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Marc_go_solo

Marc_go_solo

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  • The two main jump-scares (and they're not scary per-say, moreover startling) is when a pallet drops when you weren't expecting it or a Head On attack. Taking into account the killer receives these is somewhat annoying.

    Rarer occasions feature the stealth killers mostly.

    For me, it's more a sense of apprehension of knowing a killer is nearby, or a chase. But the horror aspect is not prevailent. Yet, to back the devs up, at the same time if you watched a movie that really scared you first time, watching it dozens more will make that movie non-scary. So it's very hard to maintain horror in the game. It comes mainly from how it is played, with the technical aspects eventually losing their potency.

  • From the world of television, I'd go for "The X-Files", and in particular the killer as Eugene Victor Tooms

    animalcontrol_thexfilestooms.jpg

    This psychopathic murderer had the ability to manipulate his body. Whether it be extending limbs or escaping through vents even contortionists couldn't master, this killer would be good for medium ranged attacks and finding quick ways around the map.

    The world of video games has "Eternal Darkness: Sanity's Requiem", and the main villain was Pious Augustus, a roman centurian

    pious.jpg

    At the start of the game he is a hero, but The Ancients turn him into the main antagonist. An ability of summoning creatures, alongside an ability to drive people insane to the point of messing with controls of the player, he'd be an interesting killer of having his presence felt throughout the map and sending minions after survivors not in his vicinity.

    Finally, an obscure movie "Slumber Party Massacre 2" brings this oddball:

    SlumberPartyMassacre2a.jpg

    I mean, he has a frickin' guitar with a giant drill on the end!!! Armed with puns, heavy rockabilly and a more useful skill of creating hallucinations of himself, the Driller Killer could have an alternative to the Doctor's hallucinations which can make survivors sleepy (they appear in dreams) and emit a terror radius, as well as do chases for a short while more as a distraction than causing harm.

  • I'm not so sure I agree killer toxicity has increased. In fact, the last round I played was against Ghost Face (arguably the most obnoxious killer for me) who actually took me to the hatch after a rather epic set of chases. Also, multiple killers I've chatted with post-match have been really nice! And when I play as killer I aim to be as positive as possible.

    I cannot say I've come across true toxicity that match. If I'm unhooked and accodentally find my way in front of a killer, I shouldn't expect to be ignored. If my team mates all try to get me unhooked, effectively forcing the killer to stay close, that's just common sense by the killer. I've not come across a killer that truely tunnels (chases and ignores all other gens or survivors for that one kill). Well, there was one, but in fairness it was a daily to sabotage 2 hooks, and the Huntress was rightly unimpressed at my antics. I deserved that.

    Toxicity is subjective, but has strong links to people assuming they know why someone acts a certain way, people's ability to remember negative over positive memories, general frustration and being unaccountable for their own actions. There are genuinely toxic killers out there, as there are survivors. I just have severe doubts it is the true epidemic that it's often made out to be, and is perhaps as much about misreading what is happening.

  • I like Deja Vu as a tactical perk to help work towards a tougher endgame for the killer. Prevents 3 gens most of the time and gives survivors less stress during those final gens.

    Otherwise, honourable mentions for other perks I like include:

    • Premonition

    • Small Game

    • We'll Make It

    • Bond

    • Empathy

    • Botany Knowledge

    • Better Together

    • Red Herring

  • That's the worst thing about The Entity's realm: No damn wi-fi!!!

  • They don't sound like friends if they do that. You probably would prefer friends who treat you as you treat them.

  • A few:

    Paul Hollywood (British Bake-Off)

    paul-hollywood-010.jpg


    The Undertaker (WWE)

    LIwqs4tH.jpg


    Pious Augustus (from "Eternal Darkness: Sanity's Requiem")

    pious.jpg


    Eve (from "Parasite Eve)

    Mitochondria_Eve.png


    Paul Burrell (money-grabbing butler)

    paul-burrell-1252686.jpg


    Nyx (from "Persona 3". May be slightly OP)

    maxresdefault.jpg


    Timmy Mallett (children's tv presenter armed with mallet)

    book-timmy.jpg


    Stay Puft Marshmallow Man (friendly killer sailor)

    320px-Stay-puft-marshmallow-man.jpg


    Barry Scott (Bang and the dirt is gone!)

    maxresdefault-1.jpg


    Baron Silas Von Greenback (from "Dangermouse")

    Baron_Silas_Greenback_and_Nero.jpg


  • Probably a good thing. There's nothing you can really do in response, but you can create a mindset over time to harden against those actions. Those people may have had crap experiences themselves. Maybe their life is tough at present. Maybe they just don't understand what they're doing in upsetting others. Whatever it is, it's their issue to deal with. Just don't become engrossed in wondering why. It'll only hurt more.

  • Regrettably, I've seen 50 year olds lose their ######### at supermarkets over a 10p change to a product. I doubt age would be that much different regardless.

    But I do agree that there are some who behave like children. I think there are more people who are more chilled than we think though.

  • Little man syndrome mostly. They have a few seconds of power to rub it in your face, but it is just a few seconds, and it relies solely on getting a response. Not responding takes that power away and returns it to you, whilst they wonder why they weren't important enough to get a response.

    The rudeness only hurts you, and no matter what you say back, it will just make it worse. Best to not respond and look towards your next match.

  • @Funchal said:

    https://forum.deadbydaylight.com/en/discussion/comment/1686425#Comment_1686425

    The current Boil Over is for those who want to waste perk slot, did you mean

    It's too horrible to be considered a perk, but I think it's enough to be passive

    Not all perks are meant to be powerful. If the killer is being pestered by team mates this will work as a situational perk. So if it was basekit then with a good team, hooks would be so much more difficult. The killer has done the hard work downing a survivor. Survivors should only have so many chances to escape hooking.

  • @lowiq said:

    I don't run into that much post-game toxicity. But people are also more likely to remember bad experiences than good experiences, so who knows.

    This. It's an outdated biological reaction from when our ancesters were constantly watching out for sabre-toothed tigers and the like. The brain remembers bad experiences more strongly in order to learn from mistakes.

    Personally, I'm quite outgoing in the game, and will message people post match with compliments or jokes, so the messages which come back are usually friendly. I've not had that many bad experiences at all, but I guarantee I remember those better.

    I'd say just go in with a positive mindset and be modest in victory and gracious in defeat. You'll find many more nice people that way.

  • There are jump scares, and the anxiety/excitement of hiding from, or being chased by, killers. However, it's not been truely scary.

    I think it says something when the biggest scare is not expecting head-on or a pallet drop. Killers shouldn't be the ones getting scared more :D

  • Not certain that it's necessary. The current wiggle can still cause issues (with exception of Iron Grasp or Agitation), but those perks are there to negate that. The current Boil Over is for those who want to create further havoc.

  • These are well-made points, and I especially agree with some upset players saying everything under the sun is toxic because of a particular playstyle. It's important for people to ask them selves why they feel a certain way (e.g.: OoO really gripes them, because the killer they play is easily countered by the OoO/swf combination) and also change their expectations (e.g.: If they are finding that situation too difficult, maybe use the round to practice chases).

    This could have been worded in a less aggressive way, especially considering the "insult" part of the discussion, but I do get it comes from a place of extreme frustration at the way a section of the DBD community conducts itself. Plus everyone gets like that from time to time. Maybe being more empathic and responsible for our own experiences will promote a more positive community... Who knows!

  • It looks fun! & if BHVR are behind it as you say, then it could be mutually profitable! I'd certainly give it a go.

  • I'm uncertain that an add-on like that should be a common one, due to the strong potential it has. Maybe the time it effects for could be reduced perhaps, but I can also see that it's a good tool and I cannot help but feel the reason those survivors said it was boring was because it was an excuse as to why they were beaten.

    So maybe nerf the time and commonality, but it certainly has its place and usage. It also only works if you land the hit, so any other time the perk can still be used.

  • @Mendax said:

    I can't recognize English well :( There are no subtitles. Please, write, what advice does he give?

    Certainly! There are a few tips, but in summary:

    • Set reasonable expectations. For example, if you are trying a killer you're not used to, understand that you will probably not do well against other players to start. Instead, set reasonable goals, such as concentrate on improving your chases or practicing mind games. If you vs a much stronger team, see it as practice. Accept you won't win everytime.

    • Regarding goals, set long-term ones. If you only focus on winning and win the next 20 games, but then lose the 21st, you'll probably be dwelling on that loss. Instead, set your goals to ones such as those mentioned in the last point. That way, there is less stress and it's manageable. Plus, your game will improve.

    • Something I've always preached is to own your own mistakes. You can take control of your own errors, but you can never control mistakes you blame on others instead. Focus on what you can control, rather than passing control to others. Learn from them.

    • Regarding other players, they have their own rules and ways of playing. Whatever happens, try to assume they have the best intentions. They may well still be learning the game, or perhaps had a previous bad experience. Perhaps it's an archive or daily they need. Try not to assume the worst.

    • Your opponents are entitled to have good moments, as well as you. It feels good to pull off a great juke or attack, and likewise you may be on the receiving end of a great juke or attack. It happens.

    • Understand other meanings behind actions. For example, if you are face-camped it's annoying, but try to see it as that killer is acknowledging he cannot beat you in a chase and this is their only way of securing a win. If a survivor is clicky, clicky, they may be wanting to get better at chases or protect another. Understand it's not personal.

    • For killers, see the survivors waiting at the gate as opportunities for extra points. They may be waiting for teabags, but from your perspective it can be seen as extra hits, points and possible emblems. Make the most of every situation.

    • There will be occassions you'll meet extremely obnoxious players. If they lose they'll insult you, and if they win they'll take these few seconds of temporary power to rub it in your face. Anyone with a shread of empathy will be gracious in defeat or humble in victory. Those who are obnoxious are not worth your time. Ignore then and move on. They can only upset you as much as you allow it. Ignoring it will give you back that power and take away theirs.

    • Don't put too much pressure on yourself. Especially for beginners, there are so many perks, maps, killers, tactics to learn. Be kinder on yourself.

    • There will be things beyond your control: Bad teams, terrible luck, bugs and glitches, over-powered opponents, swf, etc.. If you're feeling tilted, accept you cannot control this and focus on what you can. That way you'll feel more empowered improving your game play, rather than focusing on anything but.

    I hope this improves your experience. It's a great video by Otzdarva, and possibly one of the most important DBD videos in recent times. As he says, you can even take these ideas over to other games or perhaps even beyond gaming. There are a lot of wise words here.

  • Ranking is misleading to me. There are so many players who've clearly depipped heavily, that you get rank 17s with meta builds on a survivor/killer who had no access to the perks in the first place.

    I've faced yellow ranks who have been outstanding, and red ranks where I wonder if they paid for the rank in auric cells.

    Other than people who want the achievement or bragging rights, it doesn't really do anything. For me, it is more about getting better at different aspects.

  • When playing as Trapper, on a rare occassion if there were dc's to turn the trial into my workhouse!

    I'll guide players to do gens. Any failed skill-checks immediately results in the harsh punishment of the MacMillan Cleaver. Any subbordination (clicking lights) is immediate downing. They will work until the lights come on, and then power the Exit Gates. If my randomized perks include NOED, the survivors will be downed ... before picking them up and carrying them to the Exit.

    I also like a good trap when someone jumps down right on to one. That's satisfying. :D

  • Looping is a viable tactic. Sometimes it can turn the game into a Benny Hill spin-off (damn you, Midwich!!), but it's a fair tactic. Personally cannot see it being as bad as camping.

    With regards to area camping .. y'know, considering it's also a viable tactic and a decent way to lure survivors in for a few decent hits it's not as toxic as some might think. It's certainly a risky play by the killer - it could result in a gen rush only caused by the killer's stubborness. Maybe it's worth changing "area camping" to "patrolling"?

    I think the bad play comes into face-camping/tunneling, which both go hand in hand. That's when it is considered toxic. Even then, it's best to actually consider whether the killer is tunneling, or if the survivor claiming this is just putting themself into harm's way.

  • I'm not sure about survivors, since there are so many variations, but the killer cosmetic is much more clear cut: The Minotaur on the Oni. That cosmetic is fantastic, and certainly fun running from!

  • @Moundshroud said:

    Hrm. I agree with the OP completely about good sportsmanship. I think Players should be humble in victory and gracious in defeat. Players should not cheat, and they should finish the games they start. To me that defines "fair" play. The longer this thread goes on, the more it seems to be changing emphasis to be about shaming people who play hard, i.e. competitively. Fair play and competitive play are not mutually exclusive. Fair has nothing to do with the Survivor's Rules for Killers or vice versa. Fair simply means, don't cheat.

    DbD is a PvP game. It is competitive by design. It is four Survivors who advance by achieving goals which are the exact opposite of the Killer. More than that, the game has a Rank system, which measures us against one another as Players. There are head to head events, and we even started to see the rise of Tournaments, and discussions of leagues. There are lots of SWF groups that play together (most in fact) for a competitive edge. Let's not delude ourselves about the basic nature of this game.

    There is nothing wrong or shameful about being a competitive player. In fact, good sportsmanship expects you to give 100% effort. The fun of any game is in the "playing" of it. If you don't like competition and conflict, then DbD might not be the game for you. I won't cheat. I finish the games I start, fighting them to the bitter end even when I'm losing. I'm going to thank and/or compliment my opponent(s) afterwards. That is all that is required of fair play. I would appreciate it if people stopped trying to "spin" things or move the goalposts.

    I'd agree with this. It's always vitally important that people are kind to each other before and after a trial. At the very least, don't comment and move on.The more encouragement and sportsmanship, the more likely people will stay and the game becomes more popular; retaining existing players and bringing in new. It's not the only factor, but it helps.

    Players may want to play for wins, and sometimes this can be seen by the other as side as "toxic", when actually the killer was playing to their strengths. If a recently unhooked player gets found, it doesn't make sense for the killer to avoid them. I would knock them down, but then target others without hooking. It's not entirely selfless - DS is a threat I am aware of. The amount of time the word "tunnelling" or "crutch perks" comes up rarely actually agrees with what happened.

    I always am gracious in defeat or victory; only ever commenting with compliments and positivity. That does need to be done more. I find far more positive comments than negative comments come around as a result, and we even learn things or discuss stuff and tips!

    Play as you see fit, but attitudes to other players outside of the trial needs to be good-spirited.

  • @Moundshroud said:

    I'd love to seem them try a new punishment for patterns of DC behavior. Instead of banning them, they get routed to a smaller Que made up entirely of people who, you guessed it, have a pattern of DC behavior. It will likely be smaller, slower ques, and infuriating to play in since they will be dealing with other people just like themselves.

    On a good note they will have a path to redemption rather than timed ban. They are stuck in that Que (with their own ilk) until they complete a certain number of games (fully played legitimately) without disconnecting. They prove they can be have like adults and they get to come back to the adult que. They lapse again, back they go to DC Que hell.

    That's the same thing Feiday 13th did for cheaters or hackers. It worked as well, so if they implimented this it has a decent shot at working.

  • @DARKxVOID said:

    https://forum.deadbydaylight.com/en/discussion/comment/1676943#Comment_1676943

    I just imagine a Big Daddy with its drill and plasmids causing so much havoc. It's lights growing red due to the red stain/it being angry. A Rapture map would be amazing. I can just imagine how great it'd be.

    As for its Title, it doesn't need to be Big Daddy. Could be diver, protector, bouncer, rosie, the alpha series, etc. There's many names they could give it depending on what Big Daddy it is.

    @bubbabrotha said:

    https://forum.deadbydaylight.com/en/discussion/comment/1676943#Comment_1676943

    The Alpha, The Guardian, The Experiment, The Bouncer, i got some good ones.

    I'm glad you've got a better grasp of what name he could have than I! 😅

  • Firstly, Cheryl needs this:

    hqdefault.jpg

    Otherwise, maybe an A-Team themed collection could be fun?

    John "Hannibal" Smith - Bill Overbeck

    Templeton "Face" Peck - Felix Richter

    Howling Mad Murdock - Ace Visconti

    B. A. Baracus - David Tapp

    Amy "Triple A" Allen - Kate Denson

    1391541_1404129195547_full.jpg


  • That bit about a nurse named Meg decided not to care for her mother ... my God Meg! What have you turned into?

  • I'm inclined to think The Entity is becoming more powerful, and yet not so sure if it's in methods of control. Moreover, it feels like it's toying with both killers and survivors by changing environments, causing more uncertainty or design issues.

    The Entity would probably want to have killers and survivors have control to a degree, otherwise it would be like controlling puppets and not getting the amount of "food" it ideally requires.

    But I agree it is changing as a result of its engrossing influence.

  • I'm glad they're back overall. The dc rate from the games I've played since has gone down to 0 (I know there will be some dc's in future, although normall it was a dc every other match before), and only 1 hook suicide.

    Those regular dc's were ruining too many games.

    However, if everyone is slugged, killers should do the right thing and hook them (unless waiting for DS to deactivate). Only an a**hole would just stretch it out. If there's a way to deal with that, it would be most welcome.

  • This whole "Killer Daddy" thing is just going to go out of hand. Thank God I don't participate in such infantile...

    20201014_205319.png

    Aww dammit!

  • It's just a variation of a Sphynx Cat! What's there not to love? You'll give it a complex if you keep pointing out all its flaws. She's very sensitive, you know!

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/1678668#Comment_1678668

    Sir something is wrong with your cat in that picture

    Which one? In fairness, you could pick any of them and I would be most inclined to agree with you anyway. :D

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1680226#Comment_1680226

    I don't agree on this. I've played both Left 4 Dead 2 and Dead Nation. Both are zombie games, but L4D2 is first person while Dead Nation is a top-down twin-stick shooter. DN was far more engaging and scary than L4D2 ever was. One time, my wife and I were playing on the highest setting we had unlocked, and got swarmed by zombies. We paniced, and started shooting. After a bit, I realize we both were still shooting despite all the zombies being destroyed. I never felt that panic with L4D.

    The game mechanics, visuals and audio presentation make the fear, not the choice of camera.

    I see your point. However fear is a subjective experience, and what works for one won't for the other. Games like Outlast and Phasmophobia feel more daunting for me than Resident Evil or The Evil Within. The scariest Silent Hill for me was The Room, and that was down to a huge part on the 1st person perspective.

    Mechanics et al have their role and the audio and visual do too, but it's the overall experience the player gets that brings the fear in. A first person camera does that for me, whilst 3rd person separates. Coding and numbers just add to the experience overall. The best coding in the world is useless without any soul.

    So we'll have to agree to disagree on that one.

  • In terms of fear factor, the game will become a lot more daunting in first person, and certainly a lot harder for survivor. It would be extremely immersive though!

    However, as has been mentioned before, it would be a huge nerf. I would definitely try it as a separate game mode though!

  • Oddly, during my Killer rounds, Ormond is one of my most successful maps! I find traversing through the central building pretty easy to manage the gens, as well as able to control the map.

    I'd be up for any changes since people have quite a few issues with it, and I do see some jungle gyms closer together than they ought to be. It's not one of the best maps, and certainly not on par with anything on the MacMillan Estate or Dead Dawg Saloon. I'm guessing I broke it :D

  • Survivors

    Deja Vu: Whenever the map loads, you get the feeling you've played it before, and know where to go. Absolutely nothing else. It's a fourth wall breaker!!!!

    Stake Out: When within the killer's terror radius for x seconds, you reach into your pocket and pull out a rubber stake. The theme tune from "Buffy the Vampire Slayer" blasts out, instantly notifying the killer where you are.

    This Is Not Happening: When a survivor is having a bad match, the game automatically disconnects without any punishment.

    Up the Auntie: NSFW


    Killers

    Hex: No One Escapes Death: When the gates are powered, a dull totem lights up. Any survivor hit will instantly be put into a dying state, and shortly disconnect thereafter. Killer gains 200% salt.

    Iron Maiden: Iron Maiden's greatest hits will blast out obnoxiously across the map. The killer will not hear a damn thing of the survivors, but the headbanging will be worth it.

    I'm All Ears: When a survivor performs a rush action, the perk activates. SCP 1048 appears, alongside the teddy made of ears. A scream is heard and all survivors and killer are suffocated by ear growths. The Foundation will be duly notified.

    Trail of Torment: Upon activation, the killer will be followed constantly with teabagging survivors and multiple inbox messages of how they're a "baby killer", "noob", "gg ez", etc.

  • @NekoGamerX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1678102#Comment_1678102

    thank added them don't know what they from but the spider one I think Arachnophobia?

    You're right about the spiders! The films are:

    Snake - Mega Phython vs Gatoroid

    Rat - The Rats

    Spiders - Arachnophobia

    Horse - Horsehead

    Also, for others you could try something from The Thing:

    maxresdefault-1.jpg


  • One black and white short-haired stray that was in a terrible state when my ex- and I first came across her, but now is 17 years old and still running around like a kitten!

    Also, you were looking for some pics of the animals in horror movies, but only got 3? I've got the other 4 pics if you want to add them:

    Snake

    snake.jpg

    Rat

    the-rats-web1.jpg

    Spider

    arachnophobia-movie-scene-1990.jpg

    Horse

    horsehead.jpg


  • Killer Perk: Pyroclastic

    Once a chase reaches bloodlust tier 1, Pyroclastic activates. Whenever a survivor crouches, it will take an additional 2/3/4 seconds to stand up when within an 8m/12m/12m radius of the Killer.

    This is mainly to punish cocky teabaggers, but also can stick survivors who are hiding out of the way from a chase that the Killer may notice. It's a niche perk, but can be unexpected. Good synergy with add-ons that see through walls.


    Survivor Perk: Bolster

    When a survivor approaches a pallet that is still upright, press the Activate button where the survivor will spend 6 seconds strengthening it. When a killer is hit by it, the stun duration lasts for 2 seconds longer. Pallets also take 50% longer to break. Bolster has a cooldown of 150/135/120 seconds.

  • My issue is where would it stop, because if that went through some would then want to have an offering banning certain perks, etc. It could get too carried away.

    I do empathise with all those dc's though. A tough penalty on disconnects may work better. Players should not have to compromise their choice of character because someone has a difficult time against them.

  • It would work, and the Big Daddy could be an oppressive killer. The map would probably be the star though. Imagine survivor perks based on plasmids!

    The only downside that the killer's name sounds comical to me: The Trapper, The Nurse, The Wraith, The Executioner.. neat! THE BIG DADDY - sounds more like something from a 1970's adult movie.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1502252#Comment_1502252

    Somebody dont get the topic... again.

    Its not about OP and stuff, its about frustrating / unfun / boring call it however you want chase mechanics. There is no counter to Slinger in a chase. I repeat: In a chase! If you have a counter in a CHASE (genrush is not a chase counter, alright?) against Deathslinger, show evidence of any kind. I would prefere a video. And dont come up with a video where the slinger is missing half of his shots, because then the counter would be "hope the killer is terrible".

    What would be the difference in evidence of a missed shot being a bad killer or a survivor telegraphing it? I'm having concerns that if a shot doesn't hit on target that it can always be blamed on the player playing Caleb, since the perspective of the viewer is subjective, and one may see it as a bad miss, whilst another may see it as a good dodge.

  • I think that's more a matchmaking issue, which BHVR are having a tricky time sorting out.

    There might be a flaw with separate modes such as that, being that it still won't necessarily stop toxic killers/ survivors from participating. Some people are of that frame of mind, they'll do it just to ruin someone's day.

    They could do a mode with higher rewards for non-communicative play and randomized perks, add-ons and offerings. Alternatively, get 4 friends to play with who can set up a private match.

    Currently, that's the best way I can see presently.

  • Sounds like a sound tactic. Think of it like an actual horror movie: Someone see their friend in danger from some monster. The monster is almost on them, so that guy will try to distract it - shout abuse, throw things, etc.. it's actually a sound tactic to distract.

    The issue is when the killer notices it, but then proceeds to hook/ sacrifice/ mori in front of you, knowing you're watching and powerless to do much else. Again, that's what sometimes happens in horror movies too! Psychological warfare from both sides.

  • It's purely situational. If a survivor is the other end of the map, it makes sense the other 2 that are nearer make the save. If Cannibal is camping, then it's a fool's errand. The best they can do is everything to distract Cannibal (or any other killer) and that requires co-ordination; something that non-SWF don't always have.

    However, if it's SWF or there are people just crouching around doing nothing, I agree. It depends on the individual andvarious issues around it.

    Not to say it can be bloody irritating seeing people ignoring you for whatever reason though!

  • @FFabeq said:

    https://forum.deadbydaylight.com/en/discussion/comment/1675699#Comment_1675699

    Lol what? They could change from 4 chapters a year to 3, and like 2/3 reworks a year instead of one

    The last 3 patches alone have featured approximately 103 bug fixes, new map designs, perk changes, Killer alterations, audio alterations and animation changes. That's already 3 patches for changes within 4 1/2 months. This also includes the actual Chapter patch. The evidence is all held within the patch notes.

    Bugs come about but there is little evidence to suggest they do nothing to fix them. Most often there are multiple discussion threads about the same issue between fixes.

    This discussion sounds like an individual gripe with no explanation as to what changes your alluding to. Like that person in a relationship who expects their partner to guess why they're mad, rather than talking about it.

    Please be clearer in future. Regards,

  • Thay seems to happen around the mid-chapter patches. Whether it's a nerf, buff or gameplay alteration that's normally the time.

    The quarter-yearly Chapter is mainly a money-spinner to help grow the game. Ditch that, and their finances may be impacted. If finances are affected then the chances of any fixes becomes slimmer.

    They also have people who specialise in specific departments.

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