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NMCKE

NMCKE

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NMCKE
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  • @twistedmonkey said:

    The main problem with this is someone playing solo can be punished by a random persons actions through no fault of their own by just loading into a match versus the Pig.

    Traps are designed to slow the game down and keep a survivor off gens while they search the boxes. The issue with this idea is it could make the trap kill a lot more which should be something that onky happens now and again.

    I agree a good reason to take the trap off would help the Pig but I dont think it should be done in a way which only gives you time to possibly search half the boxes as that's not slowing it down it's removing the time to search and changes it to a highly rng if you survive the trap system.

    I agree, which is why I'm all for RSN2 being base because it makes survivors search for boxes or they can be risky and do a generator (now they are on a timer).


    Make Your Choice, this change would fit the Saw theme perfectly. :)

  • @FishFry247 said:

    I've always wanted to get more challenges then just the daily's and you can only stack up to 3 of those. I would love weekly or monthly challenges, because it could bring in more unique and untried play styles and also of course, Bp.

    While we're at it, I suggest more rewards such as Bloodpoints, Iridescent Shards, and maybe some Bloodpoint multipliers? :D

  • @doitagain_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/704803#Comment_704803

    That’s more or less your own fault cause flashlight saves/DS/body blocking are easily avoidable.

    You're not getting the point, downs don't equal a hook. Sometimes you're slugged and get picked back up by a survivor. :(

  • @doitagain_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/703240#Comment_703240

    It’s not more than 50%, you’re over exaggerating. You still have to down the person twice out of the usual 3 times.

    I can down someone 10 times, and they wouldn't even be close to being sacrificed.


    Point is — downing someone doesn't equal hooking someone. :)

  • Calm down on the firecrackers Groot! 😂

  • @DocOctober said:

    https://forum.deadbydaylight.com/en/discussion/comment/703226#Comment_703226

    I'd rather have them properly rework something instead of the mostly half-hearted attempts they've done so far. Only the Freddy rework was an actual proper rework.

    Ah, I see, you have a huge misconception: Trapper and Wraith were just updates, they didn't rework Trapper or Wraith. Update and a rework are two completely different things. :)

    The developers explain the difference here:

    https://youtu.be/dSX_MgLNuHA


    Anyways, I was trying to prove a point, that the developers are trying, and I don't think it's fair to say they haven't being busting their butts off for us.

  • @phantasmal said:

    https://forum.deadbydaylight.com/en/discussion/comment/703240#Comment_703240

    Survivors have a combination of 12 hooks, and a Ebony Mori reduces that to 4 hooks.

    Nah, that's a false way of looking at it. The Mori animation is the equivalent of one hook state so it only removes 4 hook state, not lowers it to 4.

    A better way to look at Moris is that optimally a survivor has to be chased 3 timed to be killed, a total of 12 times for the survivor team. Ebony removes 1 chase per person. So it's only a 33% reduction.

    There are 3 hook states, and the killer's goal is to get the survivor to the third hook state:

    Summoning Phase, Struggle Phase, and Sacrifice Phase.


    Once you hooked everyone once, everyone is now on the Struggle Phase on their next hook. However, instead of having to hook them twice: Catch, Struggle Phase, Unhook, Catch, and Sacrifice Phase — Ebony Mori ends the survivor when they only lost 1 life out of 3 lives. Survivors don't lose a life when they enter the dying state — only when they are hooked.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/703497#Comment_703497

    What do you mean? There used to be areas the killer couldn't catch you, literally.

    There is none of that any more and you still have killers wanting more and more time in the match to prevent survivors getting even one escape.

    Ah, I see, yeah I agree. I feel like the only thing left are map reworks, smoothing out some killers, and in my opinion, second objective. :)

  • @Seanzu said:

    Highly doubt they ever inflate match length. The devs have provided stats several times over two years and it's always come out as survival rate below 50%. Meaning 2K's are the most likely outcome with 3Ks happening sometimes and 4Ks happening rarely.

    (I figure these have probably changed by now as it's not often I see less than a 2K lately) But that's anecdotal and completely dependant on player skill.

    What I think will happen is optional objectives that take a lot of time but increase blood point rewards, sort of like the events.

    The issue we see is there are a lot of killers to play, and killer players wanting to be the "Jack of all trades" and spread their time across a bunch of killers instead of focusing on one means when they do poorly because they aren't good with that killer they then make threads about how tough a certain killer is, this is why player skill on the killer side imo has drastically declined. Why be good with one killer when you can whack Noed/Ruin or any combo with those and 3K most games with any killer?

    There used to be LITERAL infinites & every loop had double windows & double pallets AND SURVIVORS STILL DIED. The game has only gotten easier, it's just players refuse to be an expert with one thing and want to play everything.

    There used to be LITERAL infinites & every loop had double windows & double pallets AND SURVIVORS STILL DIED.

    Before I comment about this quote, what are you trying to say exactly?

  • No, this is currently not a feature because this would encourage teaming with the killer. :(

    Through I remember getting into @Masantonio's lobby before (my friend), and we just played like normal - he tried to sacrifice me and I tried to escape. I thought this was really cool, but sady, there will be people who would abuse this.

  • @AliXnm said:

    Nah. Most matches we can’t even get all 5 gens done WHAT MAKES YOU THINK WE’LL FINISH 6?! don’t wanna get gen rushed put on ruin or thanatophobia...heck even no ED...killers always wanna whine about something to get survivors nerfed into the ground...you can see all the gens highlighted just walk around and you’ll find em. Don’t camp OR tunnel and you won’t get gen rushed. (P.s. I’m in a game with ghostface and he killed EVERYBODY with all 5 gens left. No hex’s. He used thrilling tremors and I’m all ears. Rank 15.) just sounds like you need practice my guy.

    Seems like a low rank problem because once you get to high ranks, killers like Ghostface get gen-rushed pretty hard. At high ranks, you have to be on your A-game when playing a mid-tier killer plus some luck. :)

  • @Mew said:

    https://forum.deadbydaylight.com/en/discussion/comment/703349#Comment_703349

    Ngl, i kinda skimmed over what the op said and didnt see that it could be an offering, and that gens would be reduced to 60 seconds.

    With that, I actually think it would be cool (as an offering.) Itd spice the game up more in a good way i think.

    Though the thing is, some maps might have to have generator spawn spots changed just because of this offering- imagine giving the killer a 4 gen set up, or them purposely only protecting them?

    Btw, i think gens should stay at 80 seconds, and that you have to complete 5 (for the base game.) I like the idea of the offering though.

    It's all fine, I skimmed over the thread too XD


    I didn't see the idea of an offering too and thought someone suggested the idea within the thread.

  • @NoShinyPony said:

    I don't need 60 fps. I would be happy if the game would run well at 30 fps without performance lags/freezes.

    I would like a feature where we can have a slider on graphics! :)


    This can boost FPS for everyone, and the community always wanted a graphics option instead of modifying files.

  • @Mew said:

    No. Gens are already boring as it is, i dont want to sit and hold R1 for another 80 seconds.

    Actually, the general consensus on this thread is to nerf generator times for the killer to 60 seconds. :)

  • @HatCreature said:

    https://forum.deadbydaylight.com/en/discussion/comment/703335#Comment_703335

    You didn't read the whole thing lol I say at the bottom that this means that the 7 Gens we always have will need to be increased to 8.

    Sorry, I typically skim through threads when they are long, so I might miss a few things! D:

  • @HatCreature said:

    https://forum.deadbydaylight.com/en/discussion/comment/703289#Comment_703289

    I really like the idea as it gives a little and takes a little, it seems to be the popular suggestion.

    If they decrease Gens to 60 seconds then toolboxes will have to looked at including the percentages of perks like Resilience and Prove Thyself as they may cancel out the benefit of 6 Gens since they would make Gens go even faster.

    Wait, this just hit me, doesn't that mean the 3-gen strat is now a 2-gen strat?

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/703281#Comment_703281

    Because it doesn't only apply to one perk in the game. I'd prefer to see a fix to the bloodweb behaviour than cross my fingers and hope that every currently bad perk gets buffed and no garbage perks ever get released in the future.

    I honestly don't see the problem because the Bloodweb works in a way where you aren't forced to pick anything. However, if you have multiple things you don't want, then that might be a bad sign that it's the perk's fault - not the Bloodweb's fault. :)

  • Why don't we just buff the perk instead of adding even more mechanics?


    I think that would be the better call here :)

  • @HatCreature said:

    For those who don't know, Gen rushing is when the Killer does not have enough pressure to distract all the Survivors so when you are chasing 1 Survivor the other 3 give no shits you're nearby and just do Gens and then by the time you get that guy down 2 or 3 Gens are done.

    Gen rushing only exists because the Killers are weak, the Killers are not equipped to put on the necessary pressure they need to slow down Gens. But what if the answer to this problem is simpler than we think it is?

    What if, instead of making Gens take longer they just increase 5 Gens to 6?

    There are 4 Survivors so they already have to multi task with that 5th Gen but adding in one more will increase the amount of focus THEY need to put in instead of the Killer. Increasing the amount of work the Survivors need to put in will ease off the amount the Killers have to.

    Now I firmly believe in the ''2nd Objective'' because Gens are boring, they are SO BORING. But if they want, BHVR can experiment with doing 6 Gens instead of 5 and see how those games go, how fast do those gens go and does it make it too hard for Survivors? One possible way to do it is that from Rank 20-10 you get 5 Gens but from Rank 9-1 you get 6 so that way the lower ranks will generally get better the more they play and the stakes are raised by 1.

    Alternately they could turn this into a Secret offering for Killers to add in 1 Gen, then everyone will have to ponder whether it is a Mori or a 6th Gen.

    THE PROBLEM

    Now there is a problem with this idea, right now the amount of Gens on every map is 7 so to keep the 3 Gen strat they will have to increase this to 8. I don't know if that will make things difficult or not, some gens already appear in some spots and not others so maybe it won't be a problem. I can see this being a problem on The Game and maybe Haddonfield but those maps are getting variations in the future so maybe not. On that note I can't possibly see how they can make The Game map any different since it is literally a complete square made up of smaller squares unless they have permission to turn that square into an Octagon.

    Decrease base generator time and this wouldn't be such a nightmare for survivors to deal with. :)

  • Nurse, but if you wasn't here a long long time ago, Spirit is almost on par with Nurse. :)


    M2 killers tend to use MYC to slug DS survivors for 60 seconds, and it can guarantee a hook if you can find the rescuer.

    BBQ for BP and aura reading

    Ruin or PGTW (Pop Goes The Weasel) to slow the game down just a little bit (Monto pun intended)

    Discordance to find survivors who spawn together, and to prevent gen-rush.


    M1 killers typically use Spirit Fury and Enduring for pallets.

    Save The Best For Last is great on M1 killers, but I see more M1 killers use Ruin or PGTW

    BBQ is still great, and so is Discordance

    Bamboozle is decent at shutting down insane vaults such as the killer shack, Wretched Shop vault, Iron Works of Misery Vault, and etc.

  • Welcome, we have a weird meta for survivors: No Heal Meta :D


    Most Survivors Run (In my opinion):

    DS

    Inner Strength

    (Choice Exhaustion Perk)

    Adrenaline

  • Survivors have a combination of 12 hooks, and a Ebony Mori reduces that to 4 hooks.


    If something can instantly remove more than 50% of your objective then it is definitely OP, especially when it doesn't take a lot of skill to hook someone once.


    Ebony Mori definitely need to be looked at in my opinion, so I definitely support @Judgement's idea. :)

  • @DocOctober said:

    https://forum.deadbydaylight.com/en/discussion/comment/702532#Comment_702532

    Trapper is still a weak Killer and Wraith isn't much better off. I don't pat the devs' back just because they attempted to do something, if the end result didn't change much or anything at all.

    They could've just forgotten about the Trapper and Wraith update, but they took the time to give them something — That's my point. Sure, they aren't viable, but that's because their powers are too straightforward. :)

  • @brokedownpalace said:

    I'm running Small Game and I still can't find them because the cone is massive and detects totems on different floors for some reason. The spawns on the new Badham are much more fair, especially since every part of the Hawkins map starts to blur together once you've walked around it a few times.

    I never seen someone say totem spots are actually good before, this is crazy! I'm going to use a map offering and use Devour Hope in hopes it gets to 5 tokens! 😋


    On the subject tho, this is expected because all indoor maps have great totem spot because you can't spot them from a far - you're forced to check every room to find the totem. This is how it should've been a long time ago because in most totem spots, the totem will find the survivor instead of the survivor finding the totem. :)

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/702532#Comment_702532

    That's true they have made changes in the right direction. However it's taken 3 years of those changes and we still only have a few actually high rank viable killers and the game is still essentially a bully simulator. "Almost" all the reworks for killers they've done have still left them non high rank viable with Freddy probably being the closest to making it. The meta hasn't changed at all. It's effort, but I'd call almost all of them a failure if in the end they still aren't viable.

    When are we gonna finally get there, 5 years? 8? I've lost faith.

    Really, the only thing left for killers to receive are second objectives for survivors and map reworks. OP mentioned how there is a window that made survivors feel invincible, and currently, BHVR are looking into reworking maps and creating maps with less "safe spots"


    @Peanits told me they are considering the idea, but it's more tricky than it seems. Game balance isn't a slap it on and done type of thing, they want to do things that are dynamic for everyone. :)

    It's definitely something that's being considered, but there are no solid plans I can share.

    It's trickier than it seems. Increasing the times a bit doesn't slow the game down much (even if you add 20 seconds to a generator making it 100 seconds, that only adds an extra 100 seconds over the course of the game, some of which can be done simultaneously).

    Meanwhile, reducing that time and adding additional objectives around the map removes points of contention. Suddenly it's way harder to find survivors because they're not clustered around generators, they're spread out all over sneaking around.

    And then there's always the conundrum of 'if it's harder, it's more fair for the top 5%, but less fair for everyone else' thing.

    We are trying to see what we can do though, but it's definitely a lot more complicated than adding a new objective and calling it a day.

  • @Blueberry said:

    Basically what you have to do or play nurse/spirit/billy.

    The devs refuse to actually balance their game and it's been that way for years.

    While Billy, Spirit, and Nurse are arguably the only viable killers at high ranks, that does not mean the developers haven't been trying to balance the game. BHVR had made several changes over the past year such as buffing trapper, wraith, ghostface, freddy, and so on. Furthermore, BHVR did some general changes that buffed all killers such as removing pallet vacuum, increased base healing time, buffed killers perks, and added the EGC.


    BHVR does care, it just takes time! :)

  • Here's what I'd do to make DS better in situations you're being tunneled in while not punishing killers. :)


    Bold text means it's different!


    Decisive Strike

    Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape.

    After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 20/25/30 seconds.

    Decisive Strike timer will pause while in a chase, in the killer's terror radius, or in the dying state.

    While Decisive Strike is active, when grabbed by the Killer, succeed a skill check to automatically escape the Killer's grasp and stun them for 5 seconds.

    • Succeeding or failing the Skill Check will disable Decisive Strike.
    • Successfully stunning the Killer will result in you becoming the Obsession.

    Increases your chances of being the Obsession.

    The Killer can only be obsessed with one Survivor at a time.

  • @Cardgrey said:

    Err my thought is territorial imperative and make your choice.

    1 get a basement hook

    2 put a portal at the top of stairs.

    3 leave to chase others 

    4 put portal down when territorial imperative goes off

    5 warp back missing there borrowed time and getting make your choice

    6 catch at top of stairs

    7 profit

    GG 😋

  • @[Deleted User] said:

    If you're getting grabs with the portals you're facing bad survivors. The teleport has a global noise, his footsteps can be heard from 16 meters away, and he's super tall.

    Sometimes I got grabs, some prematurely ran away from the generator because they thought I was coming to them. It depends! 😊

  • @HatCreature said:

    You got GRABS?

    How did you get grabs? Like, you need to know what Gen they're on to get a grab, was it all luck? BBQ and Chili? Thrilling? A grab is impressive because the thought of doing that with Demo never crossed my mind.

    There was a LT loop and on the long wall side of the L part of the loop, I placed a Portal on the outside. The generator was inside on the other side of the L part of the loop. Since new Portals aren't revealed to survivors until used, I got a grab because undetectable hides you! :)

  • @Ihatelife said:

    @NMCKE Does Hex skill checks also count as great?

    Yes, because Ruin specifically states great repair success zones grant 0% bonus progression. Since Ruin skill checks have great success zones, then you will lose Mind Breaker tokens.

    Keep in mind this perk ONLY affects REPAIR SKILL CHECKS, not healing, sabotage, and so on. :)

  • @QuickStiQz said:

    This seems like a great change overall, but I think the time as to how long the effects last seems a little much

    Alright, I will take 15 seconds off each status effect timer, thank you for the feedback! :P

  • @Hag.is.Dtier said:

    What I do is place one at an exit gate, go for early hooks and then go for a 3 gen strat with the portals. Pop is the best perk for this, along with thrilling tremors.

    Should probably level him up then!


    This sounds like a great combo with his Portals! :D

  • @Spooky13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/700544#Comment_700544

    Pretty sure it's only for hooks and gates. The only thing that sucks is that you'll be placing a lot of portals because they'll get destroyed frequently.

    Alright, I'll give it a shot, and I'll do @TWiXT's tactic to see if that combos well with your idea! :)

  • @Spooky13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/700535#Comment_700535

    You can place them really close to gens and totems to where Of The Abyss triggers and you can see them while working on said object. You have to place them pretty far away in comparison to hooks and exit gate switches. Gives him good totem protection.

    Did you see my edit?


    So, the 4 meters nerf is only for Hooks and Exit Gates? :)

    I might try that!

  • @Spooky13 said:

    I've been more so placing them on top of gens and using Channel Abyss to see if people are on that gen. Going for sneaky Demo hasn't really worked for me.

    Didn't they make it where you can't place Portals within 4 meters of an object? (Hooks, Exit Gates, Generators, totems, and etc.)


    Edit: Can > Can't

  • @Hoodied said:

    I will try this today, thanks me dude

    Yeah, I got tons of grabs from them!


    They either had to get rid of the Portal or waste time checking it every time I used a Portal. Sometimes they prematurely leave a generator because they think I'm heading to their generator when I'm going to someone else's generator. :)

  • @snowflake102 said:

    Is the hotfix getting released today? Cause I'm excited for the demogorgon to be able to break pellets :D Also Is the matchmaking getting fix today too? Devs plz answer :)

    I can tag someone wholesome for you! :)

    @not_Queen SoonTM or...

  • Man you're lucky because I never see a decent Nurse and Spirit on console before besides @Masantonio. I rarely seen anyone who plays those killers... :(


    If you're a great Nurse and Spirit but I haven't mentioned you, it's probably because I haven't faced you before! :P

  • @Caretaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/699127#Comment_699127

    Sad thing is bringing this up is often times met with, "Run x." or "Just apply pressure." There needs to be something. They keep adding more to make solo more tolerable, but you can't just make a bad or new player good at the game. Apparently we're getting a passover once they feel solo is in a good spot, so sadly this is the game for a long time.

    Sometimes you can't apply pressure because your killer simply doesn't allow it. However, I feel like that's a killer problem more than a generator problem.


    Overall, let's try getting all killers a level playing ground, then we can try something at the beginning of the Trial that slows generators! :)

  • I remember playing Guitar Hero when I was 5, it's really fuzzy in my head but I didn't really enjoy the game — I was too little to understand everything. :)

  • @Ihatelife said:

    https://forum.deadbydaylight.com/en/discussion/comment/698962#Comment_698962

    So the blidness will be infected by the resucing and healing?

    That's exactly correct! :)

  • @Ihatelife said:

    @NMCKE

    Okay I read them once again, and every change that you have mentioned is reasonable.

    You've mentioned about progress bar invisible for survivor while repairing a gen. Is this also affects all other progress bars like healing, rescuing etc?

    Item durability would also be nice since as you said, survivors will be afraid to use them.

    EGC timer, does the sound of ticking from the timer will also be hearable for survivors? (Appears when timer on EGC is almost ending)

    And I have one more question: How blinded survivor can infect the other one?

    Also how about to give the blidness status effect an ability to make hexes visible as the dull totems for survivors? :)

    You've mentioned about progress bar invisible for survivor while repairing a gen. Is this also affects all other progress bars like healing, rescuing etc?

    Everything! :)


    EGC timer, does the sound of ticking from the timer will also be hearable for survivors? (Appears when timer on EGC is almost ending)

    Yes, because Blindness doesn't hide sounds, just UI and HUD elements.


    And I have one more question: How blinded survivor can infect the other one?

    Think about how infected survivors infect other survivors with the plague, but blinded survivors cannot infect objects like generators.


    Also how about to give the blidness status effect an ability to make hexes visible as the dull totems for survivors? :)

    Interesting idea, I'll think about it! :D

  • @Awakey said:

    No honor code.

    Anything goes in my book.

    I typically let one survivor escape when I play Nurse, but that's only if they got destroyed and they weren't cocky. :)

  • @Ihatelife said:

    Hidden EGC timer is propably the best effect on this.

    Progress bars? Not a big deal.

    Blinded survivor inflicts the others? Great change!

    Activable abilities and actions? Not gonna work against expierienced players.

    Notifications somehow is gonna hurt them, but perk nah, but still love it.

    Overly I love all changes for this effect <3

    You can expand on the list, just make sure it impacts both SWF and solo survivors evenly! :)

  • No offense, that was some lucky game you had because they could have checked your Exit Gate first, and Wake Up doesn't make you Exit Gates open in 13 seconds. That's approximately a 53.84% opening speed increase, and Wake Up only has a 15% opening speed increase. :)


    Sorry if this sound really harsh, but just because your tactic works doesn't justify Exit Gates spawning in the killer's LoS.

  • @TheUnendingNightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/698805#Comment_698805

    Use wake Up...idk why you guys have so much trouble with this...this is never an issue for me...

    Wake Up doesn't even make that much of a difference to be honest.


    With some mathematics, you're opening the Exit Gates at a rate of 1.15 charges every second. Therefore, 20 divided by 1.15 equals 17.39 seconds to open them. If both Exits Gates spawn close together, you're not getting them open unless the killer is wanting you to escape. :)


    NMCKE playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.com

    Exit Gates spawned practically across the map, and I was barely able to escape. There are so many factors to consider when you're attempting to escape.

  • @Grim said:

    This is a non-issue. The gates can spawn next to each other, or they could spawn on opposite ends of the map. It goes both ways.

    This should never be the case, the survivor shouldn't have to say, "Sucks... killer has both Exit Gates in LoS, time to let them sacrifice me because I have no chance." And the killer shouldn't have to say, "I have to walk across the map to check both Exit Gates, they escape, GG."


    There should be both a maximum and minimum spawning distance between Exit Gates. :)

  • @Jaguar3500 said:

    Bugs are a normal thing that happen always with new updates, we have grown to accept it.

    But this is the worst update they have done in a while, the content added is good, but the ‘game health’ has gone completely downhill.

    On Xbox, when you load the game and click anything e.g. to play survivor, you have to wait 10 seconds for it to catch up as you are met with 0 frames.

    Survivors are not getting bloodpoints when the killers disconnects. How on earth did this happen?

    Playing The Demogorgon is worse than playing Doctor on console, barely any frames everytime you lunge and when you survivors they teleport.

    Matchmaking is the worst it has ever been, I go against a rank 20 who doesn’t know how to play, meaning boring matches with little to no points gained. Camping and tunneling is worse than it has ever been because these new players don’t know how to play properly because they aren’t getting matched with other rank 20s. I was in a 4 man swf, 3 killers in a row were rank 20 with 1 perk. Not entertaining to play against, I just feel bad for those new players.

    It feels as though the optimization has gone down in general for console.

    We’re Gonna Live Forever is bugged yet again...I have taken many hits when the killer carries someone and no stacks are given.

    Sorry to have such as negative post, but someone needs to say it. This is the worst update they have ever done. Broken matchmaking (again), broken the frames on console, broken the bp gain.

    What else have you guys found that I missed?

    We need a hotfix asap.

    Thanks for reading.

    Heyo, I know you may think the developers don't care or anything, but in reality, they really do care about the player base and the quality of the game.


    It's just that, bugs are really difficult to remove because you have to find what causes the bug, then figure out where it's happening in the C++ code.


    BHVR is doing their absolute best, and sure it may look like they could care less about the game's health. However, they can only do some much, and they don't have a Bug Zapper 9000 that eliminates every bug in the game.


    Long story short, the developers do care, but it's a lot more difficult than it all seems. Just give them some time, and you will see great results! 😊

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