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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2704549#Comment_2704549
Because it's special.
Not a lot of pvp games have such a vague definition of what a win is.
Fighting games it's obvious who won. Shooter games also have very clear victory goals. Same thing with moba games.
I can't think of a single other non asymetrical pvp game where it isn't specified when you won or not.
Tf2 there is cheering if you win and booing if you lose. LoL it screams out "Victory" or "defeat" wether you win or lose. In fighting games your character will usually give a short victory speech.
This game has none of that. Closest thing is entity displeased to merciless killer. And that doesn't matter for matchmaking
If the terms of victory is so vague it's best to just forget it entirely and just play however you want to play.
If i have a good 9 hook game with 3 escaping survivors with ton of chases and back and forths why would i try to ruin that experience by saying well i lost cause i didn't kill atleast 3 of them.
Everything you are describing to me is a bad thing that needs to be rectified by actually establishing the win conditions.
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I consider the match won.
@Sonzaishinai said:
I thibk getting rid of the concept of winning and losing entirely is the healthiest thing a player of this game can do
Why is this the only PvP game where I hear people saying "Don't think about winning or losing?"
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You can already see those things without the need of a mini-map. What does the mini-map really do, in that case?
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/2702647#Comment_2702647
For 9 seconds of knowledge at the start of a trial, its not worth it imo. I'd just run BBQ instead, shows you whats actually important, or that one perk that gives aura reading to dull totems...brain skipping a beat on the name of that one, been a while...
https://forum.deadbydaylight.com/en/discussion/comment/2702578#Comment_2702578
If someone spawned on my hex and I didn't prep any kind of protection It doesn't matter, theres not much I can do about that cause they know where it is. General rule....if 1 guy sees it, all survivors see it. Don't care if solo or not, I go into every trial with that mindset. As far as them being alone or in a group I got 3 proximities at the general direction of the survivors spawn, you take a look> mark out 3 gens> go to it>unless its a blendette you got no worries since survivors clothes stick out like christmas lights>move to the flush>boom chase started>boom chase ended>still have use of all 4 perk slots.
Thats momentum without lethal. With lethal all you're doing is running that same process without any of the thinking behind it. Move to press chase>10 seconds> boom start chase>end chase <---your information is dead by this point. And you're down a whole ######### perk slot.
^ Thats the biggest flaw of the perk. Its total use is dead in 10 seconds, gone, dead slot, never again, poof, mid game deleted, end game deleted....game deleted. You'd have better use out of whispers than you would lethal. Matter of fact you'd have better use out of Bitter Murmer.
Theres way better info perks, and I'd have to put lethal at the bottom since information is multiplicative, and Lethal stops at 9 seconds. Removing the fact that you even have info outside of 1 chase at the start of each match 1 time...that one chase isn't going to win the match or provide enough info over time. Its a great tutorial perk....thats about it though.
Start of the trial is a very big deal IMO since that is where you can either make or break a snowball.
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I know some people complain about anti-loop Killers contributing more and more to a "hold W" meta, and to be honest, I can kinda see their point. I'm not really sure what the solution is, but I don't know if giving multiple Killers ways to suddenly wreck pallets is a great idea.
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/2702535#Comment_2702535
What guess work do you need? Survivors always spawn X amount distance away from you, and usually you start spawned facing the opposite direction of where a group is depending on where you spawned in at on certain maps. (kinda tough on the game map, and Myers map though) Plus theres always at least 1 idiot holding sprint at the start of a trial. That leaves you with a screen full of 3 proximities to check at the start of each match, if its an open map you can drive straight down the middle and pick up even faster. I usually get my first chase spotted within ~ 10 seconds of a match without lethal. Its just like counting cards in Vegas.
Guessing which direction they move in at the beginning, obviously. :P
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2702533#Comment_2702533
I'm not sure I agree with that- in theory, it's not a bad thing for certain killers to perform better on certain maps than others, and it's equally not a problem for them to have unfavoured maps, either. The standard should be brought up so some killers aren't screwed over quite as much by the map as they are now, but in general, the idea of wanting to avoid certain maps because they put you at a slight disadvantage isn't fundamentally broken design.
Both approaches at once is what I'd suggest.
Sure, I'd be okay with that.
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/300660/i-am-addicted-to-lethal-persuer
You're crutching it too hard and not paying attention to the initial load of each map. All the spawns are pretty much the same. Use it to learn those spawns, but don't rely on it after you've learned them.
Why guess when you can take the guesswork out of the precious early game time you have? :P
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That feels like a band-aid solution. If choosing maps is a problem when there are busted maps to choose, then what should be done is that busted maps should be fixed.
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@Olokun said:
Devs dont make events = ppl whining
Devs makes events = ppl Whining again
gamers , what do you want ?? always Whining >.<
Is that what people are complaining about? That the devs made an event?
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@Sepex said:
I'm not trying to be bothersome in anyway. I like both roles respectively. Snowmen aren't here for balance purposes or to upset Killers. It's just seasonal fun.
Your only letting the Snowmen health state bother you because you're playing overly competitive.
Just try to chill a bit. No pun intended.
That doesn't seem like reasonable advice when it only applies to one side to me. :P
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2700806#Comment_2700806
Then you're wrong. Unless you're on a mobility killer, if you spot somebody 50m away on a gen with BBQ, it legitimately takes 10 seconds to get over there and kick it. If you've already spent 10s finding your first chase, 20s getting the injure, 20s to get the down, jk he's running Dead Hard which adds another 10s, then 10s to transport the survivor to a hook, 10s to hike to that Survivor 50m away... that's 80 seconds. If you don't cut down at least 1 of those times... you lose every solo gen before you can use Pop even once.
Contrast that with any other regression perk.
Pain Resonance goes off at the ~70s mark which is before a solo gen pops.
Jolt goes off at the 60s mark.
Eruption also goes off at the 60s mark though you do need to have kicked something before that.
Oppression can go off whenever you're near a gen you can kick. There's been multiple times I've purposefully used it on a close gen to mail a skill check to a farther gen I knew was getting worked on to save it and been successful.
Overcharge also can go off any time you're near a gen you can kick. Though I will admit that its skill check is too predictable. Overcharge actually gets a lot more value if you're running other perks that start regression. Like Oppression, Eruption, Jolt, or even Pain Resonance. That way at least they don't know if the gen is going to give them an Overcharge skill check.
As for using Oppression that way... whether it is a waste or not very much depends on which killer you are. If you are somebody who doesn't care about the ~8m of distance they gain while you kick it... it works just fine.
You're assuming I am going to stick to a chase for a long time knowing that I am on the clock? Nah. That ain't a Pop problem. That's a problem with taking too long to get the ball rolling.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2700618#Comment_2700618
You haven't forgotten any, but you seem to not realize that walking to the Gen you want to Pop can easily take 10 seconds, especially if BBQ is your tracking perk. Picking up and carrying somebody to a hook can also take 10 seconds if you are unlucky. That right there is 25% of a generator. I'd say that's a pretty significant amount of time, wouldn't you?
The fact that other regression perks can bypass 1 or both of those steps is potentially huge and can easily make the difference between a completed and regressing generator.
Also... with Oppression there's actually nothing stopping you from just... sauntering up and booting the first gen with progress you find in the game. The surprise difficult skill check can absolutely catch even veteran survivors off guard. Maybe don't do this if you aren't somebody with mobility to catch up to the person running away... but... it can work. Or... before CoH was released and injuries actually mattered... if the map permitted, I'd sometimes use EW1's permanent undetectable, Sloppy, and Oppression to give Myers a really good early game. Like we're talking several hooks before the first gen popped levels of good.
I don't agree that the time to walk to a gen on Pop is meaningful compared to the regression you get on the other perks.
Also, what you are describing with Oppression is a waste of a use and a waste of time IMO.
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@FFirebrandd said:
I use corrupt on Trapper for obvious reasons. Dude is a setup killer, so he needs some time to... y'know... set up. I don't really use it on anyone else though. Well... except a specific Demo build that also needs to set up.
Here's the thing. One thing I've never really understood is why Killer players complain so bitterly about losing gens early in the match when they aren't really using a killer or perks that actually help you prevent that. Like... Pop? Sure it's a great perk. Does a whole lot of regression to a single generator. Fantastic... however... it only comes online after you've found a Survivor, chased said survivor, downed them, picked them up, and put them on a hook... now it's active but you need to hike across the map to whichever generator has good progress on it and kick it. Ruin is honestly kinda similar. If you push a survivor off a gen, sure it kicks in and starts regressing that gen at a pretty good rate... but like... what's happening to the other 3 survivors who instantly hopped on their own gens? Nothing... and if you don't do something to make them stop working then they won't, and Ruin won't do you any good on that first chase.
Maybe everyone complaining about this and wants to try to defend their gens should give the other regression perks a try? Pretty much all of them can kick in much earlier in the match than Pop or Ruin can. Something to think about at least.
Maybe everyone complaining about this and wants to try to defend their gens should give the other regression perks a try? Pretty much all of them can kick in much earlier in the match than Pop or Ruin can. Something to think about at least.
Which regression perks kick in meaningfully earlier than Pop and Ruin?
Jolt? Not until you down someone with a basic attack.
Eruption? Not until you kick some gens AND down someone.
Oppresion? Not until you kick a gen after multiple gens have progress on them and the Survivors have left those gens without finishing them.
Either of the Scourge Hook perks? Not until you hook someone on a Scourge Hook.
Overcharge? Not until someone fails a skill check after you've gone out of your way to kick the gen (maybe in a game where there are less adept Survivors)
Am I forgetting any?
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Why not call her Sadako?
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@Aurelle said:
Leatherface is fine.
DS is fine too. The only buff I would give it is for it to activate on both hook states and remove the 60 second timer. (Doing objectives deactivates DS anyway)
Not as long as DS can remain active during the endgame.
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If you're using it to try to "trick" the Killer, you aren't using it as efficiently as you could be. The primary use of Dead Hard is as a safety net in the event that you greed a loop slightly too hard. It buys you just enough breathing room to just make that pallet/vault so you can extend the chase.
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@PigsEatBacon said:
People are genuinely not having fun anymore while playing because they only look to win. They will have the most boring, repetitive games if it means an escape/4K. Play for fun. If winning is fun, then let having fun be winning. You don't need to play every game like it's a cash cup, because that only makes it more frustrating when you lose. If you no longer get any enjoyment from playing, stop. It's that simple.
"If winning is fun, then let having fun be winning."
I don't think this comparison works as well as you think it does, unfortunately. It comes off as "If winning is fun, stop caring about that." I agree that not subjecting yourself to something you don't enjoy is good advice to follow. That said, if people have fun playing their best and letting the results speak for themself, then telling people not to do that isn't going to accomplish much.
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How much better would it be if instead of the gen speed debuff triggering once healed, it triggers immediately upon unhook and then lasts until you lose a health state (take away the heal speed debuff and only have healing slowed down by Mangled)? That way, it doesn't do borderline nothing against Survivors who are comfortable not healing and just powering through gens?
As-is, it's probably outclassed by Pain Resonance by a lot.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2695421#Comment_2695421
Clown's Greek skin
That's not my Clown. That's some weirdo.
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Give me Shirtless Clown or give me death.
Alternatively, give me Pantless Clown.
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@Mandy said:
You can report for AFK yes, as it's not normal gameplay.
All those people who thought I was overreacting for saying this was reportable can eat crow :P
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/2694984#Comment_2694984
Well i never said egg in French, but idk how us telling each other what we never did is helpful
Well, then I guess I have nothing more to say to you. Good day.
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/2694975#Comment_2694975
Just because that’s the purpose doesn’t mean anybody has to take that feedback and do anything with it.
I never disagreed with that.
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/2694967#Comment_2694967
isnt this the definition of insanity. One day it might get added, but chances for it happening because of this post is basically 0.
No? One of the purposes of this forum is to give feedback.
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/2694962#Comment_2694962
I don’t think bvhr cares tbh. This is a wishing well every thread is a wish and every post is a coin. Sometimes wishes never come true
So? Stop posting on this forum as a result? I don't think so.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2694499#Comment_2694499
Then go a different way. Not all maps have tons of doorways. It's fine
It's most definitely not that simple. In an enclosed map, it is very possible that there are no alternate routes that aren't exceedingly time-consuming.
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@Jejune said:
What for? Simply bring unbreakable and win every game
I don't think you should be locked out of a perk slot if you want to avoid a needlessly tedious experience.
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@Sonzaishinai said:
Mathieu is an absolute legend
He was right. Play this game in moderation and it's not nearly the stressfull experience people are saying it is.
Most of the frustrations in this game are self-induced. Fueled by buildup frustrations of all the games before.
It's just general good advice in general. Our brains need time to progress things. A lot of the times the best solutions to a problem is to just step away from it a bit and let it simmer.
Here's my question: Are you playing this game in moderation because you are the sort of person who eventually gets frustrated over time, or are you playing this game in moderation because playing this game for too long causes the issues of the game to pile up the frustration?
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I think of all the maps to get re-worked so far, this was negatively impacted the most.
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Yes IMO. At its absolute best, it's too cute, and in the average case scenario, it's only good for hardcore camping.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2693864#Comment_2693864
Original thread:
It's the first comment down
Many thanks.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2693099#Comment_2693099
I think Mandy previously confirmed this was a Bugfix
Imma need a source on that just so we don't get all into he-said-she-said.
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If I recall correctly, a tantruming Bubba can still down Survivors, so that doesn't do anything against camping Bubbas at all.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2693434#Comment_2693434
Dont need to prove anything to a random person on the internet I'm afraid.
I agree that the grind is trash, but I still want to see proof, if only so I can say you have indeed earned bragging rights.
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It does, but you're better off using Agitation if that is your goal as it also makes you faster while carrying someone.
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I always believe that it is on the devs to make sure that things are fun for players. If a large number of players are using XYZ to combat game issues, maybe it's worth looking into those issues to see what can be done about them.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2690288#Comment_2690288
Nope, someone taking a protection hit for you doesnt slow you down, the killer hitting the snowman you're in DOES slow you down
The video footage I am looking at says otherwise.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2690255#Comment_2690255
You are moving at slugged levels of movementspeed. You cant really be that slow unless you're on console.
Besides, there would be plenty of issues with having a gigantic snowman too. You wouldnt be able to tell where the survivor hitbox is untill extensive research, you wouldnt know if a survivor is inside and just standing still or not untill you walk at them. And if you want to fix that by giving the survivor the hitbox that is the size of the snowman, lots more issues are created that way. You'd be at a net-negative just for a cosmetic, no reason to ever use it, at which point, why even make events?
I don't think the difference between "hilarious" and "not hilarious" is if you are moving at walking speed vs. slower than that.
I think the solution then would be to shrink the snowmen a bit to make them a little more form fitting. Or maybe that's not even necessary. I don't think the misleading hitbox issues are as problematic as the free pseudo-protection it.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2687907#Comment_2687907
Things that happen with snowmen:
- the jumping in animation is super slow, if you cannot hit the survivor before they finish the animation, that same survivor could have reached a window or pallet without being hit
- the jumping out animation is also fairly slow, survivors dont even gain a net-distance. I've tested it with a friend, you're far more likely to lose distance than to gain distance. The only time you'd gain distance, is if Sprintburst was near 100% recharged, but, yknow, reach a window or a pallet and you'd gain more distance.
The biggest downside is that a killer MUST hit a snowman to check if there is a survivor in it, that is the only thing that would need changing.
I am pretty sure the amount of time you get for tanking a hit with the snowman is the equivalent of having someone take a protection hit for you.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2690008#Comment_2690008
Not really, being super slow and being able to creep up to teammates or the killer is more hilarious than being normal and just a gigantic "i'm here" sign.
As for shields, well, the animations are very slow, if a survivor can safely jump into a snowman without taking damage, they could have reached the nearest pallet or window and used it safely too. They only lose distance by jumping into a snowman offensively.
As for bodyblocking with an extra shield, you'd have to plan that out extremely early for it to work. You'd have to either be extremely lucky and have a snowman nearby, or pre-plan the manouvre at least 20 seconds in advance, which could have been a totem gone or 1/4th of a gen finished.
You can be super slow without needing mechanics to force you into it, no?
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/2690011#Comment_2690011
I'm sorry and I don't want to turn this thread into a "bash on random huntress player" but I really wouldn't use this specific example to prove your point, the player missed very open shots even before Steve reached any snowmen.
I understand you don't like the mechanic, and it's fair, it's basically impossible to please everyone, but at this point it seems like you are reaching to find issues with the snowmen.
"it's basically impossible to please everyone"
My personal belief is that this is not a case of "welp, can't please everyone." I very much believe there was a way to incorporate the goofy snowmen for people to enjoy without causing a number of Killers to get upset.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2689926#Comment_2689926
Have you seen this community?!
"...but my imersion!" "I cant stealth and hide from the killer now! BrOkEn GaMe!"
I mean, I've seen one person claim that the snowmen are only fun if they have the current mechanics that they do, so idk. ;P
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2690110#Comment_2690110
It’s an event for the Christmas period. An event they have done to deliberately change things in game. Whether you have fun with it or not is up to you. The devs are just giving us a chance to enjoy something new for a short period of time. Survivors aren’t like some of the killers in the forum, they can have fun messing about and don’t take the game too serious
You did not answer my question. Do you think the reason Survivors are having fun with the snowmen is that they are being forced to walk at super slow speeds and lose aura vision?
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2690093#Comment_2690093
A visual change that will be old after 1 game? No thanks at least this changes gameplay
So you think the reason Survivors are having fun with the snowmen is that they are being forced to walk at super slow speeds and lose aura vision?
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2690061#Comment_2690061
They wouldn’t stop having fun, it would just be the same as any other normal non event trial, wouldn’t add anything extra like this does
Being able to change into a snowman mid-trial is not adding anything fun?
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2690032#Comment_2690032
So your fun within a trial changes any time you change a skin?
You did not answer my question. Do you think people would stop having fun with the snowman if Survivors could run at full speed?
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2689990#Comment_2689990
Because they wanted it to be different. They wanted changes in the game as an event. They want people to have a bit of fun in the festive period. A cosmetic does nothing
Are you suggesting that people would not have fun with the snowmen costumes if they could run at full speed?
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2689975#Comment_2689975
Cos there’s no issue to fix, if you’re struggling so bad it’s probably your gameplay that’s the issue
Okay, lemme try this again:
Why can't the devs make the snowman a cosmetic change with no change to the Survivor mechanics?
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@Impartiality said:
https://forum.deadbydaylight.com/en/discussion/comment/2689967#Comment_2689967
You agreed to the fact that the devs can make changes to the game whenever they want
That doesn't explain why they can't fix the issue in a way that doesn't take away what people enjoy about the snowmen.