feechima
feechima
About
- Username
- feechima
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
Unpopular opinion:
Basement is the most outdated mechanic in the game and needs a rework. Just about every killer is guaranteed a kill just for camping it, so why not.
Breakable walls were some of the worse inclusions in the game.
Survivors names and profiles should not be able to be clicked on until the end of the match-by other survivors too. Names should not be shown to the killer other than character names until the match starts.
This game will never be balanced because balance is subjective. All the attempts at balance are making it less fun.
-
@[Deleted User] said:
I always go into a game thinking I don't want to kill certain survivors. Felix, Tapp, Jonah (not default outfit - he will die), Shirtless David, Leon in his new outfit, a cute Dwight. Gee I really do have a list. But the bloodlust always takes over and on death hook they usually go.
When I play Leon in his new fit, I'm always screaming to the killer in chase I look too good to die and don't wrinkle mah suit. No one has had pity on me yet, but I did play with a Kate who's name was Simp for Leon. lol
-
@6659Leg said:
https://forum.deadbydaylight.com/en/discussion/comment/3180778#Comment_3180778
Can't really rope wesker with that lot. Onryo has nothing going for her and is literally just a crippled mix of wraith and Freddy,not even her fans play her. Pinhead is strong,he's just a pain to play consistently well with. Pyramid head is much more the same as Pinhead,he can be strong but is just a huge pain to play. Wesker isn't as frustrating to play (at least compared to the aforementioned) and has a simple but effective power that isn't a gimmick but a legit lethal power. Plus I still see legion and plagues,who are considered low end killers,so obviously it's more about what someone finds fun for themselves as opposed to others.
The only similiarity I am drawing is that they were new and from popular franchises which is what you wrote as the excuse to why Wesker is appearing so much. I then offered my opinion on why Wesker is played a lot which boils down to 1.)easy to play/master 2.) dominating games=wins=fun. Can't blame people for using what works for them. Everyone does. It just resulted in unintentional oversaturation to the point that no one wants to play against him.
-
Blast mine was my go to but now I don't even want to run it. Still, I rather see that challenge than fall from a great height while in chase or hide within the killers TR without being seen for x amount of secs. Yeah, let me find somewhere to fall and stumble into the killers weapon or have to use BL.
-
I really don't think this game was built for speed killers. All the killers with range and some sort of dash have desync issues between the survivor and killer from time to time. I know I've been around the corner in about 4-5 matches and got sucked back into Wesker like I was running straight or much closer. On the killer screen I probably looked straight ahead and close, but there was one game I know the Wesker couldn't believe it himself. He looked at me, looked where he got the grab, looked back at me and left me on the ground to get picked up. So yeah, the hitbox has been improved, great for some players, unfortunately grabs are going to happen that shouldn't connect far more than grabs that shouldn't miss now.
-
@MrDardon said:
It's almost as if he was brandnew and from a very popular franchise.
I think its more about how easy he is to win with, his massive TR which makes TR perks like starstruck super strong, and his ability to move across the map fast. Let's be real here. If he were conceived to be a weak/middling killer no one would be playing him this much. Pinhead, Pyramid Head, Onyro were all brand new killers at one time from popular franchises and did not appear in 1 out of 2 games. (FYI not calling him OP just that once you learn his power killers are dominating most matches due to people not knowing the best way to dodge and counter him yet.)
-
Can't get good games in the last few days. Players either DC or off themselves on first hook and if you do get them down go afk or throw. Everybody but the Weskers are tired of Wesker.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3160312#Comment_3160312
Apparently, it was bugged and it was never supposed to work how it did.
They always say that when they decide to make changes they know very few people would agree with.
-
I still say that honor lies with Pinhead.
-
@PBsamichShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/3158633#Comment_3158633
Except it's nothing like missing a flashbang save and then getting a new one.
A flashbang is something the player has complete control over. It doesn't have a timer that expires it. You can use it whenever and wherever you want so it makes sense that once it's gone it's gone and you have to fulfill an objective to get a new one.
Blast mine is on a timer and there's a decent amount of RNG as to whether or not the killer kicks the gen and triggers it.
You also can't compare blast mine to dragons grip at all. Blast mine stuns a killer for a few seconds and requires a survivor to complete 2/3 of a generator to activate and setting it requires another initial 3 seconds on a gen.
Dragons grip takes 2 seconds to set up (kicking a gen, which also takes less time since the 6.1 killer buffs) and if triggered causes exposed status for 60 seconds AND gives the killer information on where the exposed survivor is. I'd say 60 seconds of exposed status is way more powerful than a 3 second stun.
Also don't forget that in solo q the yellow aura on the trapped gen can be confusing. For solo survivors it could mean blast mine, but it also could mean the killer is using trail of torment, or someone is using situational awareness. There's no way for solo to know unless they're paying attention when it gets triggered by the killer.
Well said, I erased my own argument because you just said about everything I would say. I'd also like to add that flashbang is a much more powerful tool, as similar to a flashlights, you can potentially save your teammate being carried to hook. As of a yet, killers can't carry a survivor and kick a gen at the same time so no synergy there.
-
@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3160436#Comment_3160436
Its only pointless if your intention with it is to use it pointlessly. Not knowing how to use a tool properly doesn't mean it needs to be changed so you can use it exactly how you want. The time waste it forces is worth far more than having the gen not be regressing for a few seconds. Its on you to utilize that properly, or just not use the perk.
LMAO. The perk is dead. It was barely on life support if not for blinding challenges by survivors who can't use flashlights. It was a meme perk with much better options. The seconds it wasted was so minuscule as to not matter. Repressed Alliance is a much better time waster and actually protects the gen from the overcharge/ call of brine meta. The secondary function to highlight the gen in solo queue is now gone. Your defending of it is hilarious though. Carry on.
-
@Adjatha said:
Every killer perk that activates, has no effect, and deactivates has the same cooldown or activation requirements as it did initially. Why should survivor perks be able to get refunded until you get a use out of it?
Most killer perks like this have a cooldown. They can walk around and it replinishes itself and the perk actually does something like regress a gen, and put someone in the exposed state, etc. Blast mine requires 66% of a gen done with a split of resources between 3 other players. It literally stuns the killer for a few seconds. The killer then recovers and kicks the gen anyway. What a game changer! They took a useless perk and turned it into a pointless one.
-
My number one sandbaggers are Nancys. I remember one game before the hatch changes when I died at 1 gen taking aggro for a Nancy on death hook. I watched the rest of the game as a spectator. Near the end of the game Nancy sandbagged a Tapp (stood in front of a pallet so he couldn't pull it down), let him him die on second hook (stood in front of him tbagging), took his key and left through hatch with the third player in chase. The killer of course caught the third guy, killed him and closed hatch. I regretted that I saved the heffa off death hook.
Fengs have become equally useless in the last year, but I think its because she's gained in popularity with all her cutesy outfits so more chances of bad Fengs making appearances.
-
Male cosmectics need more variety, I agree. And they just need more love overall. Meg, Kate, Feng, Nea, and Mikeala, have really been sucking up all the dlc in the past year or so with flare and color. The last winter cosmetic vote was a prime example. Everyone got a flashly outfit except for Adam who got some boring teacher pajama set. Why can't he have a onesie like Elodie and Zarina?
The only survivor male who gets fun outfits is Dwight and he must be a dev favorite because he gets more outfits than any male. Jake and Jeff saw more use with the better cosmetics they've had in the past few months as proof some good cos will raise popularity. I don't think I'd necessarily purchase booty shorts and a crop top on a male character but k-pop style and more fun designs would encourage me to get more male outfits.
#DOBETTERFORADAM #ADAMEXISTS
-
I started playing on PC but most of my friends are on console. I play controller on both. I have small hands and short fingers so kb&m has not come easy for me. I'm so used to console (xbox) I don't notice the frame difference anymore. Controller with survivor is fine and not much difference at all. Controller on certain killers like Huntress and Nurse is difficult and takes more time to master.
Also, I remapped my keys so not all actions are with the same button after The Twins came out. Surprisingly, I found that I could not throw a pallet with Victor on my back as getting him off and throwing pallets was the same button. Now, I don't accidentally throw pallets when trying to heal. I also reworked my skillcheck button to 'up' on the directional pad. I have not seen anyone else do that yet.
-
If you want this game to die quicker remove the hatch and see how fast killer queues are. There would be no point in survivors continuing to play except for swfs wanting to challenge themselves. If even one survivor died or dc'd with 4 or more gens up the game would be over for everyone unless the killer is terrible. The survivors that would continue to play would be all swf as solo queue would not be worth the chance of having bad teams. If a game doesn't end when survivor powers all gens, it also shouldn't end when killer takes out three randos. Find the survivor or they escape. Those are the terms of DBD. End of story.
-
@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3139926#Comment_3139926
You shouldn’t be near each other in the first place against most killers. Splitting up is good against almost every killer in this game. Even more so against hyper-snowball potential killers like Nurse, and even more so if they have Starstruck. Fatigue, then picking up, then dropping takes a ridiculous amount of time and literally isn’t even worth it in most situations unless someone is super close. Flashlight saves have always been a risk regardless of killer. AA isn’t going to prevent a save since it only happens after carrying actually starts anyways.
Most people know to split up against killers but a games progress that becomes harder to do, less gens, crossing paths for saves or running into teammates during chase. You're not going to get off a gen just because someone goes down and the TR extends to where you are. I think its going to be a problem and you don't. We'll just have to wait and see.
-
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3139926#Comment_3139926
The moral of the story is the same as almost every other killer on the roster: split up. And as you said, Distortion and Object of Obsession can be used to hard counter the perk. Vigil can also be used to counter Starstruck.
That is not a solution and not always feesible on smaller maps. With solo queue you don't even know where your teammate is at until they go down or they can just run in your direction while in chase. You also can't get out of the TR in time to prevent starstruck. And very few people run distortion (I happen to be one of them). You shouldn't have to run one specific perk to counter a very powerful perk combo on certain killers like prenerf Undying, tinkerer, ruin Blight people are going to afk or quit.
-
I think this would actually incentivize camping. Besides the percentages being too strong, you can expect a survivor to come near to attempt a hook save. You make them trade hooks without ever having to chase or locate other survivors and you still get pressure to the gens being done. If you tunnel someone out of the game with two hooks you now have slower gens plus only three players.
-
@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3143160#Comment_3143160
Uh....how about heal?
Against a Legion or Plague? The two killers are most likely to have the perk. Coupled with 2 or more gen slow downs. Great way to kill time and the team. Perks by themselves are rarely ever a problem its the stacking that causes problems on both sides.
-
@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3139902#Comment_3139902
AA is bad though. Nurse fatigue is almost always 3.5s default. Pick up takes 3s. In 6.5s, a survivor can run 26m. You can be out of the range before the pick up even finishes, even if you start literally right beside the Nurse. The linger also means nothing, because it only lingers on people who were still in the 20m when the carrying ends.
I've seen and had Nurses get two or three downs from Starstruck when a Nurse 'doesn't' immediately know where people are. Picking up the survivor and getting starstruck effectively paralyzes all survivors in the TR. No flashlight saves, or for people working on the gen or just happen to be in the vicinity they are forced to run far away (which is usually why the nurse catches them after hooking a survivor-seeing scratchmarks). Now the survivor will either have to run to get Starstruck off them and risk leaving scratchmarks or try and hide in which case she will know where you are with AA. Also, a nurse does not have to commit to hooking. She can simply pick up a survivor, get starstruck and AA value, drop the survivor and then blink onto the survivor standing nearby. Unlike BBQ which you can anticipate, AA is not something you will be alerted to unless you have Distortion.
-
When Awakened Awareness releases paired with Starstruck Nurse Mains can expect really short games. Either people are giving up on hook or not playing at all.
-
Nurse hate forever. Dude. :{
-
@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3125240#Comment_3125240
This is a PvP game, and guaranteeing a kill isn’t wasting time.
Then the OPs complaint is invalidated. You're only wasting time if you think its a waste. I see it is a waste in my personal opinion. I rather gurantee a kill in the next game than babysit a slug in the current.
-
The types of first and second hook quits you mostly see have nothing to do with losing the game and everything to do with poor sportsmanship. We have people giving up on first hook, because they didn't get deliverance value, don't like the killer, don't like the map, or their pizza arrived when they knew it was coming.
On the other hand I don't mind people who don't want to stick around for being camped (although I always do to give my team time to do gens).
-
@GlamourousLeviathan said:
https://forum.deadbydaylight.com/en/discussion/comment/3125240#Comment_3125240
There is no "they may get away", they will get away unless they decide to not wiggle. And then, once they get away, they return to the same spot, rinse and repeat. Yeah, definitely the killer's fault there.
If they return to the same spot then yes they are attempting to waste time but most survivors will try and find a hatch if you haven't already closed it. As for maybe get away, I'm not referring to the wiggle, I'm referring to breaking LOS and getting to an exit gate or finding hatch.
-
@GlamourousLeviathan said:
https://forum.deadbydaylight.com/en/discussion/comment/3125115#Comment_3125115
Yeah, and I play since Nurse came out and for a long time this wasn't an issue since there was no Midwich nor RPD on the game, and survivors didn't have Flip Flop and Boil Over. I play on the South America server and I don't know how things are on your server but every 3 to 4 games there is a group of survivors with Boil Over abusing any hook dead zones they find. It is inefficient if their objective is to win? Absolutely. Is it boring as hell to wait for everyone to die on the floor? You bet. The point of complaining is that for me it has become a common issue in a way that is not healthy. One thing is complaining about game balance, another is complaining a QoL issue. Above it all, it wouldn't even be something hard to change, just give hooks 2 to 3 minutes before they respawn.
However, if your issue is camping, then it is much more reasonable to advocate for the basement to only have 1 hook and it be a 1 time use, since it is the perfect camping spot that exists on every match. And guess what? Killers who use Agitation and Iron Grasp normally use these perks to get to the basement and camp. Making a base game mechanic that destroys hooks permanently mainly punishes killers who don't camp, since the ones that go to the match with this intent already have a plan to play around the basement anyways.
https://forum.deadbydaylight.com/en/discussion/comment/3125133#Comment_3125133
It is not a "risk", it is a guarantee. The wiggle meter is a fixated value so given that you are away from a hook, you can pretty much know if the survivor is going to get out just by game experience. So no, the one that is wasting time on the end is the survivor, not the killer.
So the survivor is wasting time because they went down where there is no hooks? Pick them up. Have them wiggle out. They may get away. Those are the odds of DBD. You're wasting your own time because you are 'scared' 1 survivor in a video game will get out.
-
The only time this annoys me is when its against a legion without thana. 1.) You're going to get injured again in the time it takes to heal you. 2. By standing next to me bagging you'll give him a two for one special if he comes over. Healing too much against legion is the #1 killer of teams that don't have at least one or two good runners. Do gens.
-
The map is terrible for both sides. But the devs force survivors to run nothing but the buildings as the middle of the map is the most massive deadzone I have ever seen. Most of the pallets outside are crap, except maybe two car ones and one that I can remember by some bushes. The gen that spawns near the end of the street is far away from anything resembling safety. Also three genning is super easy if you pay attention. I saw a gen spawn inside a house on the first floor and then outside the 'same' house just off the porch. I play immersed on that map (not my style), but chases are just not worth it.
-
So interesting that you phrased the fact that a hook spawn is not conviently in your location as wasting the killers time, when it is the killer who chooses to bleed a survivor out for four minutes. You can pick them up and risk them wiggling off and then try and catch them again. Or I dunno, you can go around breaking pallets and find hatch. But the survivor can't do anything but crawl around on the ground. But yeah, Its wasting the 'killers' time. I think its fine as is, same for a survivor using all pallets in one zone or having massive dead zones. The only change I wish the devs would make is instant bleed out if on the ground for more than 30 seconds as the last survivor alive, unless of course the survivor has a perk or boon that would help them get back up.
-
The only ones I bothered to prestige. Yui, Elodie, and Leon.
-
Naturally she is being played more so you will see more comments about her. It isn't Rocket Science. And just like the wave of Undying, Tinkerer, Ruin, Blights the new Starstruck, Infectious, Scourge: Floods of Rage and range add ons nurse is a pita. No one wants to play against her. Good riddance.
-
Do the DCs happen before or after Starstruck hits everybody?
-
I'm just glad I only faced one Dragon's Grip today. Had a 40 min game on Eyrie of Crows against a Wraith with DG. Killer had overcharge and we were forced off the gens left and right. Even with DG on cooldown by the time 20 mins of game was done most pallets were gone. He had somewhat of a three gen but didn't really matter because he was fast as Speedy Gonzalez.
My best advise is split up as much as a you can. Hope your teammates can run at least decently. If he doesn't have DG tap the gen, its better to eat the 2.5 regression than let the 200% regression kick in. It takes time to build up to regression but after 30 seconds it is at max. During solo queue having perks like blast mine will not only blind the killer but can light up your gen for your teammates to know it has progress. If they aren't on their own gens they may wander over to yours. As for you knowing what gen has what, the very underrated Rookie Spirit and Alert could come in handy with not only knowing what gens were regressed but where the killer is located. I also played a few games with repressed alliance, but when I kept seeing Deadman's switch I took it off.
Finally, sometimes you may have to take a down to win the game. I literally took the L so we all didn't die against a three gen doc while playing solo queue. He'd managed to regress three gens to nothing already and i wasn't going to let him get mine. If you have any hooks left in you the best option may be to just stick with the gen and pop it and take the down and not live to regret it.
-
It is. I used it often before the latest patch. You just have to be good about not getting hooked but as soon as you're rescued its up again. It's helped teammates take over if I get pushed off a gen, helped to coordinate a heal, let my teammate know what gate I'm opening when they are in chase. I'm even able to avoid them on a gen if I am in chase much more quickly than with bond.
-
@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/3079625#Comment_3079625
No, because it's no game breaking.
It is gamebreaking when it allows Oni an inflated win rate due to having his power more than he is supposed to. It is also not one of those bugs that is rare and hard to replicate. But they won't because they want his AoT skin to keep selling.
-
really
-
+1 got me killed because I thought it wasn't working I spent extra time standing around and Nemesis saw me.
-
What was said already but I'll also add I increased using Prove Thyself a long time ago. Whenever I am doing a rift challenge that requires cooperative action I know I'll go out my way to team up on gens so why not get something out of it like extra bp and faster gens? But yes, with longer gen times and regression perk buffs a little extra speed is necessary.
-
@EvilTwin said:
https://forum.deadbydaylight.com/en/discussion/336417/survivors-are-literally-throwing-games
I feel like matchmaking got even worse with this update. I get decent teammates like once every 20 games and the other games I get survivors with around 100 hours in the game (I’m around 2K).
Many of them barely have any perks and are literally too scared to do gens or even go for the unhook, then they’ll dc or kill them selves as soon as they get downed or hooked.
I believe this is the main reason people are struggling with this patch and not the actual changes they implemented.
Another thing is that as long as mmr is based on escapes/kills there will never be a solid matchmaking. I would much rather have the old ranked system.
I think this is because a lot of experienced survivors have switched over to killer or aren't playing right now. So you have really quick survivor queues but it is because they're throwing just anyone together regardless of this mythical MMR. I've been matched up with some survivors that when I check their time had less than 24hrs in the game. When you get in a game like that, killers may think they're throwing, but no, they are clueless. Even worse when they are on a platform other than you and you can't ask questions or check hours.
-
I rather think it is the plethora of thana Legions, still unfixed rubberbanding, stacked slow down perks, stacked gen regression perks, seeing your teammate crouched in the corner that is causing DCs. Honestly, DCs were bad before the patch update in my games. See a killer you don't like. Goodbye. Caught first. Bye. Getting camped. Seeyah. Nothing much has changed except for people have lost patience and morale.
-
" but also further solidify the mindset a lot of people have that, just because the generators were completed, they were therefore entitled to get an escape (which completely ignores away the fact that the game is not over at that stage,"
Great logic, please also spread this among killer mains who think just because they killed three survivors and stopped the gens they are entitled to a 4k. And hatch is a 'free' escape.
-
I think more people are playing killer because they have never been as strong. Therefore with less survivors they are just throwing all manner of MMR together. I swear I got into games with people with only 24hrs in the game. I've been playing for over four years now. Yikes. Then you have people who have lost so much they are giving up and can care less about the objectives. They are just getting points while the getting is good and insta-saving.
I haven't seen perks like devour used in quite a while. Why? Killers are not leaving the hook anymore. Why should they? They can camp to second state and still only 1-2 gen pops then tunnel the person off death hook. It's a crapshow out there.
-
Right now if I could dodge every Leatherface I see, I would. 99% iron grasp + agitation=basement. Noed for those that are not foolish enough to head for basement. Longer gen times now help them out. (snoozefest)
Huntress- most fragile ego players I have ever seen (not all of them but more than any other player) . Prone to camping (from a hill with hatchet drawn) or rotating around the hook at 5 to 4 gens left. Still throws refrigerators around corners. This game is not meant for any level of projectiles as the servers are too inefficient.
Blight-just hate him. Boring to play against. Playing against a giant ping pong ball with a cane. Ridiculous curving. Add ons too strong.
-
@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/3076770#Comment_3076770
While I agree with most of what you've said Claudette is free with the base game since she is one of the original 4 survivors and she has the 2nd most female cosmetics (3rd most out of all the survivors). She even had 2 cosmetic sets in 1 single rift previously. She's one of a handful that can sit wait to get more cosmetics until the other characters are caught up.
The ones with the most cosmetics - the original 4, Nea, David, Ace and Kate - can all stop getting cosmetics so often until the other characters catch up. Maybe if the artists had to focus on the other characters they'd get better cosmetics people would actually want to buy/wear and would end up getting played more.
Most of Claudette's earlier numbers are recolors. She had a ton of recolors of the same outfit and special addition outfits before cosmetic releases were a thing. More if you get the charity pack. My point is that Feng can't just be gettnig cosmectics because she is popular because Claudette is popular too. She was more popular before they lightened her P3 outfit. And Dwight and Meg are also OGs and have consistently received new content. Both just got outfits for AoT. Not to mention Dwight's over the top beach outfit. I couldn't begin to rationalize why the devs release cosmetics with clear favorites.
-
I suspect it only makes you feel better. But I report anyway. Maybe if the player gets 50 reports in a month someone will look into why that is so. I also started rating my games at the top of the tally screen. Now that, I'm absolutely sure does nothing. I personally would like to see griefers and chronically Afk ragequitters put into queuing h*ll where they can only be matched with each other. See if they survive the 30 min lobby since they don't want to play like normal.
-
Not losing items when prestiging. Never understood after all that grinding your reward was emptying out your pockets.
-
Besides the fact this is an abysmal suggestion your second suggestion completely counters your first. Why would you let someone off hook until they are second state if you could mori them once you have four hooks. Just camp someone to second state then walk away and let them be saved. Get 3 other hooks to activate a 'basekit' Devour and find that second state survivor and mori them.
Current devour is balanced by the fact that it can be cleansed before its activated because once its active it is extremely strong. What you are suggesting means survivors couldn't even cleanse it by chance and for the paltry cost of four hooks the whole team dies.
Secondly, cleansing five totems at the beginning of the match could work for SWF but not for solo. Again, another unfair advantage for them and on maps like RPD and Midwich totem spawns are varied and the maps are huge. It is not possible to quickly cleanse 5 totems, do gens, save off hook and be in a chase.
Thirdly, if this devour hope were basekit and totem cleansing was the only way to counter it, then teams would be forced to try and cleanse from the start. Naturally killers can just bring Hex Pentimento because they'd be guranteed to find broken totems. Another guaranteed win.
Lastly, killers like nurse, which I see you said you played, would be majorly overpowered. I'm surprised your strat is to play dirty with easily the strongest killer in the game. Nurse doesn't need to tunnel if you know how to play her. Already pairing her with starstruck usually secures a 4k and most times with 3-4 gens up.
I can just see a nurse main now, with Infectious Fright, zipping around the map and killing everyone with 5 gens left.
-
@Lio456 said:
https://forum.deadbydaylight.com/en/discussion/comment/3075109#Comment_3075109
I know. hoping this thread actually get loud enough to make that change
Hopefully some dev will see this thread and at least toss in the Adam skin. You know set A is going to win. 🙄🧐
-
I don't even play Adam like that, but even I'm getting pissed. I just saw a leak of the 200th Feng Min outfit. WE GET IT! She sells, but the devs still make outfits for these barely played killers. I hardly ever see Trickster but he's getting outfits left and right for every occasion. Same for pigeon lady, I mean The Artist. Adam has not had an outfit in a year. Claudette who is one of the third most played survivors just got a new one on the rift after nearly a year. Maybe she'd sale more if the devs invest in better cosmetics. But someone on the dev team is living out their KPOP fantasy with Feng. It seems all of a sudden in the last year and a half so I'm betting it was a new hire.
Jane, Jake, and Jeff are often left in the dust too. Meanwhile Nea, Feng, and Dwight get some stupid outfit 3x/month. (sarcasm)
Why is Adam only on set B while Meg and Kate, and Trickster get two styles on different sets? Boggles the mind. They didn't even need to put this to a vote. Everyone knows Set A will win.
Edit to add: I'm aware Trickster has a legion of fans mostly based in Asia and so does Feng. When I watch Korean streams she is very popular. My guess is she is the top selling survivor, but I believe behavior could improve other player pick rates if they stop with these mediocre outfits. Bottom line is they suck making male cosmetics except when it comes to Trickster.