TragicSolitude
TragicSolitude
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Open a support ticket. Tell them you want the cosmetic you purchased or you want a refund.
https://support.deadbydaylight.com/hc/en-us
It's hard to imagine a good reason to change a cosmetic's color so drastically. BHVR has, in the past, changed dark cosmetics to be a bit brighter for balance reasons, but that's nothing like this. One time, they changed a head cosmetic I had purchased (she went from having no makeup to having a crapton of makeup) and I opened a ticket and returned the cosmetic for a refund; the cosmetic was new and I had owned it for days at most, not months, so your situation is different, but I would still make the attempt. Cosmetics are purchased solely for their appearance; if the appearance is changed, then it's not what you purchased. If BHVR allows itself to change the appearance of a cosmetic so drastically for no discernible reason, then it is not a trustworthy company to purchase cosmetics from. Emphasize that if you open a support ticket: phrases like "untrustworthy" and "refrain from making future purchases" get attention. No one would be willing to buy cosmetics if they were told they could look completely different tomorrow.
Maybe it's a bug and BHVR will fix it. Maybe it's an intentional change and you can make a legitimate complaint and possibly get a refund. Either way, it needs attention brought to it.
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@Ryan489x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812156#Comment_3812156
I like the grusome death argument. It’s too bad a lot of the early moris aren’t that at all.
Trapper no
Wraith no
Nurse no
Doctor no
Just want to add that the hillbilly’s is lame now
the demos still bothers me because you shouldn’t have a head by the time it’s over. They’re getting better with the newer moris less afraid of gore then they used to be
Agreed, the early moris are extremely disappointing. It's worth having Trapper's Naughty Bear cosmetic for the improved mori alone.
The Huntress's antlered cosmetic with the new mori is a big improvement for her, too. The lullaby for that cosmetic is weird, though.
the demos still bothers me because you shouldn’t have a head by the time it’s over.
Yeah, it's really crazy that the survivor's head grows back after his mori. I was bothered by that from the first time I saw it.
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@Lentara said:
The mori mechanic is disgusting and toxic, and now the developers are even encouraging its use with a bonus to blood points. It is especially toxic to introduce free mori for the last survivor. Oh no, why reward good sportsmanship when the killer lets the last survivor go, let's reward sweaty men who play this game to win! The developers themselves are killing the atmosphere of the game with this approach, making it less of a game for fun and more of a game for tryharding.
The mori mechanic is disgusting and toxic
My friend and I love playing the lute while the other is mori'd. I was heartbroken at the idea of losing that and am so glad Ivory and Ebony moris are staying.
now the developers are even encouraging its use with a bonus to blood points
Killers have always gotten a substantial BP bonus for killing all four survivors. A killer who lets the last survivor go is being very nice.
Oh no, why reward good sportsmanship when the killer lets the last survivor go,
Good sportsmanship doesn't mean the killer letting the last survivor go. Good sportsmanship basically means not playing like a jerk. Killers can kill all four survivors while playing fair. I usually play casual as killer and let everyone go, and despite the fact they get a nice friendly match with a guaranteed 4e the survivors almost never show good sportsmanship. I don't get mad or try to punish them, good sportsmanship is not something I expect from the opposition in this game, I just appreciate it when the other side bothers to show it. The killer doesn't return to the hook, the survivor doesn't try to blind me with a flashbang before running out the exit gate, I appreciate it.
Also, sometimes I'd much rather the killer sacrifice me than carry me around scouring the entire map for the hatch, but it seems rude to wiggle when they're trying to be nice.
let's reward sweaty men who play this game to win!
Do you not play the game to win? If you don't play to win, then what's the big deal about dying?
Playing to win doesn't make someone sweaty. Playing to win is usually considered a natural part of a video game. Playing to have fun and enjoy dying rather than playing to win is something my friend and I do, and I'm pretty sure we're weird for doing it.
The developers themselves are killing the atmosphere of the game with this approach,
It's a horror game. Dying a gruesome death is a celebrated element of horror movies and games. Turning to smoke on a meat hook is actually a pretty lame way to die.
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@Brimp said:
Yeah a flat mill for compensation… When people have easily spent over a mill being forced to take cypress moris… Just make it refund each one.
I don't see why they can't replace the Cypress Moris with Survivor Puddings. They're the same rarity.
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@Yamskeezy said:
You made it a waste of a perk slot. How many times a match do you think your aurora is revealed a match? Imagine a killer With a weave atunement franklins demise and two other aurora perk build. The aurora will be revealed like 20-30 times a match and now you are lucky to get 6 hidden auroras a match (two before each hook). Unless they have new predator you escape chase and lose a token you were better off bringing a different perk. 3 tokens was very fair, but now two tokens only getting it back in chase just made this a waste of a perk slot. I am a survivor main and run distortion heavy. It is a niche perk, some games it doesn’t proc at all and i waste a perk slot or some games i thank god a brought it. On matches where killer has an aurora build all 3 tokens are gone before the first gen. Nerf aurora builds good killers dont need wall hacks. Survivors have their aurora revealed for anything, spawning in a match, unhooking a friend, going in a locker, completing a gen, taking protection hit, weave atunement franklins demise is also busted. Bbq chilli, no where to hide, and now the new predator perk. With new predator i will get two tokens back in chase then lose one as soon as i escape chase, that is sad. Distortion is nerfed to garbage tier perk. Make it so you still have 3 tokens but recharge them doing gens. So survivors have incentive to do the objective. Now instead of people hiding you sill have 3 survivors trying to steal a chase wasting time trying to get their distortion back instead of doing gens.
I am a survivor main and run distortion heavy.
Should be careful about doing that, perks get changed all the time. Unless the perk is helping you deal with performance issues that you can't play around (like needing Unrelenting as killer on Switch), you should avoid relying heavily on a perk.
Make it so you still have 3 tokens but recharge them doing gens
That's not as useful as you might think it is. I've seen many survivors who will get on a gen, work on it until the first time they hear the killer's TR, and then they never return to that gen. It regresses back to zero. They might as well not have touched it at all.
Now instead of people hiding you sill have 3 survivors trying to steal a chase wasting time trying to get their distortion back instead of doing gens.
It's a PvP game, interacting with the opposing side is supposed to be the fun part. Hiding and avoiding interaction with the opposing side should be discouraged, there are plenty of PvE games if you want that kind of gameplay.
Also, that statement doesn't actually make any sense. Survivors who want to hide and not be seen will be trying to get in chase with the killer to get their Distortion tokens back? Um… seems unlikely. But you know, whatever, if my teammates will jump between me and the killer and take some aggro when I need a breather mid-chase, I'll welcome it.
Distortion can help a survivor learn what aura perks the killer is running. Then, they can counter the perks through other means instead of relying on tokens. And if they can't counter the killer's aura perks, the killer will probably find them and chase them and then the survivor will get their tokens back.
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"The 2018 Hallowed Blight event is a one-off that will never happen again, and the 2018 blighted cosmetics are the peak of their designs."
or maybe
"They took collision away from Spirit in phase and the BP bonus away from BBQ."
That's what I'd tell myself, anyway.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810702#Comment_3810702
I couldn't add anything to your comment, you kinda nailed it. I myself sometimes roll my eyes at some of the overtly skimpy outfits in other games, but DBD in contrast is very safe. I myself am also more of a cutesy outfits guy, but while you shouldn't overdo it with cute outfits, or the game will start to look like Fortnight, a couple more probably won't hurt, especially if its kinda in character and not just some bait.
I haven't seen that Mikaela outfit yet, but if your assessment is right, thats a sad waste of a good opportunity.
You can see the Mikaela outfit here, if you want:
It's the "TRICKS AND TREATS" collection.
I like the top, but the gloves are huge and strange. Her face paint is off-putting, more like something out of a discount rendition of Cats than what a cute young lady would do for Halloween. I'm not surprised: I almost never like what the devs do for makeup. The cosmetics go overboard, overwhelming the face instead of using soft makeup to accentuate features. Much of the makeup in DbD is garish, at least in my opinion.
while you shouldn't overdo it with cute outfits, or the game will start to look like Fortnight, a couple more probably won't hurt, especially if its kinda in character and not just some bait.
Oh, definitely, overdoing it would be bad. But it'd be nice if they did a little more. Plus, cute doesn't need to be overt. BHVR could do touches here and there and it could go a long way. In my opinion, they release a lot of very dull outfits with nothing that catches the eye. (Or the outfits have too many details that all compete for attention without cohesion, balance, or a truly interesting element.)
I myself sometimes roll my eyes at some of the overtly skimpy outfits in other games
I play DOA games. After the Venus swimsuit, nothing fazes me lol.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810135#Comment_3810135
I actually did just that as a cloaked Wraith in 2v8.
Bless you, good sir.
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God, I remember before the first 2v8 iteration went live, and there were a couple threads with people saying that killer queues would be instant and survivor queues would be overflowing because no one was going to want to play killer in such a survivor-sided mode… and I laughed (to myself) and they were insistent and lo and behold, killer queues were 30 minutes and survivor queues were instant.
Maybe the shine of playing killer with a friend will have worn off this time around and there'll be a balance between the two sides, who knows. But it is playing killer with a friend that's the novel part of 2v8. Survivors always play in a team, and 2v8 is just playing in a bigger team but without getting to use the perks you grinded for so long to unlock.
Killers became damn near uncounterable for a single survivor when they stayed together. It put survivors in unwinnable situations, and that was a big thing survivors complained about. Now, killers are encouraged even more to stay together as the counter to pallet saves and flashlight blinds.
I'm not making predictions on how it'll go this time around. I'm pointing out how it went before and possibilities for how it can go this time. What happens will depend on how players adapt.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810738#Comment_3810738
Whilst I can see why people would make the comparison between the two perks, they completely overlook the asymetrical nature of the game. I don't think it's great that a perk can make multiple perks, including ones that require work to activate useless, but if Lightborn got nerfed, it would make some matches completely unplayable for the killer.
I don't think it's great that a perk can make multiple perks, including ones that require work to activate useless
Absolutely. I thought Distortion was pretty nice as an info perk in its original form with max three tokens. I hated what it became when the perk got the ability to regain tokens. I thought it was unfair to killers, and I thought it was also unfair to any teammates who weren't running Distortion themselves. It was bad perk design that countered way too much against killers with no downside and it encouraged a negative, uninteractive playstyle.
if Lightborn got nerfed, it would make some matches completely unplayable for the killer.
Agreed.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810724#Comment_3810724
You can't even see your dude in dying light
Very true. You only see your own character on the opening menu screen. Otherwise, it's other players in multiplayer who see you.
And yet, people requested it and the devs said, "Surprised you guys want this, but okay, sure!"
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810632#Comment_3810632
I think it's because many threads complained about Distortion hard countering multiple aura perks/add-ons by itself. So seeing as Lightborn hard counters multiple perks/items/add-ons, there are now calls for Lightborn to get nerfed too.
Which is silly, because the list of things Distortion counters is huge while the list of things Lightborn counters is piddly. It's just that for some reason some survivors will disconnect when they try to blind a killer and can't, which says more about the survivors than Lightborn.
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@Grigerbest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810549#Comment_3810549
Ohh, yes. I forgot to mention backpacks, I've seen SO MANY players didn't like those… It really would be awesome to have an option to toggle off accessories we don't like.
Dying Light 2 has a backpack the character wears at all times because he has a paraglider. The design on the backpack changes depending on the outfit/glider. There's a real in-game reason for the backpack existing. But players requested the ability to remove it, so the devs made it something you could toggle on and off. Backpacks are on every outfit, so their existence didn't stop people from buying cosmetics, it was just something players wanted the option of disabling and so the devs gave it.
Meanwhile, DbD likes to randomly add backpacks/purses to cosmetics for no good reason, they usually detract from the outfit, there's no gameplay purpose to them, people have requested the ability to toggle them off for a very long time… and still, still this is not an option. The backpacks absolutely do stop people from buying cosmetics, BHVR loses money because this toggle isn't in the game.
There are also cosmetics I won't buy because of the glasses. Or some female heads I won't buy because of the makeup (love the hair, but no, absolutely no to the makeup).
It might not be a bad time to also mention linked sets. There are survivor heads and killer weapons that certainly don't need to be linked, but after all this time BHVR has still not altered their system to allow for linked sets to consist of only two pieces. Again, money lost.
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@sanees said:
Too huge buffs for survivors, the killer is literally punished for hooks + imagine how difficult it will be to lift a survivor under a pallet against swf when every survivor can create pallets
Killers will basically be forced to never split up: stay attached at the hip or your downs will count for naught.
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I could do with more sexy skins for the girls. The game feels a bit too safe with its cosmetics, especially for a mature game, and I'm so envious that Killer Klowns is getting a buxom Elvira, like damn. But sexy doesn't have to be skimpy, and it's much better to be classy or cute than garish (not talking about Elvira here, she's a goddamn legend/icon/goddess). I'd also like more sexy skins for the guys (which to me would actually be some nice tailored 3-piece suits with bedhead hair, or some cosmetics that look like they're straight out of Bloodborne or Tokyo Ghoul, because those kinds of outfits are way sexier than shirtless in my book).
A lot of the DbD skins feel kind of frumpy to me. Even the ones where skin is shown… they're things I choose because they're better than the alternatives in-game, but those swimsuits for example are not what I'd choose in real life. Good fashion is about flattering the figure, and many DbD cosmetics skip that part. (Not all, but many.)
I'd also like to see more cute cosmetics in-game. I love cute. Everyone loves cute. Personally, I'm disappointed the upcoming Mikaela cat costume isn't cute (neither cute nor sexy, it feels completely visually uninteresting when I look at it). If cute can work on Clown (Mr. Puddles), then it can work on anyone.
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Why are there so many complaints about Lightborn? I'm practically the only killer I ever see use it when I play. I mostly play survivor these days: I see the perk a few times a month at most on other killers, and it's usually just a baby Hillbilly who accidentally didn't choose Tinkerer.
I put on Lightborn because playing killer on console is pain and no matter what I do I can't seem to avoid blinds (or at least losing 90% of my FOV), not even outside of animation locks, not even by looking at walls.
Lightborn counters one small specific thing (blinds, which can only be achieved with a couple items and a couple perks). The killers who bother to waste a slot on it probably hate blinds enough that they would rather stare at an exit gate than get blinded more than once in a match. Before Lightborn got its buff, if I got blinded once I slugged everyone before putting anyone on a hook. Either way, messing with Lightborn is not going to have whatever positive result survivors are hoping for.
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I'm sad that Survivors don't get to release ghosts in the Halloween Void event this year. That was fun.
I want my ghosts back.
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I would love to be able to remove glasses and backpacks. There are many cosmetics I'll never purchase because I don't like the accessories.
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If not Finesse, then what sort of vault speed boost are you looking for in a perk?
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810149#Comment_3810149
Did this actually happen? Ruin wouldn't affect you, at all. It doesn't regress blocked gens. It would only do something if a survivor decided to just leave a gen for some reason that wasn't blocked. I can only assume it's to prevent the typical play of 99'ing a gen. That gen is effectively finished and "eats up" the deadlock leaving all the other gens clear. Weird killer.
Corrupt intervention, just walk a few yards over to another gen and start.
Merciless storm is essentially a non-issue on PC, but I hear it's problematic on console controllers…it's strength is when the killer is putting pressure on you while you're on the gen which wouldn't even occur with an afk killer. Even then, it's a once per gen thing.
Deadlock doesn't last very long (it got nerfed)…but granted, this is the biggest time-waster for an afk killer. Not much of an issue if you spread out gens, though. Still…weird killer.
If you guys split up on gens for the first 4 it shouldn't have taken very long, at all. Even with deadlock in play, it only affects one generator at a time. Are you saying the afk killer is the frustration, or the perks? You literally had a no risk\no threat match with the win being handed to you, and you still felt it was frustrating to play…so I'm hoping it's just frustration at the afk killer.
It really happened. It was frustrating in that it was annoying because we weren't able to blow through gens and just get out, but we also didn't earn a lot of points. It was a waste of time. I don't queue up to play gen repair sim, and I definitely don't queue up to play gen repair sim interspersed with down time of staring at the entity's claws wrapped around an objective I have to babysit. And Ruin did have an effect: since we didn't know where it was, we couldn't leave a gen while it was blocked off. Which meant when we got kicked off a gen, we couldn't go work on another one, we had to sit there and wait. (I did look for Ruin, but it wasn't in the spots I know of in Hawkins Lab.)
A few gens got blocked off twice while being worked on due to Deadlock plus Merciless (playing on Switch, I do a celebration when I hit all the Merciless skill checks because it is worth celebrating). My friend (also on console, PS4 specifically) got blocked off a 95% gen 3 times before he got to do the last couple seconds because Merciless got him once, then a gen popped and kicked him, and then another gen popped and kicked him. He earned the fewest Bloodpoints because of that and he was just really not amused after waiting through one gen being blocked off three times.
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Went against an AFK Wraith running Corrupt Intervention, Ruin, Deadlock, and Merciless Storm. He slowed down the match without even being there, and it was frustrating as hell. We were all working on gens and the match took well over 5 minutes.
I'm sure a high MMR 4-man SWF all playing on PC can do everything perfect, but that's not the average player's experience.
Anyway, the problem is that the devs made generators a baseline thing instead of tweaking gen times and regression and all that depending on the killer. All killers, regardless of their powers, go against the same gen speeds. Requiring killers to use perks to slow down gens has resulted in a lot of unhappy people. For some killers, gens go too fast. For survivors, against some killers gens take way too long. The "happy medium" that's required because gens are treated the same across all killers means most players are not happy with the results.
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Yup, have had this happen a bunch recently. Specifically the hatch thing, since there's no timer forcing them out they will absolutely wait there even if the killer has stopped at 3 kills and gone AFK they will wait and wait and wait… C'mon man, I just wanna see the killer's perks. The killer really does not care about someone getting the hatch, it's just annoying for everyone who wants the match to end, killer and waiting teammates alike.
In 2v8 I saw a cloaked Wraith close a hatch under one of those teabagging survivors, securing the kill. I loved that.
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Oh good, something that requires hitting a difficult skill check.
No, don't balance the game around something that screws people playing while experiencing performance problems (especially console players; I for example am on Switch and cannot hit 99.9% of Overcharge skill checks) or whose reaction times aren't frame-perfect.
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Yeah, as they've made more perks, the icons have gained a lot more detail… which is bad, because the icons are quite small, so it's very hard to distinguish a lot of the new perk icons. I can't keep track of new perks anymore. Old perks I know, but the new icons all blur together and I can't remember what most of them do because of it.
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It counts as holding the game hostage and is reportable. Here's one instance (there are many) of a mod saying so:
As for what a killer can do in this instance… not much. Finding the survivors is dependent on bringing the right perks, otherwise you're searching every corner and locker. The devs need to fix this in-game.
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@mysticalCat said:
the goal of the survivor is to survive. The goal of killer is to kill. I’m always looking for a key for hatch in a chest or something when the doors are so close together or you have a killer who likes to camp both doors. If I’m lucky I’ll find a key and escape through hatch. How do you know what they are doing? lol 😂 and you do get crows for being afk. If they were afk you would know. Holding a game hostage is when you are body blocking someone in a certain area making them unable to proceed. You could go look for those survivors but decide to stay at the doors. It’s kinda your own fault for not playing the game yourself
the goal of the survivor is to survive
"Survivor" is just the name of the role. The goal of the survivor is to escape. Escape means doing generators and getting out through the exit gate.
You could go look for those survivors but decide to stay at the doors
You keep mentioning doors. I'm not sure why, survivors can't hold a killer hostage once the doors are powered. The original poster is talking about the situations where there are two (or sometimes more) survivors left and the survivors refuse to touch generators.
Holding a game hostage is when you are body blocking someone in a certain area making them unable to proceed.
That is one way of holding the game hostage. It is not the only way. The devs have stated on multiple occasions that survivors hiding and refusing to touch generators for an indefinite period of time are holding the killer hostage. Here's one such instance of a mod explaining hostage situations:
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The mode is only fun if you base the entire match around trying to get use out of your perks, and then you need at least one strange perk that you'd normally never use. If you get a boring build, you're out of luck. If you're a survivor and get No Mither, you're out of luck.
I had fun doing that the first time Chaos Shuffle came around. When the mode got extended, suddenly the tone changed in the matches and everyone seemed to go hardcore, I couldn't screw around with the perks anymore.
I haven't played it yet this time around.
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Legion.
That is all.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805338#Comment_3805338
You talking about the moving ring room?
Yup. I mean, that could be inspired by something else I haven't seen, but personally all I could think of was 13 Ghosts when I saw the design specs and then especially the actual room itself.
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I've always loved the ghost designs from 13 Ghosts.
Considering it looks like the devs borrowed a bit from 13 Ghosts for The Casting of Frank Stone, it's hopefully high on their radar.
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I like Haddie's diver cosmetic a lot. It's one of the few (only?) times I think the backpack accessory is a good addition. I don't play her much if ever, though. And I see another person playing her maybe once a month or so. She's rare. Probably the rarest female survivor, at least in my matches.
BHVR is like any other business: they make what sells. The complainers are like people walking into a clothing store and going, "Ohmigod, they're neglecting itchy burlap bellbottoms, why aren't they catering to people who like those?" Well, the answer would be because the item doesn't bring in enough money. Digital cosmetics don't have stock issues, but they still require man hours, and those aren't free. People's wages need to be paid. If you have your people waste time designing cosmetics that barely sell when there are other characters whose cosmetics sell a crapton, it's bad resource management and it's how people lose their jobs. If players want BHVR to make cosmetics for a character, they have to vote with their wallets. And if not enough people purchase the cosmetics, BHVR won't make more. It sucks for the people who like an unpopular character, but that's how businesses survive.
Maybe the people who like unpopular characters so much should form a group to do all the work of designing and modeling cosmetics for those characters for free. Perhaps BHVR could call them unpaid interns. Otherwise, these players are expecting BHVR to lose money over this stuff, and that's unreasonable. The people designing and modeling those cosmetics need their jobs, they need to be paid so they can afford basic necessities. The bullying I've seen on X (formerly known as Twitter) about this stuff is absolutely disgusting. I mean, 1. it's people's livelihoods, it's paying the server costs, it's making up for how cheap chapters are, it's not a charity; and 2. these are pixel outfits for fictional pixel characters.
On a personal note, I don't like a lot of BHVR's cosmetic designs. They really need to go a better direction with their stuff. Legion gets some of the best cosmetics in the game (yeah, I specifically like Susie's style of '90s wear). Which sucks, because I don't play as Legion. But it shows BHVR could do better designs for survivors. The type of futuristic designs they do for Gabriel are ugly. They've done basically nothing but ridiculous outfits for Vittorio. And BHVR doesn't have to stick to any theme for a character, they could throw in at least a few off-theme outfits to mix it up. But BHVR does some really weird, inexplicable (and unattractive) designs, and I'm not the only one who feels that way because I don't see other people wearing those outfits when I play. So BHVR's designers need to move on from their own personal tastes (like the backpack obsession), because apparently a lot of the playerbase does not share their preferences. And when they do do outfits for unpopular characters, they need to actually do good outfits, because it does feel like a lot of those are set up to fail. Are they just testing to see if the players of those unpopular characters will buy anything? Are they avoiding doing outfits everyone will like on purpose? Do they not want to waste their good ideas on unpopular characters?
It feels like the designers go dumpster diving behind failed movie studios to dress some characters. They should do cute cosmetics for some of the less-used characters; cute is popular. They could also try horror-themed more often, not just for Halloween. BHVR likes to call this a horror game, so they should treat it that way year-round.
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It's not just you. People have complained before, and the devs have stated the bubble gets in the way on purpose:
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Huh, I've never really had that issue with Nemesis. And I'm a Nemmie main and personally avoid tunneling.
Meanwhile, I'd swear Wraiths believe they earn their cloak of invisibility by tunneling off the hook.
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I don't think asymmetrical games appeal to the average gamer. Most asymmetrical games fail.
Skills learned in other games don't transfer to DbD. In the same way, skills learned in DbD don't transfer to other games.
There are also the bugs; the grind; the cost of buying all the DLC chapters; the unfriendly, unforgiving, painful new-player experience (and someone counts as a new player for how long? 1k hours?); the amount of things to learn which grows with each chapter release (perks, killer powers, add-ons, maps) on top of learning the gameplay, like looping; and console performance. Just one of those things will turn away new players, and DbD has all of them.
This game is not new player friendly, and you'd be hard pressed to convince me it's long-time-player friendly, either. I think most players would never recommend this game to their friends, as like the Entity itself this game devours its players' souls.
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Am I the only person who doesn't like the phrase "SM treatment"? I hope this doesn't become a thing. It has the implication of "gut this killer so people stop playing it at all." That's not a good direction to go. No matter what might be meant by the phrase, it sounds very negative. The phrase is practically designed to get enthusiastic agreement from everyone who hates facing Chucky, for whatever reason, while getting an emotional reaction from anyone who enjoys playing Chucky. No player should advocate for killers getting gutted like Freddy and SM.
Anyway, the way Chucky's power works at pallets feels garbage, I hated that I didn't get his achievement done before the devs made that change, it was a real pain doing it. And other than finishing that achievement, I've barely touched Chucky since his changes because his Slice and Dice feels awful. I trash his Dailies. Maybe he'd feel okay with more practice, but as is pushing through the slog of getting used to his mechanics to see if he can feel fun is a gamble that I haven't felt like putting time into.
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@Marc_123 said:
Probably for the better.
Live Services are diffiult these days. Normal people mostly only play one game and sink money in it… and don´t have unlimited.
I think cosmetics are going a bit crazy in DbD at the moment. Don´t know what it would cost to buy everything right now.
Thats why the sucessful games are all pretty old.
I think cosmetics are going a bit crazy in DbD at the moment. Don´t know what it would cost to buy everything right now.
The goal with cosmetics isn't for people to buy everything. The smart thing for BHVR to do is release a wide range across multiple characters, focusing on the most popular but not completely neglecting the less popular characters, to appeal to as many players as possible. The cosmetics are where DbD earns its money, which funds everyone's paychecks (and the servers, the office space, etc.) to allow the game to continue.
Personally, I think they fail a bit in their release structure. When a new character releases (like Sable), they should drop a new cosmetic for her each week or so, cashing in on the people who think she's their "new main" (but will fall back to their old main soon enough, as they always do). I think back to Nic Cage and all the players who were like, "He's my new main!" but a couple weeks after his release he'd all but completely disappeared from my lobbies.
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I love petting the dog. It's so cute.
Dracula's mori is pretty cool, too. My friend and I have played the lute during a few, including him playing while I got mori'd. Good times.
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@TheArbiter said:
I'm gonna guess that Meet Your Maker is on the chopping block next unfortunately.
Pretty sure the only reason it's survived this long is because of their Japanese release on PlayStation, which Sony probably required a year-long contract for. And "survived" is putting it nicely; it's been on life support since before they stopped releasing new gameplay content.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790711#Comment_3790711
Did they remove them from DOA5 too? At least we still have thousands of dollars worth of other costume DLC lmao
They did, a long time ago. And unfortunately, DOA5 just yanked the sets that contained the licensed content from the store, removing the ability to acquire some unlicensed original content as well.
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@Phenomenal_Ox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801691#Comment_3801691
So what the point of saying it doesn't happen as much what the idea they want you to believe from this Statistics ?
The developers give us this data because their playerbase asks for it. We got a statement about how it happens in less than 1% of matches because players were speculating on the numbers wanting specifics.
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@Phenomenal_Ox said:
So if it happens only %1 of the total matches that makes it a healthy gameplay for the game very logical.
makes it a healthy gameplay
Can you point me to where that was said? I can't find the statement where it was called "healthy gameplay."
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@GonnaBlameTheMovies said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798139#Comment_3798139
These Killers aren't the strongest normally. Let them have one friggin' mode where they get to be strong for once. At least it's not yet another sweaty Nurse.
I promise you as a Ghostface Main, you can still reveal me in Lights Out. I'm not immune to it. I also promise that they aren't THAT hard to see or hear. Pay attention to the environment.
Yup. Even though I can't see him in the darkness, I know when Ghost Face is coming because I start breaking him out. I finish breaking him out as I'm running away. Happens quite a bit. I've only been marked once (maybe twice? but pretty sure just once). And I've gone against a lot of Ghost Faces in Lights Out.
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I have mixed feelings.
I haven't enjoyed it as killer. Maybe I haven't tried the right killer for it, but the killer queue is long so I don't feel much incentive to wait in it to experiment and see if maybe this time I'll have fun when I haven't previously.
As survivor, the same problem exists that I see in normal mode in terms of inconsistent quality of teammates. It's painful to watch my teammates make things more difficult on themselves (and as a result me). A short amount of time playing and seeing how the candelabras function should be enough to determine how to best utilize them. Instead, my teammates carry them around endlessly, they leave them on top of gens, they don't use them to mark important spots. I lost track of one of my quite-far-along gens for a while because someone picked up the candle I'd placed near it to mark its location (pretty sure that's the candelabra I soon after saw fall to the ground under a hook as someone went down making a save). In a different match, we lost the majority of the candles available on the map because they kept leaving them on gens and the killer kept destroying them. Survivors have the option to gain good info and give that info to their teammates with the candelabras, and the darkness can be really useful for hiding and losing chase. Survivors who carry the candles around often go down quickly in my matches; there are no perks, you have to use the darkness to your advantage, and carrying the candle throws away that advantage. I mean, survivors know the killer can see that thing, right? Can see it through walls? And how many of them don't realize there are no scratch marks? More than a few, from my experience.
Anyway, I hope if/when this mode does return in the future it at least keeps the new elements: bats, glowing eyes, candelabras. (I really like the aesthetics. And I like the strategic element of the candles; I'd just like it more if I had more teammates who thought strategically.) If BHVR doesn't force everyone to play it to complete the entire Tome, then it's fine as a limited time mode. Limited time modes don't need to be perfect; they just need to occasionally come around for a week here, a week there, to give players something different to do.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801562#Comment_3801562
they are completely broken then somehow lol, i get 100% and 200% bonuses for lights out mode and some people also said incentives are being very weird. i just hope it's not intentional and just bugged.
Seems bugged. Normal mode gets the same queue incentives as always for me, and I've never seen above 100% incentive for Lights Out mode.
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Some people like this mode, some people don't. I think limited-time modes are a good way to experiment: there are going to be some people who enjoy them, and it's a way to add a bit of fresh gameplay into the mix without making permanent changes.
The only issue I see is that all of the Tome challenges are locked behind it, which I disagree with doing. People shouldn't be forced to play limited modes to complete a Tome. A couple easy challenges that specifically utilize the element(s) unique to the mode are enough. Anything that can be completed in the normal mode should be allowed to be completed in the normal mode.
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If they remove Lightborn, first they need to fix it on console so I'm not blinded or have the majority of my screen blocked despite turning away as fast as I can (not while in animation lock, just mid-chase). And survivors getting blinds from out of line of sight should not be a thing. Plus, BHVR needs to fix sounds, which haven't been halfway decent for tracking on Switch since I started playing on it years ago.
As is, Lightborn is necessary, like Unrelenting, to not be miserable on Switch. And a lot of killers who dislike being blinded really dislike being blinded. Your choices may be that you don't get use out of your item/perk because the killer has Lightborn or, if it gets gutted, you don't get use out of your item/perk because the killer goes and stares at a corner and leaves the survivors to play gen-repair sim. One of those options sucks less, but I guess it's up to every individual survivor which option they prefer.
Lightborn is such a rare perk, I mostly only see it used when I'm the one playing killer. PC killers don't seem to need it. Even with three flashlights in the lobby, I rarely see Lightborn (Franklin's is more likely).
And survivors still have other options for saving off the shoulder: pallets, body blocking, sabo, Breakout, Boil Over. Blinds are not the only way.
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Like any mode, my teammates are the big determinant. I often get teammates who pick up the candles I put down as map markers and carry them around indefinitely or move them... well, they move them far enough away the landmark is lost but not to a new useful spot, just somewhere pointless. (No, not somewhere clever to distract the killer. And no, I don't steal theirs, I use my own and ones I find in chests. They leave theirs where it drops when they're downed.) It feels like purposeful sabotage and at that point I lose interest in the match. That's when I gather up the scattered candles and put them in a circle, like a shrine. That's its own kind of fun.
I am annoyed that the recovery bar is hidden. Recovery gets interrupted often while playing, and unlike a gen popping or a health state changing, there's no indication of when you've recovered as much as you're allowed unless you tap it and watch for the Bloodpoint scoring events to stop.
I can't really comment on whether certain killers are too strong until I consistently get teammates who play effectively. Right now, my teammates hold candles through the entire match as bright beacons so the killer knows where they're hiding; the killer needs no help from their power to find them.
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I like that the candelabras add a bit of strategy. Use them as map markers. I put two at each exit gate to mark them, because once the gens are done a lot of times survivors really need the help, especially if someone makes a hook save and now they're all turned around. Hugging the wall until you find a door is not good, and I see it happen a lot when the doors aren't marked.
The survivors I see who are constantly holding the candles hurt my brain. I watched one crouch-walk around the entire map and hide in corners while holding a candle. There are no scratch marks but they're walking the slowest way possible while holding a bright beacon that can be seen through walls, they are somehow doing everything wrong at once. I've also had many survivors go and move the candles away from the door; not put them anyway useful, just move them and drop them to a useless spot. At that point I think I'm playing with trolls who are purposefully sabotaging the match.
Use a candle to find a gen and place the candle near it. Don't carry it around. Use the darkness as your ally.
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/427107/lights-out-candelabras-in-chests
Survivors aren't using up candelabras, because the only way to get rid of them is for a killer to knock one off of a generator. If a candelabra is on the ground, or in a chest, then the killer can't do anything to them. And if a killer knocks a survivor to the ground, that doesn't destroy a candelabra either.
This means survivors can just leave candelabras on the ground next to a generator until it's around 99%, then place the candelabra on a generator, then pick up the candelabra after the generator is 100% done.
survivors can just leave candelabras on the ground next to a generator until it's around 99%, then place the candelabra on a generator, then pick up the candelabra after the generator is 100% done.
^ And this.
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I hate when I get disconnected from a match that's going well, especially if it's almost over. Hell, I've even been disconnected from a match after the match ended (so after I've escaped or died), and then it disconnects and somehow I don't get rewarded. All Bloodpoints, gone, because the server decided to act up while loading the end-of-match point tally screens.
Yesterday the game crashed right after I got downed and the killer picked me up. I was pissed just because of how bad that looks. The PS4 fans have been running loud in Lights Out mode. Thank god sounds are nerfed too otherwise I might be able to hear anything. I miss the old days when fog was used to lighten the game's load. Now, it's part of the taxing VFX that have me regularly complaining about console performance.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800087#Comment_3800087
for full bleedouts that's less than 1%
To clarify the stats, you're saying that full bleedouts are less than 1%? And if so, is that less than 1% of 24% or less than 1% of all matches?
And I imagine the stats can't distinguish between killers who purposefully bleed out a survivor and a survivor who crawls away to a corner and forces a bleedout. Or is that somehow able to be taken into account?


