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Powder_Kegs

Powder_Kegs

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Powder_Kegs
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  • @StarLost said:

    And why?

    #1 Cannibal: easy to loop for five gens if you're not caught out in the open. The minute I know it's a cannibal, I'm pulling his attention, even I have to intervene on another survivor chase. The cannibal is my prey.

    Plague: trees have a use against her vomit

    Huntress: not as easy as cowboy to dodge, but pretty simple to loop

    Cowboy: dead useless killer with way too much counterplay

    Trickster: requires a little bit more wariness but another killer that is simple to loop

  • Plenty of counterplay to Legion: Knock a pallet into legion to stop the frenzy. You have to learn how to feint and immediately turn around to drop the pallet. Vaults don't work and there's a limited number of pallets, so your team better be doing gens. It's kinda similar to cannibal, except windows and upright pallets swap their usefulness. The window is dead useless for vaulting and the upright pallet is the safety.

    You could try faking a window vault, but the actual vault is useless.

  • @ManOMaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592610#Comment_2592610

    That is actually a really good point. I mean one of my favorite games Deep Rock Galactic has a dev team of only 26 people and they are about to release a big update with only positive things that the community wants and usually bugs are fixed just hours after they are first reported.

    The other thing to consider is the humanity aspect about it. At no time are we being critical of the personal human when they are off the clock. I believe all of these comments are solely directed at the on-the-clock BHVR employees who fail to meet their consumer's expectations. This isn't an excuse for the consumer frustration but it is definitely a reason.

  • @ManOMaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592555#Comment_2592555

    Well I personally like to think that the devs that made the game care, it’s just the higher ups calling the shots that don’t. If I were a developer and the game I helped make was getting treated the way it was as it is now, I would leave and use my talents elsewhere. It’s very apparent that the higher ups at BHVR don’t see the state of the game that way and just care about the money it’s making.

    I think they used to care. I don't think they care anymore because the money flows whether the game is smooth or not. Any programmer knows the path to success starts with something that barely works, which means it works. There isn't any incentive to spend time and energy updating something that technically works.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592555#Comment_2592555

    If they didn’t care about their game it wouldn’t even be here.

    They do care about the cash cow aspect, that has been painfully clear for so long. There is rarely QoL updates with this game anymore. For over a year, each and every patch has been two steps forward, five steps back with bugs. It would seem that the company does as little work as possible while keeping the semblance of stability up while the art team rakes in most of the income (although I'm sure the NFT department is now a tremendously important part of their future)

    Balancing issues aside, this company is remarkable at targeting very small inconsequential technical updates and ignoring critically important and glaring issues that severely compromise the experience for most players.

  • @Triplehoo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2591155#Comment_2591155

    Everyone asks "What Killer is it?", but nobody ever asks "Killer, what is it?"

    Sometimes the killer tries to talk, but are we really trying to listen?

  • They don't care about their game and they cannot accept any criticism regardless of tonality

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