mca240
mca240
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@Jarky said:
You make a very good point. Does seem like we''re days short for it. I imagine the article has outdated info and we may get two pieces for 3 of the days?
Unsure - but yes, I'm reading it that way too that we're short some days.
I would like some clarity on this haha. I guess nobody knows.
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The recently states (last month) they would like to implement cross save but unfortunately other parties are preventing them from doing so.
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It is a hard challenge to do for a various amount of reasons, especially when playing solo. I give every Ash who triesto do it a free escape.
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@jordanjustice said:
The survivor's Tier 3 insanity should be lowered back to Tier 1 or 2 after being hooked by Doctor.
This is inline with Freddy, where the Survivor gets awoken upon being hooked.
Changing this just makes sense, and it will stop the infernal noise that the survivor has to suffer through, while on hook. This will make the doctor slightly less annoying to play against. Only slightly, but any improvements are appreciated.
Doctor is not the strongest killer and tier 3 takes time to build up. It's a "no" from me.
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I do not feel the Trickster is too strong. Yes, he is stronger in certain situations than others. But him being stronger on outdoor maps goes for all ranged killers. If anything his power is boring to go up against? And I see so many survivors not being able to loop him running to a pallet in the wide open instead of breaking line of sight.
The only thing I hate about Trickster is his ability to camp. He'll just spam knives which is very effective almost always resulting in a min. of 1 down.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450688#Comment_3450688
Oh okay, that might be fine. Still huge buff.
I thought when there is an effect on survivors/gens (which would mean 3 tokens). That would be broken.
Yes, that would be broken indeed. No, it will light up after hooking the first survivor to prevent in from getting cleansed when spawning in.
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Start by fixing the unlaying problems, why people do this in the first place (camping, tunneling, hiding teammates, Skull Merchant and the list goes on).
You cannot force people to play a game, they are not enjoying. What do you think will happen if people cannot suicide on hook? Yes, they'll just run at the killer or go AFK. They'll still be useless.
Also, unhooking yourself is a valid mechanic in the game. There is no way to make the distinction between the two.
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RPD got split up in two maps because it used to be to big. I play both roles and current RPD is fairly balanced in my opinion. I do well as both survivor and killer. In my opinion they do not need to change it.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450641#Comment_3450641
devour hope would be really broken if it wasn't light up from start.
How would it be broken, if it would light up after putting the FIRST survivor on hook? The only benefit from it would be it not getting destroyed from the get go, which is only fair.
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Regardless of location, totems should light up once they have taken effect. Example: Devour Hope should light up after first hooking someone or Ruin should light up the first time anyone lets go of a generator. But yes, sometimes totems spawn out in the open which isn't ideal.
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@Veroles said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450568#Comment_3450568
Well, when traps are well placed, they are well placed. The thing what makes a trapper weak is when you have people who make it their mission to disarm those traps non stop. When @mca240 had games where people were not really coordinated (not full SWF) that is pretty much possible that rounds can escalate quite quickly also against experienced survivors.
Correct. And I do bring the occasional iri stone and always make sure I am not being taled. Because yes, common strategy with premades.
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@JakeCannon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450603#Comment_3450603
Unfortunately I only have plague unlocked . I also only have a couple of the perks you listed but for sure.
Thank you for all the advice ! I know I'm burnt out rn so I'm leaving for a while regardless.
That is always a good decision. Good luck :). When you return, check what the meta is then. It will prob. have changed.
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@JakeCannon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450586#Comment_3450586
Console, and I noticed I prefer m1 killers due to motion sickness, and hearing problems .
Good to know.
I think your best options would be Plague, Mastermind of Nemesis.
Example of builds:
- Plague: Hex Undying, Hex Blood Favor, Pain Res and Dead Man's Switch/Corrupt Intervention
- Mastermind: Agitation, Bamboozle, Corrupt Intervention, Pain Res
A slightly weaker killer, but fun one, is Dredge. Knight can be oppressive but I am not the best with him. Demogorgon, if you have access to him, can be decent as well.
Pain Res is the best killer perk in the game right now. Corrupt is great for building up momentum. Dead Lock can be used to stall games by a bit. Totem combination with Pentimento (Devour, Undying, Haunted Grounds for example) can be great as well.
Jolt can be good if you keep getting downs. It also tells you which generators they are working on.
Safe the best for last is one of the best perks on M1 killers.
Hope this helps and you regain some joy.
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@JakeCannon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450513#Comment_3450513
And wouldn't you say Trappers lunge is alot longer and more consistent than doctor's? In order I started with hag, then blight, followed by dredge and now doctor.
I really enjoy mindgames against survivors, applying constant pressure and having it be reciprocated . Cheeky plays on both sides actually make me smile
I enjoy having a long drawn out game on both sides where I get hooks/kills and they get gens done at about the same rate to where I'm getting the 3rd/4th kill as the 4th/5th gen pops.
I truly HATE how now 9/10 matches 2-3 gens are done by the first chase no matter how fast it is, and how people don't loop much anymore it's just see killer coming, head to dead zones across one of the many giant maps.
Hmmm... I see. Yes, with the generator kick meta coming to an end, generators are going very fast. They are improving pop though, so we'll get something back.
A good alternative these days for gen kicking perks are Hex Plaything and Pentimento. Combined with other totems it forces them off generators to do totems.
What kind of killer do you prefer? Simpler killers or difficult ones to master like Blight? Console or PC?
I haven't noticed a difference between Trapper and Doctor's lunges to be honest. I am just happy I can lunge again, now that Dead Hard is nerfed.
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@whickedchainsaw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450553#Comment_3450553
why is behvior forcing us to play these broken maps? garden of joy, rpd and borgo.. whhy
This weak the newest maps are more in rotation. These aren't the most balanced ones unfortunately.
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@Spectralfx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450513#Comment_3450513
Welcome to the newbie killer experience, you get paired with newbie survivors... if you played survivor before it's going to be easy.
Get top rank for a few seasons then tell me about trapper then lmao.
Silly survivor main...
Newbie killer? Since when did over 2,5K hours became "newbie"? Lol. And the average survivor being close to P100...wouldn't call that "newbie" either.
However, this thread is not about me. This is about OP.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450513#Comment_3450513
I play only m1 killers and still enjoy my games, but I would love to see your gameplay with Trapper against multiple prestige 100 survivors without tunneling or camping.
I had one the other day. It all comes down to a snowball of them walking in your traps. I lock down the hardest loops and allocate all my other traps on a loop but not at obvious places (pallets, windows). Most survivors, no matter how experienced fall for them. I usually bring Honing Stone so they cannot wiggle out. But feel free to drop by and have a gaming night with me ;-)
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Badham I agree with. Garden of Joy...the main building is too strong. Ormond? Maybe a little less pallets. However, I despise the reworked Red Forest maps and Blood Lodge so much more. They are filled to the brim with safe pallets, which cannot be mind gamed. It's disgusting.
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I have played Trapper and Doctor only this weekend. My survivors are prestige 50-100 and I have 2,5K hours in. I won 80% of my matches without tunneling/camping. I find myself to be mediocre at killer.
Yes, matches can go fast. Yes, generators can go fast in the beginning. Yes, you can encounter "bully" squads. And certain maps are imbalanced.
However, overall matches as killer are enjoyable and survivors play well but not in a toxic manner. I enjoy the chases and strategy of placing traps and catching them off guard.
I am not trying to negate your feeling; take a break if you need one. You just sound defeated. I have seen enough matches that seemed decided in the first 2 minutes, yet, the other side made a come back and won. The final generators are the hardest to do.
However, I am here to ask you where you find joy in this game playing as a killer? And have you found, what type of killer plays into your strengths?
I am not good with range killers (console) or Blight. I avoid playing them. I am best with M1 killers.
I am just trying to help.
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@Mooks said:
Good question for the next Reddit AMA tbh.
devs have stated grades are now primarily meant to be playtime/end of month reward
Yup. And removing depipping should not take a lot of time. I have seen a lot of people complain about this on Reddit as well. A lot of people feel a lot of stress over pipping and even get anxiety loading into a match not knowing if they'll loose a pip due to factors out of their control.
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@Emeal said:
if you remove depipping, there is no consequence from loosing.
People could easily sabotage the game and it would not matter to them.
People that are going to throw will not be stopped by depipping. Hell, they don't pip to begin with. They don't care about it. It Is the weakest argument I have heard in a long time.
You know who do care? The people trying to play at their best and get cocked anyway by how ludicrous the pipping mechanics work. People who get caught after a 3 generator chase with a Cannibal only to be face camped after. People who get tunnelled out by a Nemesis in the match after. And have two teammates DC on the third one loosing all of their pips in a sweep, they worked hard on.
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@EntityNea said:
It's not just RNG, if you're better at the game you can reach higher. It's meant to be an achievement to reach rank 1, not just a grind of how much you play.
Ranks have long been abandoned. And no, it is complete RNG. If I have bad teammates, if I get facecamped, if I get tunnelled and not touch a generator and so on. All lead to depipping.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450066#Comment_3450066
then it's same as with any other killer proxy camping, you either need to do 1 for 1 (hope killer will be nice and not slug you + tunnel), or there need to be second survivor.
Against hag you should have player (good looper) that will basically follow her and remove her traps.
Great, but not everybody plays as a premade...
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@DaddyMyers_Mori said:
How is that an issue when she was nerfed already? Survivors can remove her traps. Just remove it before unhooking.
Yes, that is what you’re supposed to do. However, the average Hag proxy camps and places a minefield in the vicinity of an hook. Meaning, you have to crouch a good end leading to another hook state.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449901#Comment_3449901
Trying to shame people for being "lazy" because they're playing to a killer's strengths is ridiculous. When I drop a yellow bottle at the end of a loop in conjunction with a purple one in order to hit a survivor, am I being lazy because that helps me get a down? Course not. That's why it is the way it is.
You wanna know the difference between artist and hag at hook? Survivors can do stuff about hag traps. You can crouch through them. You can wipe them away for free. Survivors have zero counterplay to birds. You get hit and you die. That's why artist has the restrictions she does.
Camping is lazy. If you find it offensive…well, that says more about you than me, lol.
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@ReikoMori said:
Artist and Hag aren't comparable.
Artist isn't a trap setting killer while Hag is. The reason why Hag can and does set traps at hooks is because they constitute her mobility as she's 110% movement speed killer and thus can't traverse as fast which means her ability to defend and for hook trades lives and dies based on having her traps there. Mastering Hag is about figuring out how to minimize the amount of time lost setting up traps. In Artist's ptb she had the ability to be played as a trap setting style killer, but that sort of got axed cause she was really really strong in a way that was hard to deal with.
Unlike Trapper who is better off not trapping the hook as his traps could be in more effective places for countering chases since he has to spend a lot of time to reposition. That isn't to say there aren't good times for Trapper to trap hooks, but you're gonna need to physically spend time getting that trap later. Hag can just throw down traps pretty freely so she doesn't really lose much time trapping hooks and loops at will.
Mastering a killer is about mastering how to get the most value out your killer both offensively and defensively.
Hag can teleport anywhere on the map. The key is to place traps strategically and defend an area. Not simply place traps at hooks and proxy camp. Her lower speed is negated by her teleporting abilities. It just boils down to lazy players abusing her power to put minimal effort into player a killer like the Cannibal standing next to an hook. I think it would be much healthier to remove her ability to set traps next to an hook.
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@jesterkind said:
I think it's wild to take this post as an indication that they only look at kill rates and thus aren't changing Trapper in any way, when the post outright states the opposite??
First, there is a small update coming. They said they don't want to change him particularly heavily, they don't want to adjust him on a fundamental level, but they do have a small gameplay update coming "along with" the new skin.
Second, the argument they make here is one I'm sympathetic to. The reason they don't want to change him too fundamentally, according to this post, is because he's a simple and easy to learn killer who serves as a great onboarding character for new players. This argument isn't wrong, and I honestly agree with it; his power should remain roughly where it is because he's the face of the game and new players deserve simpler killers to learn the game with.
They did mention stats in this post, probably to remind people that Trapper isn't languishing in complete unplayability, but that's not the only thing they mention here and it's unfair to portray it that way.
Who is asking to change him fundamentally? Read the original post, lol. And a small update...yes, significant improvements are on their way /s
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@Boons123 said:
Well, they said they'd return a simple killer for new players
Updating Trapper's gameplay to make him more viable does not take away from him being "simple" regarding new players. They keep updating Wraith whom is also an easy killers partially meant for newer players.
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@Crowman said:
You do know the post says that there's a small trapper update coming in the future.
Yes, they were referring to the new bear cosmetic with an updated mori.
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@YOURFRIEND said:
It's funny how they said "we don't take only stats into account when we consider buffs" and then immediately say this
It's also ridiculous to pigeon hole an entire killer his add-ons and perks as the beginner killer. You can buff him and give him nuance and still have more about him to explore for new players. Nothing wrong with that.
Agreed! Trapper is actually a difficult killer to master. You need to have in-depth knowledge on maps to lay down traps successfully. You need to know, how to loop to push survivors into traps.
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I noticed it as well. They are very grindy and unfun.
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@Boons123 said:
The idea of this post is that you suggest your fixes and modifications in an uncomplicated and easy way for developers
Without spoiling the main idea of this killer power
Oh please don't make her power look too similar to another killer
The goal is to make it fun to play with or against It also made her have more skills to master
https://us.v-cdn.net/6030815/uploads/MU5SDC875O5X/e6018893-5890-4668-87ac-e9f4230e07c4.jpeg
Her drones are her eye in the sky right?
When entering a drone’s radius it will stop being stationary. It will lock onto you. It will follow you at an x amount of your speed (like Nemesis’ zombies but slightly faster). The drone will stop following you, when and x amount of distance is created between the tracked survivor and the drone. It will become stationary again and emit a radius until the next survivor steps into the radius. You can also choose to run at the drone and disarm it resulting in a clawtrap like in the current game. In both instances she uses the drones to track you (when being followed by a drone, she can see the drone’s aura like a zombie or Victor). However, you will not loose the claw trap until you become injured. She retains her current speedboost, when a claw trap is in play. So you can choose to remove a drone from the playing field, but at a cost.
The current exposed status effect will be completely scrapped.
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@GrimReaperJr1232 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445148#Comment_3445148
If the killer didn't tunnel, 5 sec DS was a waste of a perk slot.
If the killer was Slinger or Legion, DH was/is a waste of a perk slot.
If the killer one shots or is Plague, CoH could largely be a waste of a slot.
Just because a perk is good doesn't mean it'll give value every game and vice versa.
Except the fact over halve of the killer roster consists out of either slow killers or M1 killers with no significant antiloop. So yeah, unless you’re facing Nurse or Blight you’re going to get value from it every time.
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@YOURFRIEND said:
I don't see how the strength of this perk changes depending upon whether you're grouped with people or not. If I'm a good looper it's going to augment that whether or not I'm on a discord call.
In any case my concern is just how this punishes knight/m1 killers. Guards already don't get consistent hits and I guarantee you'll be seeing 1-2 of these every game. Survivor queues have been getting much longer lately so it's more difficult to just play the other side for someone who just plays whatever the BP bonus is like me.
Premades can coordinate everything including generators and heals. They finish trial way faster than the average SoloQ team. They make it to endgame significantly more. And then can also coordinate stacking. For example, one will bring dark theory and blood pacts/power of 2.
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@Nebula said:
Can we please at least try the perks in live before we complain about them being "broken"?
It was tried out in the PTB. A lot of streamers made videos of it just to show how broken it can be when stacked with Hope. They also demonstrated how much longer it takes, just the perk by itself, to catch up with survivors. Scratch Mirror Myers for example (worst end of the stick), needs 150% more time to catch up.
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@Gandor said:
Blood rush once again.
Same as with all the other things - you can already stack more speed as is - and yet it's not broken.
I wonder if the perk usage rate make it even worth while, or if it's going to be another for the people and soul guard again. I predict this perk will be less popular then current DH
Most people choose Adrenaline because it is more helpful. Bloodrush doesn’t work with Adrenaline, Made For It does
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444955#Comment_3444955
- I do (most killers are not played much anyway) Twins or Hag have way lower pick rate. So doesn't matter.
- Not really, people just have PTSD from her before changes and CoB nerfs.
- That's more of an issue of survivors. They do it against lot of killers.
- I don't, there are alternative builds. Most skull merchants I played against didn't. This is just lasting effect from CoB era.
Decide what is issue, is she too strong or too weak. You keep switching between those two all the time, you can't have both.
Noone plays her and she has nothing going on -> too weak
everybody complains and DC against her -> too strong/oppresive
Btw your points don't really work. If noone plays her, how can anyone DC against her, or how can they hold 3-gen without playing her?
I think I have been pretty clear really. She is weak, underpowered. But once she 3-gens the game goes on forever which is boring as hell. So no one even wants to go there and just goes next asap. Her whole power needs to change. If my idea was “too weak” she can be buffed accordingly.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444933#Comment_3444933
I don't think there is need to change her in any major way. Why would I suggest anything? I will just say why your suggestions are bad or pointless.
She gets information, speed boost and can deny whole area for period of time. That's not really weak.
Her exposed status is big deal, you really really don't want to get that while healthy. She wouldn't work as a killer without it.
So on loops she can drop her drone and survivor have to leave that loop and most likely get injured. They can't stay there, or they get exposed. This wouldn't work with your change, at all. She can already see me, why would I care about her drone?
The hell you mean nothing going on? I can't tell if you want to buff her, but suck at it or nerf her and try to hide it as a buff....
She is one of best killers to use hex totems. Ruin, or Devour are kinda must have to make her effective.
- Nobody plays her
- Everyone complains about her
- Everyone DCs or kills themselves on hook against her
- All Skull Merchants 3 gen because no other build is viable
And you’re claiming is this killer is fine as she is? Either you’re blind, deaf or seriously in denial. Thanks for making me laugh, you do have a sense of humor after all
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444924#Comment_3444924
Information perks are strong on killers who have power to end chase, or have high movement speed to use that information.
She is m1 killer, you think anyone would care that she sees them? M1 killer, I can see all survivors at once and I can do nothing about it.
We already ignore them while we are injured. Your change would just make everyone ignore them all the time.
Go play killer without using your power and just use multiple information perks. If it is that strong to have information, you should have no problem. That's simply not the case.
You will probably want to argue that she gets faster, sure do that experiment with clown using only yellow bottles. That works.
At least I am offering sollutions. And in no way it is a final draft. You’re just here being sour and not adding any solution.
She currently also has nothing going for her except getting haste from claw traps. Or do you think putting down a drone at a loop is of much help?
So tell me…what antiloop power should she get in your opinion? Dying to hear about your ideas!
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444912#Comment_3444912
Yay, another change that makes her useless and survivors can ignore her drones.
How is being tracked for most of the game useless? It’s like having build in Barbecue.
She isn’t viable in her current state because everyone DCs the moment they see her.
Also, would love to hear you solution. Feel free to contribute.
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Her drones are her eyes in the sky right?
Her drones will be stationary. When a survivor enters the radius of a drone, two scenarios can unfold.
- The survivor runs away from the drone. The drone will follow the survivor at an x amount of speed. Skull Merchant will see the drone’s aura much like Nemesis sees his zombies around the map. Once an x amount of distance is created between the survivor and the drone it will become stationary again until the next survivor steps into its radius.
- You run at the drone and dismantle it. It will result in a claw trap. She can track you with her radar and it will give her haste (like currently in the game). The claw trap will not disappear until the survivor becomes injured. Her drone will be out of play until the claw trap disappears.
In both cases she will use them to track survivors. The exposed effect will be removed from the game.
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@buffcoyote said:
Camping and tunneling singlehandedly drove A LOT of players away from the game. Especially casual players who were trying to play it and have fun for the first time. I have about 5 friends I've tried to get into this game, and they deleted it after a few awful matches where they were tunneled and camped. They called it boring. Unfortunately, they were right. The reality is that newer players have no patience for toxic playstyles like camping and tunneling.
But the Devs are aware of these problems and have already begun taking steps to correct them. Patience, my friend!
Outside of my personal opinion (I agree with OP). Yes, sadly all of my friends playing Dead By Daylight have left because of this. And I find myself after years of playing more and more drifting away from this game as well for this reason.
I have been taking more and more breaks from the game, and in between tunnelling/camping and matchmaking not working as it should...I have reached a point where I might just stop playing survivor (SoloQ).
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443108#Comment_3443108
But you said you can guarantee 3-4k unless you face comp swf?
Also, you don't need S tier killers to get 50 win streaks. I have recent 50+ winstreaks on Hag, Myers, and Plague. OnePumpWillie has 100+ win streaks on Sadako, Skull Merchant, Spirit, and Knight.
30% of my matches are SWF.
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442320#Comment_3442320
Camping is a strategy. As I said, camping is the best choice in some situations and for some killers.
Standing still and waiting for the timer to go down. Sounds like doing gens?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442439#Comment_3442439
False. The camping changes were implemented because it wasn't fun for survivors and caused "frustration". The change was made to improve enjoyment for survivors and was not a balance change. Therefore, any changes to the games balance must be accounted for. See https://deadbydaylight.com/news/anniversary-gameplay-updates.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442564#Comment_3442564
If you've read that comment, it clearly explains why it's a nerf. Though, I'll repeat myself. There are many situations where camping is better but the most common situation is camping a survivor that is nearly dead. Between camping for 30 seconds to kill a survivor and potentially get an additional down compared to chasing another survivor, which can take 30-60 seconds for a down, the first option is vastly superior. The camping changes prevents the vastly stronger first option and therefore, is a nerf.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442616#Comment_3442616
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442739#Comment_3442739
Camping isn't a guaranteed kill. I just said it was since the odds of it getting a kill is extremely high.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442743#Comment_3442743
If I was, I would be arguing to cancel the camping changes. My post is neither for or against the change. I am just saying if killers get nerfed due to it, a buff is needed to offset it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442797#Comment_3442797
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442813#Comment_3442813
Ever heard of https://www.twitch.tv/sethgameon? This guy has over 6k overs on Bubba and recently attempted a 50 win streak on Bubba. He never camps. After several weeks, he gave up because it was impossible.
50 win streak on anything but an S-tier killer isn’t realistic, lol.
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Pig needs:
- Moving faster when crouching; right now she is too slow when crouching making this unviable.
- Making her dashes faster executed. The charge time now makes it you can outrun them.
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The developers implementing what the community is asking for (spending bloodpoints mechanic, perk search bar, anti-facecamp mechanic and so on) is a bad thing now? Them working hard to make new content and continue to balance the game isn’t good enough?
What should they do to please you?
Given your sour response I feel you’ll be in the negative no matter what.
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442248#Comment_3442248
Yes but it's still a very large nerf. Camping allowed Bubba to guarantee kills.
Lol. I can play Bubba and by playing normally can guarantee a 3-4K unless a comp. SWF. Just get better at the game and actually learn to loop and mind game. Bubba is not the strongest but def. not the worst killer.
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@SlowLoris said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442462#Comment_3442462
Exactly. I don't think anyone is gonna complain if these are brought back in a collections tab and you use iri shards to unlock them. Heck, have an iri shard and an auric cell price. Free money for assets already made and people get to round out their collection. Win win.
I would probably spend 100 dollars on charms alone, lol
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I think the main problem here is, you can stack it with other endgame perks like NOED and NWO. Especially on higher tier killers endgame would be a guaranteed death.
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@SlowLoris said:
I 100% agree with this. I'm a huge conpletionist, but I was very new to the game during the first tome and I missed out on a charm and a singular not set cosmetic, because I bought the rift not realizing exactly how it worked and it ended a day later.
It drives me nuts that I'll never have that charm, or that cosmetic, because I've only ever seen them bring sets back, not singular pieces.
I got really excited when I saw them announce the collections tab during the anniversary stream, but it seems it's only anniversary collection items, unless I'm misunderstanding.
Please add a permanent collection tab that adds rift charms and singular non set pieces that came out over a year ago. It drives me bonkers. It's silly, but I'm obsessed with lore accurate charms on my character and I will never have the perfect set. :(
I feel the same way. I also feel it is a slap in the face of veteran players, who missed out on something due to...life or newer players who have no access to older cosmetics.