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Justalittlepeeck

Justalittlepeeck

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Justalittlepeeck
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  • So basically a perk to ######### faster? You understand that if the attempts are successful, you unhook yourself in front of the killer, right?

    EDIT: Oh, and if you think that killer will leave you instead of waiting, you are wrong. Just like you are wrong if you think DS threat will stop a killer from finishing you off

  • @Aneurysm said:

    Interesting argument. Pity that forum reading comprehension seems to have been nerfed recently.

    I just can't understand how people saw me comparing m1 killers with spirit when it's dead obvious they are sky and earth

  • survivors queue takes so long because nobody wants to play killer, what a surprise, right?

  • @MrPeterPFL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1778439#Comment_1778439

    Its actually equal playing fields when there’s a high wall. In fact A lot killers complain that the walls aren’t high enough because survivors can use stretch res to look over the walls.

    Survivors have 3rd person advantage over killers + red glow that killer's aren't always able to hide and when they try to hide it, they hinder themselves more than help.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1778439#Comment_1778439

    Uh, sounds are in the game for a reason. Don't get me wrong, half the time they're broken, but they are usually functioning enough to work out where a survivor is moving around, especially on outdoor maps since grass rustling seems to always work.

    High wall loops are actually better for M1 killers since they allow the killer to play with their red stain, and so make it easier to trick a survivor into taking a hit or being forced to drop a pallet. This is why they made it almost impossible to see through the loops on Coldwind consistently a year or so ago; there was no ability to mindgame because the survivor could keep track of the killer through entire loops, even on tiles like pallet gyms that are incredibly powerful even without this issue.

    I could agree with "use sounds" argument if there was no such thing as loudening chase music that stopped me from hearing these silent footsteps while survivor is on the other side of the wall I can't see through with my 1st person camera.

  • @Exellen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1778347#Comment_1778347

    Dude have ever you played against good huntress, you know those who don't try hatcheting someone from 100 meters with not charged hatchet? Good huntress won't miss 90% close hatchets and every window vault will be super risky

    The one think i should mention about is that good huntress won't use that addons, they dont need it.

    if huntress is good you don't have much chances anyway.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1778441#Comment_1778441

    I just re-read it, and my opinion stands. Sure, by that logic, all the killers are the same if they don't use their power (besides killers that are slower).

    You need to keep in mind they have powers though.

    and survivor has perks and items and 3 other survivors with 3x more items and perks so what?

    EDIT: In the end, if killer's power doesn't give antiloop - wraith, ghostface, etc, etc, they are in survivor's position against spirit.

  • @Aven_Fallen said:

    If you go to that level of argumentation, you can say that all Killers are equal because they use M1 to hit Survivors.

    So I guess we dont need to buff any Killers, since they are all the same as Nurse.

    I don' think I can argue with this, since arguing with that kind of "arguments" you use is like trying to prove something to a flat earther.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1778422#Comment_1778422

    I did, and he was comparing spirit to m1 killers. A good example of a m1 killer is trapper, if you're being chased in a place that he doesn't have traps on. Meanwhile, I've never seen people complain about trapper, because you can actually see him and know what he is doing. Meanwhile, spirit can just stay still and you have no clue what is going on because there are no visual or sound cues.

    I just don't see how both of them are comparable besides both having an m1 attack. The difference is, spirit can recover and phase, if trapper wants to use his ability he has to leave and get a trap.

    You clearly didn't read post if you think like that. Try actually reading instead of looking through

  • @BlackRabies said:

    Not a good comparison there. Biggest difference between Spirit and any M1 killer is that Spirit gives zero information to the survivor when or how she's uses her power. There's no way to to react to her plays when she can literally just stand still and do nothing to mind game you.

    Might as well try to play chess but your opponents Queen piece is invisible for most of the game.

    Just like killer has zero information about survivor movements on high wall loops?

  • Iri are overrated. If you can dodge normal hatchets - you have no problem with iri heads, otherwise the problem isn't iri heads.

    Huntress with that addon doesn't get a miraculous ability to counter high wall loops or other ######### you do to counter huntress. All thjs addon does - reduce amount of allowed mistakes for survivor and killer.

  • @DaKnight said:

    Trash tier. If you were winning with it, you could have won without it. It barely does anything until the game is almost won, doesn't effect the obsession, and gives the obsession free botany knowledge.

    I miss the old dying light + remember me. That was such a toxic build yet hilarious at the same time.

    When freddy just got reworked and DL wasn't you could take black box, dying light and green mori.

    Find obsession, tunnel ######### off hook and enjoy free game.

  • So make just a strong killer into a strong and frustrating killer?

  • Because people don't understand how to do simple things

  • @Warcrafter4 said:

    Their only special thing they have is technically being able to be in 2 places at once almost unconditionally.

    The hag needs her traps to be set off to be effectively in 2 places at once while all the twins need is to not have victor being punted to be in 2 places at once.

    Other then that: Their broken status isn't special and legion can apply it for 60 seconds with an add-on and plague by default.

    Victor's lunge is just a demo shred aimed slightly upwards.

    They can't hide on buildings due to the 3 second timer before victor is forcibly recalled.

    Trapper can already trap survivors in lockers with his bear traps so that's not even special.

    The pig can force people to take off their trap power before they can leave(But her Mories unlike the twins if they try to escape)

    The nurse can physically bypass pallets in a much better way the twins can.

    Their group base Killer Instinct is just worse then legion's as legion can proactively use that information for more damage.

    Hag's traps give about as much information as victor while possibly punishing survivors who trip them(Instead of punishing the killers by having victor being punted).

    There's not much else positive.

    For special negative exclusive to the Twins: They are the only offensively attackable and killable killer(EI not light burning as that only stuns/pallets are defensive by nature).

    They have one of the only powers that can be literally kidnapped leaving them as a powerless M1 killer.

    They are the only killer whose can have their power destroyed mid chase in less then one second with no negative ramifications.

    Jokes on you, hag can be in 11 places at once

  • @[Deleted User] said:

    Some of this is nitpicking or exaggerating, like doctor and wraith.

    But I can't deny reading legion and freddy hits deep. #########.

    OP forgot how devs "forgot" about Doc's broken chase music for 2 hotfixes already. If it doesn't get fixed in 4.4.0 , I'll be seriously mad

  • Nurse right now is literal definition of "fighting bugs more than survivors". I used to enjoy playing her, but rn she's awful.

  • She already has counterplay which is mindgaming her. I know it's hard, but I believe you can handle this.

  • @HealsBadMan said:

    https://forum.deadbydaylight.com/en/discussion/208560/create-your-own-addon-out-of-bad-ones

    Amanda's Secret: Survivors with a Reverse Bear Trap suffer from the Oblivious Status Effect

    Rule Set No. 2: The Pig sees a Survivors aura when they interact with the Jigsaw Box that will unlock their Reverse Bear Trap for 4 seconds.

    Amanda's Letter: Moderately decreases crouch and uncrouch time. Considerably increases Ambush charge activation. Considerably decreases Ambush missed attack cooldown. Slightly decreases Ambush dash speed.

    Combine Rule set 2 with crate of gears to get the most toxic build in the game.

    Second most toxic build would be amanda's letter + last wish.

    Both include bodyblocking a box.

  • Sure, right after 3rd person slugging is solved by giving killer better chances at killing last survivor.

  • Probably Twins if I'd ever buy them, which isn't happening. They are probably the first character I'll get for shards instead of cells.

  • @BioX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1774437#Comment_1774437

    so only the survivors who have some stalk build up can "reveal" ghostface to then lose it and that will then also only be for themselves?

    yes.

  • @BioX said:

    wait so you get revealed non stop because you never actually get revealed? or does the revealing only work when ghostface has actually build up a bit of stalk?

    Survivor looks at you - you get revealed and that survivor loses stalk progress, while ghostface keeps night shroud.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/1774329#Comment_1774329

    But thats how I live as Trapper main.

    Honestly, old or new Yamaoka has bamboo bush, dense grass & bush make it easy for Trapper (eventhough its painful for other Killers)

    Old MacMillan was decent that traps already blend well in grass. New MacMillan is over buff for Trapper, survivors step on grass more than before.

    I tried new AutoHeaven, super bright ground and low grass makes Trapper an M1 killer. I swear if AutoHeaven keep the same ground brightness & low grass when live, I will afk if I get into AutoHeaven as Trapper.

    I'm glad that you main one of the weakest killers in the game and this grass is one of few things that give you joy in life, but other killers have some serious struggles with this grass starting from it being new habitat for blendettes and ending with it simply being too repetitive for already 3 different realms. Grass is not something people must be able to instantly recognise regardless of the map like pallets or lockers, so it being lower and different would be really nice.

  • @Axe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1772143#Comment_1772143

    false, hexy BOTB everyone would run hex ruin + undying. good survivors wont waste time healing they will do gens. also snowballing? good luck when they bring unbreakable, DS and play very safe to prevent that in the first place

    Firstly, hex builds rely heavily on things that don't depend on killer like totem placement. If you think that "strongest" build is a build with colossal risk of collapsing, then idk what I can advise you.

    Secondly, hexy tournament hasn't showed effectiveness of other builds. It only showed that killers there considered undying combo their best choice and as I can remember, this combo failed miserably multiple times.

    Thirdly, current anti heal builds will either force survivors into -20% repair speed or heal endlessly. Both of these situations are lose-lose to survivors.

    Lastly, combination of antiheal and snowballing builds, for example forced penance+thana+infectious+any other perk (for example pop because of consistency) gives effective and consistent result on a killer like blight through damage spreading and forcing survivors to waste a lot of time or risk being instantly snowballed. Such builds also suck out things like unbreakable and perform well at triangles or squares of gens.

  • DS makes killers play around it in 99% of games because of the obsession.

  • No, hex perks are the last perks you'd want to take against strong survivors for obvious reasons.

    Strongest builds are antiheal builds and maybe aggressive snowballing builds. anything else isn't very useful because it can be hard countered. Antiheal builds and snowballing builds drain a lot of resources from survivors and since most survivors' defences are finite, you will drain them all eventually and win.

  • @TeabaggingGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/1771465#Comment_1771465

    Literally just change it to where the killer always sees your aura and you only see the killers aura during a chase

    That would bring the perk down to no mither levels of shitness. I hate OoO a lot, but I don't think ruining a perk would be good.

  • @Iceyrawr said:

    OoO needs a cooldown, even if it's just 15 seconds.

    OoO needs either a huge rework or deletion. Cooldown won't solve the problem here

  • >Undying + Ruin + Tinkerer .

    Oh, it would've been OP if there weren't two hex totems you had to simultaneously defend with everything it means. Let me list some downsides of this "broken" combo:

    • Undying goes off first in 50% situations
    • If totems don't spawn close, you can't defend them unless you're blight or billy
    • Aura reading from Undying can be easily missed if you don't spin your head like an owl every 6 seconds
    • If 2 survivors sit on totems at the same time, you lose one totem inevitably because Undying doesn't slow cleansing speed
    • You are too far away from the totem when survivor started cleansing? Too bad if you're busy with hooking/chasing/simply lack enough mobility
    • Dull bones get cleansed before hexes are broken without chance to respawn
    • Distortion
    • Anti totem perks
    • Minus 2 perk slots if anything from list above happens.
    • You literally can't run noed with it, because survivors will cleanse all totems against this totem.
    • Oh, two tinkerer procs at the same time, too bad

    This combo requires so much factors that don't depend on killer to happen at the same time to be even remotely strong and even if all starts aline for you to shine survivors can still deal with combo simply by doing totems when you can't defend them because you are too far/hooking somebody. If you can't deal with und/ruin/tinkerer combo (unless it's blight with speed/ring addons who really is very hard to deal with, otherwise you can deal with this combo even against billy/spirit/nurse), then you simply lack skill as survivor and all you learnt is holding M1 and running in circles.

    Just get good, thanks.

  • She's pretty fun and interesting to verse. I find myself struggling against her, but that's because I simply lack experience. Facing a good hag is always exciting

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1770336#Comment_1770336

    i don’t even remember the last time I went up against this perk and I never used it outside of Clown adept so I wouldn’t know

    It's good for aggressive slugging builds where you need to down survivors who are trying to pick their comrades in your face. These builds became kinda worse with WGLF buff

  • @Mooks said:

    That was already confirmed in the last 2 Q&A iirc.

    i Hope he also gets chase music added and Coulrophobia gets a rework.

    Coulrophobia needs no rework. It's a good niche perk. Buffs could be good. Like 100% healing speed reduction or making the effect linger for a dozen of seconds

  • What I want for clown is

    1) Passive regeneration of bottles. Like one per 10 seconds would be pretty balanced. Addons could reduce it by 1/2/3 seconds

    2) Doctor-like secondary. I wish for something like "Hold secondary for 2 seconds to make all generators generators emit gas in 10 meters range of them that lingers for 10-20 seconds. Gas starts emitting the moment you start channeling ability, but becomes a threat only once the channeling is finished"

    3) Survivor's vision becomes almost entirely clogged the first seconds they entered gas. Then the effect weakens in 2-3 seconds, allowing survivors to see something.

    4) Directly hitting survivor with bottle stuns them and additionally reduces movement speed, as well as blocking any interactions for 2 seconds.

  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1769317#Comment_1769317

    Isn't that before her massive buffs? And in 2017 there were probably triple the pallets, vacuum pallets, legitimate infinities, exhaustion recovering while running, etc.

    Hag doesn't need bloodlust by any means at all. 1 trap is all it takes to shut down almost all loops in the game. That's every loop nullified in like ~2.2 seconds or so.

    You can follow people around setting traps at every pallet and she is actually pretty good in a chase. But there is no reason to do that since she is best played defensively. Chasing with hag is a rookie mistake.

    He didn't even need pallets to make 110% killer chase for infinity.

  • @MrLimonka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1769317#Comment_1769317

    You know, the point of 4.4 killers is that they are supposed to use their power to help them in chases.

    The hag in the video didn't use her traps at all, not to mention the "pre-bloodlust" maps were horrendous and were filled with pallet loops everywhere. It doesn't show anything.

    traps wouldn't help her in that game =)

    nonetheless it pretty well shows how bloodlust is important

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1769253#Comment_1769253

    For me on Saturday it wasn't too bad. On Sunday the survivors seemed to realize that they could waste tons of killer time if they started bailing on gens super early and holding W across the map. They used to get punished for doing too much of that by Bloodlust. Not so much this weekend.

    It got so bad and so old that I started loading up with a build they couldn't hear coming. 12m TR Slinger... Let's go.

    https://www.youtube.com/watch?v=KtA_22lg5-4

    watch w/o sound, since it doesn't really matter here.

    It's old dbd prebloodlust gameplay, aka why 4.4 killers w/o bloodlust sucked ass.

    EDIT: For those who are too lazy to watch - Hag being countered by holding W.

  • @Tubby_Squirrel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1767519#Comment_1767519

    ... Yes. The game about death, darkness and monsters IS a horror game... I don't know how you could possibly contest that.

    "Dead by Daylight is an asymmetric survival horror video game..." ~ Wikipedia

    "Dead by Daylight is a multiplayer (4vs1) horror game..." ~ Steam

    "Dead by Daylight is a 1v4 multiplayer game that draws from all corners of the horror world..." ~ PlayStation store

    "Dead by Daylight™ is a multiplayer (4vs1) horror and action game..." Apple App store

    So yes. Both you and mad lord are correct! According to her, You, Me and four other srouces it is indeed a horror game. Should I get quotes from MORE offical websites just to be 100% sure? 😁

    And I don't know how could you possibly contest the idea of adding chatwheel, but here we are. Horror game for solos, clown fiesta for SWF.

  • Whenever somebody asks me what things are cringe and edgy, I'll show them this post.

  • @MadLordJack said:

    Because the game is a horror game that's balanced around survivors not having a lot of information, just like in a horror story. You're basically supposed to ignore the fact that voice chat exists and just use that 1 map add-on. And I'm really, really not kidding, that is the reason.

    Edit: and I mean specifically that 1 map add-on. That's what the Devs suggested everyone use a while back. As survivor. Bring that item and add-on every trial.

    oh yeah, sure, horror game, yeah

  • I wish we additionally got P4-6 rewards that are another set of special cosmetics.

    Maybe legacy, because grinding 6 prestiges is basically equal to getting old prestige.

    Maybe some "battle scared" cosmetics where survivors and killers aren't just covered in blood, but rather wounded, scarred and generally physically damaged like they've been in many trials before and have seen some #########

  • @TeabaggingGhostface said:

    I'd be fine with this as long as it's really bright so the killer can see it across the map and give the killer access to it as well

    Can killer see or hear information survivors share on comms?

  • They aren't as unfair as people think honestly.

    Yeah, they are strong and all that, but they don't make huntress better at high walls loops or don't allow her to instantly throw hatchets, so if you can avoid normal ones, you won't have troubles avoiding iri heads.

  • @Tubby_Squirrel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1766686#Comment_1766686

    Outside of flat out implementing voice chat into the base game (Which is a terrible idea imo, something about this game just gets people tilted... I think its cathartic af) nothing is going to be as strong as the ability to talk to your team mates via voice. Every game that allows for any level of coperation is going to be easier when you talk to people with VC, this isn't a special flaw with DBD. Even if you could communicate at or near the level of SWF on coms, the fact that they're likely friends still puts them at a huge advantage. If say they're chased past a totem, you think they're going to use the chat wheel to tell you, a rando? Or are they gonna say 'hey, the totem is behind the corner gen' in vc?

    And lastly, should games be balanced around people using modded clients? Balacing around a third party aplication is something I've seen very few games pull off well. (Haven & Hearth comes to mind as one that did it in an elegant, creative way.)

    >Outside of flat out implementing voice chat into the base game (Which is a terrible idea imo, something about this game just gets people tilted... I think its cathartic af) nothing is going to be as strong as the ability to talk to your team mates via voice.

    In the end there's not that many different things SWF groups might share, so that all could be fit in under 20-30 phrases + marker option to pinpoint location and so on.

    Take a look at Dota 2 for example where chatwheel is implemented pretty well, despite not being used due to people being able to also use text chat and voice. DbD has no voice or text chat so having a Dota2-like chatwheel with ping option would be something to help solo players to achieve at least likeness of coordination.

    Nonetheless, being able or not being able to share these bits of info can be extremely important in many situations.

    > Every game that allows for any level of coperation is going to be easier when you talk to people with VC, this isn't a special flaw with DBD. Even if you could communicate at or near the level of SWF on coms, the fact that they're likely friends still puts them at a huge advantage. 

    Yeah, but in other games you aren't horribly restricted in communication. I'll use Dota 2 as an example once again. Coordinated party and 5 randoms are different things in terms of performance and strength, however the difference between 5 randoms and 5 friends of same level isn't very huge, due to the fact both friends and randoms have ways of communicating between each other and more or less coordinate their moves.

    The only difference is that random players

    • might not want to play together, while friends are very likely to be willing to coordinate
    • do not know each other's preferences, playstyles and so on, so that they have to learn that information through the course of the match.

    Otherwise there's no difference. Premades don't get a way to possess some crucial information that would be never available to solo players and so on. Concluding, premades in other games (like Dota) do have advantage over solos, yet this advantage isn't even remotely as crushing as it is in DbD, due to the fact that the difference between solos and premades lies purely in the fact they do or do not know each other. Otherwise they are one and the same.

    Back to DbD. All information 1 players in premade group receives is instantly shared among other members of the team. This is something solo players could only dream of. Premade players always have more or less good understanding where each member of the team is and where's the killer. Solo players can achieve at least likeness of that by wasting perkslots and itemslots. Premade players can tell each other what objective to do, be it totems, gens or rescues. Solo players cannot tell each other what each of them should do, so their efficiency heavily drops down. Imagine if people were not allowed to talk to each other in any way in a game like Dota, but could play in party and use discord.

    It is a special flaw of DbD or any game where communication is restricted for the sake of balanced, but this restriction can be easily bypassed by playing in party mode.

    >If say they're chased past a totem, you think they're going to use the chat wheel to tell you, a rando? Or are they gonna say 'hey, the totem is behind the corner gen' in vc?

    What do you mean? If 2-3 man SWF gets with solo? Not likely first weeks or months, but once people actually figure out how to use the chatwheel properly, they will use it even while playing in SWF, unless they are jerks, but in that case nothing will help and we have to accept this as necessary evil we actually could do nothing about for the sake of greater good which is communication between other players who want to win.

    >And lastly, should games be balanced around people using modded clients? Balacing around a third party aplication is something I've seen very few games pull off well. (Haven & Hearth comes to mind as one that did it in an elegant, creative way.)

    And exactly because the game shouldn't be balanced around modded client, communication option must be available to solo players in one way or another, so that the game could be balanced around all survivors and not around solo survivors exclusively (while acting like SWF doesn't exist, unless demanded to make a shapeshifter killer, but I guess that's just an exception).

    Communication system must be added due to how important communication is in DbD. Not making this feature because some idiots will not use it, is like not adding seat belt into car because some dumbasses don't use them. It would be their fault for not caring, but ffs, let this system save lives of other people who actually care.

  • Pig with bear traps. Just place traps under jigsaw boxes and that's just OP

  • @DetailedDetriment said:

    Annoying brats would abuse the mechanic to frustrate other players. It is the exact same reason people don't want open voice chat like Friday The 13th. Nobody wants some spoiled 13 year old kid saying racist slurs the whole match because they got bested in a chase.

    Of course the system could have some antispam protection like no more than 5 pings in 5 seconds or 'mute pings from X' feature and so on.

    But not adding such system because a small % of people would abuse it to ruin games or be annoying is dumb. If people want to ruin the game, they will ruin it. However with that mindset you're denying an opportunity for better experience for other fair players (in terms of actually playing and trying to win).

  • @Tubby_Squirrel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1765496#Comment_1765496

    Twice you have responded, and twice you have failed to provide any counter argument. Of course you just invaloidated your objection by admitting you did not read all of it.

    I sugest another layer of gameplay and mind game potential. You sugest a blanket buff to only 1 side of the game to compensate for the use of third party programs. If DBD was a game where you could only play as a survivor and killers were just AI, I would agree with you.

    But you cannot simply roll out a blanket buff to what most would argue is already the stronger side.

    What arguments should I counter? Please tell me? Other dumb suggestions or "survivors may give false information"? That's laughable. Your entire point is a joke.

    By the way, it seems you don't understand the entire point of my suggestion. Let me enlighten you.

    I suggest not just a "blanket 1 side buff", but a huge and relatively simple step into direction of bringing solo survivors to SWF with comms levels. I hope you won't try to deny that the game is balanced around solo players and at the same there's a thing that allows survivors to get colossal advantage for nothing, which is unavailable to solo players. When solo players will possess at least similar tools as SWF survivors, the game could be balanced not around just "solo survivors" but simply around all survivors because there would be no magic gamemode that made survivors stronger, which means more buffs for killers like Trapper or other ones who perform pretty well against disorganized solo players, but fail miserably against coordinated SWF groups that share all info needed to nullify most threat from the killer.

    Now, let me ask again, do you geniuenly believe that the communication feature that is available for SWF players for NOTHING should have severe downsides or limitations for solo players?

  • @Tubby_Squirrel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1764825#Comment_1764825

    The old 'repeate yourself and don't read my post' tactic. Since you did not respond to my other points I assume you agree with them. After all, if you didn't you would refuse those talking points and not just double down on this one. Check.

    I stopped reading the moment I saw you saying killers should be able to hear survivors sharing info.

    Can't really blame me for assuming the other points are as dumb as the first one.

  • If you want to win - there's no point in fairplay, it will always lose your games

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