Nicholas
Nicholas
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- Nicholas
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@Hilidaris said:
DS get deactivated in the EGC because you could litteraly end in a situation of someone getting downed and crawling to the door without the killer being able to pick him up.
Isn't it when the gates are powered? Yeah, sure, that situation can happen, but it doesn't always. Now the solution is to guarantee anyone hooked after completing the generators to a death sentence? It's funny how people are against a guaranteed escape but are ok with a guaranteed kill. And then there's the situation of BT "guaranteeing" escapes, so should BT also not work after the gates are powered?
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/3039804#Comment_3039804
I'd suggest submitting a support ticket: https://support.deadbydaylight.com/hc/en-us/requests/new
Good idea, I will thanks.
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@Nazzzak verified that I still don't have the charm.
@isvangraad people have the charm without meeting that criteria so it has to be more. I've met it since March and nothing yet.
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@Dwight_Fairfield said:
Didn't the actor who plays Quentin give his blessing to make Quentin look more like him? I know its not his decision to make but if he was behind the idea and it still never happened then it really shows its just a case of the license holders being too constrictive with the license.
Yeah, that's true. He probably doesn't even own his likeness for the character. I would love to see Jamie-Lee Curtis as Laurie; too bad they couldn't make it happen. Chris Evans joked that without his approval, Disney/Marvel could make toys and dolls of his likeness as Captain America.
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For all we know they're going to reduce it down to 250k to make up for the 75% reduction lol I doubt they're going to increase it especially now.
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Thanks to your belt for the information, but it seems still a mystery. 4 months later and I suppose I'm never going to get it.
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Nightfall is the issue. My eyes don't like it!
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And the fake lag hit on Claudette, but that's alright because it benefits The Killer.
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I run BloodHound and always easily find Survivors. The game has multiple ways to track someone; when one is suppressed, you use the other options. I love BH because no one expects it, and it perfectly leads you to someone in a Locker or an otherwise good hiding spot. Lithe, Head On, Q&Q, IW, and Smash Hit, are all useless against BH.
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@Slowpeach said:
Personally I do think at 'some' point you should be able to get up. Obviously change shouldn't be made in a vacuum like many things but too much of this game is potentially spent doing nothing.
Base-kit Unbreakable but with strict conditions such as being slugged for an extended period. I understand why slugging can be good, but it doesn't feel good as a Survivor, especially when it's for a long time. Sometimes it's to waste your time or take you hostage, until they find the Hatch or the other Survivor. Which is why I posted a topic about it: https://forum.deadbydaylight.com/en/discussion/146093/since-nothing-can-change-the-outcome-is-a-thing-when-can-we-insta-bleed-out-when-slugged/p1
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They could be doing what many big companies do, taking away what you have so you miss and want it, and then giving it back, so you're grateful and happy. Five isn't enough, three is a joke, but if they revert to five, I can already see the argument: it was three, now it's five. Be grateful!
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@spodamayn said:
https://forum.deadbydaylight.com/en/discussion/comment/3037341#Comment_3037341
If you were P3 with max perks before the PTB went live you'll be P12 on the PTB. I was missing a few (like 3-6) perks on most characters on my June 20th save (the one used for the PTB) and as a result most of my characters were P11. The few that I had max perks on were P12. All of my characters were P3 originally. They were also all level 50, meaning I could instantly prestige again
Do you what does P3 L1 converts to?
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@versacefeng said:
I don't like Nightfall. That's really it.
I agree!! I hate when Nightfall begins; sometimes, my eyes feel tired afterward.
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So is P11 basically a P3 Survivor that has every perk unlocked in the conversion?
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/3032829#Comment_3032829
Tldr bt is one of the most popular powerful perks in dbd it dosent do nothing.
Wait bt does very little? Why would anyone use it if it did little. If a killer is going to tunnel there going to tunnel/camp. Nothing short of putting the survivor in a safety box in a corner of a map is gonna protect the survivor. Tunneling and camping is being discouraged in a nuanced way. By giving the killer more time to actually hunt. Its the carrot apporach for once.
We try discouraging killers with bt and ds and whilst it helped killers still tunnel and camp. (Though some people will call a tunnel even after 5-8 hooks.) Distance and a gurranteed bt health state gives a confirmed reason for a killer to change targets. The unhooker still has to present a chase and not just disapper and leave the unhooker to fend for themselves but hey still the killers fault right?
I never said it does nothing. Usage rates don't make something great. Usage rates are sometimes a reflection of necessity rather than power. Anything can be great when there are no other viable options. So the choice is not to go with nothing but something - even if that something doesn't go far enough. And because that something is your only choice, doesn't mean it's great at accomplishing what it sets out to do.
I agree that nothing can truly stop camping and tunneling, but I disagree that pretending a five-second speed boost is a game-changer. Especially when an eight-second one often doesn't achieve much. Not to mention a 150% speed boost for five seconds. It's a nice change but no one should pretend five seconds is going to discourage tunneling.
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@Zarathos said:
Too many people are underestimating these changes. I have seen a ridiclous number of posts about how useless basekit bt 5 seconds is on top of the haste. Then there the killer crowd screaming bloody murder over the perk regression changes.
This patch is going to seriously change up dbd. Overall these changes are great. I believe theres a healthy number of changes some perk changes are worrying but id rather the team takes chances and trim back powerful perks as we use them.
People say those changes are useless because Guardian and BT do very little with a camping tunneler, assuming you can even get the rescue in the first place. It depends on many factors, but there's no need to pretend 5s BT and Haste are compelling.
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It is pretty bad, but then again, the game, in general, is unfair with hits due to 'favor the killer' being a thing. The killer's client handles hits other than DH/Pallet validation, so it is never fair. Especially since Survivors don't know The Killer's ping and must account for that and their ping to the server. Server issues amplify this discrepancy.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3032144#Comment_3032144
Camping is a Survivor created issue. If you rescue quickly before the killer "solidifies" the position it is easier to get the rescue. The problem is that most survivors want to do gens before rescuing freinds.
That leads to a scenario where now the killer is forced to tunnel to catch up. You will lose the game if someone is not dead by the time 1-2 gens are left.
Sure, Survivors can induce the conditions to make camping optimal, but this isn't always the case. The Killer is often motivated to camp because it is easy and effective, even when it is too early to determine its necessity. A killer inclined to camp won't leave the hook for any reason or at any point. The actions of the Survivors or the state of the trial are immaterial. So to say camping is only a Survivor-created issue is disingenuous.
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@Noz said:
In my experience killers camp and tunnel regardless of what perks the people bring.
SoloQ is already horrible and it is only getting worse.
Yeah, and regardless of the state of the trial. Campers are out and about even with all seven generators at zero progress.
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@kaskader said:
I have no clue how many years it still needs to pass until the devs understand that giving killer a purpose to not stay under the hook and not to tunnel is a good idea? As it is right now they are only nerfing those incentives thus FORCING killer to camp and tunnel. Lets explain it by examples:
POP: pop goes the weasel is probably the healthiest and the most balanced perk in the game. It rewards killer for hooking a survivor (thus for winning chases, thus for the killer's skill) and its strong effect is appealing enough to give killer a purpose to leave the hook, Its a win-win situation, killer is rewarded for getting hooks and actually feels like he achieved something and hooked survivor is ''Happy'' that killer not eating marshmallows in front of him. After the nerf pop will be so incredibly bad (if the gen is on 50% it will only remove 10%) that killers no longer gonna feel like its worth to leave the hook and kick the gen. So nerfing pop is a lose-lose situation, killer it forced to camp because there is no logical reason to go and kick the gen and survivor is pissed off that killer is camping. ALL THANKS TO THE DEVS. Pop should be base kit if anything.
Ruin: Another healthy perk that rewards the killer for applying the pressure and not staying under the hook. I don't really know what to say. Nerfing a perk that already is getting destroyed in 30 seconds is just a cringe. Hexes are DEAD. I would be okay with the nerf if the perk wasn't a hex or at least we could see some buffs to undying.
Corrupt: That change is really good. Tho i was expecting corrupt to be made a base kit. still good for killers that need it the most. Good change.
Pain res: I can believe the change is motivated only to remove pain res and DMS combo. What's going to happen after the nerf is that killers will just simply stay under the hook and camp the survivor because there will be no information to work with. Remove the scream so it no longer works with DMS and let the information stay. ITS ONLY HEALTHY FOR THE GAME DEVS.
So that's my take on those perk changes i really wanna believe that someday devs will realize the obvious fact that the killer needs to rewarded for not camping. If NOT tunneling and camping meta is here to stay :) making the game unfun for both sides.
They already camp and tunnel, even when there are no gens completed. Some even camp with Hex: Devour Hope or Make Your Choice. Besides many will Pop a gen and immediately return to the Hook to tunnel anyway.
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@Mandy said:
You can still hook trade, it's a bit more difficult to pull off successfully but it's doable.
We will be watching the feedback to all these changes very intently and things can be adjusted prior to the PTB going Live - so please test things and let us know.
Why make rescues even more difficult? You know camping is an issue, and now it's even easier? People only hook trade to save someone before they die or reach the second stage of the sacrificial sequence. It's not something most want to do, and now that is made harder to achieve.
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@TheMadCat said:
I guess they didn't truly want to adress tunneling.
But I guess we will see tomorrow during the PTB. I usually don't DL it, but here, I might do for testing. Some descriptions are unclear. The same goes for Dead Hard, for instance: are Survivors able to DH then vault a window or a pallet?
Tomorrow, we'll have the answers. But if OTR is like once... Well, I guess I'll keep BT instead and getting killed because my solo Q teammates won't bring it anymore. (They already don't bring it often...).
They didn't nor camping. The camping issue isn't limited to post-rescue situations; the other problem is getting the rescue in the first place. The Killer already waits out BT; a five-second version won't achieve much. The haste status effect is also pretty limited; the tunnel resumes even with Guardian or Adrenaline.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3029708#Comment_3029708
They changed DS because it created an unwinnable scenario for killers during end game. You down someone right before they crawl out the gate but they have DS so you can't touch them and they get a free escape.
Now they've created a near-guaranteed win for The Killer. On the other hand, DS at the end game doesn't mean escape. Assuming they haven't already used it, they need to hit the SkillCheck and make it out before the timer ends. I've seen many die even with DS for myriad reasons. Some miss the SkillCheck out of being anxious or nervous.
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@versacefeng said:
I don't care for the percentages being nerfed, I just don't like how exhaustion affects it.
The game needs a new status effect that works like Exhausted. I would call it Fatigued. All of the Exhausted Perks would not work when Exhausted or Fatigued. The big difference is that you can recover from Fatigued while running, and the status is limited to being inflicted by The Killer.
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I don't understand the system's existing players' changes. What happens to a simple P3 character? What happens to a P3 Legendary (has all perks at T3 from every character)? What happens to L50 without any Prestige done to them?
So if you Prestige someone in the future, P1 unlocks T1 perks of that character for everyone, and P2 and P3 unlock T2 and T3, respectively. P4-6 unlocks that character's bloody cosmetic pieces, and P7+ is just for fun?
So if you have any L50 characters that you didn't prestige, you will need to P3 them to unlock all of their perks for future characters?
What are existing users getting exactly that new prestige won't receive? A special emblem/icon? Thanks.
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@Wampirita said:
Because they refuse to learn how to play vs a killer that's different than Trapper/Wraith.
I personally LOVE facing Legions.
People's excuse is "ooga booga he's a mending simulator". Only if you suck at the game and let him.
Learn to dodge killer's attacks? Learn how to spin the Legion?
There's many ways to take Legion out of the power, it just takes some effort to LEARN the counterplay.
I personally don't play Legion, never will, but they're one of my favorites to face after the rework.
So my Legion mains out there, I love you, and don't let those lazy salty people get to you <3
It sounds good on paper, but as hits are handled* on The Killer's end, it's not always easy to dodge hits you never see. He swings and misses on your screen, but he hits on his, and thus the hit prevails.
*ᵘⁿˡᵉˢˢ ᵗʰᵉ ᵖⁱⁿᵍ ⁱˢ ³⁰⁰+
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I don't see the meta changes. The gen speed decrease, and other changes are good, but now gen-speed perks are much more robust, so I don't anticipate many changes in this area. 5s version of BT seems too minimal, and the DS nerf is excessive and favors The Killer too much. Where's the balance for DS? It should work twice at the very least. Now The Killer has a greater incentive to down a newly rescued Survivor and not have to worry about DS during EGC. There aren't enough effective changes from the Survivor perspective that is getting tunneled and camped to be meaningful. The issues remain, and the remedial perks are worse off.
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Did they mention what happens to P3 characters with every perk or those that went beyond 50 a hundred times over?
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The tunnel and camp changes are a joke. Five seconds is a nothing burger for those base mechanics, and the nerfs to DS is excessive. It would be one thing if it worked both times and couldn't be waited out. Even with the existing stun, the tunnel continues. With a reduction, it's now even easier to tunnel.
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When I first started playing, my friend suggested Spine Chill and said, "the cat alerts you." So I imagined hearing a cat in-game, and this is the sound I expected: https://www.youtube.com/watch?v=xXUF3N3G5Pk Needless to say, I was disappointed with the perk lights up instead.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3006918#Comment_3006918
You lose emblem points in the Chaser Emblem based on proximity to hooked survivors. And in a way you get less devout points if you tunnel survivors.
The amount is negligible, which is why camping and tunneling are rampant.
@M4dBoOmr said:
I mostly wait at the gate to get one more protection hit, or give the killer more points as he hits me
I agree; sometimes it has to do with challenges or even giving The Killer more points. The Killer can push you out, so this is a non-issue.
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300K? I wish I knew that I never would have bothered wasting time downloading the game and playing those seven boring matches. I did it because I thought it would be 2.1 million! 300K is garbage.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/2987023#Comment_2987023
No, that's one of the things they're looking into. OP is talking about the artwork on the PlayStation Home Screen.
Yeah thanks, I'm so tired of looking at trapper that it's nice to finally see something different lol
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@Mandy said:
This might be due to the current issues affecting Playstation right now. Once those are resolved, please take a screenshot of what you mean (on your phone or something if need be), so I can look into it. Thank you.
For whatever reason by deleting the PS5 version and reinstalling it, it now has the new artwork tile.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/2984549#Comment_2984549
True if you think about it that way... there are no Anti-Tunneling perks
Just like there are no Anti-Healing or Anti-Looping perks
It's up to the Killer to decide if it's worth going after someone whom used DS
The fact is most refer to DS as anti-tunnel and it isn't, yourself included. This isn't about any other perks as that would be a separate conversation. DS is in a good place as far as the killers experience, but it doesn't go far enough for the survivor. However, we'll see what happens with the big balance shake up coming soon.
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@RaSavage42 said:
Good point... losing the perk due to others is bad
But being struck by DS after 59 seconds still sucks... even though I have chased, hit and hooked other Survivors
Right now DS is an Anti-Tunnel Perk and that's what we all wanted
It isn't anti-tunnel; it's a one-time chase extender (that The Killer can easily circumvent) assuming you are downed, picked up, AND succeed the Skill Check within the 60s of being rescued. Most of the time, the tunnel resumes, and then nothing for the likely second tunnel on your subsequent rescue.
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For all we know, the survey is a motivator to get people to return to the game on the eve of the new Chapter. I haven't played in months, and it got me back for seven matches. Sadly I don't expect to return for a while, but I still like to get BPs and stay updated.
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I've been using the amount at the final screen, the one that lists everyone in the match. Which number is the preferred one?
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This gives me an idea of the perks of freeing Survivors. Examples from a cage, trap, etc. It's probably too situational, but it could be exciting stuff like after releasing a Survivor, you or they get some small buff or trigger for something.
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@Mandy said:
The distinct P3 reward will be given to those who've reached P3 prior to the update going live...they must have actually reached P3 on their character/s prior. Whilst yes we are taking consideration into those who've not P3'd and got all perks (as explained in the blog post here: https://news.deadbydaylight.com/en/news/Prestige_Progression ) that is separate to the "distinct reward".
The reward is not going to be a cosmetic item - it's not the return of Legacy, I want to manage players expectations around that right now. As soon as I can go into details about what players will receive, I will be more than happy to, but just want to confirm that this will not be a clothing/charm item.
Will it also factor in how many level ups beyond P3 50? My Zarina for example would be approx P8 by now.
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/2948854#Comment_2948854
Except they're all young. Where's my old lady survivor?
Mom from Back 4 Blood would be a cool Survivor.
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@eaebree said:
And do you know that is not against game rules?
This is always the go-to response, and it falls flat every time someone posts it. In-game behavior doesn't have to be against the rules to be considered problematic or unhealthy. The existing game doesn't compellingly discourage tunneling or camping, and the so-called remedial perks aren't that effective either - assuming people have them equipped. They are circumvented easily by The Killer.
Tunneling and camping are easy, advantageous, and effective, so why wouldn't players do them?
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Resurgence should lock the 50% heal progress for a short duration after a rescue.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/2939550#Comment_2939550
Read again, this time without adding your assumptions of its meaning.
I read it once, you have no source and it's anecdotal. What more do you want me to say about it? I'm referencing facts and actual information from the developers. Killers have a lag advantage, this information is incontrovertible. Case closed.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/2939059#Comment_2939059
Nope.
When a killer acts, what he does is validated by the server. That's why there so many cancelled hits and grabs.
Another fact: some survivor cheaters start lagging in a chase because it makes them so hard to follow and to hit.
It's enough to disregard any claim of killer lag advantage.
Nope, you do not know what you speak of. Check that topic, and look at the official response. Not to mention the Dev diaries and twitch streams that confirm otherwise. Don't think your anecdotes mean anything, they don't.
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This is an excellent topic about the killer lag advantage: https://forum.deadbydaylight.com/en/discussion/303696/busting-some-hit-registration-myths/p1. That's what is happening.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2938384#Comment_2938384
I don't really see how "it doesn't ever come back" is consumer friendly. It means that if there's something you want that came out before you got the game/while you were on hiatus/during a time period you did not have enough time to play to reach the top tiers of the rift, and it was released through a limited fashion, you're SOL. Doesn't matter how much you're willing to pay for it, it's just not happening. I do understand why that model's appealing to existing players, because it is cool to have limited edition stuff to show off, but it's not welcoming to a continued audience. From the standpoint of a game that has no economy and only sells directly to the consumer, there's really no reason to gate such content when people are willing to shell out to own it.
So... consumer unfriendly? It's not like you're forced to buy anything you don't want. Meanwhile, the rift has downright fantastic value in and of itself - every skin in every rift is free after a one-time down payment of $10, provided you make it to tier 70 each time. Missing out on a rift just means you miss out on the value, not necessarily the content. (The charms seem to be exclusive, but admittedly, very few people are interested in charms.)
As it stands, I don't see how anyone loses out with the current lay of things except for the players who want to own exclusive cosmetics - which are already a thing through seasonal events and the occasional code.
I don't see how returning things is consumer-friendly. It's neither friendly nor unfriendly; it's just the business model.
That's not what consumer-friendly is; the term has incorrectly popularized to be a catch-all phrase. The cosmetics sold aren't rooted in being consumer-friendly; instead, it is clearly about the lack of new content creation. If BVHR wants to be consumer-friendly, they have many spaces to achieve that and don't. Otherwise, why do industry behemoths publish the world's biggest, most successful titles so consumer-unfriendly?
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A fifth perk slot could be interesting for both sides. For the killer perhaps as someone suggested, it could be a dedicated hex. For survivors? Maybe a dedicated endgame perk. However, probably most people would run adrenaline.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2938369#Comment_2938369
And I am incredibly happy that they decided not to do this
I prefer a middle ground approach, some items are forever exclusives and some items return. That way you please people in both camps to some extent.
@YOURFRIEND you might be surprised to know that many consumer friendly policies typically are incidental rather than intentional. I don't think the goal was to be consumer friendly, they clearly have a content creation limitation so it makes sense that they would recycle content. On the other hand, battle passes that are forever exclusives aren't anti-consumer.
