Wezqu
Wezqu
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It reads as the last part of the add-on effects "Removes the ability to teleport to traps" in exchange you get 7.5% speed increase making your speed 4.73m/s so you are 0.13m/s faster than base M1 killer normally.
Mint Rag is better add-on as that gives you ability to teleport to any trap in the map no activation of the trap required. You just need to look at the trap and teleport good to surprise someone you are chasing.
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Are you using the Waterlogged Shoe add-on as that removes the ability to teleport and makes the traps only be blockers when activated blocking survivor going through them.
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026623#Comment_4026623
Uhh, I guess none. Can you even buy a chapter a second time?
You can unlock the characters in game with auric and still buy the DLC in Steam.
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@Blueberry said:
Well the original reason it was done was supposed to be because of separate killers mmr's. Which would have made sense. Realistically though that just doesn't exist. I can pick a killer I've never played a single game on and it's still throwing me against groups with thousands of hours that my mains would be getting matched against. Their % of main mmr to other killers mmr is way too small to justify preventing killer swapping as it was supposed to. I don't mind still preventing us from swapping if they gave us actual separate killer mmr's.
It's super annoying trying to learn killers I'm new on and I still have to face high hour sweat squads. Some of the mmr from my mains applying because of general knowledge I get, but it needs to be significantly less than it currently is.
It exists but you don't seem to know that when you play killer other killers will have their mmr changed too but way less than the one that you played gets. So if you play one a ton the others will eventually get to be quite the same level as the one you played more.
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No this should never be in the game and you clearly give the reason for it in your own post. Dodging lobbies is not something the game needs in any form.
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This bug has been reported several times. It happens most of the time when you try to strafe while drawing the path of the guard and there is change of height of the surface where you try to draw or its the edge of the tile. You can reproduce this in several maps RPD, Gideon Meat Plant, Ormond Mine etc. It rarely happens if you don't press "A" or "D" to strafe but has happened even while drawing straight. It seems to be mainly happening because minor elevation change or between two map tile edges like on Gideon. The easy way to know its the same bug is because of the not getting through the spot, being able to move side ways still while not forward and the sound that happens little bit after you get stuck.
Old reports:
@Lem0n_Shark said:
SUMMARY OF THE ISSUE:
When in The Knight's Guard Summon Mode, there are specific areas where The Knight cannot continue moving forward. Almost exclusivly occuring on the bottom level of the geedeon meat plant, there are certain areas if you move forward the game will block you as if there's a dropdown when in reality there is not - additionally sometimes it appears as if there's an invisible wall. This occurs OFFTEN when moving through open metal doors, or large doorways that have a track on the ground as a texture.
PLATFORM: Steam
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED:
when creating a guard patrol path through the bottom floor of gideon's, pass through one of the many large doorways near generators or staircases. The path will stop as if you have hit a wall or ledge (elevation change). You will then need to back up and move left or right to go around the problem. The size of the 'wall' changes and can vary. I have also noticed a large number of mini 'walls' that cause you to bump and slide around them, as they aren't big enough to bring you to a full stop.
VIDEO:
https://youtu.be/umUHK_wK_eE?si=APQQDudO5WbPqmXT
PLAYER LOGS:
https://us.v-cdn.net/6030815/uploads/DY11VA05XRL2/deadbydaylight.log
@XD_Bisping said:
SUMMARY OF THE ISSUE: Sometimes when trying to set up the patrol on the knight's guards, there's an invisible wall blocking you from setting up the patrol.
PLATFORM: PC
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: I simply sometimes just run into an invisible wall when activating power as the knight. It happens no matter what guard you use.
https://us.v-cdn.net/6030815/uploads/5PUQMJ4MA47K/medaltvdeadbydaylight20250511121545-1746958687.jpg
VIDEO:
PLAYER LOGS:
- Player logs are required from PC players only.
@SHADERS said:
SUMMARY OF THE ISSUE: When in The Knight's Guard Summon Mode, there are specific areas where The Knight cannot continue moving forward. I want to preface that these are areas that clearly should not be blocked. Effectively, when you begin creating a Patrol Path in certain areas if you move forward the game will block you as if there's a dropdown when in reality there is not - additionally sometimes it appears as if there's an invisible wall. This is most common on Lery's main building (the TV room) and the Ormond Lake Mine's main building (moving up the main ramp or the door directly beside the bottom of the main ramp).
Both examples provided were recorded on the live release's second bugfix (8.7.2) and the Lery's and Ormond examples are the most consistent ones (with recordings below). However, there are other areas that are slightly less consistent where this issue still occurs (for example, the street curbs on Haddonfield).
PLATFORM: Steam
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED:
For the most consistent results:
- Load into a match as The Knight on the Ormond Lake Mine or Lery's map.
- Move to the main building (on Lery's this is referencing the "TV Room")
- If on Lery's attempt to send a Guard through the center area. There is a high likelihood The Knight will be blocked and unable to pass through even though the area is normally travellable. If on Ormond Lake Mine, go to the main building and use your Guard Summon Mode to try to summon a Guard either up the ramp (less consistent, but more likely if you summon on the right side of the ramp when going up it) OR alternatively send a guard through the door closest to the bottom of the ramp and there is a high likelihood you will also be blocked from moving through the door (or hit an invisible wall before you even get there).
VIDEO:
PLAYER LOGS:
https://us.v-cdn.net/6030815/uploads/NHF4SN302F04/deadbydaylight.log
@SigrunAeterna said:
SUMMARY OF THE ISSUE: Under certain circumstances
PLATFORM: PC
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED:
VIDEO:
This would be nice to get fixed as its been around for a while now but you can work around it by not strafing while controlling the guard summon path.
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Steam can be slow in updating achievement progress sometimes. Check next time you launch the game if it updates the achievement progress as quite often it does so when the game in launched next time.
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Steam achievements sometimes take time to update as it depends on the Steams own servers. It can cause you to get achievements next time you launch the game when Steam catches up on it.
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@LuckyJewel said:
Regardless of teal colour, is there any reason why purple fits the most? I mean three of you said teal and two of you said purple. That's why I'm still confused
Purple is a color I would see Mikaela herself use. Teal just for me personally is not among her color pallet in her choice of clothing.
Still in the end asking what color to use will always cause splits in opinion because of peoples own preference.
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In these situations mods tell people to contact Customer Support as this is account related issue.
https://www.bhvr.com/contact-us-2/ -
@GentlemanFridge said:
I think this is a bit skewed due to how new these still are, compared to the game's life.
There's a massive amount of players who dropped somewhere along the line, and are probably never going to attempt these, yet they're still counted for these percentages.
Not to mention that they are tied to a character so not all are getting all characters so never going to do the achievements.
Rarest universal achievement you can get is Death Flight (0.7%) that they added with the last DLC. Next is Bless You (1.2%), Tools of the Trade (1.3%), Outbreak Breakout (1.4%), Hiding Seeker (1.4%), Don't Open, Dead Inside (1.7%), Expert Generalist (1.8%), Fearless Healer (1.9%), Skilled Generalist (1.9%), Bloodied Hands (2.0%), Break For It (2.0%) etc.
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I thing Purple would suit her better as I would see her wearing more darker colors and teal is not really that.
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Only references I can find of that combo working how you state was in the PTB for the End Transmission DLC was released and even in that case it only worked when using For the People to heal someone from injured to full health not from dying to injured. Still that was patched out when the DLC was released so it never has worked like you describe in release version.
You have most likely watched some real old video as if this worked in some release build then that was a bug as it should not work that way by perk descriptions.
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I myself don't want ingame voice chat. It might be one thing that would make want to stop playing as I have no interest of listening someone telling me what I am doing wrong while I play its already enough to see it in the end game chat. When most of the time they don't even know what they are talking about anyway but it would be annoying to have to listen to that during a match.
Just to note that its rare this happens but it has happened quite many times and usually they have no connection to what really even happened in the match. Some people just think they know better how this game should be played.
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Its a valid tactic and I say that as killer player.
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It depends what license they get. Still if they get license that includes most of the movies I would go with the Part III as thats where he gets his mask. Then make the other movie versions as skins.
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For me it cleared out with relaunch and if I was not wrong I got all the bloodpoints back that I used on the repeated bloodweb after the relaunch. That makes me think its just communication error between the character servers and you so it does not update the bloodweb progression. Mine was on Trickster if it matters.
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White Ward only works on the item/add-ons you brought to the match and the item needs to be in your hand when you die or you need to escape with it. Otherwise including abandoning for any reason you are not going to get the item/add-ons back.
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@Deadman7600 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020561#Comment_4020561
kinda true, but the egc isn't exactly a short amount of time. I usually just open if I leave the gate or 99 if im gonna stay there.
I have had matches where one dies because the timer does not let other heal themselves to go do the save again because time runs out. Four minutes go by fast when you have to do several saves in the end game when things don't go right or killer is good enough to manage to get another downed even if you managed to save the first guy. This happens quite often when the door is totally the opposite side of a huge map. Not to mention the people who open the door way before the killer has caught the one they were chasing so they already waste 30-60 seconds of the egc because of that.
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020565#Comment_4020565
sounds like dismissal of player experience… i have had the same 4 man SWF team like 5 matches in a row….then i get 3 man swf and then get the 4man swf AGAIN. it got to a point where the swf teams were asking me to dodge them when i see them in lobby because we keep getting matched. the wanted to play against a different killer, i wanted to play different survivors but its what we get matched with
You most likely then play at time when there is not enough people of your skill level around so it gives you that team again as they are your mmr. There is nothing sinister there.
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020560#Comment_4020560
doesnt explain how some people are getting swf constantly while others are getting mostly solo players
Observer bias and if I would get a euro every time I hear SWF claims when playing solo.
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I 99% in about 80% of the time as there is no point to put you and the team on a timer if you aren't in a situation where it does not matter. In the end its situational but there is no good argument to do either option 100% of the time.
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You most likely have filters on as you can still equip them from the store. There is a button on the right side of the search bar in the customization that looks like a tag. Press that and only thing check marked there should be "unlocked". That should show you all the cosmetics you have unlocked.
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If you abandoned then you will lose the item and add-ons. You need to stay in the match until you die to keep the item.
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Just play another killer match in the event and it unlocks.
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This bug has been reported several times. It happens most of the time when you try to strafe while drawing the path of the guard and there is change of height of the surface where you try to draw or its the edge of the tile. You can reproduce this in several maps RPD, Gideon Meat Plant, Ormond Mine etc. It rarely happens if you don't press "A" or "D" to strafe but has happened even while drawing straight. It seems to be mainly happening because minor elevation change or between two map tile edges like on Gideon. The easy way to know its the same bug is because of the not getting through the spot, being able to move side ways still while not forward and the sound that happens little bit after you get stuck.
Old reports:
@Lem0n_Shark said:
SUMMARY OF THE ISSUE:
When in The Knight's Guard Summon Mode, there are specific areas where The Knight cannot continue moving forward. Almost exclusivly occuring on the bottom level of the geedeon meat plant, there are certain areas if you move forward the game will block you as if there's a dropdown when in reality there is not - additionally sometimes it appears as if there's an invisible wall. This occurs OFFTEN when moving through open metal doors, or large doorways that have a track on the ground as a texture.
PLATFORM: Steam
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED:
when creating a guard patrol path through the bottom floor of gideon's, pass through one of the many large doorways near generators or staircases. The path will stop as if you have hit a wall or ledge (elevation change). You will then need to back up and move left or right to go around the problem. The size of the 'wall' changes and can vary. I have also noticed a large number of mini 'walls' that cause you to bump and slide around them, as they aren't big enough to bring you to a full stop.
VIDEO:
https://youtu.be/umUHK_wK_eE?si=APQQDudO5WbPqmXT
PLAYER LOGS:
https://us.v-cdn.net/6030815/uploads/DY11VA05XRL2/deadbydaylight.log
@XD_Bisping said:
SUMMARY OF THE ISSUE: Sometimes when trying to set up the patrol on the knight's guards, there's an invisible wall blocking you from setting up the patrol.
PLATFORM: PC
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: I simply sometimes just run into an invisible wall when activating power as the knight. It happens no matter what guard you use.
https://us.v-cdn.net/6030815/uploads/5PUQMJ4MA47K/medaltvdeadbydaylight20250511121545-1746958687.jpg
VIDEO:
PLAYER LOGS:
- Player logs are required from PC players only.
@SHADERS said:
SUMMARY OF THE ISSUE: When in The Knight's Guard Summon Mode, there are specific areas where The Knight cannot continue moving forward. I want to preface that these are areas that clearly should not be blocked. Effectively, when you begin creating a Patrol Path in certain areas if you move forward the game will block you as if there's a dropdown when in reality there is not - additionally sometimes it appears as if there's an invisible wall. This is most common on Lery's main building (the TV room) and the Ormond Lake Mine's main building (moving up the main ramp or the door directly beside the bottom of the main ramp).
Both examples provided were recorded on the live release's second bugfix (8.7.2) and the Lery's and Ormond examples are the most consistent ones (with recordings below). However, there are other areas that are slightly less consistent where this issue still occurs (for example, the street curbs on Haddonfield).
PLATFORM: Steam
STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED:
For the most consistent results:
- Load into a match as The Knight on the Ormond Lake Mine or Lery's map.
- Move to the main building (on Lery's this is referencing the "TV Room")
- If on Lery's attempt to send a Guard through the center area. There is a high likelihood The Knight will be blocked and unable to pass through even though the area is normally travellable. If on Ormond Lake Mine, go to the main building and use your Guard Summon Mode to try to summon a Guard either up the ramp (less consistent, but more likely if you summon on the right side of the ramp when going up it) OR alternatively send a guard through the door closest to the bottom of the ramp and there is a high likelihood you will also be blocked from moving through the door (or hit an invisible wall before you even get there).
VIDEO:
PLAYER LOGS:
https://us.v-cdn.net/6030815/uploads/NHF4SN302F04/deadbydaylight.log
This would be nice to get fixed as its been around for a while now but you can work around it by not strafing while controlling the guard summon path.
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Its a warning you are not getting penalty of it. It can happen if you get tunneled out of the game fast, but if you are 6000 hour player then you know that does not happen often.
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Clear bug fix so don't know what you are talking about.
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The game can't connect to its servers.
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@bazarama said:
Got the challenge done reasonably quickly because I don't know what game people are playing but every single match all 4 survivors go into the void and mos survivors t several times.
Never had a single match that all 4 survivors didn't go into the void at some point.
Its mainly people complaining that think that they need to get everything done without even trying and anything that might demand any effort they complain before they even try to do it. I think I am missing four hooks on it and played like three play sessions in the event.
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Currently it penalizes people as it should before it could be mostly ignored and was not hindrance to anyone really.
Anyone who complains about penalties seems to be the people who deserved to get those penalties anyway.
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Solo queue is totally fine. You get good matches and bad ones as when playing non-solo.
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People need to understand that "experience of the majority" is not a really the majority. People will always complain more of things that annoy them than say anything positive of something they like. So of course there is always people whining about the thing more as thats how it goes. In reality the "majority" rarely is anyway the majority they are just the loudest.
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I don't consider the void useless as the crystal can give you quite an edge if the killer does not kick gens that much. I for example finished two gens while another person got chased because one of them was finished by void crystal. Not to mention it can save time when traveling from one side of the map to the other or fooling killer with the old enter in the void and then when they come in leave the void right behind them.
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@Choaron said:
Just play normally and you'll eventually get it. There's over 2 weeks left, for fudge's sake. Quit being being an impatient toddler.
But they have a "life".
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Well have to admit there was quite a lot of DC's yesterday while I was playing with my friend. I would say every third game someone dc'd in one it was my friend whose game crashed.
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That animation is not Finesse that is Last Stand that you have also equipped. When Finesse is used your character does vault by putting hands on the window and throwing the legs straight through the window. When using Last Stand your character puts its hands on the window but keeps legs tucked in behind and then turning them forward when going through the window. Your video shows your character doing the latter so its not infinite Finesse but Last Stand being active. Its basically a knee attack that causes the stun to the killer. The animation plays on every vault until you successfully cause stun to the killer and turn off the perk.
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This how his guards work they will detect the survivor and float to the spot where the survivor was on the time of detection and start the hunt. Its working as designed and always worked like your video shows. Only thing odd in it was the Carnifex getting stuck walking next to you but otherwise there was nothing buggy in it.
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As the other person said it does not work if you are broken and it even is listed on the perk description in the game itself. So this is not even one of those cases where its not listed in the description.
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As YmPrat said counter to the perk is hiding in locker as that prevents survivor of getting revealed and so the obsession does not transfer.
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@Dadeordye said:
Yep.
You need to die for the offering to work.
Should indeed work with the abandon. This is much like the old key add-on that let you keep it in case you die, but, again, you need to die and when you abandon you ended up losing the key.Just to add that you also need to have the item in question on your hand when you die. If its on the ground somewhere then you don't keep the add-ons.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013261#Comment_4013261
You force survivors play ping pong longer, not killer. Killer already "said" he can do it long enough.
It gives survivors something to do than just bleed on the ground. I would rather be getting points than waste my time bleeding on the ground where I don't get anything. It can also give them chance to get the lasts gens done as it will still force the killer to play defense.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013180#Comment_4013180
Just to make already lost match even longer for no reason? Yeah, great idea.
To force the killer to hook or play ping pong longer.
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This might be odd opinion but I have nothing against the Milestones quests being like they are. They are there as a bonus for all level of people who play the game. To me they are not meant to be all unlocked anyway but there for people who want to have progress towards something while they play as there is people who might stop playing if they have no quest/challenges to do. They are basically the same as the Grade reward. You get more if you play more but you will get some even if you play less.
Its currently clearly made to be something that caters to both and clearly not meant to be finished if you are not really serious of playing this game and in reality that is fine as in the end that seems to be the point of them anyway. First iteration was way undertuned so it was easier to finish and after they got the stats from that one and how fast some people went through it they adjusted the numbers as its clearly not meant to be finished unless you are one of those that play this game a lot.
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Thats why I have always been in that opinion that in this specific situation survivor should be able to pick themselves up.
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Give Nemesis third zombie, make the zombies little bit faster and give them randomly happening lunge attack that would make them fall over but could hit survivors further away (mainly so it becomes risky to run too close to the zombie as you can't know if it does the lunge attack). I don't think he needs much else.
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Best maps in the game are indoor maps.
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012990#Comment_4012990
- AFAIK the Skull Merchant rework won't be happening until at least next year. We don't have an exact timeframe but there's zero chance of it happening before Halloween.
- Bug fixing and QoL improvements shouldn't affect the art team at all. They're artists, not programmers, and so allocating them to working on game health makes no sense.
There is quite a lot of skin texture bugs and the artist most likely also work with other textures in the game so they don't just create cosmetics.
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I don't want to be the bringer of bad news but this is not a bug. Your picture shows that you hit the skill check barely too early causing failed skill check and Corrective Action that another survivor had made your failed skill check into good skill check. You can see Corrective Action being active next to your perks.
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I think the rift being "bad" is because they are pooling up resources for the bug fixing and quality of life issues. There is no point to use resources to anything else than getting the game in state that people will be happy about as currently it clearly is not that. They clearly still want to keep developing the game otherwise they would not use resources to fix it. About the Skull Merchant skin for halloween could also hint that they might release the rework for her before halloween so she would be in better state. They haven't been really vocal of the updates to characters as Shape's rework was quite a surprise to people. Hopefully this all means they are really getting the game to good state.