twistedmonkey
twistedmonkey
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@Eye66 said:
https://forum.deadbydaylight.com/en/discussion/comment/1019180#Comment_1019180
And they're still super strong, just had their effects reduced. Unlike killer who has their perks completely removed or changed
What like PGTW having all tiers give 25% and another 30s time added?
Sloppy being buffed to 20%?
And that's just two.
Both sides have had nerfs and buffs over time. It's rare a perk gets completely reworked tbh but some will only ever see what they lose and not what they have gained when a buff was done.
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Remember those perks were changed in the past after a huge amount of complaints 😉.
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Could be region dependent as I just saw Pug get a lobby after around 2 min where before it was 10m+
On Steam NA east I've never waited more than 3-8m for lobby. Normally at peak time its around 1-2m.
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I run Inner strength as it makes me subconsciously look for totems more and helps with remembering the spawn points.
Detectives hunch is also good as and anti NOED build as it will eventually show all the totem spots as you work around the map doing gens. Each gen done shows totems within 64m so helps to do those bones more easily.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1018907#Comment_1018907
Last year we could earn full outfits for Huntress, Feng and Ace for Chinese New year
Oh yeah I forgot about the moonrise ones! Thanks for jogging my old memory.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1018683#Comment_1018683
It was nice being able to earn Event skins like how I did with the Huntress skin for year of the boar. This year's Legion skin looks like it can only be gotten with Auric cells, which is what's annoying ppl.
Typically the Chinese New year events have never gave a full skin loadout and just peices for characters they chose.
They did say they are making more for reward for the lunar event including a make park skin via the rift but we don't know what exactly the rewards actually are though.
So knowing this we are getting what we always did but a chance for more minus the bonus objective to do. Maybe we wont get the extra bloodpoints which hasn't been mentioned but I hope we do.
Maybe for some it's a case of the more they get in some events the more they want in them all 😉.
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@AlbinoViera said:
https://forum.deadbydaylight.com/en/discussion/comment/1018538#Comment_1018538
I'm just going to give my opinion on the matter.
Personally, I think the Ruin change was a good one, but made for the completely wrong reasons and at the wrong time. Same with the Doctor's rework. I feel that's what makes the changes this patch more of an issue than any of the others in the past.
You use the example: "Say it was 1000 killers that means 200 do well without it at red ranks" which is completely wrong. Just because that 20% didn't use it, doesn't mean they were doing well without it. There's way too many factors. Instead, you should look at why the 800 people use it. Find out why it's so EFFECTIVE, not why it's frustrating, and go from there. Although, that's another thing. Didn't they say specifically it was for new players that they were changing it? You know, the players that are a lot less likely to encounter it?
This is why it's more of an issue in my opinion, not because it's survivor sided. I mean, they still could have done the same with survivors perks as well. DH, DS, BT Adrena etc should be nerfed if we used the same logic as was given in BHVR's patchnotes, those perks are used, from my own experience, 100% of the time in purple-red ranks after all.
But I digress, they made these changes without first addressing the ACTUAL problems in the game. All the audio bugs (such as not having footsteps, gens being impossible to hear on the other side of a wall, music playing when it isn't supposed to, etc), the game bugs, (Nurse not being able to perform a second blink, survivors being able to glitch behind a hooked teammate, blinking on top of places that should not be reachable, hatches that have a hitbox like a beachball, etc) overly large maps, and the weak perks for both sides as well as non-viable killers. So many things they could have done that would have helped everyone. But nope. "Let's focus on nerfing Ruin and Reworking doctor so the newer players who are less likely to encounter both have it easier."
I think they did look at why the 80% used it as history has shown its not done with the very best players in mind.
Maybe that was the reasoning that those players were doing well if it stayed up but not when it was destroyed. If you saw that happening surely then you have to think if those players should be in the rank they are playing. Maybe it was due to seeing it being used to kill too easily. Many day it was why they played fair but what about those that used it who didn't.
We could speculate about the whole thing but they obviously saw something we can't.
While I don't mind the ruin change I have said what they have done isnt a change I think is good for the game as I personally think it promotes rushing the gens more.
I was simply stating a point as the argument has always been for a lot of killer main players on all forums towards balancing with the top players for survivor. Why would this be different if that is how they wish it to be done?
While DS is used a lot I don't see it on every player. Maybe 2 out of the 4 on average in my matches. DS does have a set purpose though which is why it was changed to how it was. What we have to look at is the strength of the perks as what you mentioned have limited use and can only be an issue when a player allows them to be. DH for one is the easy to bait and most go straight onto a wall.
The audio bug seemed to come along with the engine update and got worse. While I agree they need to be top priority for fixing I don't think they need to stop working on trying to making the game better due to these bugs. They have teams for different aspects of the game.
Not all bugs are a simple number change and some take a lot of time to fix. Its probably the hardest job of any devs on the whole team along with the most tedious and why no game is ever bug free.
I understand some are frustrated by losing a perk or the Doc rework but the same could be said for the time it took go do Freddy or the DS changes, Exhaustion mechanic or the EGC. While these changes were liked by the community its the same scenario with the bugs that were present while doing them. It does seem if a change it liked its ok. It if not they should work more on fixing the bugs and other things first.
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They stated events would be tied to the rift in future so you can play and have more time to earn the skind. Tbh I am surprised they changed the gens and hooks this time.
The issue with events are they had a love/hate relationship with the community with so many not playing and just farming.
They can't win them all and generally what was fun about events were the extra bloodpoints and earning skins by playing by doing the extra objective.
I don't know if there is a dbp weekend planned but we do however get the same sort of skins as the previous ones just by logging in during the time frame.
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@AshleyWB said:
https://forum.deadbydaylight.com/en/discussion/comment/1018257#Comment_1018257
Everyone points at the ruin change as the main reason there's been a spike in threads complaining.
Truth is that that much needed perk was the final nail in the coffin for some people. It spelt it out loud and clearly how the Devs were survivor sided and it showed really clearly in the announcement they made for the ruin change and for making doctors rework based on making him less annoying to play against.
Any follow up change will take time so survivors are going to have the advantage of easy gen repairs until change has been agreed, gone through ptb and approved in well over a months time.
Killers have to endure significantly worse imbalance for this time while the Devs collect data. It takes a lot of patience and for all the time people have been playing it just feels like it's not only too slow of a process but it's a slap in the face for anyone currently playing the game.
As for matchmaking. Matchmaking is only fixed until it is broken again. Leaks also show how they're potentially trying to remove ranks to disguise the unbalanced and broken matchmaking which just sounds so typical of BHVR because of the history of band aid fixes they've done before. The BL nerf alone was to get around map rebalancing because of the infinites it caused.
Every fix/balance that is ever done just feels like it's covering up or producing a new problem with the game.
It's easy to whine about what needs to be done but something is a lot better than nothing at all. There are so many things which need attention and all the people trying to convince everyone that everything is fine spouts out the need to adapt.
The way to adapt to start having fun as killer is to play survivor. I feel like a silent but large amount of people are in this same boat.
Of course complaining threads spike. It has happened with every single change to date that impacted a meta perk. The Steam forum used to blow up when these happened way before this forum even existed. No one likes change but sometimes it is needed at times.
I don't know how long you have been following the game but since 2016 every change for either side in the past has had a few threads like this stating pretty much the same and it would be the final nail in the coffin as such. What makes this one any different from all the previous ones in the past?
Every change feels like a significant change in balance to the side it affects. The 20% who never used this one perk are the ones you should really look at as many keep saying they should balance off the top percentage. Say it was 1000 killers that means 200 do well without it at red ranks. Shouldn't they use those 200 as the basis to make changes at those ranks?
You can't use leaks to try and prove a point as they are not confirmed and pure speculation. Many leaks in the past have not made it into the game and just becasue something may have been mentioned doesn't mean it was ever planned. It could be an idea a couple thought of and was brought up but instantly thrown out by the team.
I haven't used ruin since 2017 and never have an issue. I dont even use slowdown perks as i like to use those which aid me in a chase and play around with many. I will still continue to have fun playing killer and survivor like I have done with every change made to date and change up my builds and have fun.
Maybe becoming reliant on things is the issue for most of the players and wht these things need looked at. Just like every change to survivor which was needed.
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@AshleyWB said:
https://forum.deadbydaylight.com/en/discussion/comment/1017910#Comment_1017910
You say someone who waits 30 minutes must like the game to consider waiting for so long. I simply think this is largely to do with the fact dbd is one of it's kind and there's nothing remotely like it that's any good. Rival big name games are coming soon and dbd should try to do something to keep the players they have by listening and delivering on the needs and wants of the whole playerbase.
You cannot take a person's patience for granted and dbd is right now. Matchmaking is in such a bad state as well as so many issues and then ruin, a band aid fix to game play imbalance is practically being ripped out because it's now useless early game as it doesn't stop survivors doing gens unless you pressure gens as killer relentlessly and stop chasing survivors. But this isn't just about ruin, this is about both sides.
People now complain about having to wait so long to find a killer and that in itself is how one of the foundations of the game is being affected. You cannot play dbd if there are no players wanting to play killer.
And when it comes down to making changes, a killer nerf is being made today, when exactly is the rebalance of generator speeds happening...next midchapter probably and that is way too long to address the games biggest problem.
I can say for myself and others that killer isn't fun anymore and it's not because I'm bad at the game it's because of all the problems I have to put up with. Framerate, lag, broken sound, every survivor knowing how to loop well, flashlights, stuns, gen rushers, teabagging, the dm's/chat and the constant need to try hard to get a result against a group of survivors who end up being rank 19 casual solo players.
Killer isn't fun for most players and I as well as many have stopped playing killer, I've stopped mainly because I get matched with rank 1/2 everygame but beyond that there are so many reasons why it's unpleasant to play.
I'm not a killer main but playing as survivor matchmaking is a joke, sometimes it can be over 40 minutes to get into a match so after my 10th attempt to find a match I'll end up playing something else.
I used to really like this game but the problems which exist and the inability for the Devs to see what they are doing to the playerbase who give their time to playing dbd is beyond me. I cannot enjoy this game and as someone who has had a ton of patience with it I'm literally just waiting to try something... anything which can be as good or better than dbd.
I always hear how it's people threaten to quit playing the game whether you play killer survivor or both however there has been no opportunity to find something dbd-esce until something else pops up.
This isn't just about balance. This is to do with the game functioning as intended too which it doesn't and when it doesn't fixes either don't happen or they take forever.
But there are games out there and each one so far was going to kill DBD. The two upcoming games which stand out the Predator game which looks ok and Resident evil on the horizon which doesn't look that great.
Match making will be fixed that's the point. They are working on it now and it was the changes to dedicated servers and the swf match making that were the main culprits for these issues as they all stemmed from those being implemented. The swf change was for the killers as it was to eleviate them being matched with high ranks is but other issues arised.
There are thousands of games out there and as I said if someone waits 30m just to play this one it had to show something.
Of course you chat take a person's patience for granted and why they are trying to fix the issue.
The issues you complain about half are game mechanics which have been in such a day one yet the game has grown from what it was. Always remember the posters here are not reflective of how the majority feel they are simply a tiny minority who visit the forums to complain about something. The vast majority simply play the game and accept it for what it is and enjoy it. To say what you are is speculative at best by taking a few hundred players out of what over 1 million on all platforms.
It seems the basis of your post stems from the ruin change. If this one perk was the basis for you doing well may be the change was needed for you as well as others. They have said they need to gather data to see what can be done. It's an ever changing game and a fix isn't simply adding more gen time or another objective as that could have other implications. They need to see what ruin was doing and how it affects how well players do and how long games last with what they now have.
A bad community who trash talk doesn't kill games as dota2, lol, overwatch etc are all the same. It's part of playing online games that others will just act like idiots unfortunately.
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Actually I would disagree. If someone is even willing to wait 30m for a game then it shows they must like playing it. For those that don't wait right now if they can fix it then the issue goes away.
You also have to factor in the 22k number is peak not the whole usetbase and just one platform. This means there could be over 250k- 500k players from different time zones logging in and playing for a time.
Now when it comes to other games many have came out and failed to make a dent in the player base. Something about DBD has people hooked and maybe its the simple concept of it.
The way players react to any change has always been consistent on the forums. Game forums wouldn't be game forums if they werent full of complaints.
Each change for either side has been met with
I am quitting
The game will die
Why only nerf one side
When x game comes out no one will play this
Etc etc etc
What has generally happened is the players adapt to a change and the devs gather data to make more changes to the side that has been affected by them. Balance is never easy and its always going to be a tug of war.
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Eh .......its live now 🤫 on pc, switch and ps4 anyway lol
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@Spooky13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1016618#Comment_1016618
So wait, is there no event currency for Jeff and Susie's skins?
No they are on the store only it seems.
@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1016618#Comment_1016618
I was hoping they would be event skins, like the hallowed blight event....
But they returned exclusive skins
It seems the ones shown are exclusives so maybe it's just a change to appease the whole userbase. Some players wanted event skins earnable for playing within it and they are still keeping some for the rift as well to earn.
Who knows maybe they will put them on the store at some point as well as anything is possible.
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THE SCARLET SWARM EVENT
Celebrate the Year of the Rat in Dead by Daylight with theScarlet Swarm event. In honor of the Lunar New Year, the Fog will once again be transformed into a vibrant celebration full of fireworks and colorful lanterns.
From January 21st to February 4th, experience a new Lunar New Year themed lobby, themed Generators & Hooks, and the return of the Chinese Firecracker item as part of the festivities.
NEW COLLECTION
Ring in the Lunar New Year with the Scarlet Swarm collection. Join a concert with Jeff’s New Year Showgoer outfit or partake in crime with Legion’s (Susie) New Year Shoplifter outfit, available now through the in-game store.
SALES
During the event, you will also be able to pick up the Moonrise collection at 30% OFF!
- Feng’s Spring Festival outfit: 840 AC (was 1200 AC)
- Ace’s Seasoned Gambler outfit: 840 AC (was 1200 AC)
- The Huntress’ Brave Beast outfit: 840 AC (was 1200 AC)
Keep an eye on our Twitter & Facebook to find out more about our Lunar New Year Sales & Free Weekend.
REWARDS
Log in during the Scarlet Swarm event and earn free cosmetic rewards:
Available January 21st, 2020 11AM ET – Jan 28th, 2020 11AM ET:
Longevity Blessing
(Event Charm)
Lunar Rat
(Event Charm)
Available January 28th, 2020 11AM ET – February 4th, 2020 11AM ET:
Lunar Rat Cap
(Dwight - Event Torso)
Rat Print Top
(Nea - Event Torso)
Brutal Rat Hammer
(Hillbilly - Event Weapon)
THE ARCHIVES
With the release of Tome II: RECKONING and the new Rift on January 22nd, earn even more Lunar New Year Rewards including a new outfit for Jake Park and exclusive Charms to collect.
LEARN MORE
'To find out more about the latest mid-chapter update and its content, head to the Dead by Daylight forum and check out the Release information | 3.5.0 post.
Enter the Fog and enjoy the Scarlet Swarm festivities!
The Dead by Daylight team
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They were twitch challenges
@Peanits said:
DEAD BY DAYLIGHT – TWITCH CHALLENGES (BETA)
Behaviour is excited to team up with Amazon to bring the GameOn Tournament Organizer to Dead by Daylight.
With this Twitch Extension, streamers can organize and invite their community to join them in casual competitions easily accessed from within the game. In Dead by Daylight, GameOn will be referred to as “Twitch Challenges”. The Twitch Challenges launched on April 2nd 2019 and the creation of leaderboards will be, for now, only accessible to the Fog Whisperers - 50 broadcasters who are actively engaged in the game’s community. We hope streamers and their community will enjoy this new feature. Find below an in-depth overview of the “Twitch Challenges”.
WHAT ARE TWITCH CHALLENGES & AMAZON GAMEON?
Twitch Challenges is a new feature for Dead by Daylight that grants streamers the ability to create in-game leaderboard competitions amongst their viewers. This is all done through the Amazon GameOn Tournament Organizer Twitch Extension, visible on a streamer’s Twitch channel, and through the new Twitch Challenges in-game menu.
The entire feature puts Survivors & Killers on the same playing field by scoring them based on Emblems earned at the end of a match. This Emblem score will accumulate over time for a Challenge based on the duration and number of attempts set by the streamer. Through this, a streamer’s viewers can compete regardless of their role choice.
See the below table for a few possible setups each with a different duration and number of attempts. The streamer will decide on the duration and attempts.
https://us.v-cdn.net/6030815/uploads/507/VE43F1YUL7Q5.png
WHY IS THIS LABELLED “[BETA]”?
This is a feature that we want to build on with our community. Within the first couple of months after its release, we will be gathering feedback from streamers and players and define the next-steps to improve upon this feature. We hope the community embraces this feature as it will allow us & Amazon to develop it further.
HOW DOES TWITCH CHALLENGES WORK IN DEAD BY DAYLIGHT?
The core scoring mechanic of Twitch Challenges is through our existing Emblem system. Currently, at the end of each match a player will earn between 0-16 Emblem points (0-4 per Emblem) that are used to determine if they pip up/down and how they change in Season Rank. These points will be accumulated towards the Twitch Challenge in which a player is participating.
This scoring system is the same for Survivors & Killers as they will be competing on the same leaderboards.
Note that points will only be accumulated towards Twitch Challenges in ranked play.
- Solo Survivor/Killer
- Survive with Friends
HOW DO I ACCESS THE TWITCH CHALLENGES IN DEAD BY DAYLIGHT?
In the main lobby, the Twitch Challenges menu is accessible via a new button in the top-left of the main menu.
This is the only in-game menu where you will interact with the Twitch Challenges. Here you can read up on the scoring mechanics, view any live Challenges, join Challenges, change participation between Challenges, and check the Help section.
https://us.v-cdn.net/6030815/uploads/152/XHWGPJ9NAO5W.jpg
HOW DO I LINK MY TWITCH ID TO DEAD BY DAYLIGHT?
Before participating in any Twitch Challenge, all players must link their game to a Twitch account. The in-game steps are listed in-game (see below screenshot).
https://us.v-cdn.net/6030815/uploads/417/KVY65OZZAO3D.jpg
WHAT IS THE DIFFERENCE BETWEEN “JOINING” and “PARTICIPATING”?
After joining your first Challenge the status will change to “Participating”. This means that any Emblem points earned from your matches played are being contributed towards this Challenge.
If you join any other live Challenge your “Participating” status will switch over to the new Challenge. Once you have joined more than one you will be able to actively switch which one you’re contributing towards by clicking the checkbox.
Note: A maximum of 10 Challenges can be joined at any given time. You must always have a Challenge selected.
https://us.v-cdn.net/6030815/uploads/627/1DXOMNWQ2DR6.jpg
HOW DO I VIEW THE LEADERBOARDS?
To view any of a streamer’s upcoming, current, or past leaderboards for the Twitch Challenges you must visit their Twitch channel. See below for an example.
Note: This is currently only viewable in a PC or console browser.
https://us.v-cdn.net/6030815/uploads/755/O9JUOIDRKRU3.png
WHY ARE SOME CHALLENGES PASSWORD PROTECTED?
Some Streamers will want to create tournaments only accessible to their subscribers. They can set a password to gate the Twitch Challenge and share the password to their own community.
Dead by Daylight will be hosting a monthly Twitch Challenge that won’t be gated. All players can participate.
FAQ
Q: What happens if a player disconnects?
A: If a player disconnects during a match, the below situations will occur based on their role.
If a Killer DCs:
- Killer loses 1 Attempt. Posts a score of 0.
- All Survivors lose 1 Attempt. Post the score they’d earned up to the point of the DC.
If a Survivor DCs:
- Survivor loses 1 Attempt. Post the score they’d earned up to the point of the DC.
- Match continues as normal
Q: Can Challenges be specific to Survivor or Killer with different scoring methods?
A: The current system based on Emblems across roles is the only option available for the Beta. Based on the feedback, we might explore other options in the future.
Q: Can Challenges have special restrictions/pre-requisites? (ex: No Perks Allowed)
A: The challenge variables are not customizable for now.
Q: How can I unlink my Twitch account from my game?
A: Please submit a support ticket here. Our team will be able to unlink it for you.
Q: Which platforms are supported for Twitch Challenges?
A: All platforms will work with Twitch Challenges so long as you link your Twitch ID. Every Twitch Challenge is platform-agnostic, so you will be ranked on the leaderboards with players across all supported platforms.
Q: The code doesn’t seem to work?
A: The 5-digit code is case sensitive and must be typed in in caps (to be fixed in another update).
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1014382#Comment_1014382
The Killer should have been considered a "Win" when they killed 2 survivors. That is, what the dev's themselves have said. Is the win condition of the Killer. However as far as the score goes, you have to get a 4k to pip in red ranks, therefore the win condition is actually to kill all survivors. While the survivors goal as a TEAM of 4 people is to power generators to open doors and escape. Also the EGC is not in any way the Killer's favor, survivors can 99% doors, and if you hook a survivor it slows the EGC timer. The whole purpose of 2 doors is so that the Killer can't camp 1 door. How many chances do you need to survive as Survivor before you decide to get good at the game?
As far as killer goes, if the Survivors failed to do their objective and power generators, there is no reason why the Killer who played well against a TEAM of 4 survivors should lose out on the 4k they deserve because a survivor abuses game mechanics to remain hidden taking the game hostage, or being given a free win mechanic. What does that tell the Killer? Their work doesn't matter? Did they do something wrong? No? Then why are they punished and forced to black pip or de pip for it.
You can try over and over again to attempt to convince me otherwise, but every part of the end of a match is survivor favored, and you can't change my mind.
As I said that is an issue with the emblems. Not all killers need to get a 4k take legion for example due to his chase potential he is easier than a lot to pip with. What needs to change is the emblems as each killer needs to be looked at separately and be rewarded for using their power and not a one solution for all idea.
You fail to understand the hatch IS an objective. While you like it or not does not change that fact. It's not about a survivor holding the game hostage its about the length of time it would take to try and achieve doing the gens while not being found just prolonging the game for no reason. The hatch closing was tested long before the egc and was ditched to make what we have now as the game went on far too long.
This creates a stalemate scenario with little progress being doneso the killer could be walking around doing nothing while the survivor stealths around touching gens now and again. Do you honestly Think that would be good for the game because you feel you deserve a 4k?
You don't deserve a 4k until you find and sacrifice the last one much like survivors don't deserve an escape before they leave the game.
That is one of the major issues with this community. They think what they consider a win should be granted and anything apart from it is unfair so mechanics which are basically a QOL feature should be removed.
I doubt you were around for the old hatch standoff situations as if you were you would see it very differently knowing what could happen and how stubborn both sides could be when it comes to the precious kill 4k or escape.
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@Lucama said:
https://forum.deadbydaylight.com/en/discussion/comment/1014394#Comment_1014394
If you open a door while you have someone on the hook that's just gifting a free escape.
Then you down them and open it before you hook them. Many do this when they run blood warden.
The mechanic isn't meant to be done one way it to give options and possibilities.
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@Lucama said:
https://forum.deadbydaylight.com/en/discussion/comment/1014306#Comment_1014306
Survs can still game it, between the fact that they can 99% the gates and that the timer slows when someone is injured, that does give survs a lot more time and can easily guarantee an escape. Between those, how the game can sometimes autoaim into the person on the hook and DS/BT/bodyblocking good survs can easily guarantee an escape.
You as the killer can open the door. This is the counter to the games being 99'd.
Some of those are the plays the devs wish to keep in. The likes of body blocking to take hits for example is a strat the devs like in the game. They want it to be a for both sides and to gage up if it's safe and make choices to save or not.
If they use BT you can down the unhooker. This should be a way to swap hooks. The best bet in this scenario is to hook further from the door. If you hook close then I don't know what to say as you practically gifted them an escape.
DS well I can agree with to a degree and why I think DS shouldn't activate if you have it and unhook when the egc is active to make saves more risky.
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1013438#Comment_1013438
I never said the survivor should be able to 1v1 the killer - at that point in the game there is not a single reason why the survivor should even win at that point. So EGC should start, and if the survivor tries to hide, they die to the entity.
All the hatch does is take points from the Killer (because he loses on sacrifice points, meaning he is forced to black pip in high ranks), and then reward players for not playing well - while at the same time punishing Killers who did play well.
It was in response to your comment regarding the sole survivor being able to turn it around themselves or they lose.
Without being able to 1v1 it isn't possible so this would imply the survivor should be able too if they are good enough versus any and all killers. Hence why I wrote would be bad for balance.
The mindset you seem to imply here is that a 4k should be granted to the killer in this scenario. Until you find this last survivor and kill them then you have not done the objective so why do you believe the egc should just start and basically grant you that kill? The door mechanic is more in favour of the killer so the hatch is the last resort in most games.
The hatch is a mechanic the devs decided on and has been part of the game since before its release to stop hostage situations and still make the game engaging for both sides. The game then switches your objective from protecting generators and hunting to finding the hatch or survivor before they can get out.
The game is not over till its over.
The lose of points is an issue with the emblems not the hatch mechanic itself as it has a legitimate purpose. What they need to do is reward the killer with a pip of it happens.
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If you had watched the stream when they discussed the egc you would know its purpose.
The egc is primarily to stop hostage situations where someone could indefinitely stay in the game and stealth around just to troll. In no way is the timer meant to be a way for you to get a guaranteed kill or for survivors to guarantee escapes. It's to allow the possibility of both aspects as it was before the egc was implemented. The game is not over till its over.
The fact there is a timer at all was actually a buff to killers at end game compared to what it was previously as survivors used to have all the time in the world to coordinate saves along with unlimited time to take out the likes of NOED. Killer being able to open the gates buffed Bloodwarden. Downing someone with little time left can and will actually grant a kill where as before it wouldn't.
I can't see how this is survivor biased by simply allowing a time for some plays to still happen for both sides. To be fair the only bias I can see is in your post.
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It depends on how my games are going and what the killer is doing so it could be either A or B.
If the killer is camping with NOED I'd normally do a search for the totem around the map away from them. If they are not I'll search the immediate area for it while keeping a safe distance so I can get out.
If it's been one of those days where those I am matched with go down fast then I'd rather not risk my chance for the challenge and die trying to be a hero and I've lived long enough to become the villain in this one game muhaha.
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As above it would just make swf and killers have long queues since many killers would avoid it there wouldn't be enough solo players for them all.
It would also mean the removal of playing in a 3 man party as they need 1 solo.
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When they have a date they will announce it.
I think it will be soon myself and more than likely this week since the Q&A thread has disappeared.
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1012974#Comment_1012974
Why punish the player doing well because someone else had a bad team? That doesn't make any sense to me at all. Your response is exactly the one sided mindset that is creating toxicity in the game and giving survivors to expect to win every round because they got bad teammates. That's not the case at all. If you end up with a bad team, and can't turn it around yourself, then you lose. It's how it's supposed to be. If you can't handle that, then yes. Get a SWF, or play Killer. Or as the director has told players - go play another game.
To be fair for someone with a bad team to turn it aroud survivors would need to be able to 1v1 the killer in every chase versus those of thw same skill level since we know right now all players will go down as its just a matter of time. This makes the balance actually worse.
As it's been stated many times before the hatch is there to simply end the game as its basically over so there is no need to prolong it with a survivor who can hide for 20m. It's not a punishment but a QOL feature so both parties can just move onto the next game.
The devs see a hatch escape and a killer getting three kills as a win for them. The hatch is basically the ast ditch attempt at a race for escape or kill before the egc hide and seek 2 mins.
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They know its not working atm and have replied on posts. This is a quote of what peanits said in a thread a couple of days ago.
"We're looking into matchmaking issues at the moment, and if all goes well, we're hoping to share some more info on that later this week (no promises, fingers crossed)."
They have always said in regards to issues constantly being posted about that there is no point saying the same thing over and over when they don't have anything to share right now.
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While he made a couple of good points most of it is just speculation due to the wording of the dev post regarding the changes.
Now of course they want to make money its a business. Now that being said band aid fixes have always been a phrase used by the community. The way this video is done tbh doesn't show anything we haven't know about certain perks since ruin came out.
Making a DLC with attractive characters and perks make sense for any business or why would someone buy it?
Now the whole video is speculation on how they believe the devs think. Quite frankly the YouTuber themselves has always been one to make controversial videos for views as it is how they get paid afterall.
They also don't touch upon the changes to both sides and you see why as they stated themselves they are a baby survivor. The survivor changes over the past year and more have been for killers fun. Those of us who can see past some words use common sense to see this.
Both sides have changes and both sides gets nerfs along with buffs at times.
The retention of new players for any game is an issue. Let's be honest how many of us on pc with steam have games with less than 10 hours! Not every game is for everyone but making the new player experience also helps the veterans. The larger the playbase the more there are to play with and it keeps the game alive.
The numbers have been growing since the devs bought the game in 2018 so I'd say the majority just enjoy playing the game as its a known fact that very few visit forums at all. Generally game forums are a place where players go to complain.
Now the match making was fine up until a couple of months ago. There have been issues in the past but none like this.
The problem does seem to stem directly from the implementation of dedicated servers and the change to swf match making.
Now the chnage to swf matchmaking was of course done so new killers weren't being put with high ranks. The change was for killer if you think about. The side effect of it is less killers for the amount of survivors at red ranks due to this so the search widens. The issue they tried to fix for killer players has created another one for them which they have said they are working on fixing and hopefully soon. This wasn't touched upon in the video which seems strange to myself as its a major point imo.
Over all I think the person seems upset they got jailed and why they touched upon it and said the last line in the video. They were also highly vocal about the battle pass in the past and posted many time that people with the fear of missing out are being taken advantage of with that type of monetization.
Streamer/gaming relationships are funny to myself as I don't understand why so many hang on their every word. They are just gamers like the rest of us and the vast majority know little to nothing about actual game development but at the same time think they should be able to dictate how a game should be.
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@StrickxNyne said:
https://forum.deadbydaylight.com/en/discussion/comment/1009732#Comment_1009732
Maybe you sucked but you don't get to tell me my experiences against a killer. If I ran to a hook, boom I'm asleep, on a Gen, boom asleep, you hear him but not see him boom asleep and he's not even after you. Whole crew near the person on Gen, boom all asleep. Maybe you personally sucked with Freddy and that's fine but the majority was great with him, no matter how many times I played him solo, everyone died, I escaped zero matched against old Freddy and new Freddy I escape nearly every game. That's my experience with Freddy period!
The point of my post was to highlight how easy it was as survivor as he was not hard to beat in the slightest. I never had an issue playing versus old Freddy but it seems like you did.
The majority who played with him didn't do well. Some did yes but they were just good players but even they would fall foul to semi competent survivors. It's no secret he was considered the worst killer and for a good reason. His whole power was on a timer and unless you could keep them all asleep you had no power. Not because what he could do but because what he couldn't.
Yea he could sleep you easy. Catching you was another story and getting out of sleep another. Fail a skill check and he has to start all over again. He was highly loopablr and being able to tell where he was while falling asleep it was easy to evade the first hit.
Maybe your experince is due to not knowing how to play versus him very well as you are writing from a survivor viewpoint afterall. Maybe your other issue was working to close beside others as splitting up meant he couldn't sleep everyone.
This is why a lot of Freddy players seemed to camp and tunnel. If you decide to go for a save on someone being camped well that son you really. Do the gens and punish it instead of gifting him free kills with more time to get the others.
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@StrickxNyne said:
I wonder if the devs share any statistics, like how many used to play Freddy VS how many play him now VS how many wins Freddy had then VS how many he has now. Ide be willing to guess he was played more then with more wins than now.
You hardly saw Freddy in the past.
They couldn't sneak a hit as he had to put you to sleep and within that time he phased in and out so you could see him when you were falling asleep at random moments.
His power was negated by self care as you could break out of sleep with a skill check. It could even be done in a chase with rng on your side meaning he had to sleep you again for a possible hit.
It was 7 seconds to put someone to sleep plenty time to get to a pallet. Some add-ons reduced that but it was still bad for him.
He couldn't stop hook saves. End game was especially bad for him and why most i faced ran NOED.
He was basically a put to sleep m1 killer. His only potential was to slow the game down but even with the add-ons to stop as many skill checks it was all to easy to get out of sleep. Swf were a nightmare for him no pun intended as they would wake each other up.
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It's not anti tunnel then as you could down the unhooker then the unhooked one. Slug them while hooking the other then hook them again.
The whole point in slugging them in that scenario is not to hover over them as you are wasting the same amount of time as a hook stage leaving the others to do gens freely ie same as camping it can be punished. The idea is to hook the unhooker and leave the other slugged as you pressure the remaining two. Find another and the last one has to save and get the slugged one up so none are on gens.
Now DS is problematic when you don't tunnel and randomly find them again which is why I proposed the timer half after someone else is hooked but if they are slugged it doubles. There is of course the possibility with DS instantly trying to unhook again in this scenario so another change is to also make the timer half if they do this even if slugged. Basically the one with DS should get out of dodge asap.
This makes it a better anti tunnel imo as you didn't go after the one who was unhooked so randomly seeing them again isnt as punished and it also punishes the DS user for trying to take advantage of the perk.
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This happened pre these changes and coincide with the launch of dedicated servers and the see change to match making.
The swf change alone creates and use as one red rank with 3 yellow ranked friends take the spot of 3 true red rank players. Now multiply that by even 100 and its 100 more killers needed.
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@Eye66 said:
https://forum.deadbydaylight.com/en/discussion/comment/1007151#Comment_1007151
What is this "taking the game hostage with his power" business I've never heard of before?
With certain perks and add-ons the static filed was huge. If three gens were close together he could stay in treatment and any survivors coming in would go into madness without being able to progress the gens. They would have to run out to snap out of it and by that points the gens could be back to square one.
Some wouldn't chase and just stay there as it meant survivors basically had to give up.
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"Not true" as in they were never put into the game after being leaked.
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There have been many leaks which have turned out to not be true. It's the problem with taking leaks as gospel.
Discussions do of course happen within the team and it may have been discussed at some point and been in an internal test.
Who knows it may have been on the cards or may still be. The info we have atm is its not something they are changing.
I also think its possible sometimes they may put stuff in there to troll those who do leak the data and have a good laugh about it afterwards.
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@Eye66 said:
https://forum.deadbydaylight.com/en/discussion/comment/1007101#Comment_1007101
Everyone except low tier survivors hated the details of mist of the changes and they ignored all the feedback. From the doctor post on the main page it looks like doc is going live exactly as he was day 1 ptb, along with all the problems previously discussed.
Actually it's not.
They have confirmed they will reduce the 3s timer but to what we don't know as yet.
They have already reduced the time to shock which was bugged as it should be 1s.
Things do change constantly. They haven't ignored people as these were the two most problematic things about the doc change.
The reason the tier 1 change hasn't been mentioned as much as most don't see it as a major issue with how the new Doc works.
The Doctor is not ruined as he is a constant 115% killer now with no need to change stances. That alone makes a huge difference to his chase potential.
You will see what you want to but from how you speak it doesn't seem like you have even tested these out for yourself.
I'd say it's more about his old 3 gen potential needed looked at as not chasing turned it into holding the game hostage which is eventually bannable. Most reasonable players knew that had to be fixed regardless of rank as its was just a bad design that could punish a player just for using what the game offers. This also makes sense with the tier change in madness as that could also be used in a 3 gen scenario by good players.
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This change has been on the ptb since it came out.
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The grind in DBD has changed a lot but it is still huge but at the end of the day DBD is a grind game at heart.
I dont think you can in good faith say you didnt get what you paid for as the game itself is all about the grind. You do afterall have access to everything you paid for so Instead I think its more to fair to say you are unhappy you dont have the time to achieve what you would like in the game which you paid for.
A few points though.
The two best perks for reducing the grind are WGLF for survivor and BBQ for killers. For the DLC cost these will cut the grind in half. Imo its imperitive for those who have little time to play to get these perks asap.
This now means a total of 7 killers and 30 perks and 8 Surivors and 38 perks to get maxed out on chars.
Bloodwebs up to LVL 50 one perk each and after that 2 perks each.
Survivor is then 82 webs at best per char.
Killer is 70 webs at best per char.
Now to max out all you have right now with an average game time of 12m and average of around 2 games per web so it would roughly then take 430h of play time in a perfect senario. Get the perks above to reduce the grind and using those chars it would take a lot less. I would say to start with it would instaly cut the game grind by 25% as you gain 50% more bloodpoints with tier 1 of the perks. Once you get to tier 3 its 100% so it halves the time and you can then decide to keep feeding the current character or instead start to feed the BP gained into the ones you wish to play.
Now take into account DBP weekends which there have been a few and two very recently you reduce the girnd by half maximising your play time in then. If you could take the time to play 16h each weekend that would equate to 32h of playime but 64h of grind time.
In a match with 2 DBPs offering and the perks above you can easily get over 100k per game with those perks. it shows what can be done and why a lot of players keep party streamers for when these events appear.
So its not just about play time but knowing what helps with reducing the grind even more.
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The hatch is a way go end the game quickly.
For the longest time the standoff was complained about so they implemented the egc fixing that standoff.
This of course opened up another problem of players feeling like they have no chance and doing nothing if the hatch didn't spawn. At the end of the day you can't punish someone for doing something extremely slowly so the last player could do 5% of a gen and move on to another whittling them down. They are still playing after all and trying to survive.
The other issue is solo queue as the player has no real way to tell who they are matched with. The others could go down quickly and the last one may have done totems, escaped the killer, worked on gens but not completed any and did multiple saves. The hatch then is a chance for those players.
What the mechanic of the hatch was always designed to do is simply end the game quicker and change the game from stopping survivors doing gens to stopping them from finding the hatch. It keeps interactions happening.
This new change then does the job better as it stops all situations which could prolong the game for silly amounts of time when there is one survivor left as this was happening when the first hatch closing was tested and why they waited to implement that and came up with the egc.
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They said on the pre Christmas stream that it was bugged. They put out a fix to make queue times shorter which I think possibly just widened searches quicker.
Seems the change to swf match making is the main issue along with dedicated servers.
Peanits said they are working on something atm and they may be able to share some info regarding that within the next week. Not 100% guaranteed the info will come but here's hoping.
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As killer I only ever used it now and again on Hag so I won't miss it. Most of my builds are about chases not slow down.
As survivor I'm kind of in limbo. While I didn't like Ruin I dont think this ia the correct change. I see an issue of players not wanting to save until the gen is finished. My fear is more players going into struggle on their first hooking in solo queues. Saves are viable if close by but if you arw on a gen far away you can lose most of your progress.
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Anything used skews the stats and why things will always change and have.
Ruin being the most highly used killer perk obviously shows something but what is needed as a solution wont be so apparent. It's not a case of just adding 30s for example as that may not be enough or it may be too much.
To gather data obviously the perk most killers use is the first place to start. Ruin isn't about just slowing down the gens as it had the objective of also finding the totem for a lot of players. How do you tell the actual impact when some will work through it? When its skill checks are rng? Some will totem hunt? Some will protect the totem with 3 gens close by? It has so many variables in its use its not quite as simple as do x to fix y.
The devs do listen to feedback but most feedback is highly one sided and most complaints are simply about a change to something a player likes to use or something the other side does.
Who knows maybe players will end up being better due to this. Maybe a second objective will be added. No matter what the devs say it does appear for some unless it's a change in favour of what side they like to play it will always be wrong.
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It should imo yes but with the dc penalty being worked on they prob don't see a need to change it now.
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I use inner Strength but neither of the characters which is because I have more cosmetics on others. Survivors are just skins afterall.
I do see a few of both around but rarely in the default skins.
Demogorgon I dont see as many at all like one in every 30 matches and I have only played them a handful of times. I just prefer other killers like Huntress, Hag or Trapper as they suit my playstyle more.
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If one side only had changes for the benefit of others yes it would show bias but your post clearly shows things which have changed for both sides this says the opposite of a biased mindset.
Balance isn't easy and the game constantly shifts with players adapting to what at the game now is. The Ruin change was just one in a long line and certainly won't be the last.
DS originally didn't have the need for anyone to struggle and was changed to obsession only instand and the others struggling. Dribbling while a very soft counter didn't help versus an swf as they would easily negate it being useful. It also could be used from the start without any conditions so a killer would have to wonder even on the first down. Enduring used to be another help but it made the perk practically useless. If they truly wanted DS to be an anti tunnel mechanic it does makes sense to allow it to gain some actual distance. While I think DS needs some extra conditions like half the counter timer after someone is hooked if they are not slugged.
Every survivor change has been with the benefit of killers in mind. Mains do tend to only see one as justified but not the other. The thing is we aren't privy to the stats which show this and never have been. Each time a change is made the side it affects blows up the forum with complaints.
The Insta heals main focus was not to remove it from the game but to give the killer some time to work around. The main issue with Insta heals of the past imo were the ability to instantly pick someone up by tapping them when downed without them needing to recover.
The meta changing isn't bad and it shows players are just adapting to changes which is what should happen in reality. Each change to aside has shown this to happen and what happens is the players move onto the next thing they want nerfed. It's been happening since day one and I don't see that ever changing.
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1001144#Comment_1001144
I deranked from Red to help my friend play when she started, though at rank 9 I don't see why I should be double piping when i'm directly ignoring objective's and core game play. I probably should of expected entitled players to find the smallest reason to ignore literal evidence infront of them (because you face red ranks in rank 9 all the way to red). Though I don't want to go back to red ranks, but I can do this exact same thing there too, and if you were ever in red ranks then you wouldn't even be questioning it. So I don't know why i'm explaining it to you.
To be fair you had and iri emblem in 3 places. This alone says you didn't ignore objectives.
A killer at that rank would also double pip with the same.
At red ranks this could be a pip but not a double. The simple reason is the emblems are there to encourage you to do a bit of everything but its not needed to pip so other playstyles such as stealth can and do work.
The system has to be designed so everyone has a chance to pip otherwise you will be fighting with others instead of having a common goal. That itself would be terrible game design.
If you remember it used to be harder but the issue is that it caused an imbalance of survivors to killer. The current queue times are due to swf matchmaking and compounded with the reset mechanic change.
So it's not about it being too easy its about more players being matched within red ranks who aren't in them.
It only needs 1.2k swf players where one is in red and the others are above 10 to affect the queue times of 900 true red rank players.
Making piping harder now then won't help atm as the players are already in red ranks and unless they purposefully derank they will stay where they are. This seems to be why the reset was changed as it naturally bring both sets of players into a smaller match making bracket.
The only other way to really do it then would be to reset everyone to rank 20 after changing the requirements completely for both sides but that may only work so much as the more players who invite low rank friends the more the issue starts to happen again.
This is why it takes so long to find a queue in brown and some yellow ranks for killer.
Its probably why they posed the question regarding matchmaking on discord asking about the idea of removing ranks from matchmaking and making it one large pool of players.
I personally don't think rank should be tied to the match making system and I've said before i feel it should be a monthly goal with a reward to hit the red area with a proper mmr system put in place to match those of equal skill. That system can more easily widen imo as it only need 4 or 5 brackets.
As for killer being more stressful that is natural as you have no down time in that role while a survivor knowing another is in a chase feels safe from harm in that time frame. Survivor chases are shared over 4 players while killer you are in every chase.
The stress then is nothing to do with pipping and all to do with interactions with the other side which killer obviously has 4 times as many. This is evident as killing all four quickly isnt a stressful game at all its just frustrating after the match when you see that you didnt pip due to it.
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Id prefer toolboxes to be changed first.
The reason for this is to reduce the impact they can have on the game so gen speeds are easier to gather stats on without as many varying factors.
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The PTB is to allow people to help the devs test upcoming changes and tweak things along with trying and catch more bugs before pushing it to live by having a bigger pool of players.
If the devs took reactionary feedback on the forums into consideration as a basis for removing a change on the ptb no change so far would ever have been made live.
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Have you thought about gen speed having a hard cap so toolboxes and perks don't stack and do them too fast and instead help more with slow down effects?
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Nope DBD is just their largest earner but only brings in around 30% of revenue.
BHVR were reported to have a total of 118m in revenue which DBD accounted for 35m of that.
The game will live as it always has through any and all changes made. The number of forum users complaining are minute in comparison to the actual amount of players over all platforms. Players have always adapted to all changes made in the past I don't see this being any different.
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It used to be worse as red ranks would be put down to rank 10. Basically everyone apart from those in the new zone of 20-16 were in ranks 15 to 10.
The reset system now only put you down one colour bracket so red to purple.
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/comment/996454#Comment_996454
I see your point. The people that complained then are probably the people that are still complaining now. It might not hurt for them to give it another try.
They did it for at least two years 😉 it just got worse over time.
Some just love to complain and used every opportunity to do so 😔. The few always tend to ruin it for the many.








