PureHostility
PureHostility
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2287659#Comment_2287659
I use Shadowborn.
And also, why should I need a perk slot in order to unlock higher FOV? As I said, I want an FOV slider so the people who enjoy the 90 FOV can keep enjoying it. I play first person games with high FOV.
Literally most well-balanced first person games have an FOV slider. The advantage argument doesn't make sense in this case. "It helps you see survivors better" who cares? I assure you no one who uses high FOV cares about the advantage, they care about their enjoyment of the game.
I would advise to take a step back, get 5 deep breaths and read again what I said.
FoV is limited for a reason. It limits your peripheral vision to allow certain plays from a survivor, such as hiding in a corner of your vision.
Is it that hard to understand?
You are literally arguing as if your FoV was set to 35 and you are not seeing any other arguments around you besides your heavily focused point of view.
Because you are using Shadowborn you are trading higher peripheral vision for a perk slot. Vision angles are a huge boon in dbd, hence why it is a perk.
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@glitchboi said:
"It gives an advantage" Yeah no, such a small advantage to the point where it doesn't even make sense.
FOV is an accessibility option that most games have. On the other hand, DBD has it locked behind a perk.
I enjoy playing games with higher FOV because I'm used to it, I don't care about the advantage it gives, I care about my enjoyment of the game. Saying it gives an advantage is an invalid argument. Why should DBD be the only game without an FOV slider?
Then use Shadowborn...
FOV is low for a reason, as much as I love playing with 90 horizontal FoV I do understand the intended limitation from the game balance standpoint.
I bet those who use stretched res (4:3) use it because they are used to it and they clearly don't do it just to gain any advantage.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2287604#Comment_2287604
That's on you then. Can't complain that WGLF stacks are harder, when you are not willing to sacrifice a hook stage for 75% more points.
Oh and good luck trying to get 4 BBQ stacks, when someone disconnects before you hook him.
DC barely ever happen, you could consider not playing spirit if you are having issues with it.
And I'm more than willing to not throw a game just to get and 2 more stacks, when the perk could easily be changed just to include healing into the mix or change its stack value and provide even more sources to gain from.
In other words, WGLF is inferior to BBQ point wise, due to being more difficult do get stacks with while just playing the game it was meant to be played.
That's it.
You need to go out of your way to get stacks on WGLF, that's the issue.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2287571#Comment_2287571
https://forum.deadbydaylight.com/en/discussion/comment/2287573#Comment_2287573
https://forum.deadbydaylight.com/en/discussion/comment/2287575#Comment_2287575
Wrong, wrong, wrong.
I use WGLF in my base kit and you can get up to 3 stacks in a single unhook.
As to why no one uses it, they could buff it by giving stacks for getting someone up from downed state. Which would only be logical, since it helps healing downed survivors faster.
I'm not interested in taking two additional protection hits and going down in case of no steptic.
WGLF stacks are harder to get than BBQ.
Most killer matches you end up with 4 stacks, survivor side is much harder to get them due to competition for stacks or, as I said before, going out of your way to actually trigger them, just as you said, basically farming the guy by unhooking in killers face just to get these 2 additional stacks.
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Pallets do wiggle in an anticipation of your touch.
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BBQ stacks are easier to get, as it is about your objective.
WGLF stacks are not, as altruism is kind of a side objective and more often than not you must go out of your way to get them.
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I prefer Iron Maiden, playing Huntress or Trickster without it is so.... SLOOOOOOOOOOOOOOOOOOOW.
Also, the guy who said it doesn't give you any pressure. With IM you can reload mid chase and not be left 200 meters behind...
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@Krunga said:
"Keys are in a very powerful spot right now, so we reverted Franklin's Demise to make keys stronger to balance." -A BHVR dev 110%
Demo was the most balanced killer so they have to make him a bit worse to fill in their barren patch notes.
What does ACTUALLY BUFFED Franklin's has to do with the demo? And in what world it countered keys, because I'm pretty sure once survivors knew you had it, they would actually COUNTER your Franklin's by dropping items themselves...
Why do you bring keys into this, as we all know they are going to be changed in the next 1-100 years?
Demo is fine, his addons gave him too much oppressive power in chase, they were basically "free" STBFL and Brutal Strength.
Overused meta should be changed one way or another. All demos used only these two addons as there was literally no reason to use any other.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2281380#Comment_2281380
Not much to learn.
Step 1, get into lunge range
Step 2 hit them or whip them
the end.
He is just an m1 killer with a really really short and avoidable anti pallet stick.
You forgot about zombies. Even though they are heavily RNG, they are an additional tracking source, potential hits or downs on loops and passive gen pressure.
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Well, that is the longest ritual in the game right now.
All others can be easily done in a single game... .
wOw
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2278991#Comment_2278991
Calm spirit only stops the screaming. It doesn't prevent the effects like becoming Exposed from Dragon's Grip or gainning madness tiers from Doctor. And even then Doctor can use Restraint addons to gain an aura to counter Calm Spirit. Also I believe you can tell if a survivor touch the gen with Dragon's Grip by watching the timer on the perk as well.
The only thing Calm Spirit really hard counters is Infectious Fright, because making survivors scream is the only effect.
It also counter Spies From The Shadows, but who the ######### would want to waste a slot on SFTS instead of taking the superior perk, such as Monstrous Shrine?
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@Huff said:
I agree with some people that it is a potential buff, but not so long as keys exist in their current state. They did announce planned changes to keys, but if I'm being honest, I'm not super happy with the fact that they decided to nerf moris such a long time before they did anything to keys.
The patch that the mori change happened, they could have literally just removed keys/moris from the game entirely, at least temporarily, and I would have been more satisfied with the outcome. The fact that they chose one to nerf and left the other side with their strong item just feels so wrong.
They cannot remove keys due to some archives and achievements being tied to keys. Some stupid people could and probably would take the law path for some unknown reason for misadvertising, gating or whatever.
I wouldn't really mind just disabling keys in bloodwebs and restrict them from being equipped in a loadout, but keep them as lootable objects instead.
Sure, it sucks to have a key and I usually just hard tunnel them or slug all 4 and maybe even force a bleed out.
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@DrHg said:
https://forum.deadbydaylight.com/en/discussion/comment/2277299#Comment_2277299
Thats not true lmao,it was my first game of the day
Then you kept DCing the day before that and it was even higher...
I dced 3 times few days ago (1 crash, 1 rage quit and 1 RL stuff related quit) in the same day, played a total of 10 games that day. All penalties were 5 mins.
So, stop DCing constantly.
DC penalty is fine and actually should be harsher for people who dc constantly.
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I did it on Huntress with Nurse's as fourth perk.
It is just a normal game with "non meta perks". And AFAIK you don't need merciless but just kill 3 or 4 survivors, right? That's one of the easiest challenges possible...
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Dude, to get 1 hour penalty You would have to dc around 5-7 times in a single day on purpose without many or any fully completed games in between.
Stop your bollocks.
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It is fun and extremely deadly combo with Red Herring (or Flashbang), Head On and Diversion.
Killer will feel fear, disgust and extreme hatred towards you for the rest of the trial.
Edit: corrected stupid auto correction from the phone.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2276777#Comment_2276777
yeah they'll be changed in probably 3 years.
In dbd standards that's a hotfix type of time. So, that's reasonable, have a nice day.
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Actually, when you drop your salty glasses, you will see. that Franklin's is actually a buff in the bigger picture, as it actually renders medikits, toolboxes and maps quite useless.
Keys will be changed later anyway.
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Mr. X in his pristine form wouldn't make any sense.
The uniforms they were, these coats, they are for a reason. Their purpose was to limit mutation of Tyrants, so they don't go out of control, etc.
Mr. X is just a punch guy. Nemesis is basically Mr. X but with further mutations. It was more clear with original Nemesis skin though.
On top of that, Mr. X in the original RE2 was just.... meh, you quickly forget him. He has a lot more screen time in the remake.
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It is just her eyes that are affected by cataract.
Also she stole boots from Shrek.
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Yes, only to the killer.
Yes, only to survivors.
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Counterforce main selling point is faster cleansing, thus less time spent on doing totems. Aura thing is just a gimmick, that at best works with lesser number of totems left or at 5th totem.
Detective's Hunch is the superior anti totem perk, Small Game is okay, can be somewhat misleading sometimes, had it confuse me greatly even though I know most totem spawns...
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@[Deleted User] said:
The zombies implementation feels super forced, like something to tell us "hey we can do AI we are so cool". On PTB they were cool but now I realize how boring they are. For killer you'll rarely see the zombie hitting anyone, and for survivor they are super annoying due to slowing down your objectives for free (didn't they learn with Freddy?).
I agree 100% with you. They tried to complicate too much a killer that should be super simple and straightforward.
Well, out of only 2 games played yesterday (first for adept, 2nd for good sleep) Zombies hit 3 survivors in total. That's fine.
In first they infected once an injured survivor and later downed a survivor trying to pick up a slug.
In second game, They got me a down on a loop, as they blocked a path for injured and infected survivor.
I think that is a good ratio for a side power that acts as a tracking ability, map cleaning (pallet drops) and weak but still present map pressure. All this is passive.
I don't see the issue you are trying to describe it.
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@HappyFace said:
https://forum.deadbydaylight.com/en/discussion/comment/2274522#Comment_2274522
https://us.v-cdn.net/6030815/uploads/IGA7J4Y8B6X4/bpcap.jpg
Total cap, like overall. I think you are talking about the Event Scores or something, while I meant this. They both cap, or at least are supposed too. Normal match, nothing special.
You didn't understand me.
There are two pools of BPs.
One for BPs gained in game, from rituals, archives. These are capped at 1000000. This is pool #1.
Then there is another pool of BPs for the ones gained from EVENTS (BHVR giving away free bp when you login in), refunded for some reason (lost game progress) and the ones redeemed through store by using codes. This is pool #2.
#1 is capped at 1,000,000
#2 has no limit.
The count you see in the menu is the sum of #1 and #2. Even if you have 45,000,000 in #2 you can keep gaining BPs in #1, until it hits 1,000,000. Then you would see 46,000,000 as the bp amount.
However, AFAIK, if you start spending BPs, it will first start taking them from #2. So, if you want to continue gaining more BPs from gameplay, you need to deplete the second pool before you can deplete first one, which then will allow you to get more. That's how it worked few months ago, unless they changed that it takes from first pool first Now.
What you see on your picture is having some BP in #1 and in #2, hence why you are over the limit.
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BPs gained from gameplay, rituals, archive are seperate from events, redeem codes, etc. First ones are capped at 1kk, the others do not have any cap.
They are displayed as a sum however.
However, the first pool to be consumed when spending is the event one...
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Well, flashbangs are just firecrackers.
All killer has to do is look up to not be affected.
However I had one Leon drop it in chase and I wasn't affected even though it blew up like 4 meters in front of me.
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Dunno, I've got adept on my first try on the Crotus Penn. at R2
Played one more game with his 3 perks and got another merciless, this time Father's Chapel...
All of his perks have some uses, dunno how people complain about them being useless.
Lethal Pursuer allowed me to quickly disrupt 2 guys on a single gen, followed the survivor running towards spawns of other survivors, so I could easily switch targets on the go.
Eruption allowed me to regress gens and keep them from popping twice in a crucial moments, as survivors werent able to repair them after being hit by the perk for 12 seconds.
Hysteria worked once, didn't try to make it work more It gave me a free hit on a guy repairing a gen. This perk will be better on other killers rather than stompy ones..
Adept wise, first game required me to slug last guy for almost full 4 minutes, as Leon was hidding and not trying to open gates nor were nowhere near the hatch. Luckily, he was wounded and healed up, logically.. basement chest. I was right and he traded with the slugged guy (zombie downed Leon, as it camped the slug at that moment).
2nd game was much harder, also ended with 5 gens done and required 3 man slugging at the end with some trades.
All perks but hysteria were on t1, hysteria t2. First game used zombie speed addons and second game was zombie detection range.
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I would rather them keep the M1 requirement and remove the cooldown.
M1 killers need some love and that love could come in Surge!
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Franklin's change was a mix between buff and nerf.
The only nerf argument is when it affects keys.
The buff is massive towards medikits and okayish against toolboxes and maps.
Keys are on the chopping block and will be changed in [REDACTED: DATE DOESN'T EXIST IN A KNOWN UNIVERSE].
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@gibblywibblywoo said:
Probably a new build on console as opposed to a simple update on PC.
DBD and simple patch is an oxymoron.
A 16 mb patch often took around 30-60 minutes to complete its installation on SSD. lol.
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Are you sure about that?
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Yes, it can open the hatch.
Charges are ONLY used for its addons.
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Okay, so AFAIK
The female zombie is one of the zombies that did appear in RE2 and also was used as an artwork in press (I vividly remember her in one of PS1 magazines) Dunno her name, though.
Some pic of her original and remake form:
The male zombie is the FIRST zombie you encounter in Resident Evil 1, funnily enough, on Wiki it has this article about him:
The Turning Around Zombie is the name given to the first Zombie encountered in Resident Evil, coined by Shinji Mikami in an interview for the GameCube biohazard Official Navigation Book.[1] The scene where it is found eating Kenneth J. Sullivan and turns around to face the player has become a memorable scene from the franchise. In Jill Valentine's scenario, Jill and Barry Burton after killing the zombie will have them investigating the zombie's corpse and pondering what it was, as well as deduci -
My idea would be either skill check as was previously suggested (cannot be "taken" like overcharge) or a restart action that takes around 2,5 seconds (cannot be interrupted or it resets, like totems), regression stops as that restart action is finished.
Gen directly kicked by the killer could also apply 3% of regression instantly (nerf pop from 25% to 20% to compensate).
These things only apply to generators kicked directly by the killer.
Oppression, Surge or ruin regression wouldn't need to be restarted.
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AFAIK, these addons were bugged in PTB or their effect was unnoticeable.
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Fisting builds.
STBFL is core, doesn't matter if m2 is STBFLite.
sloppy could work, but Coop The Grass (Pardon my Indonesian if I wrote it incorrectly) is also important, so your fist guides you to the victory.
Unrelenting, so your fist doesn't get tired.
4th perk is difficult, either Knock Out, to make your fist impactful, Sloppy to make their puny skin burst due to your impact, Rancor for the special. One of many 1ko perks (Devour, MYC, etc.)
Either way, Fisting is the way.
But seriously, STBFL, Surge, Enduring and either BBQ for points or bloodwarden will be my build.
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Well, I was playing all killers in reds (r1) besides Spirit, Freddy, Oni and Myers (all of them are boring and unfun to verse IMHO) , but now am having quite a lot of fun with Trickster, so... Sorry ¿?
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@Adeloo said:
https://forum.deadbydaylight.com/en/discussion/comment/2271514#Comment_2271514
it's not the when game starts it's when it's ending ^^ It just should activate if gates are powered or end game collapse starts (either by closing the hatch or by having a survivor escape early with a key)
Sorry, I misunderstood what you meant in your previous post.
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@Adeloo said:
Well i do think Soul Guard only activate if a Hex totem is still active. So it makes sense that once Haunted Grounds is cleansed it is considered unactive. ^^ but i see what you mean i basiclly have a similar opinion about Rancor not working when end game collapse begin instead of 5 gens being done.
Rancor doesn't expose you until 5 gens done/egc. So it had nothing to dehuff you with.
I don't think you want to be exposed with Rancor as soon as the game starts.
Nemesis and Furtive Chase would become quite annoying then.
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@Bluebird said:
When Haunted Ground gets cleansed, you become exposed because of it, so during that time you should be cursed as well, similar to how when NOED or Devour procs you become cursed. It's Haunted Ground that's causing it, after all.
Yes, this is a post because I want to pick myself up with Soul Guard when my team breaks totems when no Ruin is present. >:(
Well, totem isn't "alive" anymore and curse in dbd technically works when an "alive" totem causes a debuff.
Same happens with retribution and when it is cleansed. Not sure about dull oblivious thing.
But I understand your pain.
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I went from 3 to 5 as a survivor and my first matches were the most horrible experience ever.
3 matches in a row against bubbas straight out tunneling the living hell out of me for some reason. Heck, 2 of them (different players) had dying light and I was the obsession. And there I was, running totem hunting builds for the archive (no items). All 3 of them stopped doing w/e they were doing and came back straight to me.
Because I'm a boosted potato as a survivor even with 2,7k hours, You can guess the outcome. Very enjoyable, but that is quite honestly my experience with most if not all rank resets since 2016.
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What others said.
Audio in this game worked good only at the release. Hell, it worked so good that even Iron Will didn't work at all, even though devs said multiple times that it works correctly (surprise: it didn't work and wasn't fixed for months).
Calm Spirit is quite a decent perk by itself, but it doesn't lower your sounds, it is just the dbd's feature of implementing random bugs to the game.
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I would just like if it wouldn't be able to trigger on THE SAME gen for some time, 30 or 45 seconds or something.
Other than that, it is fine.
The way to deal with it you more often than not should split on gens, if ruin is present, maybe even prioritize hex hunting, if killer constantly drops chase to chase off the tinkeker.
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2267059#Comment_2267059
It should be, but the devs can't do anything about it
Oh, they surely can.
All they need to do is take 16:9 ratio screen and resize it so it fits 4:3 by cutting stuff that wouldn't fit due to stretched aspect ratio.
basically making the 4:3 the worst ratio to go for, as you would see less. But that's on you using extremely obsolete ratio.
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just allow wglf to get stacks in additional ways...
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2261568#Comment_2261568
Never said otherwise. I feel the same with p3, I have also every Killer p3 before I started leveling them for perks. But I cant understand the achievment because the emblem system just doesnt really work, you sometimes get for no reason worse embles, infact there are so many complains from ppl that are outraged because of the emblems not working properly sometimes. So in that case its questionable imo. For p3 you just do your thing without a third party system to allow you to get it, you just do it yourself but for adept you have to pray that you get the emblems you need.
Adepts worked fine before they were tied with the emblem system.
Because of that there are few major factors that limits how you gonna get it and restricts your play style in a specific way.
1) Instant down powers are a nogo, unless you slug a lot and let them heal up.
2) Finishing it with 4k too fast is a kogo, because you didn't farmed enough chaser and hook emblem yet.
3) Survivors rushing gens too quickly is a nogo because gatekeeper emblem.
4) if you are in reds, good luck, you need to sweat a lot more because merciless now requires basically all iridescent emblems (you will get all 4 iri more often than 3 iri and 1 gold).
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@BenZ0 said:
if it is so annoying to do that why just dont do it? I personally have over 4k hours but never even did 1 adept achiev cuz I dont give a damn about achievs tbh.
And a lot of people do give a damn about them. I feel like a sore looser when I didn't complete some old one yet.
Same goes to P3 killer before it becomes playable. Not having a P3 killer and going for all perks feela like "You are doing it wrong".
Some people are completionists and want everything to be done, others can survive on scraps.
People are different.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2261443#Comment_2261443
Hopefully.
But still it shouldn't be like: let's see this new player has only 15hours, but what if they are actually pros? Let's put them in a match with someone with 1500 hours to find out.
That's called placement matches.
Other games use that system, it takes 5-10 games, where you are placed across variety of ranks/leagues/whatever and face opponents varying from a rotting bag of potatoes up to the Sun God himself.
After said set of matches it sits behind a desk, looks at the results and throws overused poor sad into the wooden league, where his place belongs.
Or, if said person did well, he goes into a higher placed spot instead of being ranked with fellow "r21 BHVR devs", the guy with 1 perk on his Dwight can now play on par with other reds and purples, because he is just that good.
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Guess you didn't get it.
It doesn't nullify the possibility of survivors having their own, diverse set of default facial expressions, as they can be set in game rather than baked into the model by default.
Said Ace in the preview pic could have massive grin in the game 24/7 even though here he has a slight smirk by default.
So, to more easily answer your first question. All survivors having their own, unique expression is a possibility that will probably be used to some extent.
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@TheBus4K said:
https://forum.deadbydaylight.com/en/discussion/comment/2258687#Comment_2258687
Since the survivors don't differ in anything except the model, do they all have to have the same expression? Wouldn't it be better for everyone to have their own expression?
The only model that I liked was Meg's, and it wasn't that I was very enthusiastic about it. I just see a very dark future for these new models.
Having a model with a set in stone expression as a base is a stupidly bad idea.
It is better to have a default, neutral facial animation and then set it in game to a different state.

