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Liam282

Liam282

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Liam282
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  • Kinda tosses Fog Whisperers' under the bus, many of them were under the impression the feedback secion in their section of the discord was being looked at and listened to. Especially people like Otz who has put countless hours of his time (along with others) into trying to make the game a healthier spot, even to the detriment of his health at times. What's the point of having these sections when clearly they're being ignored in favour of these consultants? What is the key factor determining your decision making on character profiling? The factors listed are very vague and from what i'm seeing this is a cop out to avoid employing full time staff on a good wage to contribute more meaningfully. There are plenty of qualified people out there who fit these areas listed, and yet they've been hidden from the community instead of being more open as you where in the past, when the game originally was developed.

  • Puppers, always have Puppers on my characters/hooks.

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  • Of course! I've never played the games but grew up with Max Payne and Remedy knows how to write good characters for sure. Should be good fun

  • image.png

    Above is the said attack hitting the car (clearly the end point is the hood/top of the car.) from the killers pov the tail has already done this part of the animation and is in recovery mode. (the cooldown) the seconds vary to around 1.5 seconds but its resulting in misses that SHOULD be hits.

  • @Hex_OnlyFengs said:

    We can all agree that the nerf on billy is very unneeded. There are very few billy mains left and this nerf is going to make finding a billy man almost impossible. Lets also talk dead hard. I 100% do not agree with this nerf because dh only works 2/10 times when you use it. It is already nerfed to the ground. Hardly works anymore. And their nerfing it? “It’s overpowered” how? The fact that you need to know timing to even use it properly then it doesn't work even with the timing? I don't understand it at all.The healing i understand somewhat. But 24 seconds? Not including status effects that can make it double that? The whole point of circle of healing is being able to heal yourself without a medkit. Whats next? Going to do that with self-care too? It completely defeats the purpose of the perk itself. Just take it out of the game at that point.

    Some very interesting points raised here especially when it comes to Billy and his decaying state. Instead of nodding my head and complaining about the developers (very bad habit to get into) I want to offer solutions I THINK might work based on my gameplay experience and just basic knowledge of game design.


    image.png


    1) Billy's Nerf: With Billy being part of the holy trinity of Dead By Daylights original release he really needs more than just a quick one off look over, he was built for a different Dbd from 2017 (16 i might be wrong there) that had less clutter around the maps and more tools to counter the god loops from back then. There's two options I'm thinking.

    A) Rework specific addons that encourage Billy actually being "bullied" (best word I think describes it) to benefit from his powers.

    From flashlight blinds, pallets stuns to overheating, his addons were created to nudge the survivor into doing specific actions they don't want to do, resulting in a wasted addon. They're not practical and really should be looked over either to tame down the results and have them meet standard requirements or make them something unique the developers might enjoy doing to change Billy but not take away his individuality. Know what makes Billy well...Billy. Curve Billy, Nascar Billy we all know the memes and love the chases. Keep his heart and make him suitable for the Dbd of today. The addon changes take too much from him.


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    2) Dead Hard: I'm actually enjoying the idea of a perk that rewards the unhook for a survivor. It's something new players especially can use and get a reward for while their friend has their base kit protection to dart away. No perk should be so meta that an entire game is balanced around its effects, I admire the developer's taking risks knowing the heat they'll catch. I play both sides with K;60/S;40, I know you want that get out of jail card and earning it i think makes it much better. Automatic Dead Hard is a huge problem for me as I know from my research into the script it IS a thing and has been around a while. Apologies if I do sound bias, I really do think it encourages good gameplay and that feeling of escaping knowing you helped someone to earn it? Love it.


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    3) Healing changes: This is a huge can of undead worms I rather think about over the day before I make any suggestions on how to offer good advice, so I'll post something later today.

    <3 Needless to say, yes self-caring yourself and med kit kits are a great move forward, but it is however too long though for people who play solo. There's a great idea buried in there and I'm sure the times will be changed with the status effects taken into consideration. I like the changes overall with this and DH I see the developers steering the ship into teamwork and that's brilliant. The numbers are very extreme but i think med kits are perfect. Let's keep this idea live and well and tweak them numbers to work.

  • Enlighten me then. Please, explain to all of us how Blight a killer who gets to go in any direction he likes is more difficult to Billy.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294181#Comment_3294181

    Read my post near the beginning of the thread. Hilbilly is bad but few survivors have even cracked the surface on counter play to blight. And in total the combined total of mechanics and the largest needed knowledge in the game makes blight the most skilled thing in this game by far, do you really think the mechanical skill needed for curves is even close to that? Billy's kit is simply not complex enough, if you think other wise you are beyond biased. Again read my post near the beginning.

    There's a HUGE skill difference between Blight and Billy. Billy is not versatile in the way Blight is, allowing you to flick turn whenever you please does not take skill. With Billy you've to pre-flick/curve and rev 10 feet away from a survivor while taking into account there might be a pallet there before you even see it. That's JUST the flicking, I could go on about the unholy addons Blight has at his disposal including a Brown addon which allows you to fricken auto-aim when you bonk your head of something. There's a LOT of training wheels with Blight before it becomes a challenge for the higher end that want speed/turning.

  • @solarjin1 said:

    I still don't understand why people put billy in the b tier. He can be stop by a few trees in a deadzone...

    bottom 3 overall just slightly above freddy

    Probably because they face him so little that they forgot his weaknesses all so easy to exploit now. 🤣

  • Grr, i was looking everywhere for this but the reason all billy mains are frustrated and are started to leave with the new map designs not accommodating his traversal/Nerfs.


    https://youtu.be/li6YfkJUPM4

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  • As a Billy main and a person who talks to fellow Billy players its always sad when you see how much the rework hit him. I really do encourage people to read his addons and as yourselves is this actually fair? We LOVE going for chases with survivors but the addons (not to mention overheat) has crippled him to the point a majority of Billy mains have started to quit the game as it's clear 0 thought was put into his "re-work" (it was a Nerf, say it as it is.)

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    Template:Add-ons: Chainsaw (Hillbilly) - Official Dead by Daylight Wiki (fandom.com)

  • I PERSONALLY will always vouch for hooks over kills. I DON'T want to tunnel or camp. Hell I don't think any killer does, I'm a Billy main (rip my boy! lol) and I go out of my way to get my hooks because I know the feeling as a survivor to have these things occur.

    I however, don't think either side should be rewarded or punished for this behaviour as it is indeed a strategy that be it good or bad is in the game and the best way around it is to find out a way to reward the multiple changes.

    In my mind I always think of Player A (we shall name him...Bob the killer.) booting up the game and seeing B,C,D & E survivors. What can I do to encourage Bob to enjoy without any perks or points, but to actually enjoy going for them 4 different hooks? Well, that's something I'm thinking about in my own thread too lol, and when I find an answer to it I will post something.


    Maybe a temporary blood lust tier 1 each time you hook a different survivor for instance? Essentially a build in fire up. OR rework Fire up to stack per each new fresh hook? Again, thats a PERK not a game foundation. I REALLY dont want perks to be a band-aid to fix this issue.

  • @AssortedSorting said:

    But why not just turn those perks off entirely by tunneling the survivor?

    Also there’s something that rubs me the wrong way with diminishing Perk effectiveness for failure with the Perk itself not being designed for it (EG: that new Vitrorio Perk)

    A very good point! You could have the debuff happen once per survivor (4 max) to prevent the tunnelling aspect essentially like old BBQ.

    You do raise a fair point with perks not being designed for this though. I think in my mind, (might be completely wrong!) Dbd is about the enjoyment of chases, along with choices to save or do the objective/go for that hook or regress the generator for killer. I know survivors want more to do with a more interesting objective mechanic, I really think keeping the chase foundation as strong as possible first will be a much better step forward.

    Regarding the incentivising the hooks/chases, I'm going to think more about that today and post more ideas as I rather think of the flaws of my idea (like ya stated, cheers!) and look at ways we could really make a fun thing to actually win OR lose in a chase but not feel down in yourself as you know you got rewarded by trying.

    (I know none of this will ever make it into the game but hey, if it helps a dev browsing one day maybe it'll kickstart ideas for them <3 )

  • @Vampirox said:

    how the ######### is this a scummy practice, is every one here living under a rock?

    Games have been doing this for a long time.

    Im an Advocate of they should release skins and then never release them again or maybe in a different color.

    You guys should be lucky they even come back.

    Scummy is bringing back the Battle Pass items to be purchased in the shop, thats not how Battle Passes work in other games. its either you get them or not.

    What?

  • Awesome video essentially says it how it is. All limited cosmetics are made for one purpose. To start panic buying for customers on digital items that don't even have a limited number.

  • @dgbug said:

    please, tell me. what do you find insanely unbalanced about this game? i just don't see it.

    wait until you get into the higher levels and see the flaws. (Usually takes 5-10 hours)

  • Marketing 101. Make your customer NEED the product you are selling, create urgency and panic buying. Digital items in games are infinite, there is no "limited time" on them. It's purely from a higherup wanting to get that Q4 revenue. As they say business is business, and you're nothing but a number to them, no matter how much they tarnish their reputation. As I said before, Survivors are the cash cow of Dbd.

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  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3284549#Comment_3284549

    Killers already win most of the time. Do you really want to limit all and any option survivor has? Do you want killers to be able to mindlessly just run at survivor knowing he will catch him no matter what? 0 mindgames and still 100% success rate? Would that even be fun for you? Killer is already much easier then survivor. Why make it mindlessly easy? Without even perk tax.

    https://forum.deadbydaylight.com/en/discussion/comment/3284775#Comment_3284775

    You got it wrong. As of right now killer and 4-man SWF are equal. If you are only interested in playing in solo, it means you want to win every single time. Even best survivor mains escape at around 50% playing as much for escapes (including most selfish playstyles possible in game when it suits them). On the other hand - these survivor mains (so not like supaalf) can go play killer and win virtually every single game they want to win. Best SWF squads can give them hard time, but if they did not come prepared specifically for this ocasion, they will loose.

    SWF and killers are leveled. Wanting to only play against solo means you want to always just win (it's like wanting to have subtle cheats for every game). It's a multiplayer game. You are a problem with your attitude

    Your statement is coming purely from a survivor bias. If you've played killer you would know it is the most difficult role in the game emphasising time management skills and efficiency. Anyone with more than 10 hours at least as killer can tell you it is by no means " much easier than survivor" I enjoy my difficulty but there comes a point where you have to take a stand against pointless changes that only serve to handicap the other side.

  • (Copied from my feedback post. It still is relevant here as I think Synergy makes DBD the enjoyable personalised experienced it should be. Making builds and experimenting is fun and unique! Don't butcher it like you have done.)



    Just make the bamboozle speed (before the nerf) default. Think of it like this, why was it there? Now seriously pause before rage typing and think about it. Why would I want to have a few seconds more to vault a window that blocks itself after I vault it a little faster?


    Because the degeneration speed of the blocked window is far too high for the killer and survivor to compete in their chase/loops. As a survivor you hold at a 45-degree angle waiting to see a killer, right? You see it, proceed to go in the opposite direction this takes around 3/4 seconds. Chase continues around say..our shack, by the end of turn 2 and 3 the window will now be unblocked hence making the actual perk useless. THATS what the speed was for. IF the devs want to consolidate the perks then awesome! make that vault base. Otherwise, they just destroyed something BOTH sides had to think outside the box on (should i go one more loop around or run away to a new loop) and promoted mind games and learning.


    Look, I know survivor is the cashcow for DBD, we all know it. You want them to be enjoying the game and not be stressed resulting in buying cosmetics and so on. However, by making these changes you're unintentionally showing a bias to a side that to this point needs nothing more than the game to play itself with the training wheels you are providing them. Synergy makes Dbd interesting, we all want it and the more you gut these mechanics for either side the more boring the game will become with no experimentation, make builds truly unique and each player inventing their own style of gameplay. Dbd is NOT an E-sport, stop thinking it is and re-access you goal with the game flow.

  • I truly think they do; I know they're currently re-hiring developers and filling in gaps as soon as possible in their teams which is standard practice. If I had a team leader on my college assignment that decided to bail, I wouldn't have time to report to my play testers as much as I used to. Now, if they actually make changes on valid feedback versus a howling mob on the forums/Twitter? I sadly don't think so as there's very worrying issues with the game and sadly only the hordes can draw their attention.

  • Just make the bamboozle speed (before the nerf) default. Think of it like this, why was it there? Now seriously pause before rage typing and think about it. Why would I want to have a few seconds more to vault a window that blocks itself after I vault it a little faster?


    Because the degeneration speed of the blocked window is far too high for the killer and survivor to compete in their chase/loops. As a survivor you hold at a 45-degree angle waiting to see a killer, right? You see it, proceed to go in the opposite direction this takes around 3/4 seconds. Chase continues around say..our shack, by the end of turn 2 and 3 the window will now be unblocked hence making the actual perk useless. THATS what the speed was for. IF the devs want to consolidate the perks then awesome! make that vault base. Otherwise, they just destroyed something BOTH sides had to think outside the box on (should i go one more loop around or run away to a new loop) and promoted mind games and learning.


    Look, I know survivor is the cashcow for DBD, we all know it. You want them to be enjoying the game and not be stressed resulting in buying cosmetics and so on. However, by making these changes you're unintentionally showing a bias to a side that to this point needs nothing more than the game to play itself with the training wheels you are providing them. Synergy makes Dbd interesting, we all want it and the more you gut these mechanics for either side the more boring the game will become with no experimentation, make builds truly unique and each player inventing their own style of gameplay. Dbd is NOT an E-sport, stop thinking it is and re-access you goal with the game flow.

  • Neither team are babysitter for the opposing side. A fault in the way the game plays? That's a game design problem only developers can fix.


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  • chernobyl-not-great-not-terrible.gif

    meh, about as polished as Twins.

  • How can he compare Starcraft..to placing guards?...This saddens me.

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  • @Peanits said:

    Please be kind to QA testers out there. Not just for our game, but for other games as well. QA is probably the most commonly misunderstood role on almost any project and get way more heat than they deserve. Just because QA works with bugs does not mean that bugs are QA's fault.

    To give some insight, video games are incredibly complex these days. They're made up of thousands of moving parts, most of which are built on other parts that are also updated. To use DBD as an example, there's 219 perks, 30 killers, over 600 add-ons, etc. and counting. So when an underlying system changes, it can sometimes cause other things that rely on that system to break in unexpected and often subtle ways. People often think QA simply plays the game and writes down whatever they find, and while there is some of that, there's far too many things in the game to check and test everything with every update.

    In reality, QA is much more focused. Whenever a task is completed (programming, art, etc.), someone from the QA team will check it over and over to make sure it works. If it's not, that'll be flagged with the team and someone is assigned to fix it (QA typically finds and reproduces bugs so they can be fixed, not directly fix them themselves). But with the scale of video games, a fix or change elsewhere can break something that was already tested. (Say a script that tells one of two pallets on a tile to spawn breaks after the tile was tested and confirmed working. You may not notice two pallets appearing while you're laser focused on testing the Killer's power the next day.)

    This is something that even happened just recently. The flashlight buffer was tested extensively ahead of the PTB- I even tried it myself and could confirm that it was working- but unfortunately a separate bug fix just before the PTB build was created caused the buffer to break and hold stuns for the entire animation.

    Beyond that, there are other reasons why a bug might go live. For example, it wouldn't make much sense to delay a whole update because there's a typo in the description of one perk. If something is small and unobtrusive enough, then delaying the update over it will make people more frustrated than the tiny bug ever would. We try to mention this in the known issues so you know we're aware of it (though some known issues are trickier to fix and something that we're still actively investigating/working on).

    But most of all, millions of people are playing the game. Even if you hired a thousand QA testers, they still wouldn't be able to find the amount of things that combined millions of people can in a single hour. On launch days especially, they're glued to the bug reports section taking everything that's reported and making sure it's reproduced and logged in our system.

    In short, QA teams around the world do an amazing job finding and reporting bugs, but they are by no means the only people responsible for making sure updates go out bug free. It's like blaming the person who pull the fire alarm for a building burning down. Please cut them some slack. By no means is any of this to excuse bugs, they still fall on us at the end of the day, but QA teams in the video games industry don't deserve anywhere near the amount of blame they get.

    All that aside, we do our best to catch what we can before an update goes live. Part of that comes from internal testing, part of it comes from the PTB. Unfortunately as long as we're making changes, new bugs can appear. While we try to make sure everything's working smoothly for launch, some things will slip through the cracks. We react as quickly as we can to get those fixed for one of our bugfix patches in the weeks after our major releases.

    On the second point about Fog Whisperers, they are not QA testers, consultants, or even sales reps. The sole purpose of the program is for content creation. They are people we can endorse and partner with when we have opportunities (e.g. sponsored streams, featuring on Steam store page, etc.) It is not their responsibility to play upcoming chapters and give feedback/find bugs.

    While I understand the underlying structure of what you're saying (and mostly agree) from what I'm understanding there is a massive time crunch from the departments you mentioned. Be it from going from said QA tester finding an issue to the actual employee responsible for doing the work to correct the bug. While it has been well documented in the past Dead by daylight was built on Kismet from the early days it really sounds like the foundational elements of that engine (UE3 I believe back then) is still unstable for making quick precise changes without affecting other elements of the game resulting in a crunch. Would it not make more sense as mentioned before, to have a health update versus cranking out killers and multiple perks (as you said before it's reaching a point, we are about to hit 250 perks) many people would rather a stable easier to modify game versus a content overload which eventually won't be held together with the rocky foundation.

  • 20221112222944_1.jpg

    After "close inspection" I can confirm my survivor are completely fine.

  • Hold W more than them...no, ive no clue.

  • lets be honest the only bot worth using (with how weak this killer is) is the big boy.

  • Just smile through the pain bois.

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  • @RaSavage42 said:

    Right and that is the Pip system...

    If they did make the split then I would also suggest increasing the ranks/ grades so the game can get a finer MM for those that want it

    Exactly, I think the real question is if the mmr system can be accurate enough to actually make players match up in a reasonable amount of time.

  • Strategy or not, if you break it to its simplest form, it should not exist in the game as its clearly an unintended glitch that was VERY low on the developer's priority list. You'll adjust and get past it, if it helps people that's a bonus.

  • @RaSavage42 said:

    Increasing the Iri shards won't do that much

    But I would suggest that they bring back rank/ grades for competitive play and prestige for casual play

    Cause ranks/ grades are tied to pips (even though some of them are a bit messed up but it's something they can improve on) and that should be how matches are made

    and casual play shouldn't rely on ranks/ grades but they do have MMR which should help

    100% Agree on this, I personally LOVE seeing my progress through the game compared to others and really, I think the Prestige system has so much potential if it was not choice based (levelling your blood web) but more so based on how well you as a player perform. Essentially calculating what Peanits said the mmr is doing in the background with calculating your interactions with the actual match and deciding if you go up a level or not.

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  • Apologies for the late response, (had no idea this topic would invite so many people.) but I'm looking at these responses and I'm seeing the same points brought up over and over which begs the question, why not give her the rework that Freddy Kruger received? What I mean is, clearly there is more to Nurse than tweaking numbers and changing perks. The character herself I think is VERY interesting as many people do and requires a fair bit of training to master (Near Billy but not as much as him.)

    The game has changed a LOT from 2016, the main mechanics are still the same but people have adapted to a new playstyle which was once hide and do gens (Urban evasion was king back in the day hehe) now it is essentially get in and out as fast as possible which requires a lot of micro management from both sides now, be it Hex totems, boons, gens, doors, pallets, vaults and of course hooking.

    I think Nurse in general is brilliant, as her base self if there was a way to maintain that feeling with introducing new trade-offs, be it neither buff nor nerf then I feel we would be going in a great direction. It could be as simple as broadcasting to the survivor much simpler where she is going to blink to and (not as slow as pyramid head, but not as fast as Spirit) letting them have them extra few milliseconds to counter. I personally love playing against her and any killer with 4k hours, and my friends who are more casual BUT I understand the frustrations. I really do think she can be readjusted to be more suited for DBD2022 versus 2016. I'm against nerf or buffing her as I think it's her accessibility to both sides that needs to be looked at, not just numbers.

  • @Omans said:

    Every single change that buffs killers buffs Nurse disproportionally.

    Killers are getting a quite big buff this patch, while solo queue, an already struggling large portion of the player base will seemingly have to continue being dunked on by Nurse players who will have to put in even less effort they do now to "win".

    That's a very good point! I did watch Choi's video on this, I was very much informed by what the viewpoints on why people are being more vocal about it. Part of me want's her to be looked at (In a NON Billy way, Jesus they killed that poor dude.) and with how you described this, it seems the new changes are making her stronger somehow? I'm trying to wrap my head around that, she avoids pallets and such, maybe its the sprint burst hits being less powerful hence easier for her to blink to? Again, im just trying to link the two subjects together to see how it all fits from other peoples point of view.

  • Bt should not be base kit, the answer for camping is actually already in the game, and adds a moral choice to the survivors to risk it or continue on a gen. It's called Kindred, that is the perk which would be much better for base kit. It helps Solo players like myself (yes, i play both sides, mainly Billy) actually communicate that "hey, I'm getting camped, but keep going at the gens." bt is also a moral choice as a survivor, the intended dynamics of this game from Day 1 is exploring human interactions under tense situations.

    I chose to not bring BT for instance, in favour of dead hard or DS. That decision was mine to make, if i had chosen the self-centered route in the situation i could have changed the outcome. That's what this game is supposed to be like as quoted by the head developers back before even launch. IF you make BT base kit, you're taking away the uniqueness of gameplay per match, just like the tiles per map. It's a safety net that people for 5 years now had no problem choosing to use over another perk. YOU, the player have the choice to bring the perks YOU want, take that away and you're destroying one of the main pillars of the game, and quite frankly pandering to a side that intime will get better through experience.


    https://youtu.be/VJCDA06GTsM

  • Well, after losing some good salespeo--- I mean fog whisperers, what do you expect? People follow the leader sadly, especially youngsters.

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  • @Sluzzy said:

    Lets be sure we see the big picture, that survivors have been continuously nerfed for 5 years non-stop. Survivors are so badly nerfed only SWF can possibly win.

    Lets ignore the fact also that Blight exists with a broken killer meta that squashes about everything that spawns on the map.

    If killers are not having fun, it is definitely on them.

    Nerfs....nerfs you say..care to elaborate my man?

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  • @Mineguy said:

    https://us.v-cdn.net/6030815/uploads/WJKJPAJRXAG5/screenshot-20211217-075231.jpg

    That's basically what I see every day here. Killers saying that it's harder and harder to have fun with this game since survivors getting buffs left and right while killers just lie in the dirt hoping to get one good think every few months.

    At the same time I see people here asking the question "Why are the queue times so long?" also every day.

    It pisses me off that the devs still are on the survivors side. They don't say it officially but we all notice it since years.

    Just a little tip. Yeah there are more survivors then killers. That doesn't mean killers are not important for this game!

    d6eb7492-dc2c-48ac-9bf0-39426d7101e7_text.gif

    Yep.

  • This has been mentioned more often since mmr and boons. I understand wanting to make the game fun for all. But when you legit put survivors in such comfort levels it stifles their growth to actually become better players. Don't forget when all the pro's started in 2017 they learned just like everyone else with no boons, it's essentially why the players from the early days are better players, because they powered through and got better.

  • Boost your treble settings to hear finer details (equalizer apo is a good software to experiment with.) Bass drowns out the audio a lot especially for Billy with his music consistently getting louder after each patch. (why?) I do know there is a sound bug for survivors making no footsteps or sounds on the ground. But that's a dbd thing, not your fault at all.

  • @GoshJosh said:

    The memories.

    gmaingnight.jpg

    100% same. Great community, awful ideas put in place to separate and have each side hate each other.

  • Poor Otz, the guy legit tries his very best to keep the peace between this games bad choices (you dont just put MMR in as an afterthought, it has to be in there from the start, EVERY developer knows this.) and the fans. You can tell it stresses him out along with others trying to keep the calm.

  • No. Survivors are the main buyers of cosmetics and must be empowered as much as possible.

    i-love-it-halloween-meme-2.jpg


  • steering-wheel-stress.gif

    Dead By Daylight is working perfectly. Boons are balanced, killers are not depressed and you don't have to use a Vpn in fear of being ddosed or swatted.

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