malloymk
malloymk
About
- Username
- malloymk
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Comments
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Boons
Counterforce/map to see killer belongings if you would rather cleanse than boon
Sabotage perk and/or tool box with sabo add-ons
Meat plant offering, get in early chase and throw as many pallets as necessary
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@ThatOneDemoPlayer said:
Losing games thanks to Dead Hard.
Dead Hard is easily the best Perk in the game and the most overpowered one. Losing because of it sucks so much
Yep. The games I don't enjoy as killer are the ones where 3-4 survivors have dead hard. That's about it. I guess the rare 4 man stealth squads can be annoying too. But they're far less common than the multiple dead hard squads. Easily the strongest perk in the game on either side.
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A capture the flag mode would be sweet. Not sure how exactly how you would do it, but maybe 2 survivors and two killers team up. The two killers play defense, the two survivors try to get the flag.
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@CluelessWanderer said:
They're just junk. Like the other 50% of sheer junk that BHVR makes us wade through on the bloodweb. Even keys are near useless now and yet cost a ton of BPs.
List of junk we waste BPs on:
- Reagents
- Brown tool boxes
- Green maps
- Keys (matter of opinion- but they shouldn't cost so many BPs anymore imo)
- Key add ons (b/c no one uses keys much anymore)
- Hatch offerings (if no one uses keys, why bother?The Killer will know exactly where the hatch is, and even if you brought a key, Killer will just stand on top of the hatch)
- Brown Chalk pouches (even yellow ones- do they do anything?)
- Bloodied Blueprint
- Torn Blueprint
I think getting a survivor/killer to Prestige 3 should remove most of the crap brown offerings from ones blood web.
Amen. Just clutter. Something to waste blood points on. Even most blood point offerings are a waste as well.
Can't wait to see their solution on the grind in 2047. Thank God they're not applying any bandaid fixes like eliminating perk tiers. /s
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@dugman said:
It’s too bad you didn’t have time to track the perks people were using, it’s interesting to pivot out escape rates versus counts of perks in the match. There was a post a couple months ago where someone posted a data file of 400 matches that included how many survivors ran Dead Hard, Borrowed Time, etc, which revealed a really strong correlation between Dead Hard and escape rates compared to the other perks they tracked.
I kind of wish DbD just has a public database of match results, it’s fun to fiddle around with the numbers.
Most of my games that I lose as killer are games where 3 or more run dead hard. Period.
I know it's anecdotal, but I'm not at all surprised that there is a correlation between running dead hard and increased survival rates.
I'm not saying that's the only reason I lose, btw. Many games I just don't play well or the other survivors make some really good plays. But the games I get rekt almost always have 3-4 DHs.
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I'm pressing 'x'.
But if you play super selfish and play for the hatch, I could possibly see this being accurate.
Maybe I'm just terrible at this game though or sacrifice myself to save others too much. But I wouldn't have a 72 percent escape rate play swf, let alone playing solo.
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@Alphasoul05 said:
All Exhaustion perks are broken, and they always have been. You'll never change my mind on that, but some, like DH/SB, are simply more broken than others. You can't 'bring other perks' up to their level because they're on another level that they shouldn't be at in the first place.
SB pretty much turns any area into a safe area. No fear of the killer knowing where you are, no fear of them as you sit on the gen and they're walking right up to you. You just.. SB away to a pre-planned safe area. That, however, does not really feel as bad as DH does. Dead Hard rewards you for making a mistake and getting outplayed, or playing greedy, and with such a short CD, and on all 4 survivors, can extend chases to have a severe impact on the game like no other perk can. That on top of the fact that it just feels really bad to deal with as a killer. Of course, lots of things feel bad for both sides in this game.
I think there's a reason most Exhaustion perks have more clearly defined pre-reqs, like Head On, Lithe, Balanced, and why you have limited control over the scenario in which you can use them. If things like Exhaustion perks didn't exist, and breakable walls didn't exist, then something like Bloodlust wouldn't be required to exist, either. But that is the game we play and I wouldn't ever expect them to change, I just think there was a point a lot of issues in this game (cough anti-loop killers cough) could've been dealt with, not made worse.
The game would be a lot better with no exhaustion or exposed perks.
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@Johnny_XMan said:
We need more perks like Dead Hard. Exhaustion perks that we are able to use during a chase as a means to extend the chase rather than gain distance.
It’s the reason why DH is so popular because of its benefits in short loops.
Nah. The extension of chase can sing handedly win you the game. As it did my last match. One early game dead hard pretty much did me in. I didn't even get the down. I had to peel off and defend gens and still ended up with no hook until the gens were done.
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Dead Hard, Spine Chill, maybe Iron Will for survivors.
Infectious Fright, Make Your Choice, and Franklin's for killer.
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@fixdeadhard said:
https://forum.deadbydaylight.com/en/discussion/comment/2889144#Comment_2889144
The DC rate when playing solo is so high. If I see how annoying the round will be and stay, then some1 else will in most cases or just suicide on hook. Why would I uninstall when I'm actually having 10 times more fun games compared to if I play them all?
Killers can see swf in lobby and just dodges, that's a luxury survivors don't have. We can only see later in the game how trash the match is or will be.
Trying to make a point that some1 shouldnt DC because it's not fun for others is kind of dumb since at least 50% of games are tunneling camping killers...
If your skin is too thin where you feel the need to disconnect, then PvP games aren't for you. Play something else.
I wish they would hard ban people that say the DC because of this or that. It would make the game much better for those of us that actually want to play it.
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@fixdeadhard said:
https://forum.deadbydaylight.com/en/discussion/comment/2886234#Comment_2886234
In a way a person that DC's (because he knows out of experience how the game will go) helps the other survivor to end the game quicker so they can go next game as well. You insult those people saying they are losers , but in the end it's the smart decision if you want to have fun (which is the main thing what playing games is for, which lots of people seem to forget).
You're not helping survivors by quitting. First off, if they care at all about pips, you're basically keeping them fr pipping and more than likely they're losing a pip.
If they care about blood points, you're preventing them from getting as much blood points than they would have got in an actual match.
In terms of quality of match. The game isn't designed to be a 3v1, so obviously the match is going to suck more.
You know though you may be on to something. You're doing the other players such a favor by disconnecting, don't just limit your service to us all there. Why not uninstall? That's the peek in terms of avoiding a bad game on an individual level, but also helping those that actually want to play the game. You should do that instead.
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@Firellius said:
Why is this so surprisingly common? Someone complaining how unfairly hard the game is on killer, then putting up a screenshot showing they got 3+ kills.
So very Tru3. I wonder where they get that from?
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@fixdeadhard said:
People that DC are mostly solo survivors. Blight nurse and some other killers with certain perks are close to a guaranteed loss if you play solo survivor. If you already are fighting an uphill battle as solo and some1 goes down fast on top of that, while the killer possibly still has strong add-ons as well and a juicy NOED waiting for you at the end... A sane person would DC and go next 5 min later.
Nah. A born loser would certainly disconnect though. I play solo and never disconnect. Because even if it's a "certain loss" I can at least struggle on hook to give my teammates a chance.
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@SMitchell8 said:
Should only be an option if a player disconnects. Then again, killers can either farm (everyone wins) or just pummels the remaining survivors for there own gain.
They pummel 9/10 though. So it's just a guaranteed depip most of the time. Oh well, so it goes.
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Of the 20 games I've played, probably half had had someone suicide on first hook or DC.
Sad state of affairs. Most of these games have been competitive too. It's not like we've been getting curb stomped. Like if you can't handle a tiny bit of adversity, maybe don't play a pvp.
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@JeanCharpentier said:
You guys really asking to play against/with bots in a multiplayer game where the one and only purpose of the game is to interact with other players ?
Wow 2022... impressive era...
In fairness, there is no voice chat, so it's not like you're interacting with anyone on an audio level. What's the difference between playing against a bot?
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/2880909#Comment_2880909
Head on used to be very buggy definitely improved over the years
Still is buggy if you ask me.
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Umm, you're not just entitled to easy wins. This goes for survivors too.
Sure you can be annoyed when you get rekt, but sometimes the other side is just better than you. Sometimes the map RNG comes in to play.
But ultimately you can only do your best and hope that you come out on top. This mentality that survivors should do gens slowly, just for your ease of game play is just the definition of entitlement.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2880023#Comment_2880023
A hooked and two downed survivors sounds like critical errors on the first three, not the last guy. Probably decided they’ll wait out the hatch, the game is basically over for three of the survivors.
Ahh yes, wait out the hatch by alerting the killer where they are by completing a meaningless gen.
Sure thing.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2879699#Comment_2879699
I mean, who’s the idiot here to allow the killer to get that much early pressure in the first place?
The guy that's still smart enough to see people slugged and go, you know I should probably go for the unhook or to pick up those slugs.
Sometimes killers catch people out of position or in dead zones and create pressure. That doesn't always have anything to do with survivors playing dumb. Hanging on an early gen while the killer is just handing the game over on a silver platter.
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Lol. I still have games where there are 4 gens left, one guy on a hook and two slugs and some dude will just be working on a gen.
There are a lot of idiots with no awareness that play this game.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2877073#Comment_2877073
Circle of Healing also applies to altruistic healing and medkits, as well as allowing your teammates to make use of it without bringing self healing perk themselves. It may not always be the best choice, but there's still scenarios where it can be better than Self Care.
Do you get altruism points if one of the other survivors are using it to heal themselves? Because you definitely should.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2877043#Comment_2877043
I don't see point of COH over self care now. Why use COH where I need to spend time running to a boon/spend time blessing a boon when I can just self care at 50% anyway at the first safe spot?
It only makes sense if you're playing as a SWF or just like the easy bold points. But yeah, you're pretty much spot on.
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The game would be better if there was no exposed status. Either make no exposed/1 hit downs or make all hits one hit downs. The game would be much easier to balance if this were the case.
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I played a lot of killer games this weekend. There were a few games I got rolled in, but I didn't think the overall experience was that bad.
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I'm playing at 830pm and still just the normal daily 300 bonus. Hopefully it gets fixed.
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@MissBehavingX said:
It might be me that I never run DH, but do you killers really see that many players 99ing their heals? I don't think I've ever done it and I have played this game for years.
I wouldn't say many, but I wouldn't say it's a rare thing either. If I run resilience/spine chill I 99 as much as I can.
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Dead Hard. I played a bunch of killer games, the games I lost all we're games where 3 or more survivors ran dead hard.
I had a game that I clinched a 4k because a survivor booned and I checked a spot where they had previously booned. Check mate.
I can use CoH to spot survivors to give me some pressure, I can never use dead hard against survivors. Sure they may misplay it or I can bait it if they're in open space,but I can't use their dead hard in a way to track survivors.
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@FrostyEyesSusie said:
You asked a question and I answered. But you didn't like the answer so you're trying to create some sort of battle here. I'm not trying to win anything, I'm answering you. You depip when the killer goes afk because the game isn't made to deal with afk players or with sides that are too strong/weak compared to the other. That's why you depip when you kill people too fast as killer or when you do gens and leave too quickly as survivor. That's your answer. Whether it happens more often as survivor or not or what you personal experience on the subject is is immaterial.
You question has already been answered, and I don't know what else you want from this.
But a) you don't depip killers if you 4k too fast. You may black pip, but you're not going to depip.
B) you are the one that insist killers are getting boned and depipping against afk survivors. My original post was not "why do both sides depip if there are afk players". That is an argument and false argument at that, that you brought up.
This is solely and an issue survivors deal with and it's kind of a bunch of baloney that survivors should get punished because the killer is bad or afk. Sure, don't reward survivors with a pip. That's fair, maybe. But punishing survivors because killers want to depip. Sorry, but there is no fair or logical argument that that should be a thing.
Anyone else have thoughts on this? I'd love to hear an actual reason why this is a thing other than bad programming.
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@FrostyEyesSusie said:
You're missing the point. You depip when the other side goes afk because the game wasn't designed to have AFK players. And for that matter, you also deppip when the other side is so significantly weaker than you that you finish the game too soon. If the survivors are potatoes or you are so good that you manage to kill them all too quickly, you depip.
This only happens on the survivor side though. I play both roles. I had a game as trapper where I 4kd with 5 total hooks and I pipped. I've had some games where I've 4kd and 0 pipped. Sure. 4k with a depip. I can't remember having any of those. Not to say they don't exist. But again, in your afk survivor scenario, I'm still hooking them and getting emblem points because of that. Usually, I'm able to apply that easy pressure to get more emblem points.
You're creating a falsehood and just claiming victory on some internet argument. It's weird and you should pick better battles.
I'm not trying to be rude, but I'm just not having these 4k depip matches with afk survivors, like ever. I do depip often with afk or even just bad killers sometimes (where I survive).
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@FrostyEyesSusie said:
It's literally impossible not to depip when survivors go afk because you can only get at most 4 hooks and no chases, meaning you will get depipping scores on sacrifice, chase and brutality categories.
You've gotten your answer, I'm sorry you didn't like what you got.
I have thousands of hours in this game. Way too many hours tbh. Not one game I've played as either killer or survivor will have 4 afk survivors.
How many 4man afk games are you coming across?
Even if there is an afk, that guy gets hooked, and someone sees the writing on the wall and they DC, I'm still not depipping. I may zero pip, but never a depip.
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@FrostyEyesSusie said:
Same reason you depip when survivors go afk.
I've never depipped when a survivor has gone afk though. Not one single time, assuming the rest of the group didn't come back And just roast me. Even if I just farm the rest of the game I don't depip as killer in that situation.
Any real answers?
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@Wampirita said:
I'm saying it as survivor main: NOED. Still as hex tho, to force lazy entitled survivors to touch bones.
You're not lazy to look for totems to place boons, why you're lazy to destroy them to prevent noed?
If you're against it, you're one of those people that think it's op, when it's fully counterable.
It should be a second objective to destroy totems. Either do it or stop fcking around in endgame and just leave.
Me and my swf never complain about noed, if it activates, it's 100% our fault, which we can still fix. It's up to us if killer will have an advantage due to our stupidity.
If not NOED, then Monstrous shrine, both are waste of a perk slot. They're very strong, but situational.
But then if Monstrous shrine became a permanent addition, the amount of basement campers would be way higher, it would need something to make it preventable like being unable to enter 2nd stage if killer is within 5 meters from basement hooks.
I definitely agree with BT being baseline for survivors tho, the amount of people who refuse to lvl up a free character for that is stupid...
I would also make No one left behind baseline for survivors, it suffers from the same thing as monstrous shrine, a complete waste of perk slot, but it would be a nice EGC power up.
Overall EGC needs like a rework or something
Not everyone plays swf my dude.
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@Araphex said:
Hockey is 2 equal teams, following the same equal gameplay and rules, trying to earn the most points with very similar strategies in mind - to make a goal.
This game is nowhere close to being like hockey because:
1. Teams aren't even
2. Each side has a different objective
3. Strategies are vastly different as each sides objec5ive is a polar opposite of the other. Ie. One is to survive, the other is to kill.
Furthermore, rating one survivor's skill in this game is moot because the other survivors can totally throw the match in favor of the killer and a simple mistake, or just being outmatched, seriously impacts the skilled survivor. 4v1 isn't meant for competitive gaming, because SBMM/MMR has been introduced, every game we winonly gets sweatiwr and sweatier. That's why I'll intentionally lose some games because I'm not here for a sweaty experience. As survivor, I just want to have fun getting scared and as killer I just want to have fun scaring people.
Wish they'd at least give us a game mode intended for less stressful gameplay. Thr only thing I can think of that makes this game like hockey is how competitive it gets, and I hate that. That's why I don't watch sports. I hate sports. Really hope the devs hear the community out because SBMM/MMR is killing the game. New players hate it as much as veterans do.
I think a timed game mode where no one ever dies would be very nice. There could still be a winner. For instance there is still event scored like gens completed and hook states to determine a winner, but nobody every dies and there for everyone gets to play the game.
I think that's the most frustrating thing in both sides. No survivor wants to wait five minutes only to get lethal pursued and camped/tunneled out in 5 minutes while their friends get to keep playing. When wait times were like 30 minutes, my god I'd be so pissed.
At the same time, if you gave killers equitable scoring options (hooks, downs with their power, etc) and they didn't have to feel like they needed to proxy and tunnel I order to have a shot at winning or even just keeping gens from completion in five or six minutes, well I'm sure that role would be little less stressed too.
But obviously, this type of game mode will likely never come out. I think if it did you'd see a little less toxicity from both sides.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/314791/a-different-perspective-on-coh
Woohoo, a secondary objective that wastes only like 20 seconds of a survivors time because they spawn on totems and gens anyways
Umm, it's usually more than once that they have to spend time booning. It takes one second for the killer to snuff it. It's just another thing players are complaining about because they're only looking at how it affects their game play. There is time spent that survivors are wasting booning and healing as well.
I'd rather play a longer game with booners than a gen pushing group. All day everyday.
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See her all the time. I only had time for one game tonight and it was against her as well. So no, not even close to dead.
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I'd never buy a DBD 2.
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@Heartbound said:
Fast games. I don't have to wait to play.
That doesn't sound like a big deal but it is.
Yeah, I was talking with a friend I hadn't played with in a while, and he was saying "remember when we'd wait 30 or 40 minutes for a game and then one of us would get face camped"?
And I was like, "you know, yeah that was crazy". But I have grown so accustomed to getting fast games recently, that I actually had kind of forgotten.
My killer games actually take longer to queue in than survivor, and by longer it's like 3 minutes instead of 1 or 2.
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Yeah, it seems like there is a map of the day some times. I get Dead Dawg or Swamp or the silent hill map constantly. Hardly ever get macmillan, coldwind, or autohaven unless someone plays an offering.
It's weird.
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A lot of killers have said over the years, "just do bones".
I don't see why killers can't just snuff boons. Do bones.
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This game will always have some questionable features, but I still have fun for the most part. They desperately need to improve the grind though.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2849584#Comment_2849584
And yet. Que times don't lie
My queue times on either side are pretty quick. Actually quicker for survivor than killer.
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Reward killers more bp for going against survive with friends.
Reward solo queue survivors for playing solo with higher BP.
Do nothing to survive with friends. There are definitely advantages to swf, but it's not a sure win. At least not when I'm lucky enough to get any friends to play. Plenty of games are still 4ks with multiple gens unrepaired.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/2849354#Comment_2849354
Why not have multiple teams of people?
One of which works Mon-Fri and the other which works Thu-Mon? In both situations they still get two days a week off and it also means there's always someone around if a major issue arises.
Probably because they'd have to pay people more to work the weekend shift. Not all days off are equal. I'd say especially for younger video game programmers that don't want to miss out on partying with friends over the weekend.
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The killer isn't losing anything though. A 3k is still a win. And if the killer has a 3k he probably scored a lot of points. For the survivor if they just give up they score less and lose out on emblems in a much more punishing manner than killer.
So to my question, why slug? Well as a killer you're extending the game minutes for maybe a couple of thousand bp. You would be better off just hooking the third guy and letting the fourth beat you to the hatch or close it and then kill the last guy. That way you can get to your next match sooner and get more bp.
For survivor, again your looking at 5k bp if you can escape. If not you maybe able to at least get a few hundred objective points on a gate and maybe a couple thousand bp in a chase at the end. And again, most games survivors on the whole are scoring less than killers. Survivors always stand more to gain surviving as opposed to a killer going from a 3k to a 4k. Unless, it's for an adept it archive challenge.
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Unless you're going for a rift achievement or adept killer, who cares?
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Some of you guys think the company is beslavior and not behavior.
Chill out. Jayzus.
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@Breadn said:
At the end of the day it doesn't matter if it's an emergency to anyone, it's an emergency to the company. We're talking capitalism here. Anything that ruins player experience, and as such profit, is an emergency to the company.
From a profit-centered point of view, this is an emergency.
From a consumer's point of view, this is an emergency.
In no way is this an emergency. So people quit playing for a few days. They'll come back when it's fixed.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2846588#Comment_2846588
Except for mori spamming, which they took away. Of course it had to be killer BM that they took away.
They made end game collapse so survivors couldn't take the game hostage and just hide for a half hour after the game. So, wrong answer bud.
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They want people to stay addicted to the game. That's the reason there is such an intense grind. It isn't rocket science.