WesCravenFan
WesCravenFan
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3265373#Comment_3265373
If you are not clearly killer biased, then you must be an extremely lucky, one in a million person to have never received any salt from any killer and at the same time and extremely unlucky to always be receiving tons of salt for the surv side.
Yup, totally possible.
Mad Killers maybe one game out of 20 or 30.
Mad Survivor: literally any game where someone is on PC and got less than 10K points.
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@CodeDB said:
https://forum.deadbydaylight.com/en/discussion/comment/3265375#Comment_3265375
But you didn't offer "math". Nothing you said in this thread even included a specific statistic. You literally just said your opinion that survivors are salty even after wins while killers simply hit next without a second word. Then you offered a non-specific hypothetical situation of your experience.
Even if you played 1,000 games, recorded each and every one of them, and came back here with a full pivot table full of stats showing your proof, my core point would still be valid. It is all your personal experience and will invariably be corrupted by your own feelings, interpretations, and actions in each game. The pool of collected data is still overly represented by a single variable, you.
Saying the magic word of "math" doesn't change that.
Saying that 4 is a bigger number than 3 is not a personal opinion.
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@CodeDB said:
https://forum.deadbydaylight.com/en/discussion/comment/3265213#Comment_3265213
"My subjective experience is objectively true for all. I polled everyone in my house multiple times and they all agreed!"
Also 1,500 hours. I also have only ever been compared to a genocidal regime once in the post game chat. And, spoiler alert, it wasn't when I was playing killer. I was playing solo queue and what sparked the grievance is we managed a 4 person escape.
People's personal experience of the game is by definition subjective, regardless of how much "data" you individually collect.
Personal experience is not the same thing as math. "I don't think David because he gets seen too much" is personal experience. Stating that David gets targeted by killers 12% more often than the others measured is data.
Please understand the difference.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3265274#Comment_3265274
If you play survivor you should know that killers are equally as toxic as survs, winning or losing, so it makes no sense to say that survs are more salty and killers just put continue.
Nope.
Like I said, I can play with my SWF for 6 hours straight and get not a lick of Killer salt.... then they go to bed, I play three games of Killer and out come the salt mines from whiny Survivors.
Every. Time.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3265117#Comment_3265117
"Ñi ñi, i play killer so all survivors bad but all killers good."
95% of my gameplay is Survivor. I have no idea what weird projection this comment is trying to make.
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3265117#Comment_3265117
To each their opinion =)
Also, this game is made of many layers. What you're experiencing might not be what I'm experiencing, and there might not be an objective true answer on this.
Most survivors who stomp me are gracious as they do so, willing to give advices and encouragements. I hear it's not that common, but then again, I'm a very lucky killer.
Math is objectively true.
I can play Survivor all night long, two dozen games... ZERO SALT form any Killer whatsoever.
I get Survivor salt in 3 out of 4 Killer games.
It's not even CLOSE.
And encouragement?! HA! Not even once in 1500 hours.
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@HugTheHag said:
If you mostly play killer, then you're sure to see more salty survivors than the other way around. But salt is equally distributed when it comes to losing, I can assure you. It's just less prominent in killers since they 0K less often, at least in my experience.
Semantics aside, yes, some people will be salty no matter what happens. It's not even a skill issue, since there are plenty of salty players in higher mmrs as well.
Try not to take to heart the mean comments. If you're playing fair at relatively low/middle skill level, you'll meet plenty more nice people who'll be cute in the chat, and it will feel better. =)
Salt is NOT equally distributed. Holy crap is this false.
Survivors give salt even if they win. The overwhelming majority of killers just hit continue and move on, at any number of kills.
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Escaping as a Survivor has nothing to do with skill, that's why.
You could run the killer for 5 gens and unhook 5 times, but then die to a random NOED smack at the end... and the game thinks you suck.
Likewise, you can hide the whole game and wait for the killer to slam the hatch shut while lurking near an exit gate and get out... and the game thinks you are good.
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Between Pinhead's Box, Blight's add-ons, and Nurse's existence, I am totally not bothered by Bubba. At all.
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@VideoGameMage said:
https://forum.deadbydaylight.com/en/discussion/comment/3263082#Comment_3263082
Kate comes close to be fair. She looks the part of the blonde bimbo that gets shanked in a slasher film first.
She's... blonde. That's about it.
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I think I have gotten Unbreakable to work like twice, ever.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3263082#Comment_3263082
they officially licensed a dating simulator game where you get into a relationship with a character that is essentially a reanimated corpse wearing almost nothing
and you call that super prudish
ok bro
Yeah, I do. There are literally no sex scenes. It's just weird flirting. The whole thing reads like a 14 year old's fanart captions. And if I had to guess, the whole thing was just to capitalize on Lewd By Daylight.
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@Dionysus42 said:
Inspired by Pixel Bush's recent statement and the response it got, but informed by a now long history of debate on this issue. People say that the new survivor is clearly tailored to be drooled over to the point of ignoring his actual history and origin in favor of modern fashions and so on, that Haddie's relative failure means BHVR is now entirely focused on making survivors that people want to have relations with, and that it has gone beyond the isolated environment of the spinoff to now infect the main game, destroying what little semblance of horror aesthetic is left. Also, characters like Claudette get outfits that don't at all fit their reserved personalities.
What do YOU think? Do you still want more daddy Ghostface, David, and revealing Kate skins? Or has it all gone all too far? Post your favorite Feng bikini cosmetic ideas as well.
Is this a joke? Despite being in the horror genre, we do not have a single big breasted blonde in the entire roster.
This company is super prudish. It is far from sex appeal.
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@Rovend said:
That is the cause of people overexagerating over perks being tested on ptb.
People saw 4 survivors using reassurance in the ptb leaving one surv in the hook for minutes and were mindblowed thinking this would break the game, not realising that it was going to be a very rare occasion of all survs using it or it could be easily countered by simply NOT HOOK CAMPING.
Remember when Lucky Break was going to "break the game" ?
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How often is this happening to you that you are this tilted about it?
I run into friendly Survivors one game out of a hundred, man.
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@Okonar_ said:
https://forum.deadbydaylight.com/en/discussion/354503/seeking-validation-from-others
People come up with these fairy tale imaginary rules, I've never seem it in any other game. I've noticed its pretty biased a long time ago when I was still new at the game. I played super nice during a match, avoided to tunnel people just to be nice and still got tbagged and bmed at chat at the end, after that I stopped cared and just played normal since.
My favorite made up rule is gatekeeping Killer behavior behind a required number of gens.
"Really, Killer? You are doing that at 5 gens?"
And yet, you never hear "Really, Survivors? You are doing that at zero hooks?"
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3262089#Comment_3262089
Yeah if you were killer sure
But how can you "succeed" when you are being tunneled and camped? You also can't pip by just hiding all game and not doing gens
@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3261530#Comment_3261530
How can the person on hook "just do gens" though? They're going to depip if they die. This is not "fine" at all
Put more effort into avoiding the killer, 4head.
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@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3262210#Comment_3262210
Can't wait for a survivor perk that takes away the killer's ability to attack for 25 seconds. It'll be a great thing, because it's unique and ill type it in caps.
You just described all chase extender perks.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3262210#Comment_3262210
Really isnt, as it doesn't stop them from just doing gens but literally everything else. A Survivor has to literally run around and do nothing for 25 seconds, they cant heal, cant cleanse totems, cant even interact with certain things related to killer powers like Pigs boxes or Supply Cases.
Worst of all is it barely affects SWF as a person can simply call out when theyre about to get downed, and everyone on a gen can let go. It is possibly one of the most badly designed perks in the game, even more so than old Ruin. Because no matter how experienced you are, you can't know when some ones about to get downed unless you have line of sight of both the killer and survivor, or the killer has a map wide audio notification that theyre about to hit some one (Like Deathslinger or Pyramid Head)
Theres a reason why Incapacitated is unique to killer powers (only exception of course is Eruption) and thats because its a REALLY strong effect, and it activating with just kicking a gen is just plain dumb
You know, alternatively you could just pound out gens that haven't been kicked yet. it sounds like this is a problem for being that don't commit to getting a gen finished, or get themselves 3 genned.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3262221#Comment_3262221
It stops you from doing anything for 25 seconds.
It kinda needs to have some sort of counterplay for having such a powerful ability,
I feel like things that one side has to put effort and work into, do not necessarily need counterplay. In fact, a lot of times that's brutally unfair for the person putting in the energy.
Eruption requires gen kicks, it needs someone to come back to a gen you already kicked it, then they have to be on said gen at the MOMENT of a chase down. That's a lot of steps and working parts compared to perks that work "just cause".
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3262214#Comment_3262214
That's not realistic counterplay.
Same vein as "just wait out DH 4head"
Not everything needs "counterplay". The idea that EVERYTHING must have some way to weasel out of or around it is a weird notion in this game's community.
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@AmpersandUnderscore said:
https://forum.deadbydaylight.com/en/discussion/comment/3262046#Comment_3262046
By that logic, they should make head on cause the killer to be stunned for an extra 5 seconds longer than base pallet stuns.
Just because a perk is designed to do something, doesn't mean that the numbers are balanced. This game suffers way too much from balance decisions that are just 'double it' or 'cut it in half'. That mentality is why perks like ruin get dumpstered, and also why eruption is overtuned now with more than double the previous duration.
Or, you could just... not be on the gen when it blows and avoid its effects COMPLETELY.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3262163#Comment_3262163
still not a good thing
Yup. It is. Eruption fills a unique purpose. It is the only perk in the game that can actually STOP a Survivor from progressing a generator by taking away their ability to work on one. Not just blocking a gen, but Incapacitation. That's a GREAT thing.
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@jajay119 said:
https://forum.deadbydaylight.com/en/discussion/comment/3262046#Comment_3262046
You can say the same thing about original Dead Hard. Didn't stop it being unfit in enough killers eyes for BHVR to change it.
Original Dead Hard: Avoid a hit through timed E
New Dead Hard: Avoid a hit through timed E
Intent remains unchanged here.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3262046#Comment_3262046
doesnt make it a good thing
It makes it an intended thing.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3261976#Comment_3261976
I have 2,322 hours played in this game as survivor. I have never been able to hide by the exit gate and open it in time before the killer got there after closing the hatch. "Got away for free" is a myth among killer mains when the last survivor just so happens to beat the odds and escape. Keys now are largely useless. To get any value from a hatch key now you have to be the last survivor and find the hatch before the killer finds you after its closed. I can't play a key every match as a backup plan in case I am the last survivor. At that point it basically becomes a BP dump because you're playing it hoping you won't die or lose it before it can even be used.
I know survivor is a team game, but often times I don't really have a team and end up being punished for other people's failures. The killer is then rewarded further from your hopeless situation. It sucks when you're giving your all and your team is giving 1/10th of what you're giving and you end up paying for it. The current end game for the last survivor feels unbalanced and unfair.
I don't care how many hours you have, the 50% idea would literally cause a survivor to hide in the locker nearest a door, wait for the hatch slam, and then get an 8 seconds door timer. That's a hard no.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3261530#Comment_3261530
How can the person on hook "just do gens" though? They're going to depip if they die. This is not "fine" at all
That is your price of failure.
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Ruin should keep ALL of its regression power, but the shutoff on death was fine.
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@Volcz said:
If they're holding you hostage, its likely they are bullies or you did something so they think you deserve it. Did it today to a Huntress who camped and tunneled an Ace (all solos) immediately upon hooking him. Saw cause Kindred. Didn't go on anyone else, despite me and the others taking hits for him, trying to grab the killer's attention, or doing gens right in the killer's face as the Ace ran by. Huntress got the Ace at the very end when we powered gates, the 3 of us remaining got out (after waiting for EGC's bar to get to 1%) and sure enough the Huntress decided to talk s*, laughing and making fun of the Ace for dying. Context matters a lot.
Either way, simple solution is to force them out. Alt tabbing is just contributing to the problem. Like if you won't help yourself then ?? I guess keep alt tabbing.
How does alt tabbing make it worse?
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The very things people whine about Eruption for is exactly what it is meant to do.
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@steamed_hamzzz said:
Seriously, it’s so boring just being camped all game, how is it fun for them?
This play style needs to be addressed, at least tunnelling is interactive and can be countered by perks and good teammates
If you’re being camped by a Bubba there is literally nothing you or your team can do. Even Reassurance or Deliverance/ OTR can’t save you
I get it, I play both sides so I get that sometimes proxy camping or tunnelling is necessary to win, but if you’re camping someone at 5 gens then it’s kind of pathetic, surely just watching someone on a hook for 2 minutes isn’t very fun?
I know it will be tricky balancing Bubba’s chainsaw without nerfing it too much but something needs to be done about him making unhooks literally impossible
I love how every time this is brought up, the poster always says "How is this fun?" or "Blah blah blah, 5 gens, pathetic".
Again, just more gameplay police.
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@FreddyVoorhees said:
Prove me wrong but a buff to gen repair speeds if a killer is camping would benefit the game. It would punish killers who face-camp by always making the remaining 3 escape. If the killer decides to spend minutes next to the hook , the remaining survivors should get motivated and speed up the repair as nobody is stopping them.
This would decrease campers , which would decrease DC from survivors too. I do not see any downside to this if implemented right. Or any that is anywhere close enough to even matter.
- I assume that such speed buff would build over time with how much time the killer has spent near the hooked player. Thus chases and simple passing by the hook would not impact any killers who play normally.
- Also the buff would end if a survivor enters the hook radius so it cannot be exploited by survivors either.
- Grace period would be set so buff would not begin increasing until the killer has spent at least certain amount of time near the hook so normal game play would not be impacted with this. If you play normally as either side you would not notice any changes with this fix.
#AntiFaceCampBasekitProveTyself
This is just you trying to play Facecamping Police.
Facecamping is not illegal.
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@captain_murphy said:
As a Detective Tapp who was just facecamped by the killer, i wasn't able to use any of the proper nouns to talk to my teammates after the match.
Seriously.
This is an M rated game.
Get rid of this stupid chat filter already.
Sounds like you are just mad you wanted to throw salt at the killer.
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@pizzaduffyhp90 said:
Would be nice to play a "Horror" Party game that DBD is and chill on it rather having to play so sweaty for the majority of the games. Friday the 13th never got SBMM during it's time period. Why does DBD need it? Ranks weren't perfect but, they were 100% times better than what it is now.
Survivors finish gens very quickly, bring the best stuff they can, and bring there best maps like Gideon, Red Forest, and Coldwind to name a few and I know this isn't every game but, it's almost every game. Killers have started to camp and tunnel more, usually all there perks are now just gen defence perks now, and most killers can't even do anything or get any results until the endgame.
All of that was still there during ranks however, it wasn't common as it is now. This game isn't ment to be competitive but, it keeps going that route by keeping SBMM.
Sorry for the rant I know most people won't agree with me on this.
Citation please on when the developers ever declared, called, or described Dead By Daylight as a "party game".
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None of these suggestions are reasonable.
Slowdown is the only defense non-mobility killers have against even semi-skilled players.
While you are chasing your first Survivor, you have three players completely unmolested to work on three different generators simultaneously. If you cannot get your first hook in 90 seconds, you've lost 60% of the generators.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3260508#Comment_3260508
We moved away from double window shack & stuff, from infinite loops & infinite vaulting, reduced number of pallets substantially, burning nurse is almost impossible now, trapper's traps can't be sabotaged, hooks are no longer pemanently sabotaged and many many many unfun things for killer (do you remeber old hatch and key?). Just recently we moved to such a niche inconveniences as removing locker flash saves (I agree it was unfair, but how often if ever it happened to you, that 2 survs locker saved each other against you?).
And yet camping and tunneling is in the game for 6 years now. Even worse - tunneling is at it's highest usage it has ever been.
I think it's finally time to do something for survivors for a change. The alternative is to revert all the unfun&unfair aspects of the game that got fixed for killer's benefit. Because it's very clear now killers will not be happy until survivors are not perkless&itemless in 1 flat 16x16m room without any obstacles but those 7 generators that now take 300s each.
The flaw with your comparison is you cited specific gameplay mechanics with playstyles.
Being able to Dead Hard over a Trapper trap was fixed with a line of code.
You can't just undo a Killer deciding he wants that Jane out of the game immediately.
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It's only a crime if you get caught.
Otherwise, deliver justice.
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So all I need to do to boost my friends is to suicide on hook? Interesting.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3258237#Comment_3258237
No drug including weed has ever touched my mouth, but I do have a friend who grows weed right in his room, and it's one of those things that can smell wonderful or can smell like ass.
There's also the "other worldly" smelling stuff. This one he had me smell... I think he said it was called Birthday Cake? The best way I could describe it was like a mixture of skittles and gasoline. 😬
I assure you the dudes that wandered into our local gaming store stenched with the foul odor of weed never, ever, EVER smelled anything that could be described as "wonderful".
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Freddy is lackluster and I find his snares worthless. I'd actually rather have the original Freddy design. I'd lose more, but at least it is more exciting.
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@hex_uwu said:
https://forum.deadbydaylight.com/en/discussion/comment/3258434#Comment_3258434
Found one of the holed killers.
As if I would ever self-punish myself into allowing myself into that MMR bracket. That bracket is for sadists.
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I will never understand the obsession people have with weed. It reeks something awful.
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@Roaroftime said:
Killer is now easy mode, you're being handed 4k's thanks to the hundreds of survivor nerfs and thousands of killer buffs including rapid pallet destroying perfect for the game map. Skill issue.
I feel like your math may be off JUST A LITTLE.
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I may or may not have had a hand in pestering Rowan during his early streaming days when he started playing DBD to add it to the VLDL shooting schedule.
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@OnryosTapeRentals said:
And killers still:
- Camp and tunnel at five gens.
- Hit on hook.
- Stack four slowdown perks + the strongest addons.
- etc.
The fact that people in this community play like jerks is not new information. Both killers and survivors are as bad as each other when it comes to being unsportsmanlike.
Items 1 and 3 on your list are gameplay elements, not being a jerk just for the sake of being a jerk.
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@Cyber_Atlas said:
It really needs to be fixed! Please, it is one of the best perks in the game.
That is why it doesn't need to be "fixed".
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/3254843#Comment_3254843
I'm not sure why you need data from millions of games to figure that out.
The problem is that not only is the Survivor playing this way not increasing nor gaining MMR, in the process they are also tanking everyone else's MMR that HAVE decided to play as a team.
This is the problem with basing gain/loss solely on escaping.
To make matters worse with this new system, you are now going to lose even more MMR if everyone dies.
That makes absolutely no sense at all, the game was never designed to be based SOLELY off kills and escapes.
Did you seriously just try to lecture a member of the BHVR team on how the game was intended to be designed?
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@MeanieDeeny said:
https://forum.deadbydaylight.com/en/discussion/comment/3256234#Comment_3256234
I appreciate that you said “a Dwight or a Feng.”
I mean, I'm not gonna sit and pretend like we didn't just get toilet paper Dwight.
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@MeanieDeeny said:
https://forum.deadbydaylight.com/en/discussion/353533/feng-mins-cosplays
Why does everyone care? If you don’t like it or want it, don’t buy it. Cheryl still got hers…Jill still got hers. One doesn’t take away from the other. I bought Jill’s and then also bought Feng’s cosplay of Jill. Like seriously, it’s not a big deal. And obviously despite the massive influx of Feng hatred, obviously enough people are buying her cosmetics for them to keep them coming consistently…
"One doesn't take from the other".
It actually does. Art department has so much resources at a time. For every number of hours spent on a Dwight or a Feng, a lesser character goes without.
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@DashMonsta008XV said:
@WesCravenFan I've seen that somewhere,but that's an awesome idea,but will they make them pay for the entire license or a cosmetic route hmmm? That's the other issue?and would they ?
I could see something,like this also happening for Ghostface, I'm sure they still want a full scream chapter or I'm I pipe dreaming about 99 Nemesis?
When I asked McLean about it he said "It's not impossible, but I wouldn't hold my breath".