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Nebula

Nebula

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  • @D0NN1ED4RK0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670045#Comment_3670045

    Isn’t the killer in your picture 115% and does exactly what you described a 110 killer?

    Agreed. 110% movement speed is reserved for killers with extremely strong / oppressive chase powers. Blight is undoubtedly a top 5 chase power in the game, yet he seems to be the exception for 115.

  • @fussy said:

    Hag SHOULD be 4,6, i agree. Maybe Slinger too. But other 4,4 killers are have strong chase power to compensate it.

    Slinger doesn't have a strong chase power??

  • @Shroompy said:

    Blight is already a pretty map dependant killer as he basically doesnt work on indoor maps.

    Make him 110 and he basically has no chance on them.

    Indoor maps make up 12.5% of the total map pool. I'd also go as far to say that he's rather deadly on RPD and Midwich, if you're caught in a hallway in Midwich or anywhere in the middle on RPD you're in pretty big trouble.

    Even so, 12.5% of maps that aren't in your favor is hardly map dependent in my eyes.

  • @GannTM said:

    No he’s fine at 115%. 110% killers are supposed to be like that because they can use their power to hit a survivor in every single situation. Blight can’t do that at shorter loops, and him being 110% would be a nightmare on those tiles for the killer.

    I'm struggling to think of loops that Blight can't get hits on honestly, even short pallets he often just puts you in a 50/50 and in reality with his speed and turn radius it's usually more of a 60/40 in his favor.

  • @FrenchBagels said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670037#Comment_3670037

    Sudden crashes or power outages are not traceable to the server and impossible to differentiate from just DC-ing. Thats why people sometimes call them pluggers, cause theoretically you can unplug an Ethernet cord to figuratively say “Uh oh my power went out! Oopsies! Haha! Let me back in!” There’s no flag for it.

    You either penalize them on clicking the leave game button or you penalize them for disconnecting for any reason. No in between.

    Got you, makes sense. It just sucks to see outliers like this get penalized for something that's completely out of their control.

  • I don't know much about coding or any of the like, but is it really that difficult to be able to tell when someone actually chooses to disconnect from a match compared to the game crashing / internet going out?

  • I think it absolutely can and should be buffed further. Being broken for the rest of the match for spending 2 minutes for 9 whole seconds of unregressable progress is not the tradeoff most are looking for.

    I think it should be 15 charges and that the broken status should have a timer and not last the whole match.

    They seem absolutely terrified of this perk though so I wouldn't expect much to change to it.

  • @Nazzzak said:

    If you don't have the perk Babysitter, it's worth getting Steve for. It can help your tunnelled team mates a bit and force the killer to go after you (the aura read helps you get a head start).

    Never thought I’d meet a fellow Babysitter enthusiast. You have great taste 😎

  • I personally think that this is one of if not the most balanced map in the game but looking at nightlight and seeing it’s the second most killer sided map in the game does make me question its size a little bit.

  • Gotta be Nurse for me. She full on head bangs

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669084#Comment_3669084

    Its weird in that by now, everyone knows its unfun, both sides have admitted that. Yet, it continues. Its a conscious decision being packaged as 'Its most efficient, so ignore all other variables.' Especially to new players, it would be 'weird' because... wow, this isn't a fun game. Why would I continue?' Anything yet? Can I get confirmation you do, or do not, understand my point and reasoning? Then can I have your thoughts on that? Thank you! :)

    I got a buddy that just started playing last week and he's already sick of the game. The poor dude get's tunneled out in half of his games because he's the "weak link" and he doesn't have enough shards to buy Kate and by extension windows yet so he just runs around with no clue where to go.

    He quote said to me "Why am I playing a game that doesn't let me actually play the game"...

    It's tough to see and I don't blame him at all for not enjoying it. The prominent playstyles and design of the game are so unfriendly and unenjoyable to new players.

  • @Kl0bürste said:

    https://forums.bhvr.com/dead-by-daylight/discussion/403256/your-thoughts-on-current-dead-hard

    It is still completely busted and i hate it. I am a blight main and it is awful, especially on indoor maps. During lethal rushes, it is super easy to time and gives every single survivor another chance with no effort. Way too many times has Deadhard ruined my entire game, just because the survivors wouldnt die, no matter how fast my chases were. It gives them at least 20-30 Seconds more. And if they are good, it might be even much more. I know this will never happen, but i hope this bs perk gets nerfed even more, or just removed/reworked. Because right now, at least against a few killers (Such as blight, who is one of the strongest killers in the game btw) it is just a get out of jail for free card.

    This is just me personally, but I don't really mind Dead Hard being at it's strongest against the 2 strongest killers in the game (Nurse and Blight). In most cases, you can catch up to the survivor so quickly it doesn't really matter with these 2.

    The most oppressive chasers in the game should have some sort of perk counterplay in my opinion. I've also seen some Blights and Nurses outplay deadhard in super creative ways, which I think is super cool.

  • @dbd900bach said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661307#Comment_3661307

    I never said that at all. PC has the advantage plain and simple, but having the advantage doesn't mean everything. I was referring to skill. Console players have proven time and time again that their skill is on par with PC. Playing on PC doesn't make someone automatically better at a game.

    Totally fair, I can definitely agree with that. I misunderstood you so that's on me!

  • This is truly Bubba's holy crusade. Chests and invocations will be stopped at all costs in the name of the Entity 🙏, failure is not an option.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669037#Comment_3669037

    Survivors pulling of sabo saves and flashlight saves isn't necessarily fun to play against either, but it's still part of the game and I'm not going to start calling survivors unskilled or malicious for doing so.

    Sometimes you just get bad games where you get killed first. It's not a big deal.

    I honestly feel like you’re not reading my replies before responding if you think that this is me being upset with being killed first. I’ve made it rather clear that tunneling is bland for the entirety of the survivors in the game, not just the person who actually got tunneled.

    Player experience should be at the forefront of any game developers mind, so I also disagree with tunneling not being a big deal if it so clearly negatively affects so many people.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669003#Comment_3669003

    If you want to play for hooks, play for hooks. This doesn't change that a killer who wants to play for kills is allowed to focus out a single survivor at a time. Survivors in response need to make tunneling out a single survivor not worth it by getting gens done and if possible add more time to the chase by running interference.

    You are right there's a mentality problem, but it's not what you are likely thinking. Too many people take being eliminated first as a personal attack and act likes a killer player doing their objective is the worst crime you could commit in a game.

    That's totally fine as well, play how you want, you paid for the game after all and it's not your job to make everyone happy.

    This problem, in my eyes at least, is less about balance or optimization or efficiency and way more about actual enjoyment of the game. It's not fun to be a survivor in a game where someone gets tunneled out early. It's bland, boring, and un-interactive.

    This game does not have a ranked mode or competitive scene, so it should be designed in a way that optimizes enjoyment. I don't really see an argument for tunneling to be the most efficient strategy and also requiring extremely little effort on the killers side, while requiring a coordinated effort to prevent it from survivors that are more than likely not communicating.

    There's a reason that tunneling is the number one complaint in this game, it's just not enjoyable at all for the 4 players on survivor. You hold M1 on a gen and hope that the guy getting tunneled gives you enough time to hold M1 for 4 minutes, or take hits and more than likely not make a difference anyways. It's just a bland experience all around the board.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668983#Comment_3668983

    Because the issue isn't someone being tunneled. It's an issue of skill difference.

    A killer doesn't decide how many gens survivors get done, they can only try to build enough pressure so that survivors have to give up working on gens to do something else. And at the start of the game, this isn't an easy task because maps are full of resources and all 4 survivors are alive.

    If a killer is able to get a hook, wait for an unhook, proceed to tunnel that survivor without interference, get their 2nd hook, wait for the unhook, and proceed to tunnel that survivor without interference so they finally die on their 3rd hook without a single gen getting done, then the survivor team failed to either protect their teammate or use the lack of killer pressure to get gens done.

    I don’t tunnel and often only bring one maybe two regression perks when playing killer and I have no problem winning the majority of my games.

    I play to spread hooks because I think that playstyle is when this game is actually enjoyable for everyone involved.

    It’s not on the survivors for failing to stop a tunnel, if the killer is actually hard tunneling, doing gens or taking hits will do absolutely nothing more than buying maybe another 20-40 seconds for that survivor and that survivor only. When the down and kill inevitably happens, the rest of the team is now screwed as they’re all injured and most resources are more than likely gone.

    This isn’t a survivor problem, it’s a game design and mentality problem. It seems a lot of players on this forum have convinced themselves that tunneling is not the highest value play while also being potentially the easiest play in the game. It’s not balanced in any way shape or form. People tunnel because it’s easy and leads to easy wins, plain and simple.

  • I'm excited to pull out the Insidious basement Bubba build.

    No one's invocating in my trials...

  • Windows of Locker-tunity is an elite perk name

  • @Crowman said:

    The solution is survivors do gens while someone is being chased. Someone being tunneled out at 5 gens is the fault of the survivors, because it's already possible for 2-3 gens to be completed by the end of the first chase.

    I want to play in these games where everyone is popping 3 gens by the end of the first chase. This just so rarely happens in my games on either side.

    Also, how does this even remotely solve the problem of someone being hard tunneled from the start of the game? Everyone else just plays M1 simulator and gets out? Fun experience for everyone involved...

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668881#Comment_3668881

    I already can, with extremely specific timing that comes down more to luck than anything else. Your idea would make it a very consistent trick to bypass a gameplay mechanic.

    Brand new players don’t even whiff a majority of their skill checks. Skill checks are more of a net positive for survivor than anything besides leaving and blowing a gen, something that’s completely rng based. They give points and the chance for increased progression, it wouldn’t be beneficial for survivors to bypass them.

  • I guess I’m against popular opinion in this thread but I fully agree with you OP, Xeno is everything Nemesis is but better. I think the tail attack is way more fluid than Nemys whip which to me feels clunky at best.

    I’ve made this comment to my friends multiple times that Xeno is literally just buffed Nemy in almost every way shape and form.

  • I don’t really see any of the arguments for keeping it honestly.

    She has one of the worst chase powers in the game and adding a clear tell to when she uses it feels pretty backhanded. 90% of people just leave the loop when she crouches anyways.

    I 100% think it should be removed.

  • @Rudjohns said:

    A map that spawn 5 pallets ...survivor sided

    LMFAO

    This map has like 4 good tiles for survivors and absolutely nothing else going for it besides it's size.

    Oh, it's got a harvester and maybe a hill too :)

    This map is truly a hold W simulator after 5 minutes have passed because there's literally nothing to use besides the 4 windows that spawn halfway across the map from each other.

  • @Slowpeach said:

    Bit surprised this vote is diverse. I agree with what AMGC said. Maybe because the pallet count is slightly lower it gives the illusion of being killer sided for some, especially for newer/weaker players who might run windows and not looked behind them. No offence/no judging we all have our talents in life and you don’t have to be Uber good at this game to weigh in with an opinion.

    However the map feels quite survivor sided with strong players. It’s not Garden of Joy or Badham bad but there’s a lot of extremely powerful loops that can’t be mind gamed. Chasing good survivors with m1 killers is hell here.

    The problem is that once shack is down / someone goes down near shack, the game becomes heavily in the killers favor if they decide to proxy camp. There's absolutely nothing in the middle of the map besides shack and corn.

    Snowballing on this map is way more volatile than most due to the basement spawn and map layout making it super easy to proxy camp. The survivor that goes basement is more than likely lost unless the others decide to give up a bunch of pressure to make the save.

  • Maps way too dead in the middle and too strong near shack. Main buildings also a pain, witnessed a deathslinger absolutely go through hell yesterday on this map.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667356#Comment_3667356

    I already explained it though, you can nerf these structures because low level survivors don't know how to abuse them. And they are also going against low level killers who don't know how to do complicated mindgames that would hurt those survivors at that level without having those OP structures anyway.

    Like, imagine shack, for example. Shack at a low level feels like a dangerous place for a survivor, usually it has basement, and you don't always know how to loop the structure. So often what ends up happening, is that the survivor just predrops the pallet early, "wastes" it, and moves on.

    But at a high level, those survivors will do everything they can to never drop that shack pallet, and there are various check spots (many of which are not mindgamable due to random holes in the wall for some reason) that can be used to basically guarantee that the killer has to vault 3 times to block the window in order to force the pallet to be dropped.

    There are mindgames that can be done to help with this, but again, really good survivors won't be fooled by them because they use the proper "check spots" where it doesn't matter what the killer does, they always are able to make the optimal decision based on what the killer is doing.

    Now, imagine you nerfed shack, to perhaps be like the dead dogs one, where there is a breakable wall that significantly reduces the power of the structure. Would that hurt these low level survivors? No, because they are predropping the pallet anyway. But, it would significantly nerf the structure at a high level, and make mindgames viable on the structure again, making it so that its not just a guaranteed safe spot for the survivor.

    When i talk about "nerfing survivors" this is the kind of thing i talk about, when i talk about survivors being OP, this is the kind of thing i'm talking about. Good survivors can be literally uncatchable (again, not including nurse in this discussion) at these types of structures, and nerfing them would not hurt these low MMR survivors to begin with.

    I can get behind that, I think most maps would benefit from having a shack like Dead Dawg’s or just more mindgameable tiles in general.

    It just worries me that we’ll end up having “The Game” but instead of having a bunch of safe pallets that aren’t really chainable, there will be 20 unsafe, unchainable, and low skill expression resources.

    And in the nicest/most constructive way possible, if you framed your discussions in a more neutral tone, you’d get less name-calling towards you and more actual discussion which I know you’re trying to go for. Naming this discussion “this is why survivors are OP” instead of something along the lines of “this is what is wrong with maps” will lead to healthier discussions for you and others. Because at the end of the day, survivors have no control over map RNG like this and they’re going to take advantage of the resources they’re provided, as they should. Resources are the only thing between them and the hook after all.

  • @GolbezGarlandGabrant said:

    Someone might think they are high MMR but with how nonsensical matchmaking is and backfilling doesn't mean the others in the lobby are high MMR. People forget we gave up tighter matchmaking for faster queues.

    Oh absolutely, there’s no arguing that.

    Like Blueberry stated earlier though, once you’ve got a grip on the game it’s pretty easy to tell who’s good and who’s bad at it, you don’t really need an MMR score to tell where your at. The players you go against typically speak for themselves.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667326#Comment_3667326

    We shouldn't make balance decisions around average level players, if we do, then that means that nurse needs massive buffs.

    Do you think we should balance around average players or the top level?

    I post this video frequently, but its definitely the highest level players. It makes sense. Here is a youtube video that describes exactly what i'm talking about, they are talking about team fortress, but the point still is extremely relevant:

    https://www.youtube.com/watch?v=X1p42KtZOCw&t=205s

    In our case, we are talking about this OP structure right? So, if they made it so such a structure/setup never spawned (I.E. nerfed it) does it hurt low level survivors? No, because low level survivors aren't abusing this type of thing to begin with, it won't impact them even a little bit. But it will make a big difference in high level play.

    I see your point, but at the same time, if you balance around the top level players in this game, what does that look like?

    No connecting tiles? Jungle gyms reduced to 4 lanes? The terrible new pallets on maps like Farm, Macmillan and Autohaven everywhere? What does the game look like to the rest of the 99% of the playerbase that's not top level? Why would a game with no inherent competitive scene balance around competitive level players?

    IMO this would just further dampen the already poor new player experience and the average player would have a harder time than they already have in the majority of their matches.

  • No one deserves a buff more than Freddy purely for the well-being of @GeneralV. Godspeed sir.

    BHVR, make him the best killer in the game.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667198#Comment_3667198

    I wish you luck in your endeavor to solving this problem that lies with you. Players discussing MMR things are speculation to me since I can't go and see things. That's just how things work for me. But continue! Don't worry about the me's of the forum :)

    I'm a hopeless idealist sometimes 😩

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667116#Comment_3667116

    But the map should not be ignored. This is Sanctum of Wrath. Are there any other strong tiles in the map?

    There's a pretty good Z-wall on the edge of the map :)

  • @Spare_Them_Mori_Me said:

    In general, 'high mmr' posts should remain unseen. There's zero conversation here, just speculation and mild ego-stroking.

    MMR has been data-mined, the only thing that's speculation in this post is what Mandy and the team consider "High MMR". The brackets are 100% the system that the game uses, there is indeed a lock that requires you to play multiple games before moving down brackets after just reaching a new threshold, and there are many, many players with minimal experience in this game that are in the highest MMR bracket.

    This post was made to address people entirely throwing out discussions the second anyone brings up MMR , no matter what the actual point is. There's nothing inherently wrong with someone stating that they believe they play in high MMR to extend their point, it's rather equivalent to someone trying to quote previous experience or knowledge with a certain subject. Completely laughing off a point or discussion the second this is mentioned is just counter-productive to actual discussion. That's where my problem lies.

  • @Shroompy said:

    Even then, saying youre High MMR still has as much credibility as saying you were Rank 1 back in the day.

    Totally agree, but this is more so in response to me seeing so many people just completely disregard what someone is saying (even if they have a valid point) because they'll mention anything surrounding high MMR. I agree that most people who say this are usually only saying it to try to leverage their point, but for the whole point to be thrown out of the window because of that is just disingenuous to what could be an actual discussion.

  • @humanbeing1704 said:

    cheryl best girl

    Cheryl mains rise up

    And Pig because her stun sound is the cutest thing in the game.

  • @Marioneo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665628#Comment_3665628

    Then they can just implement afk kick detection that will kick them at 3 crows and give them a penalty simple

    If this was the case then people would simply afk and move their character every minute or so, or go and sandbag their teammates to pass their bad time off on others. People will always find a way around the penalty.

  • Both sides seem to suffer from the games biggest issue IMO, maps.

    Maps are the great equalizer in this game and sucks for either side to load in on a map and have a very solid chance to guess the outcome immediately.

    Some maps are absolutely terrible for M1 killers, some for projectile, some for mobility, some for stealth, and some are absolute desserts with nothing for survivors to use.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665332#Comment_3665332

    Alright, we removed a feature that I'd guess 95% of the means someone is intent on throwing the game or the game is already a minute away from being over.

    I have clips of 4% when it's literally not possible to get off hook from a teamate just because of the game state, not due to poor teamates. I enjoyed those moments but they literally don't matter, the ability to 4% only servers as a detriment to the game and community.

    Imagine for a moment that survivors could just kill each other for the lolz right? That'd be funny for 3 games with friends. But then you realize you lose everytime that happens even in a full party. A different scenario but the same result as someone giving up on hook.

    The devs have spent too much time focusing on rng that at this point only serves to disrupt the real gameplay. Make everything consistent, the rng of tiles, survivor spawns and 4%s doesn nothing but swing the game instantly to one side so overwhelmingly that It's an instant loss.

    I think part of the issue is that if you remove the self unhook option, most of these people are either going to just AFK or actually go out of the way to sandbag your team. I’ve witnessed this multiple times when you save somebody who’s trying to kill themselves on hook.

    I’m honestly not sure where I stand on this issue in terms of which one is worse to have as a teammate.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666430#Comment_3666430

    In my experience the average feels a lot longer than 10/12 minutes. I'd say games can sometimes last for around 15 minutes and then for me the queue time is usually about 3-5 minutes especially when there's no incentive and then the lobby and loading time is usually 1 minute each so 2 minutes combined. So i feel like it's more 20 minutes on average which would take about 16hrs. That seems unbelievable to me, especially if they are playing with friends, they'd have to not be interrupted for that time and no breaks.

    Honestly, i think OP is exaggerating or lying about the stats somewhere.

    Must be a regional difference, my queues almost never get longer than 1-2 minutes unless it’s close to midnight then can be 2-3.

    I wouldn’t doubt this is exaggeration, but it’s entirely possible to do, I would say most my matches are 8-12 minutes.

  • @OrangeBear said:

    So in the last 24 hours i played 48 surv matches

    I instantly doubt this. 48 matches of dbd in 24 hrs is an unbelievable amount, even if you played for all of those 24 hrs, which i doubt.

    It’s entirely possible, but would definitely mean you’re more than likely playing all day.

    Say the average match is 10 minutes give or take, x48 games that’s an equal 8 hours on the dot. Add in total queue times which I’ll even give a substantial 2 minutes on average to, that’s another 1.6 hours, 9.6 in total. Add in breaks if you want, you could boost it to probably 12 hours of your day to play 48 matches.

  • @The_Krapper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666033#Comment_3666033

    I appreciate it but I've been here a long time I've got over 15,000 hours in dbd I could probably use a lengthy break honestly, I might just start grinding helldivers instead

    Helldivers is incredibly fun, I’d suggest giving it a try, especially if you can get some buddies to play with you

  • I’ve been experiencing this as well the past week or so. “Could not connect to RTM server” has been a staple at around the same time you’ve mentioned.

  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665356#Comment_3665356

    Even if it means interfering with other players' escapism? Regardless of the degree of punishment, it is absurd to say that there are no penalties that should be meted out.

    I never said no punishment should be dealt, I simply said leagues are too harsh

  • @Quizzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665378#Comment_3665378

    It's fine. It's fine. I appreciate that tho. I'll apologize as well cause I was a bit triggered over the miscommunication. I just don't want to take away the OP's topic cause it really is an interesting point they brought up that the devs are displaying right in front of us.

    Completely agree. No need to apologize as well, I’m the only one at fault here.

    Back to OPs topic, I agree with Quizzy, it’s a marketing move at the end of the day. I can’t say I know for sure, but I’d be willing to bet that female characters and cosmetics sell at a much higher rate than their male counterparts. They’re a business at the end of the day, and revenue is extremely important to keep the higher ups happy.

  • @Quizzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665369#Comment_3665369

    It's not demeaning at all. You literally have to have common sense to know it's not demeaning when I never made it seem that way towards the person throughout my response further down the line. I never devalued or talked down towards the person even further as I gave my opinion. I swear, ppl really just want to victimize a situation these days. Ppl really have a hard time reading the room.

    Entirely my fault, I completely misread that at first

  • @Quizzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/406980/why-sable-and-not-julian

    Easy sweetie. Good marketing, money. It's no secret that mikaela was a success. So they honestly took the easy route. Create a new character that was never mentioned in mikaela's lore and make sure the aesthetics is at least close to that popular character in order to really benefit from it.

    Atp, we know the devs have kinda shifted away from connecting old dbd lore, old characters in the lore from existing ones for the sake of easy money making. They abandoned the pariah lore-we dont know the rest of the members, they abandoned, jordan-haddies brother who is also in the fog, and they abandoned julian-another who was taken into the fog. In fact, I also go so far to believe they made Sable, a female character over picking Julian, a male character, because they know the community just favor female survivors anyways.

    And the most heart aching thing about Sable being picked over Julian is that he could've been our first trans character. Below is a picture from one of dbds tweet when teasing Mikaela, but the words on the left are from a YouTuber tho.

    https://us.v-cdn.net/6030815/uploads/0BU68KSPCHRE/maxresdefault.jpg

    As you can see, it was a possibility that Julian could've been a trans character if they went along with it. Julienne is a girls name and they honestly could've made another big step for trans representation. But they took the easy way out and chose to create a new character that had no relation to Mikaela prior to her debut.

    I'll still give Sable a chance of course. But dbd devs are just trying to make the most out of their resources even if it means devaluing their own lore.

    Edit: misread, my fault

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664983#Comment_3664983

    We kinda wana poke this too.

    League is a "more competitive" or "serious" game (don't really know another way to describe). In dbd there are ways to screw around while still playing normally (red herring may intentionally or not screw over teammates, you can throw rocks at things to attract the killer, you can put yourself on the ground to try and heal, etc) while in league we cant think of anything that fits without screwing over the team (sans feeding the poro). Another thing is league is a much bigger game than dbd and can afford to be harsher with its punishments. How many people would stay here if their internet went out and got suspended for 2 weeks?

    Agreed. I haven’t played league or even seen gameplay outside a couple clips but their punishments sound overly harsh and almost outright unfair. I don’t think these type of punishments would go over well at all with the community this games built.

    Like 2 weeks for a disconnect that could potentially be something out of their control?

    You got to remember that sometimes life just gets in the way. Imagine getting suspended from a game for 2 weeks because your baby was crying and needed attention or any other of lives various issues that can pop up at a moments notice. Just last night I DCd from a game because my girlfriend came home crying and she deserves my attention and time way more than the 4 other people playing a video game did. DbD should not and never has been taken that seriously.

    Sometimes people are just having a rough time too. People play video games as a form of escapism, they want to enjoy said escapism. If you had a bad day and wanted it to get a little better by playing some video games, it’s not exactly enjoyable to get someone who can clearly be out to give you a bad time.

  • @C3Tooth said:

    This pic is no longer relevant, but it was funny.

    https://us.v-cdn.net/6030815/uploads/SNOTBOFW9A8E/image.png

    This is absolutely fantastic 🤣

    Reminds me of this classic

    E5C9BC0C-E5CD-468C-965C-11231B6810F9.jpeg


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