MoZo
MoZo
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- MoZo
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@XDgamer018 said:
it might not even be intentional since the maps arent "set" with tiles they spawn without pattern. I do however FULLY agree that the current state of bhvrs thought process when it comes to maps isnt the best (take greenville for example) main building is practically a no go zone when the gens done and the rest of the map is just pallet after pallet after pallet.
I hate their new design philosophy of making the maze tiles weaker and weaker with every new map and update. They significantly nerfed coldwind last summer when they added those new very awful tiles that are weighted more than the usual jungle gyms for some weird ass reason. The new Ormond map has weird maze tiles that aren’t the best and are sometimes very unsafe. Then as I mentioned in the post on Greenville they have some long wall jungle gyms windows very short. I don’t get why they can’t just stick to the maze tiles found on Macmillan and auto haven for every map. I like when different maps have unique tiles like Ormond and Yamaoka with their actual maze tile but when they make unique tiles that are worse than what we already had is just not good imo
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@Orvarihusklumpen said:
They are nerfing them because majority of the maps are still survivorsided to this day due to pallets everywhere and the size of them. Their latest rework on the maps has made pallets spawn like 2 feet from each other.
idk what latest rework you’re talking about. Their most recent official rework of a map was haddonfield last spring and they completely gutted that map from head to toe for survivors. The map lost a third of its size, all the houses were made significantly weaker to the point where you cannot run them themselves anymore and they added a horrible rng to the pallets. Sometimes you can get a nice number of pallets like 13-15 but more often than not the map will have like 8-10 pallets and half of them will be those horrible new edge map bush tiles they added last year.
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@MrMori said:
I have a feeling they'll feel really oppressive to play against, but at the same time the changes were needed and I'm excited to try them.
It's probably a good idea to bring MFT for the next few weeks to deal with the onslaught of Kanekis and Legions.
I figured that too. It’s time for the MFT meta again😈 gonna get so much value from it with the wave of Kaneki and the legion enjoyers
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It’s so irritating. I see blight every single day in almost 50% of my lobbies. What’s funny is all of them are wannabe comp blights and they all run the same build: pain res, grim, corrupt, eruption with double speed addons. This killer is genuinely so busted and the people that play him play as if their mom’s life is on the line or if they’re playing for 3 million dollars. I cannot fathom how some people think he’s fair and doesn’t need a nerf. They need to nerf his fatigue duration (it’s too fast), his speed addons, and his cooldown. It makes 0 sense why blight can hit u with 2 rushes and only have a 4 second cooldown. It’s actually insulting to the survivors how long him and nurse have been S tier dominating every match they play since their release.
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Just had a game where killer was using Were-Elk skin and wooden fox addon that brought us to Gideon. I kid you not I couldn’t hear the lullaby until I was right next him. I legit couldn’t hear the lullaby and then all of a sudden I hear him ready a hatchet out of nowhere. Now we’re back to this skin being pay to win, hope this is fixed in the upcoming update on Wednesday because this is almost game breaking imo
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I don’t play her because of how janky and buggy she still feels. On the survivor end tho when playing against her she feels either like a cake walk and free 4 out or stupidly overtuned. The counterplay to wait under a pallet and let the dog bite you so you can stun the dog and potentially HM too seems boring and not much skill expression. The vault speed feels very irritating on survivor end since you can be 75-90% done with the vault animation and you’ll still get hit or grabbed on the other side of the pallet. She’s just another animation lock killers like huntress, slinger, PH where you cannot give them Los of you doing an animation because you’ll get hit 95% of the time. Overall she’s a bit meh, I would suggest doing a massive bugfix for her and then tone down the dog’s vault speed to maybe 0.65-0.7 seconds instead of the current 0.45 seconds and the 0.9 on release.
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Trickster, nurse and hag. Trickster and nurse are very difficult for me to play since I play on controller and I don’t enjoy missing my power over and over because im handicapped to using plastic joysticks to aim and flick my camera. Hag’s gameplay has always and will always until they rework her feels incredibly boring. I don’t find joy and fun in camping/locking down a area of the map and wait for survivors to fall into my web of traps.
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Tune into their livestream on April 2nd 11am ET to gain more information on the event. Usually when they do info on events during a livestream it will release about 2 weeks after. I would expect the event to go live sometime between April 15-17.
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@Mandy said:
We're not going to be publishing a PTB - Live Developer Update, we're looking to move away from those (timelines are super tight around them). We've given out most of the changes - explained about Xenomorph etc, so we'd ideally like the Livestream and the Patch Notes give the main updates.
Going forwards we're looking for other ways to get this information to players without the blog.
I hope the team reconsiders this change and walks back on it. I know myself and many others really looked forward to the dev updates from PTB-live and it was more important than just putting it in the patch notes since the dev updates gave the “Dev Notes” that allowed us to understand your reasonings behind the changes. It was also very convenient to have a quick 5 minute blog post to look over and expect what’s changing.
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Reading back on the comments I want to clarify this was the 6.1 REWORK DH, not the og DH for distance.
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The mode shows why the game is not balanced without perks. Sure we get random perks but for the vast majority of the games you’ll have a build where 2-3 of your perks don’t ever get value, especially on the killer side. Since perks are out of the equation basically in chaos shuffle, both sides use unfun gameplay tools to ensure they win. For killers: camping, slugging and tunneling are the most effective tactics to win during the mode since there’s no DS, OTR, UB, WGLF, or reassurance in play and for survivors since there’s no regression perks in play or exhaustion perks they can just predrop pallets and slam gens with very little the killer can do to stop them. It’s basically a race on who can get Leverage on the other side and snowball from there. That’s why perks in the main game are so important (mainly slowdown, anti tunnel, exhaustion, or anti slug perks)
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Changes I would make to drac to make him a little more balanced:
- sent orbs no longer give haste and instead give killer instinct on the survivor for 5 seconds
- add different audio queue when picking up a scent orb to make the charging pounce and collecting orb different audio queues
- After a pounce usage or after firing hellfire, shapeshift goes on a 5 second cooldown (to prevent drac from missing and instantly switching to another form to get another shot at dealing damage)
NOTE: Nothing too major, just small adjustments to keep him in check but not over nerfing him to the point where he feels unplayable.
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my main issue with skull merchant 2.0 (before this most recent nerf) were 2 main things.
1. she got free, permanent , and unconditional haste whenever a survivor got scanned from anywhere on the map. It made chases against her very frustrating because she would randomly get perma bloodlust 1 just from existing because your teammate got scammed from her stealth drone across the map.2. The lock on stacks NEVER regressed. This is what I think was the core main issue with her power against uneducated teams. Because the lock on meter would stay there forever until you eventually got a claw trap and got it removed essentially meant skull merchant had perma haste for the whole trial pretty much (and they said mft was a problem…) Something that would’ve helped tremendously is any time you hack her drone it would remove one of your lock on stacks so you aren’t giving her perma haste for the whole game.
Other than that I was fine playing against skull merchant 2.0, if they added my proposed change to remove some of the lock on stacks I think she would be much more healthy but also not at the same time since her brain dead playstyle would still exist from dropping a drone in the middle of the loop and completely trapping the whole loop just from 1 button click.
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first main: Wraith and Meg
current main: Nea/Steve and Billy
fav map: father Campbell’s chapel
fav perk: Iron will
Fav item: medkit with syringe
fav chapter: all things wicked
how many p100s?: 2 (Billy and Nea)
hours: 4,000
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corrupt/pain res for killer
DS/windows for surv. (Windows for solo q and ds for swf)
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@Jakie549 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899480#Comment_3899480
You need to sharpen your skill instead of making blatant excuses my guy.
pls send me a clip of you looping a good Dracula in wolf form for longer than 20-40 seconds. I would love to see how much counterplay you know against a good Dracula main. Or better yet, pls send a clip of what your counter is when you dodge a hellfire pillar and then the Dracula instantly switches to Wolf to follow up with another attack!
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@Jakie549 said:
So today I put some left over pizza in my oven to warm it up. The mozzarella cheese is still delectable I think it tasted even better than yesterday. Anyway, this dude is just another noob survivor ya know how it goes if they don't know the counter-play they rage on forums instead of learning how to improve their gameplay.
noob survivor🤣 im stating the obvious that Dracula has a bloated kit and doesn’t get punished when he misses his one of three abilities .
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11:1 downvotes is crazy. This is def a bad take
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898272#Comment_3898272
And teams with 3-4 flashlights and map offerings are better? Gens are also super fast because there's no slowdown, chase or sometimes even anything you're working with. If you're not playing a higher tier killer but something like legion, you're especially losing gens fast xD
Both sides take advantage of the absence of anything usefull on the other side. But that's kinda the point of this gamemode - if they wanted to give you the things you normally have as a baseline, they would've done it.
”Gen rushing” like there’s other objectives to do as survivor. When killers snowball and get hook after hook it’s not called “hook rushing” it’s called doing their objective. I’m sorry but just because the game isn’t built around not having slowdown doesn’t mean survivors are Gen rushing. Maybe the survivor you’re chasing is just good enough to hold their own and keep you away from gens. I do agree that the lack of slowdown causes the killer to panic and tunnel but that doesn’t mean survivors are Gen rushing. What else are survivors supposed to do? Twittle their thumbs for 40 seconds while the killer chases another survivor?
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I seen on a YouTube podcast video from The Fake Banette and he interviewed Hens and Hens said he was pretty sure the people responsible for the Fog Whisperer and Twitch shirt changes were part of the massive lay offs last year. I don’t know if it’s 100% true but I mostly trust Hens since he is a consultant for dbd.
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revert the cooldown back to 14 seconds and bring back 10m/s 🤝🏾. Having the 10m/s dash with a 10-12 second cooldown was stupidly busted so having a longer cooldown but with og dash speed would be a nice compromise
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@Akumakaji said:
well, I had a different experience from the other side of the fence: most survivors rely heavily on their perks and if taken away, crumble against a good killer.
I had a lot of pretty good survivors, who just got downed in awkward ways, because they just had no meta perk loadouts and even somewhat sweaty teams with full juiced up toolboxes and flashlight jockeys, who just got stomped. I had games where I downed an already hooked survivor and nodded at them before leaving them on the ground, as not to tunnel but give them a second chance, not to generate extra pressure, and the team still lost.
I think that the survivors community is much more reliant on their meta perks then the killers, even though there are victims of this on both sides. And don't get me wrong: cracked survivor mains need no perk at all to run me for minutes on end, just because they know every single loop and tileset by heart and can run every corner pixel perfect, but most survivors are not like that.
both sides rely heavily on their meta perks but killer’s rely more because the main defense on the killer side is they tunnel, camp and slug during chaos shuffle because they don’t have their slowdown perks. I’ve had game after game today of killers having 2-3 hooks at 1-2 gens left and then instantly switch playstyles to proxy camp and hard tunnel someone out and when that doesn’t work they’ll just hard slug the whole team.
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Every single game the killer has either hard tunneled the first person they hook out the game or hard slug to “catch up with the gen rushing.” It just goes to show what killers do when there’s no DS,OTR,DH, WGLF or unbreakable in play. And killers wonder why anti tunneling and anti slugging measures are being further looked into in phase 2. Survivors literally HAVE to run an anti tunnel or anti slug perk to actually have a chance at surviving because chaos shuffle is the best picture of what killers do when there’s not anti slug or tunnel perks in play.
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@biggybiggybiggens said:
No thanks. I'd rather have a faster ADS.
that’s a double edged sword. The old slinger ADS speed was very unhealthy since it was a guarantee hit through a window or pallet, also it would make slingers that zone WAY more oppressive since you can slightly tap the ads button and you’d be instantly done with the ads animation ready to shoot. Bringing back the fast ADS would make slingers the next chucky, Very Very good anti loop but horrible map pressure. Survivors hate when the killer has an overbearingly oppressive chase ability that almost has 0 counterplay. If we’ve learned anything from skull merchant, chucky and xeno is if the killer has a very annoying and very little counterplay chase ability then they’ll get complained about enough to the point where the devs will inevitably gut them. I don’t think you’d want slinger to be the next one on the chop list.
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They need something to entertain the community in between new content. That’s what events and modifiers are for.
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revert it but also nerf pentimento along with it🤝🏾
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Horrible. Killers are taking advantage of the fact that there’s no guarantee anti tunnel or anti slug perks so most of my matches have been the killer hard tunneling off rip and then hard slugging when there is 1-2 gens left. It’s miserable…
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@IamFran said:
They already buffed other perks like Grim Embrace, Oppression and Surge and nerfed Pain Res, Pop, Hex: Ruin and Corrupt Intervention several times, but they're still too good. Well, except Ruin which was gutted and nobody uses it. And also buffed the base regression (mini-pop effect of 5% a year ago or so), but those perks are still too good and also the people is too used to them.
I'm peronally using Grim Embrace a lot more, it is an underrated perk currently imo.
Grim and underrated in the same sentence is crazy ngl. I see it more on killers that don’t have the map mobility to pressure a gen right after a hook. It honestly fairly annoying on the survivor side since you just look at your gen being blocked for 10 seconds lol
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because you’re not advancing the objective
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they need to give her a bunch of bug fixes and qoL while also revisiting that vault speed. It’s so stupid how you can be half way through a vault pretty much touching the ground and the dog vaults so quick that you still get hit. I find it really dumb that the counterplay is to stand still at a pallet and wait for her dog to grab u then stun the dog. You can’t predrop anywhere near her or else she gets a free injury or grab that leads to a hit.
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@I_Cant_Loop said:
I was just thinking this yesterday when I was playing a survivor match on Rotten Fields. That map is one giant dead zone.
The other Coldwind maps aren’t too bad, IMO. But I don’t know what the F the map designers were thinking on Rotten Fields.rotten fields is like a og cowshed from temu 🤣. All the tiles and loops are on the outskirts of the map but are so spread out that you can’t really chain anything together
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sorry but they’ll never rebuff distortion. It’s still a good perk but the old one was so unhealthy for the game that it allowed survivors to go unseen the whole match. It was a constant cycle of hiding and ratting, the perk rewarded you for ratting and recharged itself for ratting even more. I understand killer’s are using a lot of aura reading perks so instead of rebuffing distortion they could implement the status effect from 2v8 that lets survivors know when their aura is being revealed to the killer.
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@Aven_Fallen said:
They went back to it multiple times. First the maps got smaller when they reworked a lot of maps. Then they decided to rework Cowshed and Abattoir - Cowshed was completely justified, Abattoir was fine before and is now super-weak.
And then they decided to create new Tiles and put them into Coldwind, replacing the Jungle Gyms and other good structures 1:1 with those weird, very unsafe Tiles, without adding any more Filler Pallets to compensate for it.
So yeah, currently we are at the point where every Survivor who burns a Map Offering for Coldwind seems to not have gotten the Memo that they are making it really easy for the Killer.
I literally dc in the loading screen if I see my teammate burns a coldwind or haddonfield offering. They think they’re still in 2020 where you can bully killer’s on these realms🤣
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@SoGo said:
My idea of a rework would be this:
- You can also now see Pallets, Totems and Windows while in the radius of it.
- The effects linger for 4/5/6 seconds, replacing the increased cleansing/blessing speed.
- Extend the radius to 32 meters.
- The perk now also ignores Blindness.
that actually sounds cool, a boon that pretty much reveals everything aura related but the killer. I personally would definitely pick up this perk in a few builds if this rework came to live!
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@XDgamer018 said:
first off amazing work!. secondly the shattered hope "rework" should be partially basekit (like at the start of a trial totems are blocked by the entity for 60 seconds to deny first minute cleansing) the pig changes are great (altough her rbts could use a little love aswel imo) id make ruleset no2 fully basekit together with her being able to regain some of them from lockers (to a max of 2 extra) this way she can choose to either go full bore in early game and use the traps then or try and use them mid/end game. (would also be nice for her to get her own main menu theme and chase theme) (possibly hello zep for rbt countdown theme)
Thanks you for the feedback! I did dedicate like a whole day and a half writing this lol. hello zep playing while the reverse bear trap is active would be so dope! I figured since the devs like to balance the game through perk’s majority of the time that shattered hope (being a free perk) would fit perfectly to help prevent hex totems from being cleansed before you get any value from them.
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Treat the dog like a huntress hatchet, play for line of sight breaking since the dog can’t go through obstacles. Be aware that after the first dash she can redirect and send the dog again but has a limited window to do so, as long as you’re being a solid straight obstacle the dog shouldn’t hit you but if you’re around curvy obstacle (like a rock) the dog can curve around it and still bite you. Also camping a pallet is very good against her, wait for her to send her dog to bite you and you can instantly stun the dog and free yourself but also gives you a lingering -10% hinder so be aware. Some clever survivors can stun both the houndmaster and her dog to gain even more distance. Also hound sense (the red circle around your screen) isn’t a threat, all it does is put you into deep wounds when you go from healthy to injured and makes you louder in the dying state. Other than that just make sure you know the difference between the chase and the search audio cues since she can use search to send her dog to gens and it creates a path that she can walk on to give herself a big speed boost.
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Can a dev please move this discussion to the “Feedback and suggestions” category please? I didn’t mean to post this in General discussions.
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Take it a step further and permanently reveal the killer’s aura while they are in the boon: illumination range😈
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He’s fun to play until you go against competent survivors. He has always been and always will be a noob stomper but once the team he’s going against knows how to loop him he feels kinda helpless. Alarm clocks are way too easy to keep out of the dream world for most of the match, his snares are decent but very reactable since they don’t move that fast, the slowdown from snares are decent but often not even enough to beat the survivor to a pallet unless you were already pretty close to them, and the dream pallets are just a glorified zoning tool. You’ll probably never get hits with the pallets unless the survivor is looking behind themselves too much in a chase. The teleport is nice but good survivors know to wake up before healing so you’ll almost never get tp value on healing survivors. Overall he’s decent but I feel they could’ve done more and he could’ve used some more tweaks during the bugfix patches rather than just a VFX when he’s teleporting to healing survivors.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897522#Comment_3897522
Why are the survivor’s inputs much more important than the killers? Both sides have to do things that require precise timing. With your solution, the Huntress will throw the hatchet at a survivor, have it appear to be an hit, and then have no hit register. That’s not fair either.
When someone has a high ping, the timings get thrown off and we have to decide which side gets the “benefit of the doubt” when action timings are not aligned. The only solution is to minimize the timing lag on both sides, which means enforcing ping limits in lobbies.
Just throwing this out there as well - I’ve had many instances of hitting survivors at pallets, game shows blood splatter and survivor screams( making me think I got a hit), and then no hit registers and I get stunned instead. It’s not just survivors that are suffering from the high ping problem.
True, I would say the game should prioritize whoever has the lowest ping but that would make survivors with 12-25 ping almost impossible to catch if they have their timings right
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was just about to do a post about this until I found this post already up. Just went against a huntress with 108 ping and I was 50-60 ping, I was confused why she kept throwing hatchets 2 feet behind me until I was running her on a jungle gym and she hit me when I was check spotting around the corner (none of my body was sticking out) and I checked ping and she was 110. It’s so irritating that killer’s get an advantage when it comes to ping in this game, I would go as far to say the game should just validate everything through the survivor’s screen since their inputs are much more important than the killer’s. For example if I can clearly see my feet touch the ground and start to run after vaulting a window or pallet the game should NOT prioritize the killer’s hit on me. Same with dropping a pallet, the stun and getting hit should not happen at the same time, it should prioritize the stun first as long as the survivor started the pallet drop animation.
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@Hex_Excommunicated said:
Playing high MMR without using a mobility killer is just shooting yourself in the foot so it makes sense for you to see Blights more often if that makes sense.
true but I don’t know the last time I seen Billy, nurse, spirit, or Dracula. It seems to only be blight
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I also forgot to add that I would heavily improve Ghost Face’s reveal mechanic, it’s very inconsistent for both sides.
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complaining about iron will and resilience in 2025 is crazy, it has 2 conditions for it to work, injured and non exhausted. I’d understand the argument of being injured is more safe than healthy when mft, hope, resi and windows was the meta but now there’s so much build diversity for ALL health states. Dramaturgy+finesse is a good build for healthy playstyles, DH+resi+IW+mft is a good chase build for those who are comfortable staying injured, and mft+dh+otr is good for those who try to play in the deep wounds state.
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@OneGoodBoyDemo said:
I really miss it. For some reason i liked looking at the characters' pictures while searching for a match.
YES! I loved the characters picture on the left side of their lore but now you can barely even see them because their power and perks are blocking 70% of the picture
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896229#Comment_3896229
Oh right, because survivors never managed exactly same thing, right?
I wasn’t making this an us vs. them argument. I was stating that the complainers and whiners make up a lot of the community and the devs tend to cater to them a lot.
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@Wezqu said:
It clearly states you need Devout emblems of Iridescent quality. There is four emblems for killers Gatekeeper, Devout, Malicious and Chaser. You specifically need Devout emblem to be Iridescent the others will not count for the challenge. You need 10 points for the Devout emblem to be Iridescent you get +1 point for hooking all survivors once, another +1 from hooking survivors nine times and +2 points for sacrificing or moring a survivor. So you need to hook all survivors once, hook survivors nine times during the match and sacrifice all survivors or kill them with a mori. You do get the +2 points if the survivor disconnects too. There is no other way to get Devout Iridescent.
Is the devout emblem the second one? If so then I fs have gotten it at least once but the challenge is stuck at 0/3.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896218#Comment_3896218
Because it is like that.
just goes to show how much of the whiny crybabies the community makes up and who the devs listen to.
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ngl I have a feeling this was definitely intentional but the backlash was too strong so the devs had to keep it and say it’s unintentional. I guarantee if no one found out the flick was gone in the ptb it would’ve went to live and they wouldn’t have reconsidered it.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895165#Comment_3895165
if the flick is "skill expression" then keeping the turn rate but making his hitbox precise to the club swing would surely add MORE skill expression, right? because its ALL about skill expression and high skill ceiling, not 4 man slug stomping average teams with an exploit for years, right??
ngl I’m too cooked rn to understand what u js said😭