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TragicSolitude

TragicSolitude

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TragicSolitude
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  • You're not wrong. This sets a dangerous precedent that a group of players can get cosmetics banned for the entire playerbase. Not just the cosmetics being abused, either: all four Bubba masks are being removed for "equal treatment." But this will only encourage trolls who enjoy ruining other people's fun to pick new cosmetics to use in a harassing manner in the hopes of getting them removed for everyone.

  • @envatoeben said:

    Open the first gate and block second gate.

    Max survivor score : 9k (i guess hatch)

    Other survivors 5-6 k max

    Nice project !!

    Good solution for dead game

    In the few games they don't use exit gate and all of them suiceded lol...

    max surv score : 5K

    I love opening one gate and then going to the other gate and guarding it! I've gotten 3k and even 4k doing just that and nothing else all match.

    Exit gate protector is one of my favs. A lot of days I don't really feel like patrolling and trying to slow down gens, so I'll just wait for the survivors to do gens so I can open one exit gate and guard the other. I wish I could just skip the whole match and go straight to the EGC instead of waiting for them to get 5 gens done, but whatever.

  • DbD needs more earnable cosmetics, not fewer. I wish they'd at least leave the Dwight and Meg masks in the game. Removing all four because of the way some people abused one sucks for those of us who never broke the rules.

  • Why the hell can't I keep my Meg mask? I really like that one. What did Meg's mask ever do to anyone?

  • The majority of people aren't out there saying DbD should be fun but unfair. People want it to be both. The problem is that the devs have made balance changes that completely ignored the idea of fun. Making something feel clunky or slow, that's not fun. Red Dead Online has a similar problem where the guns keep getting changed, you have to spam buttons to move fast, and it feels miserable because those things distract from simply playing the game. In DbD as certain killers I'll be pushing pushing pushing on the thumbstick trying to get the movement I need and it fights me every step of the way, it feels crappy and it's not fun. Or I'm staring at a power bar and losing track of everything else on screen as I wait to use my power, or I don't stare at the power bar and screw up trying to use my power. That's frustrating, and I don't have fun, so I put the controller down and wait for the survivors to finish the gens and leave so I can switch to any other killer or just play a different game entirely.

    Fun is subjective in terms of whether you prefer stealth or long range or tactical killers. Fun is less subjective when it comes to the simple things like the controls, cool downs, excessive limitations, skill caps and punishments that far exceed the reward, etc.

    We want the game to be fair and balanced. We don't want it done at the expense of fun. We want harmony.

  • @Zelyais said:

    Just came to the realization that the Survs have to be 24+m away for this, and no tracking on how many you already have on PSN either, so yay...

    Honestly I don't get that it has to be so many Power-Downs, most Killers have a req ranging from 20-50, and most of em are just Hits not even downs, so what's up with that Cascading requirement of Power+Down+Range+HugeAmount on Huntress.. no wonder it's the rarest Trophy out of all, for any other Killer you just have to play them a bit, Huntress you have to Main or play like a total jackass...

    I don't think they will ever change it, considering how long ago it was changed for Steam/Box, and how old that Topic is already... :(

    BHVR can't change it on PlayStation due to Sony's draconian rules about trophies. According to what BHVR has said in the past, a trophy's requirements can only be changed if it becomes literally impossible to earn (like due to updated game mechanics or removing the character).

  • I run Lightborn 100% of the time to avoid the annoyance. Countering flashlights has been too iffy ever since dedicated servers went online (possibly also console sensitivity isn't fast enough when reacting, but I don't play on PC so I can't make a comparison). Being able to get blinded from outside your FOV and through boarded-up windows is a load of crap. Either I run Lightborn and play for my BBQ 4-stack, or I see a flashlight and slug all 4 survivors before bothering to hook anyone. Which option is more fun for you guys? I don't have chat and messages are turned off, so you'll have to let me know on the forums which playstyle your prefer.

    I don't find being flashlight blinded fun when I play killer. Yeah, it's fun to blind killers as a survivor, but I can't be upset at a killer who doesn't want to be blinded. One thing perks can do is help avoid stuff a player doesn't like, for example running Ruin or CI to avoid gens popping too fast, or running Bond or Empathy to avoid to avoid being sandbagged.

    Not that many killers run Lightborn, anyway. Nor do I think there could possibly be that many survivors complaining about it. This seems like one or two people said something and everyone else was like, "ohmigod, people are saying this?!" In other words, I think the reaction to any complaints has already dwarfed the original complaints.

    On a related note, one of my most fun meme builds as killer was Lightborn, Agitation, Starstruck, and Iron Grasp or Mad Grit. My only goal was to pick someone up and then down the survivor who ran out for the flashlight save. Good times.


    Edit: To answer the original question about what "meme plays" I lose out on as a survivor... I suck at using flashlights, so I'm either using something like Flash Bang or Blast Mine if I'm attempting to blind the killer. I would lose out on getting the blind when he kicks a gen, mid-chase blinds, and saving someone off the killer's shoulder. In two of those cases, the blind isn't that helpful and I'm doing it for memes or a Tome Challenge; I don't really lose out on anything, I'll just stop trying to blind and focus on objectives. Now, if I'm trying to blind the killer to save someone, that's not really meme-y, and trying to claim such would be disingenuous. If that save went through, it would cost the killer a lot of time and points. The killer brought Lightborn to secure their catch and get their BP, get their BBQ stack, get their win, whatever. Good on them.

  • Enduring was changed because every time the devs created a new survivor perk that stunned killers, it was a huge pain and they were unable to balance it properly. As someone else said, Enduring made DS useless. In general, stuns were either too long without Enduring, making Enduring a requirement for killers, or stuns were too short with Enduring, making those survivor stun perks useless. So the devs updated Enduring to only work with pallet stuns while also buffing it for pallet stuns.

    So to answer your question in a simpler manner: yes, it was an issue, because it made real balance between stun perks impossible.

  • SBMM for solo queue is backwards as hell. Die because your teammates are potatoes and don't save you and the game rewards you with worse teammates. No, man, escaping or dying is not what matters, what matters is what you do during the match. Do you pull your weight or do you crouch around the edges like a useless lump? Doing gens, making saves, taking aggro, that's what matters. Escaping really doesn't matter at all, and basing survivor MMR on that sucks.

    I recently had a match where two survivors refused to do anything. The match went on forever because they wouldn't touch gens even though the killer was busy chasing me and my friend. What the hell, man. The killer disconnected after they finally killed me, so my MMR went down and everyone else got 5k points for escaping because two survivors were completely useless.

    I'm so tired of my teammates. I want bots, dammit. Bots would do gens.

  • When killers are uncool towards me and hit me repeatedly on the hook, and I get to that exit gate, I do something crazy.

    I leave.

    When survivors teabag me and clicky clicky at me, I either turn around and walk away or I down them, put them on a hook, and then walk away. If I get four survivors who want to click at me and BM, then I go stick my nose in a corner (it's hilarious how many will disconnect rather than do gens).

    Showing players I don't give a damn is my win. Any sort of BM-y response just makes it look like they got to you. If they misinterpreted something you did and that's why they BM'd you in the first place, then BM-ing them back makes it look like you're proving them right.

    On a related note: If you're playing killer and a survivor kinda teabags you mid-chase while they're running, they might not actually be teabagging. On a controller, it's suuuper easy to accidentally put pressure on the trigger and it looks like teabagging but what it really is is a death sentence because they rested their controller on their leg for a second. If you're playing survivor and a killer is hitting you on the hook, they may not be BM-ing: if they're very new, they may think that they're speeding up the sacrifice. I'm obviously not saying this is always the case or anything, just that sometimes it's not meant to be rude. Survivors react when you hit them on the hook; there must be a valid game-mechanic related reason for that, right? It wouldn't reward killers with a reaction if it did absolutely nothing... right? 🙄

  • Survivors body blocking killers from behind is a bunch of bullcrap. Animations shouldn't require space behind a player. I also don't like that a bunch of survivors crowding the killer can prevent the killer from dropping a survivor, yet that survivor can still wiggle off the killer's shoulder. That makes no sense. If anything it should be the opposite given survivors can stand on top of a dying survivor but they can't stand on each other's shoulders.

    Back on topic, I like the bulldoze idea.

  • @SunsetSherbet said:

    Is there any evidence Spirit is specifically based off of either of these famous onryo characters from films and not just based off the Japanese myth of the onryo, a vengeful spirit?

    Also a killer I never see get brought up in these "homage" discussions is Blight. Behavior admitted Blight is inspired by Jekyll and Hyde.

    I mentioned Blight. :*(

    And no, I don't think there's anything to suggest Spirit is based on either famous character. She's a typical onryo as far as I can tell.

    Even Hillbilly isn't just a discount Leatherface. He also has elements of Wrong Turn/The Hills Have Eyes -type mutants as well as sympathetic lore similar to The Elephant Man. At least, that's what I see.

  • @chimera3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2707017#Comment_2707017

    Maybe, Maybe, Maybe…..not less. But if not less it’s just as much. Difference being ones consistent one isn’t.

    https://forum.deadbydaylight.com/en/discussion/comment/2707028#Comment_2707028

    Really isn’t. The only issue was on Haddonfield which was and still is an awful map all around. Also I’m not sure what your talking about in regards to new maps and complaint about BL. I haven’t seen someone complain about BL since 2019 Pre-nerf. Also there’s only been two new maps this year.

    I said complaints about balance, not BL. There's been nothing but complaints about RPD since it came out. I've also seen discussions about the Eyrie and its size, number of loops and pallets, etc. BHVR isn't necessarily great at designing maps for their own game. Pre-nerf BL would add another layer of complexity and only make that problem worse.

    The resources on the maps are for survivors. Pallets and vaults help survivors, not killers. The stagger on drops is what makes those drops dangerous. Reducing the stagger on every single drop on maps with a lot of multi-story drops creates an increased level of safety that's unnecessary at best. On maps with a lot of drops it wasn't unusual for killers to write off survivors with pre-nerf BL because they ate up too much time. That's unhealthy for the game.

    I don't like exhaustion perks, but I ran pre-nerf BL all the time because that passive was super strong. Old BL was a problem. Current BL may need a change or maybe the old maps need more drops, but in general passives on an exhaustion perk make it too strong.

  • It's difficult to design maps that are balanced for both having and not having Balanced Landing when it's in that state. It limits what the devs can do with maps because they need to avoid creating infinites. And already every time a new map comes out people get upset about balance. Old BL would not help matters.

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2706516#Comment_2706516

    Out of curiosity, how is Artist inspired by Candyman? According to Pixel Bush, she’s inspired by a real Chilean man of whom I forget the name.

    Candyman is an artist who lost his hand to a group of people. Carmina is an artist who lost her hand (plus other hand and tongue) to a group of people. Candyman has a swarm of bees whereas Carmina has a swarm of crows. You could replace Carmina with Candyman and have the exact same powers, only the details of the lore would change.

    Edit: This was not necessarily intentional on BHVR's part, but the similarities are there.

  • This makes it sound like it's not easy to pinpoint the inspiration for a lot of the original DbD killers. Trapper's design is taken from Jason Voorhees. Doctor is based on Yang Yongxin (and his cosmetics are inspired by A Clockwork Orange and Hellraiser's Cenobites). Wraith is basically Predator. The Artist is Candyman. Trickster is a Korean-flavored Joker. Blight is Dr. Jekyll/Mr. Hyde.

    If the devs did a doll killer, who would it definitely take inspiration from? Chucky? Annabelle? Benny? There's no shortage of killer toys.

    For the longest time, Hillbilly was better than Leatherface. It was years before the two got updated, and I don't think what happened with Hillbilly was intentional, the devs often mess up the fun factor when tweaking killers. Hillbilly wasn't shafted because of Leatherface but because the devs felt the need to touch his base kit while messing with his add-ons, just like with Nurse.

    Spirit, to give her credit, is not a discount Sadako or Kayako. She's an onryo, a specific type of Japanese ghost, which Sadako and Kayoko also are. Spirit's design and powers are unique. A lot of monsters and killers in horror are taken from folklore and urban legends, and so then any monsters/killers based on a particular legend will share similarities.

  • @TAG said:

    There is benefit to having the skill check in that it allows a player to save DS if they want to use it later in the match. I do genuinely think this is something you just need to work on yourself.

    https://forum.deadbydaylight.com/en/discussion/comment/2706265#Comment_2706265

    You are right, but the number one reason IMO that it sucks is that it is too easy to hit the skill check.

    It could just activate like any other perk where the player presses a button, allowing the player to use it or save it. Dead Hard and Power Struggle don't require skill checks, they just give a button prompt.


    @Anniehere said:

    The skill check works just like Flashlight save.

    Count for 2 seconds and it will appear on your screen.

    Focus on the arrow and press, by the third second you will be back on the floor.

    Keep on practicing. maybe a skill check simulator will help you?

    http://www.mistersyms.com/tools/gitgud/

    I dunno about the OP, but for me the problem is that frame drops and inconsistent lag on console means it's not something that can be practiced. I sometimes fail normal skill checks (there are some matches where I'm constantly like "What is wrong with you?! I hit the button!!"), and those have a much larger success zone. It's not console or controller specific, I have the issue on both PS4 and Switch. When it comes to skill checks, the framerate issues turn what should be successes into fails.

  • I use Lightborn 100% of the time. Saves me any annoyance. I used to just counter flashlights by looking away and facing walls, but dedicated servers messed something up and once survivors started getting blinds from outside my FOV I decided Lightborn was my new best friend. Every once in a while someone uses Blast Mine and I get to saunter over to the bush they're crouching in and get a free hit.

    I'm on console with messages turned off, so I have no idea what the survivors think of my stupid perk build.

  • Pinhead. Other than his day of release, I think I've even seen The Twins more often than I've seen Pinhead.

  • This is annoying. Playing handheld on the Switch right now, I can't see a damn thing in the lobby, the survivors are like ants.

  • @Saitamfed said:

    This is a good post although, to be honest, there are a few flashlight exploits, like the ones with the lockers and also even if you point to a wall, they might blind you as well, which makes it unavoidable so I'd say we need to rework how the blindness works, in order to blind a killer you should be in his field of vision, because it's unfair to get stunned even if you look to a wall.

    ^ This. I run Lightborn 100% of the time in part because of how uncounterable they sometimes are. Survivors being able to blind the killer without even being in their field of view is broken

  • @Tr1nity said:

    I still don't get how you see something so cute from this:

    https://us.v-cdn.net/6030815/uploads/Z37YTTQ321ZO/image.png

    That's just one quick snap of a character with many expressions. Some of Rin's faces are adorable.


    eric-bourdages-spirit-beauty-p.jpg 12dbbed0abe8d199cf3f66294946b62a.jpg eric-bourdages-spirit02-beauty.jpg


    I love your style, @C3Tooth ❤️ Even though I don't play her anymore, Rin is one of the reasons I got into DbD at all.

  • @Laluzi said:

    You know, it's interesting that you mention this. I haven't experienced any such issues personally, but there was a friend I was trying to give an anniversary flashlight to a few weeks back, but after two escapes and a third game with a White Ward, they never came through and the character he was using (Steve) couldn't keep them. They always disappeared at the end of the trial even though he escaped holding them.

    I didn't really think much of it at the time, but I wonder if this is related?

    Weird, I had something similar happen on Kate. I bought a Winter Party Starter on her Bloodweb and it didn't go into her inventory. I don't know if that happened for any other items, the Winter Party Starter was just very obvious.

  • I've never messaged anyone after a match, I'm not going to give someone crap about how they play a video game, but do I enjoy getting tunneled? No. And if a killer tunnels my friend first thing, then I run up to the killer and do really stupid crap so my friend and I die together. If the killer wants the win that bad he can have it, I doubt they mind that I hand them their victory. I just want to play with my friend and am happy to move on to a new match. I usually check really quick to see what happens after I get sacrificed, and often the remaining two survivors go immersed and start avoiding gens waiting for the other to die, so I'm sure the killer's about to have a fun half-hour of hide-and-seek. Every once in a while one or even both of the other survivors will throw the match with me, that's always amusing. Why play for real when it's not going to be a fun match? Live fast, die young, have a few laughs.

    As a survivor, it's not fun to get tunneled out, and if it happens too many times in a day I either go into super-meme mode or I quit playing altogether for a while.

  • Right, but the Bloodweb is still horrible. I love Yun-Jin and want to level her up on Switch, but I don't want to unlock her teachables and have them polluting every other survivor's Bloodweb and increasing the grind. That means many Bloodwebs where I have to try to avoid all 2 or 3 perks, and at level 50 I can get one perk per Bloodweb level.

    I'm leveling up the Artist on PS4 and I only unlocked one teachable. Each level 50 Bloodweb gives me a choice between two perks, and if I'm lucky I'm able to grab both, though I've spent many millions on her and still not unlocked my most important perk, so I haven't been playing her at all. Wow, super fun.

    Teachables suck. I should be able to take those out of the Bloodweb. The grind causes me to get frustrated and burned out so fast. Even if every other problem were fixed, I would never recommend this game to anyone due to the grind alone.

  • I use Blight for farming BP. I run with Distressing, Beast of Prey, BBQ, and Lightborn, and I can play lazy as hell and get decent BP or two-hook everyone without killing for 29k BP (before multipliers). It's fantastic, his Rush is the best and fastest way to earn Deviousness.

  • @FlameGNG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2699763#Comment_2699763

    yes i would rather just aim myself even if it does help once in a while i still feel like it ruins more lunges than help... and i mean they dont need to remove it if they dont want to, they can just give us an option to turn it on or off.

    It never helps. Aim dressing will never help the killer get a hit they wouldn't otherwise get, it can only cause them to miss a hit they should have gotten.

    The aim dressing isn't there to help with the mechanics. It adjusts the animation so that the game looks better, so hits visually connect. That's its reason for existing. The devs won't give us an option to turn it on or off because it's not there for the killer's benefit in the first place.

  • It depends on the map. Numerous times I've seen one Petrified Oak offering turn Lery's into a giant dead zone. Usually, though, it's as others have already said: it'll take more than just a single offering to have an impact.

  • Congrats. It feels good to be rewarded for playing smart. :)

    I always run Lightborn. It saves me a lot of frustration. More than once a survivor has disconnected when they realized they couldn't blind me. If I don't run Lightborn, I end up with three survivors finding flashlights in chests and then I need a four-man slug before I can attempt to hook anyone.

  • @Pizzasauce said:

    https://forum.deadbydaylight.com/en/discussion/comment/2699337#Comment_2699337

    Do you like the book or the movie better? (Not the remake)

    Gosh, it's been so long I couldn't say for sure. Probably the movie, because it's a vengeful ghost story whereas the book has a sci-fi medical mystery thing going on, and I think I prefer the atmosphere of the movie. But they're both good and it's interesting to read the original story and watch the different direction in which the movie takes the material.

  • I read Ring. I liked it.

    In terms of the movies, Ringu is great, if a bit slow (Though, maybe I need to rewatch it. After seeing The Ring Virus, Ringu may seem like a fast-paced thriller in comparison.). The Ring is one of the few times I actually really enjoy an American remake (The Grudge and Dark Water are also very well done). As for the sequels, The Ring 2 and Rings suck. I've seen the Japanese Ringu prequel and some of the sequels but don't remember them very well.

    I've been wanting Sadako to get into DbD for a long time. I hope Kayako is in our future, too.

  • @Grimzy said:

    I think all hooks breaking after a sacrifice is fine and good as it is. Survivors are supposed to get a chance to wiggle out if you create a deadzone because you used a hook already. Just pik your hooks in a good way and you wont have an issue. Especially since survivors dont wiggle out that often by the time you reach the next hook, and you can drop down any ledges / heights and it doesnt increase the wiggle or stagger you.

    Killers get a limited choice when it comes to picking hooks. The survivor leads the chase, not the killer, and then the killer has to pick from the nearby hooks where the survivor goes down. Sometimes there's only one hook close enough.

    If using only one single hook creates a dead zone, that's bad map design. Using multiple hooks in one area, sure, that's expected to create a dead zone, but using just one? Unfortunately, I've seen using one hook create a dead zone, and survivors are crazy if they think running to that spot will get them a free wiggle out. I've had multiple matches where I stood around and watched three survivors bleed out together at the same time because they were smart enough to recognize a dead zone but not smart enough to realize that four minutes of being slugged would be the inevitable outcome of their actions.

  • This mechanic is so pointless and it can hurt everyone in the match. I've had some matches where one hook got used and the three other survivors all ran to that area in chases because it became a dead zone. Those matches were three-man bleedouts because there was simply nothing I could do. Who benefits from that? That's a terrible game mechanic.

  • Did you have a killer dodge your lobby?

    SBMM is pretty bad no matter what, and if queues are long then the range will keep expanding until it finds someone to fill the lobby. However, if a killer dodges a lobby, then I think the system goes into a panic mode and is like, "Ohmigod, these survivors need a killer NOW!" and it ditches any cares about matchmaking ranks, sticking in a killer as fast as possible.

  • If you can find a match as killer but not as survivor, that means there are more people playing survivor than killer in your region. Wait times for killer and survivor usually change depending on the time of day in most regions.

    Your options are to try playing at a different time of day, try turning cross-play on or off, or play custom matches with friends.

  • I'm sad how few memeing survivors I get when I play killer. I had one match where a survivor got in a snowman and chased me, and it was hilarious. Definitely haven't had any groups of 3 or 4 messing about. In most of my killer matches, the survivors don't go near the snowmen. You'd think the snowmen were insta-death-traps.

    Me and my friend did a lot of screwing around as survivor today. We'd try to meme as snowmen in every match. Only one killer, a Wraith, memed back. He ran away and kept ringing his bell like he was freaking out. Loved it.

  • A few days ago, on a map with bad hook placement, I sacrificed one survivor and the other three, all slugged at the same time (they were breaking hooks), crawled to the dead zone. That felt really stupid, standing there with nothing to do but watch three survivors bleed out, but they were crawling on top of each other and kinda spinning a bit so I guess they were having fun. If they didn't want to wait around for four minutes they could've crawled toward some hooks. (Fun bit of trivia: two Bills in that match, but the only survivor with Unbreakable was the one I sacrificed.)

    I always wonder if they would've said anything in chat if I had chat, but I'm on console so I'll never know.

  • I doubt the killers assumed you were SWF. They probably just assumed you all were running boon perks and didn't want to deal with it. I've seen some killers say they'll dodge a lobby with even just one Mikaela.

    When a killer leaves the lobby, your lobby gets priority in procuring a new killer. That doesn't help if someone disconnects on the loading screen, but when you're having long survivor queues, that's a good time to switch to playing killer for instant matches.

  • I don't run Kindred because my teammates never put the info to good use, anyway. Somehow, they'd always do gens instead of rescuing me when the killer was across the map and they'd always crouch around doing nothing when the killer was camping me.

    Solo queue sucks because random teammates are the absolute worst. You can't really buff random survivors into suddenly being competent, perks can't solve that. Solo queue will be hell no matter what. No point in buffing it. The players who care about winning will continue to be lobbied with total newbs or memers, and base kit Kindred will do fudge all to improve the match for any of them. Under no circumstances should anyone rely on their solo queue teammates for anything ever. Just ignoring the objectives and try to make dying as fun as possible, that's really all any solo survivor player can do.

  • I enjoyed her while I was playing her, but the crappy Bloodweb system is a misery and I have to play other killers to earn Bloodpoints to unlock the perks I want on The Artist. So, for now, I'm not playing as her. By the time I do, survivors will probably be much better at countering her and I'll get tired of it after a few matches and go right back to my usual roster.

    I hate the [BAD WORD]ing Bloodweb. RNG sucks.

  • When I'm playing killer, I still get frame drops when someone unhooks. (I haven't played survivor since the game went free on Epic, so I can't comment there.)

  • Ever since the game went free on Epic, I've been getting a ton of completely new players in my killer lobbies. It's nice to make easy BP, but at the same time it gets boring that I max out BP and have to basically stop interacting with them because there are still four gens left and I'd rather not kill them.

    The game needs bot killers, man. I want to give these new players a fun match but holy hell, they're not even running a single perk half the time, did they check out the tutorials at all?

    Once it got to be later at night I started getting more experienced survivors again. Annoyingly, there's rarely any middle ground, it's either completely inexperienced survivors or it's me struggling to get my 4-stack. I just want survivors who will finish the gens right as I max out BP, is that so much to ask?

  • Sometimes if a group of survivors is breaking hooks I'll slug everyone to death, as a "this is the fate you chose" thing. I stop playing nice, but it's not that it sets me off; it's just a "well, what did you expect?" kind of response.

    If it seems like a team is mistreating a random or if survivors leave someone to die on their first hook, that sets me off. I had a match earlier today where three obviously experienced survivors left a total newbie to die on their first hook for no reason with five gens left, so I stopped playing nice and tunneled and slugged and hopefully made their dying very not fun. The last one crawled away so I found the hatch and stood on it, waiting while she bled out for 3+ minutes.

  • Each killer has a somewhat separate MMR, that way someone who's skilled at one killer doesn't get completely stomped when they try to learn a different killer.

  • Daily Login 3 was Rift Fragments. Have you already reached level 70 on the Rift?

    Daily Login 4 has not happened yet. I think it's still 8 or 9 hours away.

  • I too got the Meg mask but not the Trapper mask. (PS4)

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/2669257#Comment_2669257

    They were Mandy responded to that in another post about the Masks....I didnt know about the Wraith one

    Yeah I saw. That's good. Now I just hope BHVR fixes the thing with a lot of people not getting the Trapper mask.

  • @OldHunterLight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2673882#Comment_2673882

    But if dbd was on ps4 when legacy was a thing then many players would've gotten it as well and that probably, bhvr has been saying "this is an exclusive item" but has been giving these exclusive items to everyone, like the bbq billy hammer, or the huntress mask, kate's shirt etc.

    My point is, what is the point of keeping exclusive items if they are being given for free later on? I understand legacy players will feel horrible or annoyed if they grinded for nothing.

    I didn't had a pc but I used to watch dbd early on like a month or so after release and when it came to ps4 I bought it.

    But I'm saying that the DG masks never stopped being a thing. People have been able to unlock them on Steam for free even though DG is dead. So, the DG masks really aren't comparable to any of the other "exclusive" items. The event and legacy cosmetics aren't earnable/unlockable anymore, whereas the DG cosmetics never stopped being unlockable. No purchase required, no installation, no playtime, all you had to do was be linked to a Steam account, which meant consoles specifically were excluded because there's no cross-progression. Everyone except console has had the ability to unlock the DG masks this whole time by doing practically nothing. You can't say the same for event or legacy cosmetics.

    I'm making no comment about whether I think legacy or event cosmetics should be made available to everyone. I'm just saying that the DG masks are nothing like those. Using the DG masks as a reason to bring up event or legacy cosmetics is spurious. And I'm baffled by the people who seem upset about the DG masks because the only thing holding console players back from getting them even just last week was a lack of cross-progression, nothing more.

  • @OldHunterLight said:

    Can't wait for legacy to be available for everyone, if the excuse is "not everyone was able to get it" when I was on ps4 I never got the chance to get it because the game wasn't on it until later.

    But you can't still unlock Legacy cosmetics. Steam players could still unlock the DG masks just by clicking a link and hitting "cancel." I added DG to my Steam library just last week to see if it still worked, and it does. There was no exclusiveness to the DG cosmetics, no purchase or playtime required.

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