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TheRockstarKnight

TheRockstarKnight

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TheRockstarKnight
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  • I really wanted a Ghostface add-on that would let him hide and Stalk from lockers.

    Instead we just get 18 different flavors of Slightly/Moderately/Considerably increase X, Y, Z. Sigh...

    At least Chewed Pen and Address Book are good.

  • Don't worry...

    Untitled Image

    -

    Jokes aside, you can totally still complete the Rift. It's really just a time thing.

    You'll need to play a LOT of DbD. Ideally, you'll play both sides and get as many of the challenges done as possible, but even if you only play one side, you can still do it as long as you grind out quite a few matches.

  • @Shadowporn

    Why shouldn't female Killers be able to kill David?

  • @HittingOnHook said:

    https://forum.deadbydaylight.com/en/discussion/186014/female-killers-shouldnt-be-able-to-mori-david-king

    David King could just take hatchets from teh lockers and chop off Amanda... oh wait, he is not clever enough to have such idea!

    It's not because he's dumb, it's because The Entity's Realm exists as a sort of nightmarish abstraction of pure consciousness.

    There's no, or very little, physicality to the Entity's Realm, so 'just grabbing a hatchet from a locker' is impossible.

    Think of it like a nightmare; (unless you're lucid dreaming) you're not in control of yourself or your actions, you're just sort of along for the ride.

    Even if later you may think 'I should have not jumped off that building' or 'why didn't I run away from the monster', while you're actually having the nightmare you're totally confined by it and it's rules.

    So it is with the Entity's Realm, which is why Survivors can't talk, why they can all fix generators, why they can heal each other with backrubs, and why Chainsaws to the face aren't instant death.

    The reason the Entity's Realm is consistent and structured is because the Entity's intelligence controls it and gives it shape.

    To use the nightmare analogy, the Entity is a lucid dreamer; the Survivor being subject to the Entity's whims.

    /nerdrantover

  • If there was peace, how would I be able to ride eternal, shiny, and chrome?!

    If I'm gonna die, I'm gonna die historic!

  • TL;DR: The only time anyone would want to use these is if they're Survivor and they have a Key.

    But I'm happy to see them regardless, because of the implications behind them.

    -

    If you use these as Survivor you're telling the Killer where to go after they hook the penultimate Survivor.

    Sure you could try and pull of some megamind Wake Up play by going to the door farthest from the shack/main structure and waiting for the Killer to kick the Hatch, but if it's a small map or the doors are close you're still probably gonna get caught.

    Unless you bring a Key or somehow know you'll be the last alive and get a big map against a slow Killer with balanced door spawns, I don't see how you'd benefit from using it.

    And if you're just wanting to roll the dice and hope you get the above perfect scenario, you're better off using a Shiny Coin and hoping you get a Hatch Key.

    -

    If you use these as Killer you're basically giving free information to the Survivors that you could already have acquired by just patrolling the map.

    If the Survivors find a Key they'll know right where to go. However, you won't know if/when they get a Key, so you won't be able to use the same information that you've given them.

    You're better off just slugging 3rd guy to look for Hatch first, than using this to just know.

    -

    Obviously, you can still use these for the "LOLs" but they have no practical purpose.

    That said, I cannot express how happy I am to see these Offerings. It's cool that the devs are experimenting with Offerings, and that we're getting ones that effect specifics of map RNG is pretty cool to me.

    These are definitely a miss IMO, but I support the creative/thought process that created them.

  • It looks like a cool perk - I could see a couple of situations where it could let Solos coordinate as if they were SWF; to great effect - but there are more reliable perks out there.

    I also hardly play Survivor in general, so when I do play it's usually for specific challenges on the Rift or if a friend of mine wants to SWF, neither of which encourage using a just for fun perk that has a 20-40% chance of not really helping.

  • New Ruin being seen as less of a threat by some people doesn't make it better or worse than Old Ruin.

    It just means the people who don't try to find the totem suffer the effect of it. If people do look for it and break it early it's every bit as useless as Old Ruin.

    You can't hinge an argument on something being better or worse than something else by assuming people AREN'T going to counter the first something.

    -

    As for the title, no, New Ruin is not better than Old Ruin.

    New Ruin activates when Survivors are pushed off generators.

    Old Ruin is constantly active and forces Survivors to hit Great Skillchecks in order to not regress their generator and pause it's progression for a moment.

    They are both Hex totems and rely on totem spawns to be effective.

    If a Killer cannot pressure Survivors, they will get no benefit from New Ruin. People will slam generators as fast as if they were running Thrill of the Hunt instead.

    If a Killer cannot pressure Survivors, they get benefit from Old Ruin. Even if you're chasing just one guy, you're slowing down the three other people by limiting the progression they get from constant Great Skillchecks (IIRC without Ruin Great Skillchecks gave 1-2 seconds of free progression) or by regressing their generator when they only get a Good Skillcheck or fail the Skillcheck completely.

    If a Killer can pressure Survivors, they get great benefit from New Ruin. Generators regress automatically and at double speed. Provided the Killer can keep Survivors from working on the generator, it will quickly lose a lot of progression.

    If a Killer can pressure Survivors, they get no benefit from Old Ruin. However, pressured Survivors are already making no progress towards their objective, so the Killer is already benefiting; just not additionally from using Ruin.

    -

    In conclusion, New Ruin helps mobile, strong-in-chase, or instadown Killers that can reliably down and actually threaten Healthy Survivors maintain pressure that they are building anyway. Old Ruin helped every Killer get free pressure just by using the perk; either from slowing down generator progression or from making people look for the totem instead of doing a generator.

    I don't know about you, but I don't think a perk becoming less beneficial (not useless, obviously - any Killer can generate pressure) to a number of the Killer cast doesn't constitute becoming 'better'.

    You can make an argument for 'as good', but you cannot say a change that makes something less versatile makes it 'better'.

  • image.png

    This was actually pretty hard and fun to think about; since I like most of the cast my thought process was mostly 'who do I want to keep' and less 'who do I want to go'.

    Huntress and Wraith stay because I love them, and other people do too.

    • Bing Bong Boi is loved and adorable. I know there are other people out there to back me up on this. Philip is best Wraifu.
    • There are more Huntress mains out there than you can shake a stick at. Even if ranged projectile hitboxes are a headache, she's gotta stay.

    Trapper stays because he's too iconic.

    • He even won an award for Best Original Character during a Canadian Video Game awards, and who am I to argue with that?

    Pryamid Head, Mandy, Leatherface, and Michael stay because they're horror icons. I wanted to keep Freddy, Ghostface, and Demogorgon too, but then I would have been done with the list purely because some characters are licensed, so I went more in-depth.

    • Pryamid Head stays because he's from Silent Hill. I can't axe him, I don't have it in me to do so.
    • Pig stays because she's a unique and interesting character. She's fun to play, even though her add-ons need help and her power could use some tweaks. Also, boop the snoot.
    • Leatherface is an inspiration for DBD and a particularly memorable horror icon. The original film predates Halloween and is quite memorable from a technical aspect as well as for being very unsettling. He's also not a wimp in-game anymore either; he's a slugging powerhouse and a genuine threat to Survivors.
    • Michael Myers is one of the most iconic slasher characters. He's probably the biggest single reason this game blew up the way it did. In addition he's incredibly fun to face and play as and he has some really cool variety to his power via add-ons. He has to stay.

    Nurse stays because she's the strongest Killer in the game.

    • She's hard to master, but nigh unstoppable in skilled hands. And even more than being flat out the best (which she is) Killer, she's totally unique. No other Killer plays like Nurse; so much so that there are Survivor mains (mostly console probably :P) out there who love her for her uniqueness.

    Legion stays because I believe in them.

    • Yes, they were introduced to the game sucky. Yes, they drove away a lot of people then. Yes, they're still a little unpleasant to face and/or play as. Yes, they're not that strong. BUT even so, I have hope for this character. I still think BHVR can do something really cool with them if they ever actually touch them again or do a Freddy-esque do-over. And in the mean time, regardless of what you specifically think about them, they're certainly a unique Killer that's neat to look at.

    Plague stays because she's great at snowballing, has no mobility, and isn't licensed.

    • For my last character to keep it was a bit of a struggle, we have too many characters that are fun or unique to play. So I looked at who else I'd chosen and who all I'd have to get rid, and chose someone based on that.
    • Michael is staying, and he has a strong snowball power. However he's a licensed characters. There should be someone that fits that general playstyle that you aren't required to pay for. We have two characters that fit that bill; Oni and Plague.
    • However, Oni has extremely good mobility and, upon review I noticed that I'd given the axe to most of the high mobility cast out there.
    • So I gave the spot to Plague with the reasoning that if there are almost no high mobility Killers, then the game could be balanced around the standard and slow move speed characters: smaller maps, a basekit way to traverse giant maps, etc.
  • @Waffleyumboy said:

    This kinda works for any killer. If you don't have DS or your team doesn't have BT the killer can cheese you out instantly.

    But with new Bubba, BT is worthless.

    You can't hook dive or outplay him at the hook: all you'll do is die and probably get the hooked Survivor downed again even with BT (unless there's a wall with a window or a pallet close to the hook) and the same goes for body-blocking.

    The only thing that helps against him in this scenario is if the Survivor that gets unhooked crawls away from their downed/hooked rescuer with DS and Unbreakable, and even then best case scenario is that they've traded hooks.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1559950#Comment_1559950

    Totally agree. Plague has an amazing design, I was really hyped for her when I first saw her on the PTB, I was talking to my friend the whole time "Man, she looks so good". And it is true, Plagues basic design looks great and IMO she has one of the best Prestiges in the game.

    But as you said, all of her Cosmetics look quite uninspired. Its always Plague.

    I guess you cannot do that much to her, because she is such an old character. But there were some Plague Cosmetics which caught my eye in the Design Contest and they were not out of space at all. Maybe I can find one of them, but overall, yes, she could get some variation in her Cosmetics.

    Yea exactly; there's nothing wrong with her base look - and the cosmetics she has look good - but they're not that different.

    As for the contest, 100% agree that she definitely had some cool submissions:

    734 votes and 50 comments so far on Reddit
    5,164 votes and 149 comments so far on Reddit
  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1559950#Comment_1559950

    I actually like they we don’t have outfits for her that dramatically deviate from her time period, and clearly represent that she was devout and revered.

    Though I think she’d probably fit well in the Greek legends collection, so I’m surprised there isn’t a cosmetic for her in that.

    My issue is less that all her outfits convey her as a respected and devout priestess from before the advent of geometry, and more that her outfits literally look more or less the same (save for her two Rare Outfits where she's wearing like a full robe that also covers her face - and those outfits released when she did).

    -

    That said, I don't get what's so great about her outfits all portraying the same character. IMO Trapper only benefits from outfits that let him look like a deep sea zombie, a crazed miner, or a Mad Max villain.

    Why can't Plague get an outfit that gives her inhuman claws and scales, with a headress that looks like a giant snake head and a censor that looks like a coiled serpent?

    Or an outfit that turns her into a ghostly glowing skeleton; vomit spewing from her mouth like ectoplasm? With her headdress being a long veil that trails behind her and her censor being a human skull with a bone chain that wraps around a not-entirely-existent ghost arm?

    Why can she only be a semi-nude extremely diseased woman in ostentatious clothing?

  • @SCP_FOR_DBD said:

    This isn't directly related to the post. But you calling her "Vommy Mommy" actually made me gag.

    What's wrong with Vommy Mommy? D:

    Is 'Pukey Gril' less offensive to your gag reflax?

  • Can we also talk about how most of her outfits are also more or less just restyles of her default?

    Like, she doesn't have anything that drastically changes her overall look.

    There's no cool armor for her; no silly cat masks or fun Mad Max inspired outfits; no badass outfits where she's on fire or looks like a terrifying monster.

    It's mostly just ornate and flashy dresses that show off her cysts and discolored skin.

    And I mean, like, I get that her lore is that she's an ancient priestess infected with a horrible disease, but does that mean all of her outfits need to be so similar?

    -

    I guess what I'm trying to say is that her outfit selection feels a bit uninspired, because sometimes it feels like I'm the only one who thinks this.

  • I get this is a joke thread, but, like, it's totally possible to moonwalk on console.

    You drastically decrease the lifespan of your joystick, but it's possible.

  • @Skarin said:

    To see a performance topic last so long and in such a civilized way is wonderful. I am very proud of you guys!

    I haven't scoured every page personally, but I'm proud of the general lack or rudeness too.

    This a protest thread I can get behind.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1542388#Comment_1542388

    That would be amazing.... but sadly unrealistic. It takes like 2 or 3 solid days of full out grinding gaming all day just to get 2k shards. With BP bonus offerings (especially stacked) and the right perks you could get 150k in 3 games, maybe even two depending.

    Yea, it'd also definitely mean an end to bonus BP events.

    That said if it weren't for original chapters being so cheap at just 9k shards I think it'd be ok.

    You'll still have to grind a LOT to unlock the more expensive cosmetics with shards (over 1.5 million BP) while also forgoing potential character progression by just throwing away your BP.

    For anyone who hasn't already gotten all perks on all the characters they want them on, I think it'd be a bit stupid to trade BP for shards, even at a 150k:2k exchange rate.

    Of course, original chapters are cheap, both monetarily and when purchased for shards, so my idea remains stupid.

  • Well, in the end, we'll have to wait and see.

    But I'm not too sure these new Hex perks will unleash a Hex meta and/or an anti-Hex meta. We don't even know if these Hex perks as is will make it to the live build of the game. Even if they do who knows how people will work on disabling them.

    I personally doubt people will adopt an 'instantly seek out all totems and destroy them' kind of mentality, and I also doubt people will all start using Rainbow Maps; most solo queue Survivor mains I know are loathe to use non-Medkit items most games. Either because they think they're busted or because they don't want to risk not really needing it and wasting add-ons/losing the item.

    Maybe I'm totally wrong, but I don't think Trapper's at risk to death via a sudden increase in maps.

    Especially considering there are two perks that are already built around disabling totems; Small Game and Detective's Hunch, both of which make finding and destroying totems reliable and easy.

    It's true the Killer will now have more ways to protect their totems, but it's still quite simple to destroy them and doesn't necessitate using maps.

    -

    Personally, I think these perks will add to the meta, but I don't think they'll define it.

    We'll still see tons of builds with nary a Hex totem in them, but we'll also see some builds based entirely around them.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1549290#Comment_1549290

    Well my point from the start was just because people say he's garbage doesn't mean anything he's only been out a few hours now and nobody has mastered how to use him yet and he's still subject to change nothing is guaranteed

    You're right, he hasn't even been out a day.

    But that doesn't mean people can't give their opinions on the new content.

    Obviously, day one thoughts aren't going to be as accurate as thoughts weeks or months in, but that doesn't make them worthless or necessarily inaccurate.

    If you disagree with someone's opinion you should explain why you disagree; not just refuse to because it's "too early to know" or whatever. Which, I think, is what OP is complaining about.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1549154#Comment_1549154

    Still stronger than the current spirit we have in the game

    She had a directional phasing sound (audible while you were in the Terror Radius too) and a much longer power recharge time.

    Not only was it impossible to surprise Survivors with her power, it took her much longer to get it back after using it - leaving her as a 110% M1 Killer in the mean time.

    -

    Spirit was not stronger on the PTB.

  • La la love, la la love makes the world go round!

    Powerpuff Girls was the best.

    -

    Anyways, I get what you're saying.

    Yes, Legion, one of the weakest Killers, can still clean house.

    But you can kill all 4 Survivors as Clown with no perks, but that doesn't make him super OP.

    It just means you killed those specific Survivors in that specific instance.

    Your success with Legion doesn't instantly disqualify someone else's complaints or suggestions; guided by the sorrow of getting "looped to hard" or otherwise.

    Just like someone else's potential struggles as Legion don't instantly disqualify your thoughts.

    People are allowed to say what they want to on this forum; provided they abide by it's rules.

    If you wanna argue that Legion is sleeper OP, go right ahead.

    But you shouldn't command other people to shut up just because you don't like what they're saying, and you cannot expect them to obey.

  • Obviously it's the Clown.

    Shattering glass, trailer is on Clown's map, and the figure depicted groans noisily.

    The entire chapter is just that Clown is actually good now. /s

  • @Ghoste said:

    Think about it though, if you're the last one and the Killer hooks you, it doesn't matter if you unhook yourself because the Killer is right there and there's no escape. If Deliverance worked in that scenario, people would pair it with DS and abuse it for free escapes. It has to be this way.

    If they're the last one left you can just slug them or close Hatch before picking up.

    The only time they'd get a totally free Escape is if they got a door open as you downed them and then you hooked them close to it. If that happens with them as the last Survivor AND they never got hooked all game, I personally don't have any issues with them being able to get a free Escape.

    It'd be like using Bloodwarden and NOED to 4k everyone in the Gate. You can't get mad at that, it's too crazy.

  • My biggest problem with F13 is that it's unbalanced as heck.

    -

    Jason's stun immunity in Rage mode is a bit whack.

    The ease with which Jason can be killed by a good and coordinated team is a bit whack.

    The fact that counselor stats aren't balanced even slightly (10 Strength is not as beneficial as 10 Stamina; 10 Composure isn't as good as 10 Speed; 2 Repair is potentially superior to 4 and 5 Repair; etc.) is whack

    And the fact that acquiring perks is basically done through a slot machine is crazy whack.

    -

    Aside from all that, it's a fun game that also manages to be more atmospheric and engaging than DBD (at least IMO).

    I really hate that all the pop-up asymmetric horror games try to copy DBD, when they should copy F13. A F13 with competent devs and consistent updates would be the thing to give DBD some actual competition.

  • That's fair enough, but if you suck at DBD you'll probably have something similar happen.

  • @Awkward_Fiend said:

    https://forum.deadbydaylight.com/en/discussion/comment/1542388#Comment_1542388

    That'd make getting non-licensed characters way too easy. 50 games worth of BP (assuming you get 15k, which is really low) and you'd have 10k shards, that's one killer or survivor. Now if you're a killer with BBQ you could rack up around 50k BP per match and get a whole chapter in as few as 27 games, not including BP from Dailes, Offerings, or Archives.

    From a business perspective there's no possible reason to have it be this low. There's not much of a reason to include any conversion like this from a purely financial side of things, as it would make chapters much much less profitable. It would also basically force BHVR to make less cosmetics available for shards, not really that good for players either

    You're right. That's fair enough.

  • If you're chasing multiple Survivors, Huntress can pressure all of them - Deathslinger cannot.

    I'm not saying Huntress will always or easily be able to down multiple people in quick succession like Nurse or Fury Mode Oni, but it's very possible to achieve using her power well.

    Deathslinger cannot. His power just doesn't allow for it.

    -

    Being able to snowball via rapid slugging, when you get an opportunity to do so, is what makes or breaks Killer games against competent Survivors.

    If you aren't getting multiple downs quickly or otherwise pressuring more than half the team, you'll lose your gens.

  • ...I think the conversion in the Shrine of Secrets would be fine.

    150k BP for 2k shards.

  • @Zucker_Schock said:

    https://forum.deadbydaylight.com/en/discussion/comment/1541169#Comment_1541169

    https://forum.deadbydaylight.com/en/discussion/comment/1541150#Comment_1541150

    Actually some people seem to not know, that Neanderthals and early Humans in general where extremly smart. Across all ages in general, people were smarter than modern people now give them credit for. They just werent advanced in science, technology and stuff and in many cases progress in these areas werent necessary for them. They even had bigger brains than modern humans have.

    IIRC the only reason there was never a Neanderthal civilization is because humans reproduced more quickly.

    They were probably stronger and had larger brains, with shorter and sturdier frames. Our biological superiors and equally as capable of creating tools and engaging in complex social customs as early humans.

    -

    As for repairing generator, does anyone here really think any given teenager knows how to repair gens just because they live in the 20th/21st century?

    However, Quentin, Laurie, Nea, Meg, and Heather seem to be doing just fine.

    The Entity's Realm isn't a physical place. It's an abstraction created and controlled by the Entity to house the consciousnesses\souls of the Survivors and Killers.

    That's why Survivors can't fight back, why they can't just boost each other over the walls, and why they can't talk. They're more or less in a nightmare they can't wake up from.

    To that effect I see no reason why someone from 500 A.D couldn't be a Survivor and be able to fix a generator.

  • In lore, Huntress has killed entire settlements as well as platoons of trained soldiers armed with actual guns.

    Lemme say this again, if you missed it, Huntress has fought and won against an actual military force by herself multiple times.

    Meanwhile Caleb needed help from his gang to kill unaware prison guards and an old and crippled businessman: and he DIED doing that.

    -

    She'd take him down, easy.

    -

    In game, Deathslinger doesn't do damage to someone unless he either stuns himself or reels them in after landing a shot within 20 meters.

    Meanwhile Huntress can do actual damage from any distance while also moving as fast as the Deathslinger.

    -

    She'd mess him up.

    -

    In memeiness, big Russian muscle woman would pull Caleb in with his own harpoon, after it bounces harmlessly off her diamond hard abs, and snap his skinny body like a puny twig.

    -

    Huntress wins.

    -

    Spoiler Spoiler Warning ▲▼

    Obviously, since they're fictional characters you can make a compelling case for why either one might win and nobody can really contest it since it's all a work of fiction.

    -

    But let's be real, Huntress > Deathslinger.

  • No, it's not broken.

    Having only one Hatchet really cuts back on the powerful snowball potential and chase power that makes Huntress strong.

    Also, maybe I'm heretical here, but IMO the only thing whack with Huntress is latency randomly making it hard/impossible to dodge.

    If we lived in a perfect world I don't think Iridescent Head plus Infantry Belt would be that nutty.

    Obviously though, we don't live in a perfect world and people can get instadowned around corners by Iridescent Head, which can make facing it feel as fun as a kick in the stomach.

    Also obviously, there's no real way to address the latency issue. It's just part of online gaming.

    Either Huntress will be able to hit you from 10 feet away or Huntress will throw Hatchets through you and miss. Neither prospect is all that great IMO.

  • Every time I see Zarina I just think about the Survivor they teased in the Archives and wonder why we couldn't have gotten that character.

    Like, why was 'amateur filmmaker from New York who lost their father' such a better idea for a playable character than 'police detective committed to tracking down and thwarting Entity cultists in order to stop their nightmarish rituals'?

    Like the latter character could have been Lebanese too.

    And I feel like there's more xenophobia story opportunities to explore in law enforcement than in high school lunches or amateur filmmaking; if that's something they were really wanting to do with their character.

  • Agreed, but the MMR wasn't working.

    I was STILL getting these kinds of players, the Red Ranks with no experience, with the MMR up as well as suddenly getting people who weren't even outta Grey Ranks for the first time. And, unfortunately, I was getting more of the latter.

    We need working matchmaking 100%: but we also need to avoid driving away new players too.

  • @Kebek said:

    I would understand why it's in the game if hook spawns wouldn't be as bad as they can be. Some maps have such horrible hook spawns RNG that create situiations where only single hook spawns in a area around 2-3 gens and other hooks are either too far away or in unreachable positions due to walls, hills, etc.

    I know that in most of games it's not that big of a deal but it's the same when for whatever reason 3 gens spawns like almost 10m from each other. It creates toxic situations where if feels like completeting your objective is impossible just due to game's RNG.

    It forces killers to slug and bleedout survivors since they literally can't be hooked without stuggling out. In my opinion it's unneeded feature that doesn't benefit gameplay in any positive way and should be removed.

    On most map layouts it's not a big deal, but yea, some maps with certain spawns can make it basically impossible to hook a Survivor if even just one or two hooks are broken.

    It's one of the reasons I really liked old Hangman's Trick; it let me hook whoever whereever without having to look and think about where I should deathhook people to avoid making said hook dead zones.

  • Yes, but I don't think it's necessarily a bad thing.

    He's not terrible by any means, he's just outclassed in his 'slow build up, hard snowball' playstyle by both Plague and Oni, and outclassed in his 'spooky jumpscare' playstyle by Ghostface.

    But he doesn't need to be the best. He's still strong and still fun.

    While his add-ons aren't that hot, they're better than most Killers and I don't think an add-on pass would end up buffing them.

  • No it's still in game, it's just that because it's a Rare Bloodweb node it has to compete with 5 add-ons, Bloody Party Streamers, all the Map Offerings, and the 4 BP category Offerings.

    Which means getting one is, well, rare; due to the fact that all Rare Bloodweb node possibilities are (AFAIK) weighted equally.


    If you keep going you'll almost certainly find one eventually...

    ...but by that time you'll probably have gotten 20+ Ebony Moris, since they only have to compete with (at most) 2 add-ons for a spot on the Bloodwebs.

  • Vommy Mommy should bring Black Incense and/or Infectious Fright then.

  • Huntress and Nea; two of my four original mains.

    Quentin, I struggled over whether or not to P3 because I had 90+ Emergency Medkits on him for a while, before eventually giving in.

    And Wraith I decided to never Prestige because I still had Howling Grounds offerings on him.

  • I'm in support of this.

    Capes, cloaks, coats, robes; make it happen please BHVR.

    @LegionOfDumb said:

    OP: "There are no long cosmetics for male survivors."

    Adam's lab coat: "Am I a joke to you?"

    More trench coats please.

    OP actually mentioned Adam tho :c

  • @AggressiveFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1518234#Comment_1518234

    Huntress would probably lose the game if she just broke every dropped pallet used in a chase. We need more interactions in DBD.

    Huntress wouldn't really need to; just the safe ones and the ones at high wall loops. The others she can play around, standing or down.

    People like Wraith, Clown, Trapper, Legion, and etc. though would have to break pallets in chase or after ending it.

    DbD does needs more animations and Killer v. Survivor interactions, but I don't think being able to pick up pallets is one that should be basekit.

  • If it was basekit people would just instabreak (more than they already do) pallets since they'd KNOW you could lift it back up if they leave it.

    AMN only ever gets use because nobody uses it. If everyone had it for free it'd be even harder to use.

    I'm not trying to be mean or anything, I just don't think it'd really help - except with experienced Survivors against newer Killers, which IMO isn't something that's desperately needed.

    Also what would Yui's 3rd perk be?

    I agree AMN needs help, major help in fact, but I don't think this is it.

  • Nea would be the easiest; I already have flannel, jeans, sneakers, and a beanie.

    But I'd probably do the Doctor if I ever cosplayed. I could giggle constantly without breaking character!

  • That's lame.

    Nea's cosmetics always get weird bugs and issues.

    I'm still waiting for BHVR to fix her P3.

    #JusticeForTheBloodyBeanie

  • @NursesBootie said:

    Someone tried to do kinky things with her.

    Stop right there criminal scum! You violated the law!

    Pay the court a fine, or serve your sentence; your stolen goods are now forfeit.

    Thank you citizen.

  • Tall Killers have more trouble mindgaming certain tiles (with Huntress and Plague being the most notable examples of this: especially when using specific cosmetics), so there is a balancing aspect to it.

    I don't know if it'd break the game if they shrunk the Killers down to Survivor size, but it'd certainly have an effect beyond being cosmetic.

  • @IIITweedleIII said:

    Dev's have already claimed in other posts Ranks no long matter. The slate is cleansed, like a Hex Totem. It's hardly has been implemented.

    *summarizing what dev's have posted in other posts*

    This isn't about Ranks though, it's about playtime and experience.

    A player with less than 100 hours shouldn't be facing a player with thousands of hours. That's just dumb.

    Also whatever metric the MMR is using to measure skill isn't working; I've been getting Red Ranks that Sprint Burst into walls, slam shack pallet down while I'm 10 meters away carrying someone, run in straight lines in the open, and farm while Injured without BT and no Obsession.

    I know I'm not as active on DBD as some people, but I play decently often. And if I'm versing Rank 1s they must play often too.

    So why isn't MMR matching either of us correctly?

    Hasn't it been in the background for months? Haven't the devs said they're satisfied with how it was performing in the background?

    Wasn't it specifically designed so that I don't get matched with blind Megheads just because we're both Red Ranks?

    The devs definitely know this already, but the MMR needs work.

  • You don't have to tell me; I got 3 Red Ranks that all went down in the same 30 meter area before the 4th gen and collectively used one pallet.

    I was playing Doctor, an M1 Killer, too.

    Like, I thought MMR existed specifically to PREVENT me from facing Megheads that Sprint Burst into a wall just because they're Red Ranks too.

  • I agree, but mostly just because now you can't switch to Myers for 'Daddy Myers', Ghostface when ya bump into 'ChokeMeGhostface', Amanda when one sees 'Booper of Snoots', or Legion when you meet 'Joey's Knife Holder'.

    Also the MMR (rn at least) is wack, so it's not like we've gotten anything beneficial to balance out the loss of memeiness.

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