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Shadowwander

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Shadowwander
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  • Killers don't need to camp hooks during endgame; endgame is literally designed in their favor and for their benefit. All they have to do is patrol two doors, often times both spawning right next to each other. It's not that hard.
  • DCs have always been a thing. Like someone said there's a reason for it if it's this bad. Maybe all the universal buffs to one side and pointless perk nerfing on the other side threw the game into a really bad state? People DCs for a number of reasons, they have to go, bad internet, pet peeve but maybe another reason isn't…
  • With all the buffs and disadvantages now it doesn't seems worth it: from what I've seen a lot when someone is hooked you lose an average of three people off gens in solo; the hooked player; the one running to the save--with additional time eaten up if the saver is checking if the coast is clear and/or is healing the hooked…
  • Dredge's power works for a very long time and I'm pretty sure Dredge doesn't have to put much work like other killers to activate it's power. This killer already has a bunch going for it but a power that blocks out 95% of the map for every survivor which can be triggered multiple times pre match is too powerful.
  • I hate the change. It's better for SWF but I'm a solo player and I hate that you need either a teammate or a high charged medkit to make it work for you and with the latter it just eats the kit away faster. It sucks that two of Claudette's three perks gets nerfed into the ground.
  • I hate it too. Can't see anything more than 8 or 10 meters in front of me. The power is too strong in chases when you need to plan quickly while evading.
  • Not to mention that before all this they had: Made maps smaller for killers (huge) Made hooks even closer which affected struggling chances and sabo-ing chances (huge) Nerf sabo into the ground (huge) Made toolboxes burn out like match sticks (huge) Took away add ons despite escaping, eating up a perk slot to avoid (huge)…
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