Pulsar
Pulsar
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2629381#Comment_2629381
Anakin mains when survivors burn the an offering for the new map
"I HATE SAND."
It's course, rough, irritating and it gets everywhere.
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@ElusivePukka said:
https://forum.deadbydaylight.com/en/discussion/comment/2629381#Comment_2629381
While I agree with Altarf that Vader would be nifty, though on-par with FNAF as far as "fitting" - how is Anakin sympathetic versus the "born bad" issue we already have? He was laughing about killing people in the pod racing and his starship flight scenes in the first prequel: he was born bad, and nothing he did was really, truly redemptive.
If you were being sarcastic, the question goes to anyone who sincerely thinks Anakin was good - because I know they're out there.
More on-topic: I said it in the other recent thread, "women need a crucible, men are born as problems" is a trope. It'll be neat if we buck it soon, o'course.
OH BOY SOMEONE ASKED A STAR WARS QUESTION.
How long has it been since you've seen the movies?
Also yeah he wouldn't really fit at all
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@Altarf said:
https://forum.deadbydaylight.com/en/discussion/comment/2629381#Comment_2629381
Off-topic, but I unironically think Vader could work if treated right. Imagine the lightsaber igniting when a chase begins - or the distorted breathing when he's close.
I'd be equally terrified of either of them.
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Understood.
We are adding Anakin Skywalker as a sympathetic male Killer.
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@BadLooperQ said:
From my history with this game everything was running Fine until trickster chapter. When the infamous stuttering began (back then it was with status effects onscreen).
Then RE came and boy oh boy....one of the worst experienced ever on console DBD...
To be fair at this rate I'm Just expecting them to announce a DBD 2.0 where they'll stop the support for old gen consoles and machines and move on to work on next gen.
And don't even get me started on the The artist. Everything looks smooth on ptb, but just you wait if you have The artist, the crows and RPD on the same screen on your console 🙃
It's always been bad.
It just used to be stable and consistent.
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@ClumsyTrapper said:
No they don't they just want your money and to use you to fill PC que times. Console players should all turn off crossplay in protest until they get cross progression and better performance.
That or form a class action I'm sure a lawyer dude could make a case somewhere for console
The one profession I don't have friends in is law :(
In other news, my medical friend has informed me that if you are hit by a chainsaw, you will not get up.
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I'd actually never find a game.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/293881/hawkins-offerings-compensation
I believe that is in relation to the compensation that some players received when their grade was wrongly reset a few days ago - they only received compensation for one side, this 250k that's been sent out is for the other side (it was assumed they reached Grade 1 on each side to keep it fair).
Oh nvm i assumed it was for the hawkins offerings since i heard about that way more, never heard of people not getting their rewards. You can close this then
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@GannTM said:
So apparently Scott Jund owns more than Behavior Interactive, he owns the whole gaming industry!
We are in the hands of the Florida man, may God help us all.
jk scott
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2628433#Comment_2628433
it does not fits
It do tho.
Overpromise, underdeliver and overcharge.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2628424#Comment_2628424
no, dont put EA into this
If the shoe fits
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@NomiNomad said:
A better game.
Not a hard bar to clear.
This game makes launch Battlefront 2 look like a masterpiece
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Idk.
Pinhead got nerfed because of Solo Q, most likely. Not like anyone was playing him tho.
I have zero faith in BHVR anymore and I'm mostly just here to try to get Console players the ######### they were promised and then to watch the game die.
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The answer is no.
We've been waiting for that promised Optimization (60 FPS on Console's and low-end PC's) for nearly 3 years.
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@Beaburd said:
Hey, you forgot to compare Huntress and Deathslinger, Plague and Legion, and maybe Pig and Ghostface?
But nah, just a coincidence.
Huntress is better than Deathslinger for sure and Plague is obviously better than Legion.
Pig and Ghostface is actually close tho.
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If your internet is so unstable that you are being banned that often, don't play.
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My games have gone like this:
As Killer: Same two or three 4-man SWF's. Map offerings, good perks, solid players with over 2500 hours, the works. I sweat my ass off, sometimes I get a 2K, sometimes none, sometimes 4K. Depends on the night. Then immediately following that game, I get a whole bunch of people with under 300 hours. Rinse and repeat.
As Survivor: I have two or three really good games with decent teammates and then five or six horrid games with bots.
My theory is that BHVR takes the whole 50% winrate too seriously and that if you win a game, they try to make it so you can't win your next one by matching you up against people who are really good and by giving you ######### teammates.
All together, vastly inferior to the Ranks system. Two years of work for this.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2625786#Comment_2625786
People will still play him. Might be hard to believe, but I main him (along with Pig and Legion). I believe he'll be fine.
Well, it's hard to be worse than Legion or Pig.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2626010#Comment_2626010
Thanks - I like to look at stuff :3
No problem.
Just keep in mind that we know basically nothing about these stats and they essentially only serve to further divide the community.
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@Raccoon said:
Can someone post the kill chart, please?
This is totally meaningless, but here.
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@Zozzy said:
What did you expect? Didn't you see him at the top of the kill chart they released?
That chart is all that matters to them and the survivor main complaints on twitter. Nothing said here is ever seen by a dev.
Freddy and Pig nerfs incoming?
NURSE BUFF?
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/2625802#Comment_2625802
Last few chapters I've been saying to myself "This'll be the one that finally kills off the proir gen machines..."
My prediction was that Switch will go first and that will be our warning that our days are numbered, so to speak.
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@IronKnight55 said:
It was needed in my opinion. Some of the changes are even things that I have suggested when he released. He'll still be fine, just not as annoying to face.
He was completely dependent on RNG.
In typical BHVR fashion, just like with Deathslinger, they nerf ######### without considering WHY it was good in the first place. The more consistent you are with getting Chain Hunts, the better Pinhead is. Without his Hunts, he's a slightly better Clown. He needed buffs.
Great way to kill the playerbase for a Killer. Make them mediocre, create a huge scandal by partnering with environment-nuking NFT's and then nerf the only usable add-ons.
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@White_Owl said:
https://forum.deadbydaylight.com/en/discussion/comment/2622986#Comment_2622986
This. They're developers... for us this is just a game, for them it's their job. They have the means to look at it from a higher, less limited point of view and all the intentions to appease everyone since in their eyes we're not killers or survivors, but customers.
Somewhat correct.
There's no issue with calling out the fact that the Devs seemingly do not understand how high-MMR gameplay works, but my issue is when we starting labeling people as "X" because we don't like what they do.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2622978#Comment_2622978
I've noticed a little difference. My games on Wraith are consistently a little harder, since he was my main during the collection period, and my games on new Killers are a little easier. I don't think it's working as well as it could, but I do think it's working somewhat.
I think the major issue now is survivors falling too far if they're cocky, if playing aggressively/well in general softened your MMR loss I think it'd be a lot more consistent.
Here's my experience on Killer:
Play one game versus the same 4-man squad (who hate playing against me, for the record) then play a game against 4 random people who shouldn't have been matched with me.
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No.
I also think trying to put them into categories simply because you don't like their choices is childish and dangerous.
Criticize their decisions all you want, I do. But saying, "I don't like this decision, they must be X" is incredibly stupid.
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@jesterkind said:
Well, they actually tested it four(?) times and the latter two tests went really well, so that's not strictly accurate to say that they tried it and it failed once.
Beyond that: The idea that MMR should be based on hooks is completely laughable, that would never work for exceedingly obvious reasons. Basing the system on whether you win or lose is perfectly reasonable, I just think more nuance should go into it- having your MMR lower by a lesser amount if you got a really good emblem score but still lost, for instance, would probably fix the current edge case problems with the system straight away.
As a final point, I want to mention that this system doesn't reward anything. It's not a progression system- you shouldn't be trying to get "max points" from any given match or whatever. There's no reason to want to get "high MMR" other than to have balanced games, and the only way to achieve balanced games is to just play normally. If you sweat a lot for 4Ks, you'll get survivors who can handle that, and if you play more casually for eight hooks and fun, engaging chases, you'll be paired with survivors who (at least in theory) will be better suited to that.
The system isn't perfect but it's an excellent step in the right direction.
I've noticed at best, zero difference before and after MMR.
At worst, my experience has become much more unfun.
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@Acromio said:
https://forum.deadbydaylight.com/en/discussion/comment/2620689#Comment_2620689
The devs know far too well what happens in their game.
Alternatively, there was a bug with Legion that existed from December of 2019 until maybe September of 2020 and went completely undetected because people just thought it was a feature.
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That would be much too strong.
Many loops are made into infinite's when breakable walls are up.
Perhaps, you could have a perk that allows you to restore a pallet by breaking down two Breakable Walls. Or vice versa, you could have a perk that allows you to rebuild a pallet with two breakable walls.
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He doesn't really fit DBD aesthetically. He's pretty obviously an attempt to draw in K-Pop fans.
His power is basically a combination of Huntress and Old Legion. He is going to down you with it. He might lose the entire game, but he will down you with his power relatively quickly because you can't meaningfully outplay him. You can dodge a few Hatchets, you can't dodge 50 knives.
His most effective playstyles are also uber-unfun for Survivors, just like the Twins.
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@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/2621108#Comment_2621108
True that.
Also whenever I end up visiting the forums, I see your activity on posts the second I log in haha. "Oh, it's Pulsar!"
Well, I do have 9,000 posts now and 32K upvotes, so the statistical likelihood of you seeing a post or comment from me is fairly high. Apparently, I'm on track to surpass Orion and their posts/upvotes pretty quick here.
But yes, I do spend an unholy amount of time here.
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The issue with facecamping is that, yeah, we'd all love to get rid of it. It sucks.
However, there isn't really a way to punish facecampers without punishing honest players.
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I've been told that the most recent issues have been passed on to the team. I had also included some videos to help further demonstrate my point, when I could.
Here are the issues I could personally vouch for:
Here is the response:
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My experience ranges from no change to worse than before.
I play against the same two or three 4-man squads as Killer who have 250 days played, then I play against potato players with only 10 days. They don't like only getting me and I don't like only getting them.
As Solo Survivor, not much has changed. Half the time we obliterate the Killer, another 25% is even and the other 25% is us being stomped.
The system doesn't work and they spent two years on it.
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@Senpavo said:
https://forum.deadbydaylight.com/en/discussion/comment/2616759#Comment_2616759
The skin materialized without it showing that I claimed it
i'm not complaining though
Darn, that's the only Steve skin I don't have.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2568580#Comment_2568580
I don't have a massive issue with Dead Hard tbh. I kind of see it the same way that I see other exhaustion perks, it'll give you that boost but then it's not going to help you for the rest of the chase.
Dead Hard basically allows you to be greedy, it lets you get another loop around a pallet for example - it's not a mistake when survivors do this, it's intentional, they know they have Dead Hard so they know they can make the loop before dropping that pallet, or make the window.
I still think Sprint Burst is a stronger exhaustion perk, but I feel that Dead Hard is more frustrating for some players to play against.
Okay. Except I can play around Sprint Burst. If the Survivor SB's away from me for distance at the beginning of the chase, I've sunk very little time and resources into said chase. I can leave and find someone else or I can come back when their SB is on cooldown and catch them out of position.
With Dead Hard, it comes into play after I've sunk time and resources into a chase and can no longer afford to leave. I've already committed 25 seconds (100 seconds of gen time) to chase this guy and he would have gone down if not for this perk, now, I have to either leave them (which means I've lost pressure) or commit to chasing him and likely lose another 20 seconds (80 seconds of gen time). The difference one Dead Hard can make is massive. At whatever MMR I play at (which I assume is high but idk for sure) it can lose you a game if a Survivor has Dead Hard and uses it correctly.
Dead Hard can be used to either dodge a hit or to gain distance to continue to loop a structure. I'm sure the data says it's underpowered because it's so popular and a lot of very casual players use it incorrectly. I imagine it will be like OoO, where the stats show one thing but we know, logically, it's something else entirely.
Dead Hard is much too strong and allows Survivors to waste far too much of the Killer's time. It wouldn't be as much of a problem if maps didn't spawn Shack ----> Jungle Gym -----> Long-Wall Pallet ------> T-L loop. It also wouldn't be such a huge issue if a 30 second (ie very fast) chase wouldn't lose you 2 gens.
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@AkiTheKitten said:
https://forum.deadbydaylight.com/en/discussion/comment/2620774#Comment_2620774
Those aren't official, those are people selling through Walmart (scalpers)
Those are literally the only one's available.
I have a friend who works at Target. He says they don't get told when new Console's come in. They just show up sometimes.
Microsoft even said they expect the shortage to last well into 2022. It is not feasible for people to either pay $1000 for a new Console or camp out in Walmart waiting for a shipment to arrive.
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@AkiTheKitten said:
https://forum.deadbydaylight.com/en/discussion/comment/2613299#Comment_2613299
Got mine at retail price from Walmart drops just gotta wait
From today. It's gone up.
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@Mushwin said:
A killer cannot out play survs when there is so many gens left and just downs (bubba) all survs and it happens, there needs to be a no bleed option like f**k this i am out
Yeah, sure, if all Survivors are downed for 60 seconds, they can give up and count as a Sacrifice.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2620078#Comment_2620078
Also when can you find the time to do all 5 totems when the killer is legitimately facecamping someone to death and they know they can not care about the gens because they have NOED
There's no winning there
Or when the Killer is running PGTW, Corrupt, Deadlock and NOED and they aren't stupid?
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@xEmoGirlxAlexisx said:
https://forum.deadbydaylight.com/en/discussion/comment/2620022#Comment_2620022
NOED isnt a Problem like DH DH CAN be used everytime a Survivor got injured its a 3rd Heal State and cost the Killer was to much time NOED is only usable at Endgame and can be destroyed
My Last time i hv played NOED was like 3 Years ago because it always feels like a wasted Perk slot for the Match
How often do you think Solo Q cleanses all 5 totems?
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@IronKnight55 said:
Neither. It's exactly the same for SB. You guys are just gonna have to deal with it. I don't have any problems with Dh when I play killer. SB is better imo. @Pulsar
Nah, both need changes.
They are extremely unhealthy.
It's not the same for SB, else SB would be the third most picked perk. I'm glad you're so much better than the rest of us, but us non-omniscient Killers realize that DH is an issue
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@xEmoGirlxAlexisx said:
https://forum.deadbydaylight.com/en/discussion/comment/2619843#Comment_2619843
Honestly its just Bad Survivors that complains about tunneling and NOED
NOED is a problem, just like DH.
They both need adjustments.
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Badham. Most unbalanced map and most common.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2619894#Comment_2619894
It's completely fine. I'd rather go against a team with 4 DH's than a team using SB... DH gives very little distance and can be used wrong (Dead hard into wall). SB can be used to make it to a window or pallet without getting injured (taking even longer to down them). DH does not need any changes.
Sprint Burst gives me a choice not to commit to a chase I know will be 45 seconds.
Dead Hard bails out Survivors and allows them to tack on extra time when they should have gone down.
Dead Hard needs it's distance nerfed or its I-frames removed. Take your pick.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2619868#Comment_2619868
It's fine the way it is.
Maybe when low-skill players use it.
The Dwight who Dead Hard's into a wall isn't the issue.
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No, it really isn't, but it shouldn't be deleted.
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Dead by Daylight is a unique game. It stands in the company of other asymmetric games, but it has unique aspects that other games don't that affect our psychology as we play. I wanted to explain these concepts and have some advice for how to counter them.
Concept 1: Humiliation DbD's gameplay is centered on humiliating your adversary. I would argue that every aspect of the gameplay is an act of humiliation, not competition, like you see in other games. The reward-based outcomes combined with asymmetric gameplay makes DbD uniquely painful to emotionally process both your losses AND wins. Let's look at the various aspects of gameplay:
Killer Humiliates
- Frustrates a survivor's ability to contribute to their team (social humiliation)
- Frustrates a survivor's ability to level up and earn points (reward-denial humiliation)
- Frustrates a survivor's ability to appear competent in front of their survivor peers (mild self-esteem humiliation)
Survivor Humiliates
- Frustrates a killer's ability to appear competitive and threatening in the game environment (social)
- Frustrates a killer's ability to level up and earn points (reward-denial humiliation)
- Humiliates the killer in post-game chat, something that while survivors aren't immune to, but have group social support resources to easily heal from (severe self-esteem humiliation)
Concept 2: Rollercoaster of Emotional Injury If a killer wins, but doesn't win "right" (camping, some glitch, lag, etc) they are deprived of their celebration by the survivors (survivor decides whether killers can celebrate, another humiliation). If a survivor wins, but everyone doesn't survive, the sacrificed survivor is deprived of joining in the celebration (the killer can take this opportunity to humiliate them). Through all of this, both player sides undergo extreme stress.
Killer Stress
Killers experience states of stress throughout the game: trying to find survivors, being evaded by survivors, losing track of survivors, and protecting hooks from survivor saves. Killers, at no point, have any moment of emotional peace or sense of "safety" from these states. The emotional injury ALWAYS ramps up in post-game end chat, and at the gate, where killers are ritualistically humiliated by twerking/circling/various taunts.
Survivor Stress
Survivors experience states of stress, too, with waves of calm: hiding, peacefully working on gens with their peers, being in the terror radius, evading, and being on the hook. Successful evasion and successful hides are followed by positive feelings of calm, while being chased is stressful, and being caught, hooked, and killed is a very substantial, large loss. A hooked survivor has disappointed their team, lost a huge amount of point potential, and been humiliated by the killer. Watch streamer facial expressions change when they realize they cannot be rescued and are dead, after a long match. There is pain in their face.
Conclusion and Mental Health Self-Heal Advice
- Some people might argue that a lot of these issues are common in multiplayer games, but I would argue that they are not found ALL together, with so few resources to heal with.
- Collectively, I think DbD's gameplay experiences have a huge potential to disrupt a player's personal life and their overall mood state.
Here are some tips that will help you stay healthy while playing:
Mental Health Self-care Advice
- In-game, try to focus on the strategies you're using, rather than on the outcomes of those strategies. Streamers are experts at doing this. They attribute every loss to the failure of the strategy, not to themselves. Those that don’t can be seen raging and screaming regularly in their streams.
- Rationalize more of the game. For killers, this involves predicting survivor movement, and recognizing that some survivors are better than others, and will be harder or even impossible to catch. For survivors, this means evaluating your killers’ and your teammates relative skills and recognizing that they all have different skill-levels and different gameplay styles. Sometime they just aren't competent enough to risk help.
- Accept the things you can’t control. Some killers camp every single game. Some survivors never go for saves. Some survivors loop every object. You can’t control that, or change them, so accept it as a certainty. Try not to read into why they do things - accept them for what they are – like an Evil Dwight. There are evil survivors that just want to loop: accept them as evil loopers and rationalize their gameplay style as an effective one, and rationalize over a new strategy. If the strategy fails, the strategy fails, not you.
- Use the “close chat” button. If you insist on reading the chat, come up with a standard nonsensical response to taunts and abuse. It can't be sensical, because then it can result in a painful counter-response. Be silly, and be disconnected from the outcomes of the game. As killer, I make growl sounds or just spam HAHAHAHAHA. Asian cultures do the same thing to diffuse social tension (laughing). As survivor, you need to rely on speaking to your teammates, like remarking on how much fun you had playing together. That helps them too!
Quoted directly from:
536 votes and 105 comments so far on Reddit -
I might have done something differently, but I would've probably killed you.
I'm interested in playing Dead By Daylight, not Farming Simulator 2022.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2617232#Comment_2617232
Yes, but "The Realm Beyond" was announced afterwards as an purely graphical Update. In the 4th Anniversary Stream. And there were not many Maps after the initial rework of Springwood, only Hawkins (which has bad Pallets), Dead Dawg (which also has quite bad Pallets), Sanctum of Wrath (half of them are safe, other half unsafe) and Midwich (mostly unsafe Pallets). So if we dont look at the maps which should have been reworked just for graphical purpose, until RPD (which is a special case), they released Maps with mainly unsafe Pallets.
And all of those maps (except Sanctum) and pretty hated.
Also, there's no excuse for adding the god window back to Groaning Storehouse. None.





