influence on the game…? You wouldn't even necessarily be able to then tunnel them if all they're doing is running around near-ish to you. It kinda sounds arbitrary, like you're more interested in punishing annoying intents than in what's actually happening in the match.
I would agree, for instance, that successfully getting a pallet save/flashlight save should cancel any remaining anti-tunnel they have left, like Off The Record and such, because at that point they're back in the action. If they're just sort of running around nearby (in this context not even able to click their flashlight)… they're not doing anything. There's no impact.
It probably wouldn't be a good idea for a survivor who can't be chased away to be free to go for pallet saves... that would be kinda unfair.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950169#Comment_3950169
https://us.v-cdn.net/6030815/uploads/SZH8KEHY4XSJ/image.png
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950196#Comment_3950196
No, the logic doesn't go both ways.
In the very specific games where the survivor is faster than the killer, they can just weave through the killer's model to block vision like in the above screenshot.https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950189#Comment_3950189
I don't care if you only think it's "mildly distracting". If a survivor is purposely trying to distract and hinder a killer from chasing someone else, then they aren't being tunneled, and they should have their anti-tunnel perks deactivated.
Survivors should not be encouraged to weaponize their anti-tunnel perks and mechanics. Causing survivors to lose collision, still allows them to distract and hinder the killer from chasing someone else.
How did that position even happen as Trapper?
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Im guessing this change was actually made with the "casual" players in mind. Alot of ppl got use to a "free DC" everyday. If you only played 3 or 4 games a day, you would essentially be allowed to ragequit from 25-33% of your games without penalty while ppl who played alot would have to behave themselves.
Basing it off games played rather than a daily timer would mean either type of player be treated more evenly. This way whether you play for 4 games a day or 400... if you're ragequitting from more than 5% of your matches, you'll start to feel it.
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Im guessing the game noticed you essentially never got into a chase and just held down 1 button extensively. I know alot of bot BP farmers would do that where they'd have a killer attack over and over (usually with Doc). The system mightve confused you for one of them.
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@angrychuck said:
My best guess is that there is potential for different power skins, I don't believe Kaneki could get a skin for his power since well from what I understand of the anime is that his power doesn't change from ghoul to ghoul. There was initially a lot of backlash about the killer power skins, mainly because the power skins had to be used with certain cosmetics on top of already costing 3000 auric cells. They might add new power skins in the future but for licensed killers that will mean dealing with license holders again.
Even though the power's look doesn't change in the show, I dont think that would really mean anything here. Typically LIMBS dont change either, but I can swap Hag's hand all day, lol. The Kagune was essentially seen as a body part.
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I feel like once they fix his bugs, you'll see the killrate go down. Currently he has bugs working FOR him, which is why im holding off on playing him anymore until its fixed. I hate when ppl abuse bugs against me (like the locker bug), Im not gonna be a hypocrite. I played afewvrounds against bots to get a feel for him though.
Not too long ago, we had a Nemesis bug with PWYF that made him speedy AF. There wasn't a call for nerfs for Nemesis... ppl realized the bug was the issue. Unfortunately they're not gonna killswitch Springtrap til it gets fixed like they did with Nemesis, so...
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950108#Comment_3950108
That won’t work, because survivors could purposely overlap with the killer, and block their vision.
Not really. We can already see how that is with Sadako. Vision doesn't really get impaired.







