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RepliCant

RepliCant

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  • Nurse - Corrupt, Pop, Sloppy, Make Your Choice with ONLY the Pocket Watch add-on or Matchbox. Sometimes I switch out MYC for Enduring if I'm using her Matchbox add-on (4.2ms with 1 blink)

    Hillbilly - Corrupt. BBQ, Infectious, Enduring. My basic billy build.

    Huntress - Corrupt, Whisperers/Iron Maiden, Deerstalker, BBQ.

  • I dislike how his power does the mindgame *for* him. While I think he's fine and doesn't need buffing/nerfing, it's not fun to get outplayed by him simply holding down sights and having it do the mindgame for him. Unlike someone like Huntress or Nurse, who depends on prediction and outsmarting their opponent regardless of audio queues.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/150357/so-hillbilly-is-still-broken

    According to a billy main I know curving is a lot harder now as the curve speed at the start of the sprint is really weird. Overall i'd say he's just really janky and annoying to play.

    Peanits said in another thread that his bugs are being worked on though, so that's good.

    Oh i see, they're being worked on jsut didn't make it through 3.7.1

  • @Peanits Will this be addressed?

  • @Ryuhi said:

    I mean, there was even more broken about Billy with the midchapter, including his sound bugs and chainsaws just flat out missing, but yeah that too.

    Yeah phantom saws have been a thing since the beginning, it does only happen seldom but it still happens.


    Now he's just straight up broken to use right now. We're seeing double cooldown billy to get almost instant breaks on pallets. It's unfair and it also makes me not want to play him too, so for both sides it sucks to see Billy right now. It's not like his bugs in 3.7.0 we're unnoticeable to not be included in this hotfix or atleast not be a priority.

  • @luka2211 said:

    You could see through CERTAIN walls during his chainsaw cooldown even before,and I'm 100% sure that faster pallet break is just an illusion created by a different animation. Atleast I hope so.

    It's definitely faster, i'll try to get some vods to compare

  • usually ill just go and use my dead hard or drop a pallet to fix it so hopefully i dont get banned for this video :(

  • @FireHazard said:

    @Luna1980

    Spine-Chill has a lot of hidden action speed boosts when a Killer is looking in your direction, increased vault speed is one of them. Resilience also has a vault speed increase, but that's actually listed in the description.

    If you add Spine-Chill and Resilience at Tier lll together, than that's a 15% action speed increase to vaulting since 6% is coming from Spine-chill (when active) and 9% is coming from Resilience when injured. It's not a HUGE increase, but you'll notice it a bit when you compare it with the default vaulting speed.

    Here's the link to spine-chill on the dbd wiki as proof of my claim above

    Scroll down to "affected interaction speeds" and you'll see a full list of what Spine-Chill affects. Vaulting speed is just one of the 11 or so action speeds that're affected by Spine-Chill.

    https://deadbydaylight.gamepedia.com/Spine_Chill

    They actually changed Spine chill's description now to include vaulting. :D

  • @DelsKibara said:

    I've used the Spine Chill and Resilience build and I do notice a difference in vault speed back when hits through the window were common.

    Though I didn't notice a huge difference, it can help you go for riskier loops around unsafe pallets and windows but it honestly still depends on how good of a looper you are.

    It also makes medium vaults a bit safer to use


    Your build is exactly what I use, and is the build I have the most success with. It's a really good build ontop of the extra vaulting speed.

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/1239186#Comment_1239186

    Yep. You can't put any commands on the Engine.ini file anymore. Nothing works as far as I know. They probably disabled it because people were using it to make the red stain go through walls.

    Red stains goes through walls on low settings anyway

  • The devs refuse to acknowledge anything graphic wise; basic graphic settings, colourblind settings, they really could give less of a shite.

  • Lol, sure, in 2017 they were.

  • @Accullla said:

    Billy is a tough one. Right now he's perfectly balanced (even on smaller maps) without any addons, but as soon as you slap anything on (aside from mangled, chainsaw reach, speed limiter, noise addons), he becomes extremely strong. Therefore the question is, how do you balance him fairly.

    • one way to go is to completely rework his addons, so they don't grant him a power boost, but instead force you to change your playstyle. For example, like the noise add-ons, which don't give him a straight up buff, but unlock plays that you wouldnt be able to pull off otherwise
    • another way to go is to nerf his power, so that you can achieve the same level of effectiveness that it currently has once you equip your add-ons. I would personally be against this method, as I don't like to use add-ons on any of my killers

    Yeah this is the case. Also, not many people may know, but the engraving add ons (Increasing chainsaw sprinting speed) make his killzone larger (i think having to do with being tied with the movement speed) so some of his add-ons are like Nurse in regards that bloat his power which is already kind of tipped of the strong side of the scale of balance.


    The best course of action would to rework his add-ons however they see fit but leave his basekit unchanged and let the map changes settle in and see how he does. I don't think adding a cooldown to his chainsaw is ideal because he is fairly countered when he isn't using things like Carbteur tuning guide.

  • @Jota said:

    I had this issue, when I was with the NVIDIA SHARPENING turned on, I turned off and the issue was gone

    I just noticed that.


    I had it on previously, I wonder why it's not working suddenly. Made my game look so pretty..

  • Pretty similar yeah. Maybe just used as an inspiration. Both are great though.

  • I hope they atleast feel the praise they are getting from us big-time dbd players. Good job on them for risking the shot, taking it, and hopefully watch as it pays off in the longrun. But yeah, the community will always be upset with something and become vocal about it.


    Best changes they've made in a long time though

  • @indieeden7 said:

    It just made him more consistent with other stealth killers. It also made Spine Chill more consistent as its description reads "trumps all killer stealth abilities" however this did not apply to Myers for some reason.

    Before Undetectable, his ability description read that it triumphs all aura reading and detection perks. Detection perks specifically being Premonition and Spine Chill.

  • @MrDardon said:

    I enjoy playing as and against Spirit, Demo, Oni and Deathslinger. Why don't u like the others after Pig?

    Freddy, at release, was well what Freddy was. I thought he was cool, but it was clear he had alot of issues. Not being to hit survivors til they were asleep, built-in Aura reading, nothing really that I enjoyed from either side.

    Clown is bad. That's it really. Sure going against him isn't a nightmare, but it's usually a W unless it's some god Clown main which are hard to come across.

    Spirit is basically Wraith but godly and I personally dislike it. Why is there lack of indication when she's going into phase (you can't see the shards light up like how the devs talk about it) and it's utterly painful to know that she can still track you easy in phasing, disregarding the fact she can't see you, and it's really unfun not knowing where she is during phasing. Lack of information per say.

    Then there's Legion. Who was OP upon release and is now the worst Killer in the game a year later. He stabs you, runs away, fails to chase anyone cause he has 0 chase pressure, loses a gen, rinse and repeat. Upon release though, you were given your one-way ticket straight to hell because if he wanted to chase you through every Window and vault every pallet for 3 minutes just to down you, he would.

    Plague, I mean how could you not find this killer ######### irritating? Free tracking and not only that but an omegapuke auto spawns so when everything throwing up their little titties she omegapukes it up and gets some easy downs. Though, I'm glad she is the way she is, but boy is she just so annoying to go against. (Kinda fun to play as though lmao)

    Ghostface, spirit syndrome. Lack of info like that just isn't fun to go against but I mean he's alright, not the worst or anything or even remotely bad by any means. Just a recycled Michael in my opinion.

    oni - let me be useless for half the match until I get my power which is way overtuned but it's apparently fine because he's useless for 3 minutes anyway

    Demo - i cant hate on demo but idk, not a dbd vibe.


    I find Nurse, Hillbilly, Huntress, Pig, my favourites to against. They're so adrenaline inducing and chases with them are usually fun. Nurse brings a completely different and new playstyle, Billy feels classic as does Huntress, and Pig is has a cute stun so I mean lol

  • Self care is in a good spot. Useless at high level play but at lower ranks can come in handy.


    Wish this perk wasn't as popular as it was though.

  • Dead Hard. Back then Sprint Burst, Balanced, Lithe, all overshadowed Dead Hard for some reason.


    I know it's currently viewed as one of the best perks for Survivors, but boy back when exhaustion recovered while you sprinted Dead Hard was not a fan favourite, but I have like 4 clips of pulling off insane Dead Hard's back like 2+ years ago.

  • No unless you think you'll really enjoy it

  • Challenge accepted


    I'm about to hit a toke and I'll go on as Hillbilly and record my first match, no perks, offerings, add ons. I'll try to always go for chainsaws first too - and maybe I'll update this comment regardless of how it turns out.


    BTW I do have hearing loss, so without perks, this will be exceptionally difficult.

  • lol its funny cause ive been playing Killer MORE lately. Been tryna find some awesome builds that really don't give a ######### about Ruin at all.


    Been quite successful and had loads of fun. Currently enjoying Billy with Stridor and Thanataphobia with Begrimed Chains.

  • @Watery said:

    I think it opens the playing field for the slowdown perks.

    Now we don’t have to constantly compare it to ruin, but rather, we can modify them to be all equal to one another.

    Not to mention that it significantly shakes up the meta, which is something I like to see.

    I wanna see the same thing with survivor perks, just the game in general.

    It’s annoying when all the meta builds are practically the same.

    I think the slowdown perks are actually more consistent and better to use than Ruin. Actually, they have a consistent effect throughout the entire game.


    Thanataphobia mixed with... Dying light? Pop Goes the Weasle? Items are essentially needed to combat these builds or perks like We'll Make it, Botany, Resilience and Prove Thyself.


    Ruin though? Here lies a totem that may or may not get destroyed in 30 seconds, leaving the Killer frustrated. Survivors, having to hit tiny greats which can just be nothing more but irritating to an experienced Survivor. Unhealthy.


    The changes to Hex: Ruin and it still being tied to a Hex makes essentially the risk same as old Ruin, but now it just punishes good Survivors who are being pressured.

  • Nah, the angle you get the fast vault or anything isn't changed, everything is the same except code wise your movement speed :)

  • No, just your running speed is increased my mans


    Now, if you got Resilience on with spine chill, das anotha story

  • @Polychrome_Baku said:

    https://forum.deadbydaylight.com/en/discussion/comment/975664#Comment_975664

    Here's hoping the game has a long term. If they keep balancing things from a singular point of view it won't

    @UwUMyersUwU said:

    https://forum.deadbydaylight.com/en/discussion/comment/975981#Comment_975981

    Yes they do. I chase, I down I hook. I leave, surv is unhooked, he runs into me and is hit. Borrowed. I chase. Down. Decisive. 30 second chase now extended for another minute. That changes the game. And without ruin? That time is so detrimental to the game it's ######### ridiculous.

    No it doesn't fundametnally change how a survivor is unhooked, how a survivor is picked up, how you basic attack a survivor. Fundamentally mechanically changing something was like how Skillchecks no longer functioned as normal.


    Also, you guys are forgetting the part where Ruin was already a bad perk to begin with

  • @UwUMyersUwU said:

    Yes. You were tired. Not killers. Survivors were tired of it. I'm tired of DS and Borrowed. Where's those nerfs? They're not enjoyable for killer at all?

    You have some bit of a point, but those two perks did not fundamentally change how a mechanic in the game worked.


    Ruin v1 completely changed how you hit skillchecks, where as DS and Borrowed did not mechanically change anything for the game, just game strategy.


    DS and Borrowed are separate perks with a separate discussion, but I will acknowledge your point of "They nerfed Ruin because it was frustrating, why won't they nerf frustrating Survivor perks?

  • We should welcome changes with open arms and let data settle after a while of the changes. After that, data will be more clearer to open way for more changes.


    Imo, I think the new Ruin is already better. Hex's are still inconsistent but let's hope they tackle the issues of Hex's too.

  • @Astrian said:

    This is a bad take, running Ruin right now is a coin flip of whether or not you're going to get value from it; problem is Killer mains need to, or at the very least feel the need to run it as insurance for them to be able to play the game.

    The inconsistency and the ability to completely ignore this perk made it futile. yet all you Killers kept using it and getting survivors who don't know HOW to do great skillchecks and claiming you got value from it. You just went against people who were bad at the game. Good survivors find Ruin within minutes of the game, or just hit greats.

    Even if the ruin gets broken within the first couple of minutes, that's usually enough time to get the ball rolling in your favor. I play Legion and my ruin gets broken early all the time, however by the time that's happened I've probably downed 1 or even 2 people so it doesn't matter, the early game has been controlled and the game is going in my favor. I literally cannot play the way I want to because killers like Legion, Clown, Doctor, Leatherface among other killers have ZERO control of the early game and that's when the deciding factors of the trial take place. When literally taking a coinflip on value is a better option than running 4 normal perks, you don't think there's a bigger problem at play here than just, "this perk isn't fun to play against?" I do not want to play high tier killers, running Ruin is an easy way to give myself a fighting chance at red ranks.

    Even if players are hitting greats every time, that's still progress being halted in my favor, the game is still be slowed even if by a tiny bit. Ruin is still doing it's job.

    The problem within the game lies within toolboxes and Map RNG, but that's another discussion as well.

    You literally just answered your own question. You dislike getting ruin in 80% of your games yet you hit the nail on the head on why you are getting that result. Gens are getting finished too quickly, the maps are too big, the gens are too far apart. If you're not playing Billy, Nurse, Spirit, or Freddy you physically have no way of pressuring these gens in the early game. If you can't control the early game, then mid to late game hardly matter because as long as you don't have Peanut Brains on the survivor team that can't hold down M1, the gens will be finished.

    If you know that Killers are running ruin in response to inherent problems with the mechanics of the game, why is this a question for you? Why do you think nerfing Ruin is a good idea when these problems STILL exist in the game?

    Having a perk that is a "coin flip" is not healthy for the game when it comes to something like Ruin that fundamentally changes how a mechanic is in the game.

    Right off the bat, the Killers you mentioned that need Ruin to "stand a chance" are all really bad killers. Clown? Legion? Those two Killers are already deemed the worst in the game, so mentioning them needing Ruin to stand a chance seems counter intuitive to the point that every killer main has to run Ruin or feels the need to.

    Maybe instead of a perk boosting the chances for these poorly designed Killers, they can finally be touched and tweaked based on actual performance with no Ruin affecting the stats. Again, nerfing Ruin leads to more potential in balancing.


    I even disagree with you, against good teams, you WILL NOT get value from Ruin. If you think 1 down early game because of Ruin still up is considered Value, then you might need to rethink your strategy when playing Killer. A good Killer knows Survivor spawn points, and can usually down before/when 1 generator pops without the use of Ruin.


    "I do not want to play high tier killers, so I run Ruin on the bad ones" "Running Ruin gives me an easier chance"

    • Is an indication the Killer you're playing is just bad and you lack knowledge of the Killer, therefore running a perk that is only good against bad survivors, therefore actually letting you do well with a bad Killer and not really work as much as you would as a bad killer versing good Survivors
    • Now with this mindset, it disallows for potential in balancing those badly performing Killers.


    You literally just answered your own question. You dislike getting ruin in 80% of your games yet you hit the nail on the head on why you are getting that result. Gens are getting finished too quickly, the maps are too big, the gens are too far apart. If you're not playing Billy, Nurse, Spirit, or Freddy you physically have no way of pressuring these gens in the early game. If you can't control the early game, then mid to late game hardly matter because as long as you don't have Peanut Brains on the survivor team that can't hold down M1, the gens will be finished.

    If you know that Killers are running ruin in response to inherent problems with the mechanics of the game, why is this a question for you? Why do you think nerfing Ruin is a good idea when these problems STILL exist in the game?


    Exactly, and IF all those things were to be balanced, how do you think Hex: Ruin would affect everything? How would it be fair to have Hex: Ruin in it's v1.02 state if all generators were further balanced? If toolboxes got gutted, if gen spawns were changed?


    The devs are probably tackling Ruin first because that's what is skewing the Kill stats the most. Killers average 60% kills, all Killers... Now what perk is being used the most? 80% of the time in Red Ranks it's Ruin. Therefore, balance what's skewing the stats, let the stats settle and see the effects, continue further balance on generators after Ruin has been balanced into the picture. It's called the bigger picture, one, you, the playerbase, is not seeing.

    It sucks that Ruin was hit first but it makes sense if it's the most used perk in the game for poorly designed generators?

    Ask streamers like Otz, even Peanits himself, they'll often tell you to "not use Ruin and not to rely on it" because in High rank GOOD SURVIVOR TEAMS, it's useless and you're better off running something more synergizing for your Killer than relying on some crutch (that isn't even dependable)


    You clearly never read the part where nerfing Ruin allows for potential and opportunity for further balancing. That's what is important. Also, Ruin was never good just accept it lol

  • dedicated servers are still #########

  • @Supernaut said:

    don't drink and post, kids

    this is relatable

    @LemeTheMeme said:

    Spending it with my boyfriend. Working at Starbucks. And lots of family gatherings.

    So far so good! Tomorrow will be passed out from my 3rd turkey dinner, but oh well.

    Hope your guys' holidays are going well <3

    Like to hear this, I spent it with some family then later on a special someone came over and we just had a really relaxed night :) Left this morning after I made some breakfast and now im off to more exhausting family gatherings

  • Because she's the thickest in the cast and h o t

  • @MarsAttacks said:

    Skill checks are absolutely an experience thing I can very consistently hit great skills checks with ruin up so can most high rank survivors.

    Totem spawns are terrible ask any killer what their AVERAGE use they get out of ruin or any hex totem is for that matter and the majority will probably tell you something under a minute.

    Gen tapping is another solution you already mentioned to deal with ruin, so now not only can you negate it by being good at hitting your skill checks you can simply just keep gen tapping.

    Let's add on to the fact that skill checks are completely random and I've had gens go with zero skill checks happening. So if it's happened for me I know it's happened for other people. Ruin and any other hex perk for that matter is a much bigger gamble for the killer than the affect that it gives against survivors. Which is sad considering the state of gen completions in this game

    And in conclusion, Ruin is actually a bad perk and you're better off synergizing your build and getting more value from consistent perks that works for your Killer.


    Game has evolved, ruin's been in it for 2+ years now. Change the totem spawns? We'll memorize them each and each patch and just find them. Totems still up? High rank survivors can hit Ruin skillchecks anyway. All Ruin is, is annoying for both sides.

  • Huntress, ######### that annoying ######### lol

  • Oh i was just showing you what i meant :P

  • @HellDescent said:

    They've been bugged since Oni release.

    I knew I wasn't crazy

  • I think they're all already activated, sadly. :L

  • @ImmortalReaver said:

    https://forum.deadbydaylight.com/en/discussion/comment/933966#Comment_933966

    https://youtu.be/BKnRreqVmHo

    If you think this is even remotely balanced, you're a biased survivor main.

    If you watch Tru3 more, you'd understand he makes plenty of mistakes then blames the game. He's not God given gift to DBD like he thinks he is, lol.


    This video is just an example of him being a bad killer and blaming the game for him not winning , imo.


    "She's a good Survivor i'm not even gonna bother chasing her" Proves that the Claudette is consistently outplaying him and he can't handle it Lol :3


    "Not gonna get a hit here if she plays it safe" proceeds to not even respect pallets and take the stuns and give her distance, lol. I can name about 5 more mistakes he made in less than 5 minutes if you want me to


    Also, his perks are pointless for Pig. Devour on Pig in High rank, really? lmao ok

  • I find the game pretty balanced (with a couple hiccups) for the most part, when playing both roles.


    Sometimes it can be more frustrating to play Killer, but that's the nature of the role I suppose :) Try and have fun!

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/933760#Comment_933760

    How many hours a day have you played though?

    I know I play more than an hour a day and I'm still not at tier 70 yet, and that's being mindful of the fact we had an 11 day head start.

    I can't really pinpoint exactly how much I play per day, but it's between 30minutes - 6 hours a day. It just ranges.


    (Btw I'm really grateful and thankful for The Rift and Archives, I just hate how stressful it is and that we were promised 1 hr a day would be enough)

  • Resilience, Dead Hard, iron will, Hope is my current favourite build. I feel so untouchable with Hope!


    I don't have Adrenline in my build because of Resilience + hope, I like the 9% for the gates ontop of the generators and faster vault speed :)


    I also love me a chest build anyway

  • @[Deleted User] said:

    The Rift FEELS like a scam. I don't like feeling this way. When I purchased, I was given the assumption of "an hour a day" would suffice to completing the rift. It isn't, the challenges are still ridiculous (Like Six feet under, currently taking me 2 hours to beat this challenge. Even when trying to farm with Survivors, it's nearly impossible.) You guys, AND I QUOTE again, claimed that an hour a day would be enough.

    meanwhile me, who only can play in the nights after work(and refuse to unlock rift tiers with auric cells:

    https://us.v-cdn.net/6030815/uploads/273/U70OX4BCSC7B.jpg

    https://us.v-cdn.net/6030815/uploads/995/V2AUP52H2ORC.jpg

    feel very satisfied that I could unlock all the 60 items in the rift and had all the auri cells spent in the premium tier, reinbursed to me already!

    Thanks devs for a fairly, non predatoy, non impossible to complete by an average player like me, Pass!

    Hey man, nice job :) See, for some people it may have been alright, but for others, (like myself) it has been quite difficult.


    And if you're curious, I play this game more than one should average per day.

  • @Fibijean said:

    I'm not a developer, but if you are genuinely looking for explanations to some of these, I'll try to address your concerns.

    Dedicated servers

    The dedicated servers have been consistently improving, they just haven't been announcing changes. While it's true that they're nowhere near perfect and latency is still very much a problem, they're miles better than they were two months ago when people were struggling to even move. It's possible that you could be having trouble with the servers due to you yourself not having a good connection to them, for example if you're in a region that isn't particularly close to a server and don't have incredible internet to compensate for it. I believe there are plans to deliver an update on the dedicated servers in the end-of-year informational post that will release on December 31.

    The Rift

    While I understand your frustration with the Rift, the 1 hour per day thing was a proclaimed goal, not a promise. This is the first time they've done something like this, so it shouldn't be too surprising that some of their ideas about how it would all turn out were pretty far off the mark. The DBD Rift is unusual for a battlepass system in that the premium track doesn't contain anything in the way of XP or progress boosters, meaning that there is no disadvantage to buying the pass later rather than sooner. I'm sorry that you're disappointed with it, but especially since this is the first pass and there were bound to be some issues, the smart thing to do would have been to wait to see how far you could get along the free track before investing in the premium.

    Cosmetic releases and bug fixes

    It's been said so many times it's becoming a cliche - cosmetic artists don't do bug fixes. New content and cosmetics are necessary to draw in new players and keep older casual players interested. They also generate the revenue that the company needs to pay the programmers to fix bugs, and to maintain and improve the dedicated servers, which are the sort of thing that can't be skimped on.

    DBD has 8 major patches every year, with usually a hotfix or two between each one, and almost every set of patch notes they release has dozens of bug fixes included. The most recent patch had about 80 different bug fixes. The one before that had almost 100. Even though it may seem like they don't pay attention to things like fixes and improvements, that's probably more an issue of cognitive bias than anything else.

    matchmaking

    I don't know what the solution is to your corrupted files problem, or what it has to do with matchmaking, but it doesn't seem to be particularly widespread, so it makes sense for the developers to be prioritising issues that are affecting all or most of the playerbase over those that affect only a few. When it comes to matchmaking and queue times, I can't tell you anything more than what they themselves have told you - that they know matchmaking has its issues at the moment, and they are working to try and resolve them. It's up to you whether you're willing to take them at their word on that.

    Hotfixes

    I don't know if you're a programmer or not. If you are, you know that sometimes bugs can be difficult to identify, and even more difficult to diagnose and fix the issue, particularly if your code is irreparably messy and badly organised as DBD's is rumoured to be. They also need to go through testing to make sure the issue is fixed before it goes into the patch. This process could easily take anywhere from a few days to a few weeks. While I agree that the devs could probably do a better job when it comes to QA, once those bugs do get found in the game, the time they take to get fixed is not actually unusually long.

    Fog Whisperers

    I actually agree with you on this one. I don't know what's really going on there. There are a lot of side projects like the Fog Whisperers program or seasonal events that the devs appear to have been too busy to really pay attention to lately, and I don't have an answer as to why that is.

    You are always allowed to be unhappy with the state of the game, and to give your feedback on what parts you're unhappy with. The devs need to hear that kind of thing, and it can only be beneficial when it comes to improving the game. It's also good to be able to acknowledge that we as players don't always see the big picture, so I commend you for that. None of what I've said here is meant to invalidate your feelings or your concerns in any way, just to provide an alternate perspective that might help you to reconsider or at least ease your frustration by providing answers to some of the questions you seem to have.

    Hey, I read what you said :) thanks for giving the time to explain some things.


    • About cosmetics

    I see, I guess I was wrong there. I just believe when releasing the amount of content they do, while the game is in the current state, can give a false prejudice when giving feedback (which is what clearly just happened, Lol). Sometimes you look at the tremendous amount of content and say, "hey, why doesn't bug fixes and stuff that matter more get done before cosmetics" but I will achknowledge I am wrong in this aspect :)


    About hotfixes:

    Maybe that's the core issue then? That *if rumours are true*, the code is messy, which leaves more problems than not. I know how developing works, it's not easy, and in no way disregarding their work put into it, but I'm not going to lie when I say, it's a bit ridiculous how much gets broken when they try to fix other things. I will also just achknowledge, it's pretty hard so props for them for trying atleast. I just see other games I won't name, release hotfixes within 12 hours if not a day at max for *game breaking* bugs.


    About matchmaking:

    I have an email from DBD customer support saying Matchmaking is their top priority, and it does seem like matchmaking problems are an issue across the board. Now, you're also right though, my particular issue seems only relevant for me, but it's kinda frustrating when you realize nothing is going to be done about it for a while, and you don't get an answer other than "we are making small tweaks, and matchmaking is our priority". That's all.


    Glad we could have a discussion about this, and I'm also personally thankful you aren't disregarding how I feel about the current state. Everyone is allowed to feel different, and I tried to remain my comments down to constructive criticism and tried not to exceed in such. I hope my comments came across as an criticism and not an attack on the game (That I actually love)


    Edit:


    also i'd like to point out to no disregard what the ending of the post says specifically. :)

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