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TragicSolitude

TragicSolitude

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TragicSolitude
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  • This would be a good optional HUD element. My friend can't wear headphones while playing, he has to use the TV speakers, and for some reason the TR is inaudible unless actively in a chase (and even then, sometimes).

  • If the killer doesn't see you escape, then did you really win?

  • @Aven_Fallen said:

    4 Flans and a BPS. Got tombstoned.

    Luckily stuff like that is allowed to stay in the game, but having a fully functional Iron Will is a big No-No...

    Yeah, I've seen some Tombstone Mikeys, too. If it were a normal time, I might be okay with helping him earn his achievement, but I'm tired of seeing this stuff during a Bloodhunt with 4+ flans burned. I hadn't seen Tombstone Mikeys in forever, and suddenly in the past couple days I've gotten a bunch. Today, five gens were left and the others were dead, no one had made any points. So, I refused to let go of the gen. He tried to force it, but in the end he got impatient and hooked me.

  • @bm33 said:

    They should raise the cap for what you can earn in a match. They're adding 50 seconds to gens and adding more chances for endurance so killers will hit survivors more but not making it so we earn more BP in those categories. Raise each one by couple thousand BP to account for the changes.

    They need to give up their desire for consistency and do things that make sense. The Survival category should max out at far fewer than 8k BP. Escaping should be worth way, way less than it is, stop encouraging survivors to go into stealth mode and ignore objectives for a chance at the hatch. Participation and team plays should get the big reward; escape should be trivial in terms of points. Doing the objective shouldn't get rewarded more than interacting with teammates and the killer, but gens should earn more BP than they currently do.

    Having each category max out at 8k BP for consistency's sake hurts survivors' BP gains a lot.

  • I'm seeing this a lot while I'm playing survivor. My fast vaults are often silent for some reason. I'm on PS4 Pro.

  • @shinymon said:

    Extend the bloodhunt too while we're at it 😇

    Really? My matches got so, so much worse when the Bloodhunt started. Wasn't so terrible during just the event, but it's been iri head Huntresses, pinky finger Clowns, tombstone Mikeys, moris, getting tunneled out with less than 5k earned, and killers refusing to touch survivors who throw so they get the hatch. If it weren't for the event going on, I wouldn't play at all during this Bloodhunt.

  • I'm P3ing characters right now because it's cheaper than doing a crapton of level 50 Bloodwebs, and I get the bloody cosmetics now and I'll get the teachables on everyone when the new system goes live. I don't do it on the characters who have cool old event stuff to lose, but I do it on everyone else.

  • Yes, they should extend it. Especially with how asinine and tedious these emblem community challenges are.

  • I do the chaser challenges by putting on Blight and just trying to make sure chases are as short as possible. I hook each person once at most to avoid losing points for being too close to the hook, and otherwise I down them and then let them get picked back up. I do that until I've gotten at least 12 downs.

  • This is what I usually do, event or no. I usually make better points, and it's more fun. The average survivor thinks farming = palette stunning and kicking gens, and they get all upset if I try to hook them even if I'm suffering a concussion at that point. Plus, a lot of survivors don't trust farming killers, and I'll spend 5 gens trying to convince them I'm friendly and end up earning nothing. No, it's better to just go for my 4 stack, double hook if they seem brave enough to not leave teammates to die, and go easy on them once I've maxed my points.

  • @DeliciousFood said:

    Remove depips, they're a relic of when ranks kind of mattered for matchmaking.

    ^ This. Depips should've been removed when ranks became grades.


    you get utterly crushed 4 times in a row and send back to 0 pips

    I find this to be a much bigger problem as survivor than killer. If you want to pip as killer, go for a number of matches where you just hook survivors but don't kill, since your MMR only increases for sacrifices. Once your MMR is low enough, play to kill and pip up to the next grade. Then, with no pips to lose, go for a number of matches without killing. I played this way a couple months to reach iri 1, until I decided it was too much hassle for a measly 1 million BP and said screw it.

    Should you have to do that? No. Depipping needs to be removed. But until the devs realize how much this current system sucks, this way of cheesing the system is what we have.

  • @bittercranberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/3023870#Comment_3023870

    they srsly need to bring back the BP bonuses for WGLF

    i always ran it & always gave me a reason to always take a hit or go for the unhooks

    it promotes players to be a helping hand + more BP

    its scummy since it really does feel like they just took it out just cause like ??

    They removed the BP bonuses from WGLF and BBQ because they didn't want players to feel required to run specific perks to earn more BP.

    They didn't make those bonus conditions basekit because they're theoretically reducing the grind (players will need less BP to unlock perks).

    BHVR didn't take into account that many people find earning stacks fun and that these bonus conditions encourage healthy gameplay on both sides. Whether or not the bonus BP is necessary is irrelevant: it improved the gameplay experience. It should have been made basekit, adding a HUD element that shows players the stacks they've earned during the match. This change sucks. Players no longer have the option of being rewarded for plays that are better for other players but riskier for escaping/killing, and they no longer get the feeling of accomplishment by earning stacks.

  • I use up all my flans on someone, pouring those points into other characters, then prestige the one whose flans I used up. Repeat until I've P3'd all the survivors who don't have old event items/offerings. (All my killers are already P3 on PS4, and I don't play killer on Switch enough to justify putting any BP into them because killer on Switch is a miserable 5fps low-sensitivity can't-see-anything-because-the-gamma-is-crap experience.)

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021555#Comment_3021555

    I hope you're right, but there's been a few recent perks where everyone on the PTB said "yeah, this is busted, don't do this" and they went ahead and pushed it to live anyway. I have slightly more hopes this time around because this PTB is basically all perk changes, but I don't get the sense that PTB feedback is that heavily considered versus their desire to see the data for themselves.

    One unfortunate thing about the way OTR functions in the proposed state is that as a killer, you're kind of screwed no matter what you do. If you tunnel, that player has an extra health state unless they manage to loop you so long that you basically lost that interaction anyway. If you don't tunnel, you're creating players that can very effectively bodyblock you from the person you're trying to target, without having to heal up or use styptics and without the ability to wait them out.

    I don't expect this to be a major issue in the middle of the match, as you can't progress the game while retaining BT, but in endgame? Hoo boy.

    Personally I would have rather them just gotten rid of the DS skillcheck. It's a relic of a time when DS was more than an anti-tunnel perk.

    I've been a huge proponent of getting rid of the DS skill check, but MandyTalk said there were absolutely no plans to do that. I don't get it. Either the perk is balanced or it's not, preventing a large group of players from being able to use it at all while others could hit the skill check in their sleep is not balance. That's gatekeeping the perk behind technical requirements, and I can't do a damn thing myself about console performance.

    Anyway, it's hard to say what will happen with all the upcoming perk changes. I always think of how Lucky Break went to the PTB annoying and went live weak. But then we have stuff like Boil Over, where it had serious problems that were obvious from day one, and still it went live absolutely busted. It will be interesting to see what comes of these new perk changes. I'd like it to be interesting in a good way, but.... this is DbD we're talking about.

  • I prefer this because Switch is screwed on hitting that tiny skill check. Let DS get gutted, replace it with something that can be used by everyone. The ones who will run DS now are the ones who just get off on stabbing the killer.

    However, I really don't believe OTR will go live the way it's currently described. I'd enjoy it as survivor but hate it as killer, 80 seconds is a long damn time.

  • Playing solo queue, the only survivors who ever body block to help at exit gates or if I'm on death hook or something are the ones who need WGLF stacks (I assume they need stacks, they're running the perk). All the others just abandon me to die. And I'll be honest, if someone needs help, I'm a lot less likely to get involved if I don't have WGLF. The risks outweigh the rewards.

    Some sort of reward for being a team player should've been made basekit. And Self Care is getting nerfed? The perk that takes too long to use but is still better than not getting healed at all? This is going to suck majorly.

  • @keepingitril said:

    Another thread on this. Weren't there enough already?

    So, I'll say it again.

    BP attached to perks is poor design. Perks should be items that adapt gameplay, not the awarding of points relating to said gameplay.

    Killers have been running one perk to get a BP crutch, so it should be that way forever?? And none of this "basekit" nonsense - that's not a solution, nor a design.

    This change is an improvement to the overall health of the game and should have happened a long time ago.

    At least, it's finally happening now. Thank goodness.

    If you somehow feel you aren't getting enough game currency after the change goes live, there are plenty of other avenues to explore. Perks should never have been one of them.

    DbD has a horribly unrewarding gameplay loop. A lot of people agree it's a small number of fun matches within a large number of bad matches. Getting BBQ/WGLF stacks is a nice way to still feel good when matchmaking throws you in a crap lobby. Stacks are a visible, achievable goal. If the devs are going to remove a fun and rewarding aspect of the gameplay, they should replace it with something at least as equally rewarding. They're replacing it with nothing.

  • They should make the BP bonuses basekit. Getting stacks as a survivor is fun. Getting stacks as a killer motivates me. No stacks, no rewards at the end of the match, it's going to leave gameplay feeling very empty.

    If I try out a new killer without having BBQ unlocked, I don't have fun. I always get bored and quickly go back to playing other killers. I try not to do that with new killers anymore because it can leave me completely soured on them.

    It doesn't matter if the grind is lessened, the BP bonuses reward players for positive plays, and being able to see yourself earn stacks during the match just feels good.

  • @keepingitril said:

    Another thread moaning about this theme?

    BP's attached to perks are poor design.

    They should have been taken out months ago.

    They should not be basekit.

    They are a crutch, grind or not.

    This is the single best outcome of this entire overhaul.

    Thank goodness.

    There are many ways of helping new players - justifying keeping BBQ the same is poor reasoning to keep it.

    Perhaps the other perks that have BP's attached to them will be changed in time, but these two perks are really the main offenders.

    The game needs something to reward players. I only bother hooking because of BBQ. Not sure what new goal I'm going to come up with as killer, now, as hooking alone is unrewarding as hell. I get an annoying scream in my ear, woo.

  • Is there a dedicated UI page in game where I can do that?

    Of course not, because that would make sense.

    I took screen shots each time I unlocked a mask so I could keep track of them.

  • @tippy2k2 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3017102#Comment_3017102

    That is actually a weirdly valid point

    When I play new characters that don't have BBQ unlocked, I get weird about not seeing my stacks. Like...I don't know how many stacks I have and it makes me fidget like a crackhead who is coming down and can't afford his next hit until tomorrow.

    I'm not even all that sure why. I have BP coming out my BH so I don't really NEED BP. BBQ is just a fun and easy way to track if I'm "winning"

    Humans need rewards. It's a dopamine thing. BBQ/WGLF stacks provided an obtainable, visible, and rewarding goal. A lot of matches are pretty miserable for both sides; players could focus on stacks as a goal and feel good about it.

    All BHVR needed to do was make the rewards basekit and give us a little visual indicator of our stacks. It doesn't matter if they don't think we need the Bloodpoints: players need motivation. The devs focus on balance and the grind and forget about player psychology, rewards, and making things feel fun.

  • @MrPeanutbutter said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014856#Comment_3014856

    Same here. The prestige system changes really don’t help players like me much. And now my grind has been made much worse with this change. This is yet another example of BHVR making idiotic changes that nobody asked for because they think they know what players want more than the actual players do. Right now I have zero motivation to play the game because of how disappointed I am with this change.

    Yeah, I played killer for getting BBQ stacks. That was my win condition, that was my fun. I really dunno what I'm going to focus on without BBQ. Whenever I've played without BBQ in the past, I got really demotivated because hooks stopped mattering and I just kind of got bored with participating in matches or if I got annoyed I slugged everyone to death. "Hooking" as a gameplay mechanic is boring on its own.

    Maybe I'll just go back to Dying Light and making zombie heads explode. At least that's satisfying.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014545#Comment_3014545

    We're very aware of that (we actually mentioned exactly that in the dev update). However, we do not want people to always have one perk slot locked in just for bloodpoints. Your perk choices should be the perks you want to run, not the ones that make the grind manageable. There was very little reason to run other aura reading perks when this one gave both information and doubled your bloodpoints.

    We made sure to pair this with a huge grind reduction and new ways to earn bloodpoints to compensate, but this is ultimately a step that we need to take.

    What about something to replace the way WGLF and BBQ encouraged gameplay overall? Getting stacks on those perks was a highly rewarding part of gameplay. There's nothing to take that place, now. If the stack multiplier of BBQ and WGLF had become base kit, that'd be one thing, but there's just... nothing. My friend and I compete with each other for who gets their WGLF stacks quickest.

    WGLF and BBQ made up for how unrewarding normal gameplay can feel. You guys have done nothing to address that, but you have taken away the perks that could be used to boost player morale.

  • They deactivate it during the EGC, they reduce the stun, and still they keep that tiny skill check.

    I want to be like, "At least now I'll have OTR to use to help myself," but I can't believe it'll go live in its stated condition.

  • Right now, I run BBQ on all my killers.

    When this change goes live, I will run BBQ on none of my killers.

  • Yeah, I've unfortunately started using Self Care during this event. Not because I want to but because that's so often the only way I can get healed. They've nerfed Self Care but the problem of solo survivors being on their own remains.

    And I am sure that I will still see Claudettes Self-Caring in corners while I'm hanging on a hook. They'll just spend even longer doing it, now, which means I'm going to die on my first hook even more often than I already do.

  • It's not just you. I've gotten confused by the hook aura colors as well.

  • I'd like a way to cancel the match and give everyone back their offerings when some jerk 3-man SWF leaves the solo survivor to die on their first hook. (Sorry, had some bad matches playing killer tonight. I wish 3-man SWF groups got a bot instead of some poor random solo survivor as their 4th.)

    Conceding would be nice for matches where 20 minutes later I'm still stuck there because the survivors aren't really working on gens.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011717#Comment_3011717

    They should of done it like the Chinese New Year event with the envelopes... everyone has their own envelope and you use items to show yours to you at the beginning of the match.....if they did it that way then it would be a more chill game. I don't even remember it being very toxic during that event

    The envelopes were almost good, but the playerbase ruined it. The problem was, players could grab envelopes that weren't theirs before the owner could get to it, completely consuming the thing and granting the owner a paltry number of Bloodpoints. That was poor design, because a lot of players stopped doing anything except rushing in to steal everyone else's envelopes. The envelope shouldn't have been available to anyone else until the owner revealed it. The way event gens worked only made things worse. Burning Lunar event offerings quickly lost its luster when the only people profiting were the ones not burning them.

  • I might farm an AFK'er a bit if the other survivors are around and willing, especially if I'm doing a daily or a tome challenge. Maybe I'll use them as a backpack if I'm running a meme build. Mostly, I kill them.

    I just wish so many killers wouldn't leave the AFK'er alone and go hardcore on the rest of the survivors. For one thing, that sucks for the survivors who are actually playing the game. For another, so many times I have seen the AFK'er return at the end of the match and escape. Whether they profit from their teammates' work or wait until everyone else is dead and get the hatch, it really sucks.

  • I know your pain. The flashlighters in my matches are body blocking me to force me to go down. Then they fail the flashlight save, anyway, and either they farm me in the killer's face and I die or they run around the hook trolling the killer and I die.

    I'm really over it. Survivors should not be able to body block each other, and the hook farming and the obsession with flashlight saves needs to stop. It's absolutely miserable.

  • What I'm tired of is teammates body blocking me so I go down because they want the extra points unhooking in the killer's face and getting me killed, or so they can attempt a flashlight save. For all the times I've been forced to go down by a flashlight carrier, I've seen someone get the flashlight save once, and it didn't help me. I'm sick of dying to this crap.

  • I've seen this happen a bunch and it's super annoying. It seems to be a long-standing bug that for some reason still hasn't been fixed. Drives me nuts.

  • As far as I can tell, the unlockable teachables are still on the Bloodweb. The change is that, when you get a character to Prestige 1, their perks are automatically unlocked on all characters at tier 1. When you get a character to Prestige 3, their teachables are automatically unlocked on all characters at tier 3, meaning those perks will never again show up in anyone's Bloodweb.

    Edit: I could be wrong about unlocking teachables through the Bloodweb sticking around after the update. But it would still be less of a grind than it is now, as once you hit level 50 and prestige the character, all other characters will automatically get tier 1 of the teachables. That's already a lot less BP spent if you're putting the teachable(s) on more than one other character.

  • Yeah, I'm seeing this happen a lot. It's not cool. I swear I'm having more trouble dropping pallets, too, but there's always been a fatal lag with that on console.

  • @SlavaRusiji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011851#Comment_3011851

    Nope mori should give you ability to kill everyone. Sorry bro but you are way to much surivor main to understand simple logic so i will kindly ask you to ignore my posts in future cause im blocking you :)

    Say what? I wasn't sharing my own opinion. I was posting a link to a news article by BHVR with a quote from it that sort of answers your question as to their plans for moris.

  • @SlavaRusiji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010333#Comment_3010333

    YAYYY they are gonna kill mori again!!!

    Let me guess killing all 4 survivors is too much they will make it you can kill only one survivor

    “A mori is how you’d expect The Killer to finish a well-played match, so it made sense to go in that direction,” explains Matt S., Design Director of Dead by Daylight. “We’re moving the mori system away from offerings and making it a natural part of the game.”

    https://deadbydaylight.com/news/mori-rework

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011388#Comment_3011388

    From what I understood, you lose your perks, except the ones from prestiged characters, at their prestiged level. I might be wrong but that's what I gathered from the very little information we got.

    Do you know where that was implied? That's very different from the impression I got.

    https://deadbydaylight.com/news/prestige-progression

    It’s not entirely uncommon for a player to have withheld from engaging with the prestige system altogether. Some may have already collected every tier of every perk for every character without ever having levelled their prestige. Rest assured that this new progression system will ensure that these players are compensated for their time investments.

    “When we roll this out, we’re planning on doing a prestige catch-up mechanic that will look at the perk tier you have on your characters,” explains Matt. “If you’ve been collecting perks on your character and levelling them up, you’ll gain a number of prestige levels based on how many perks and perk tiers you've acquired.”

    It sounds like players' characters will gain prestige levels to match how many perks that character has. It doesn't sound like anyone will lose anything.

  • @EntitySpawn said:

    Title.

    I prefer seeing the survivors and honestly I miss this feature from years ago, it also helped you link who was who.

    I feel prestige is pointless being shown, doesnt do anything but say "I play this character" which we see as you're playing that character...

    If it was total prestige across all characters then I'd be more interested but id still rather character icons

    doesnt do anything but say "I play this character"

    It doesn't actually say that, either. It says someone dumped Bloodpoints into that character. I've dumped BP into a lot of killers I don't play. I don't want their prestige levels shown, because a lot of people will think that translates into play time when it really, really doesn't. You don't have to ever play a character to prestige them.


    @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010330#Comment_3010330

    Yeah that wouldn't surprise me either tbh 😂 tbf the MMR isnt really based of skill so not like itd matter lol.

    But yeah I'd rather character icons, I'm curious why youd prestige people beyond 3 other than a silly number to be shown.

    I'm kinda hoping we get item colours at X prestige levels or colour killer powers at X prestige. Devs have spoke about it before and its give players something to aim towards (for example I'd love a green medkit skin or a different coloured chainsaw for my hillbilly)

    I'm curious why youd prestige people beyond 3 other than a silly number to be shown.

    It doesn't sound like prestiging is going to be a choice:

    It’s not entirely uncommon for a player to have withheld from engaging with the prestige system altogether. Some may have already collected every tier of every perk for every character without ever having levelled their prestige. Rest assured that this new progression system will ensure that these players are compensated for their time investments.

    “When we roll this out, we’re planning on doing a prestige catch-up mechanic that will look at the perk tier you have on your characters,” explains Matt. “If you’ve been collecting perks on your character and levelling them up, you’ll gain a number of prestige levels based on how many perks and perk tiers you've acquired.”

    from https://deadbydaylight.com/news/prestige-progression

    The automatic catch-up mechanic makes it sound forced. I'm under the impression that once we hit level 50 on the Bloodweb, we have to prestige to continue putting BP into that character. Like player levels and Devotion. I could be wrong, but that's how it comes across with that screen shot from Twitter and the news article.

  • I would definitely rather have character portraits than the prestige level on the end screen. I have no interest in anyone else's prestige level, nor do I want to show off my own. I've unlocked all the perks on a bunch of killers I never use just as somewhere to dump Bloodpoints. That's a lot of level 50 Bloodwebs. My lack of competency with those killers will look super embarrassing at whatever prestige level is going to be shown next to them.

    The character portraits are all I've ever wanted on the end screen. Those will look better than any numbers or icons.

  • Looks bad, and I'm not sure why anyone would want to see anyone else's prestige level. I don't want to show off mine. It doesn't mean anything. It has no bearing on how much I play a character, just how many Bloodpoints I dumped into them. Like Trickster, god only knows what prestige level he'll be upgraded to once this change goes through given that I unlocked all perks on him. Do I play as him? No. I can't hit the broad side of a barn with his knives. I'll be embarrassed if people see he's like P147 when I can't land a single knife on a moving target.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011453#Comment_3011453

    I was under the impression the teachable system would be intact but the prestige stuff would be there as well?

    Yeah, the teachables will be there as well afaik. I just never get a very good perk loadout within 50 levels, and not going past 50 would mean once any offerings are used up you can't get more. It seems pretty limiting.

  • @YOURFRIEND said:

    People who care about it should be able to show off their prestige levels. Personally I'm never going to prestige and think the comments will be funny.

    So you won't go past level 50 for any character? That really limits perks and add-ons.

  • Yup, I had the same thing happen on PS4 Pro.

  • It depends on the killer and the survivors.

    I had a killer dc today because he tunneled a Claudette, was camping her on her second hook, and the other three of us were still popping gens. I guess he's used to survivors taking the bait. Other killers today have ended the match with one kill because they tried so hard to tunnel someone out. And I've had killers who get a 4k by tunneling. I've turned losing matches around by giving up the "take turns hooking" playstyle and just tunneling someone out. There's no strategy that works every time. Tunneling just happens to be super unfun from the survivor's perspective.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3007808#Comment_3007808

    I'm glad you don't have a problem with it, but I don't think it's unreasonable to have people who want to play the event how they want to not get hampered by completely lopsided requirements based on the role they want to play and still be able to progress in it.

    Oh no, it's not unreasonable at all. Like I said, it'd be nice if it were easy for both sides.

    I dunno, if the devs are truly afraid of survivors surrendering to the killer after grabbing the invitation, maybe it needs a pity system like gacha games. If they die holding an invitation, they leave the match with a shred, and after so many shreds (like three to five) they unlock a mask. Not really a great solution but better than the all or nothing it is right now.

    At least survivors don't sparkle for other players after grabbing an invitation. Sparkling in previous events made it impossible to stealth and increased the likelihood of getting tunneled. That sucked.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3007782#Comment_3007782

    Man, it's a certified feels bad that "just play killer" is the only real advice.

    I really don't feel like "just play survivor" regarding an event has been or would be completely accepted and uncontested advice.

    Eh, I mean, it's not "play killer for the entire event," it's just "play killer for 12 matches to unlock the masks." Personally, I had no problem collecting the masks playing solo survivor, but if someone is having problems doing it as survivor and it's so ridiculously easy as killer, then they might as well go with the simple solution. While it'd be nice if it were easy for both sides, with BHVR I think it's more likely they'd make it more difficult for killers to try to balance it out. I prefer it this way, consider it easy mode vs hard mode for collecting masks.

  • @zumer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3007782#Comment_3007782

    I will do so. I just do not understand the logic of the developers.

    As Grandpa_Crack_Pipe said, selfish behavior from years ago has affected every event since. During the 2018 Hallowed Blight event, some survivors would do their event task and then run up to the killer and suicide. This wasn't everyone, it wasn't even most players, but I guess it was prevalent enough to be considered a problem and so it has screwed all survivors for the rest of eternity.

  • Just play as killer, then. Unlike with the crowns, the rewards given in this event are random and have nothing to do with which character you play as.

  • It's okay. It's basically just the previous anniversary events but with masks instead of crowns. There's nothing in-game to distract myself with, like pumpkins or envelopes (lunar new year, which was close to being good) or snowmen, it's just a BP event where you have to spend to earn. The extra tome is nice. The way the community challenges are set up, with each player's participation being severely limited, is very disappointing.

    Matches as survivor have been all over the place. Some are good, some are okay, some are really bad. I've gotten way too many Huntresses.

    Like always I'm playing casual as killer, mostly only killing AFKers (no free points escaping on the backs of your teammates). I don't farm, and it can be challenging as hell to slow down gen repair without being so aggressive that the survivors all go into hiding or start suiciding or letting each other die. I've had some bad matches, but I've also had matches where thanks to the event bonuses I have more than 32k on the end screen without having killed anyone and that makes me strangely happy.

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