Rescultir
Rescultir
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- Rescultir
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it isn't a streak unless you get 4k's each match.
People know that's not possible which is why survivors escaping through a hatch doesn't count as a loss. There is no possible way you can get a legit streak in DBD which is why balancing killers around it doesn't make sense.
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@Rescultir said:
https://forum.deadbydaylight.com/en/discussion/comment/3095044#Comment_3095044
yes and in order to skip THAT grind as well, you need to prestige your character. It is still a grind either way.
also, you have to spend MORE shards in the shrine to level up your perks. Tier 1 is 2k shards, tier 2 is 4k shards, and tier 3 is 6k shards.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3095034#Comment_3095034
Yes and once you get them at tier 1 you can still get tier 2 and 3 in the bloodweb of each character same as you always have been able to.
Not to mention if you had already leveled up to 40 and unlocked the teachable perk it is still unlocked and can be gotten through the bloodweb and the same goes for perks you bought in the shrine.
yes and in order to skip THAT grind as well, you need to prestige your character. It is still a grind either way.
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@danielmaster87 said:
I still have yet to see a reason why there should be a cost to Prestige at all under the new system. Prestiging was free before, it was optional, and everyone would have done it had it not gotten rid of everything their characters had. In a patch partly dedicated to reducing the grind, I was appalled to see that we had to spend tens of thousands of BP each time we Prestiged. Under no circumstances does reducing the grind justify adding in new grind.
Agreed. All they had to do was simply make it so that when you unlocked the teachables every killer would get it for tier 1. Then you can spend blood points to level up those perks on each character to tier 3.
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@Dunkinspunkin said:
https://forum.deadbydaylight.com/en/discussion/comment/3089685#Comment_3089685
What you call a kick in the pants, I call a minor downside to an otherwise favorable system to players. I mean with the old system when you unlocked via shrine, you still has to find that perk in the blood web. So what exactly is your issue now?
really? so instead of getting the characters to level 40 1 time and unlocking the teachables as you go and unlocking them 1 time in the shrine you would rather grind 3 prestige levels (level 51 3 times) and spend an absurd amount of shards to get your tier 3. ok lol
I don't think you realize the overall amount of blood points and shard you are now currently spending.
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It is, that was the point I was trying to make. The game has only become more grindy for new players that join.I am not a new player I just wanted to see what it would be like. I also don't have all the perks to T3 now but I do have all characters to level 40 for the teachable that were in the game but are now gone. I now have to grind again for my purples, yay.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/337041/seems-more-grindy-to-me
You only have to get to p3 to auto unlock tier 3 perks on all characters you can still level them up through the bloodweb like normal after unlocking them at prestige 1.
that's for tier 1 (yellow) perks. You need to prestige them 2 more times for the Tier 2 (green) and Tier 3 (purple) perks.
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@[Deleted User] said:
I don't know if I'm having bad memory but the bloodwebs seems larger and less ways for me to have the entity knock out chunks of a web because every node seems connected in some way.
Nah, I see that too.
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@Grigerbest said:
Hey.
So recently I played like 6 matches as a killer (3 nurse, 2 hag and 1 sadako)... And from each of this match, I've had people DC, afk (giving up) after 3 gen pops. I suppouse soloq only. And I swear, it's getting so ridiculous.
In some of this matches, they were ragequitting and afking even when I was actually losing, and I'm not kidding.
It was a match with hag, the match for me was awful, maybe the worst possible scenario (who playing hag, knows...) the only thing why I won this match, it's coz 1 guy just DC'd after I (somehow) downed him.
What is happening with survivors? What is the point of even getting into the match, if you know you're going to dc or ######### on hook?
Are they hoping to get a "baby killer" to go against? Are they protesting the changes that way? If so, I don't think it's a smart way.
I also looked up some Youtube vids to see how some survivors playing soloq, and they're mad. Don't get me wrong, they're mad on their teammates, ruining the game, killing themselves on hooks and denying to play.
I looked up more, and I've seen more people just ragequitting in a 100% winnable match. The killer 100% will lose this match, and they still DC or K themselves on hooks...
Dear survivors, what is going on? What are you exactly want to achieve like this?
They want to mess with the data so killers can get a nurf quicker. They don't realize that by doing so they only make the changes take longer.
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@geni said:
https://forum.deadbydaylight.com/en/discussion/comment/3089540#Comment_3089540
The matchmaking incentive for the side that is lacking players (Survivor or killer)
Ahh, yes I forgot about that. That probably would have helped me a lot more depending on how much they were offering but even with that I still believe it will be a heavy grind.
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Solo queue has always been a problem, I do not understand how it JUST became a problem for everyone now.
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@fulltonon said:
It is, their "compensation" is not working as of now.
What was the compensation?
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3087294#Comment_3087294
Cause i am not going to get a timer and check it? It feels plenty strong on gunslinger.
You don't need a timer lol
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3087236#Comment_3087236
Was going off of a graph i saw a day or 2 back, sorry if its wrong.
Why would you go off of a graph instead of hoping in the game and testing it yourself? These minor changes don't do anything for killer. The only thing that mattered in this patch was borrowed time as a base kit which is fine but when you have the base kit+the perk, the game is nuts. It'll only be a matter of time before the good survivors know how to abuse it.
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They fixed the stretch res problem in the PTB, now it will give people the increased FPS that survivors say they use it for (which we all know is a lie) instead of the advantage it gives.
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There's only 2 win conditions in this game.
1) survivor(s) die on hook
2) survivor(s) trash talk in end game chat, even if they escaped.
If you get both in one game, that's a double pip, my friend.
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I would rather have a fresh game than be thrown into an already playing game
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SBMM hasn't even been out for that long we need to wait and see what changes the devs will do before deciding on this
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@SasukeKun said:
https://us.v-cdn.net/6030815/uploads/Z4BW08TPVQOC/image.png
this is my opponents games every match 90% of the time. Every single person who milks this build has no skill as survivor in my opinion
sbmm isn't gonna do anything when this exists. It needs to go
The only time DH is effective is if survivors know how to use it correctly. If you swing at a person when they DH out in the open, that's a you problem for not waiting for the DH or for at least checking. If the survivor uses it to go to a pallet or to get to a safer spot, it's up to you to continue the chase or leave him. Only unskilled players will say unskilled survivors use this perk, there is much more to it than just equipping it and pushing E. Every other exhaustion perk sucks other than maybe sprint burst which you will see low-end players use most of the time because they don't know how to use Dead Hard.
And I can see that you have 2, maybe 3 kills right there so I have no idea what you're complaining about since you clearly got them with DH in play.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2509654#Comment_2509654
I think Grade system is bad and is not helping current sweaty situation, because lot of players want to climb rank asap, so they can flex on others for rest of the time, then reset and here we go again.
I would link Grades with MMR and disable resets.
Problem is that they need to keep pip system, because of adepts and this is only way they thought of using it I guess.
Yea I think the Adept should be "kill 4 people, here's your achieve" just to get it out of the way since all you have to do with a survivor is escape
The only reason they reset it now is because of the blood point reward which is dumb
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2509633#Comment_2509633
because pip system is bad?
It is unfair for some killers. Double pip is way harder on Exposed killers than m1 killers for example.
It is bad for survivors, it doesn't really reflect how well you played, because it forces you do things that don't actually have to be best thing to do at that time.
I am not sure, if pip system is worse than kill / escape system tho. Both seems bad to me. There is lot of factors they could use and we know that game tracks those data, because some of it is used in pip system.
We could track hooks, protective hits, save unhooks, chase duration, game duration, pallet drops.
How I would determine survivors MMR -> I would care about gens, chase duration, number of protective hits, number of save unhooks and time you had not on hook (so you don't get punished for getting camped). I wouldn't punish that you didn't do something, but reward for doing something each, or doing something a lot (1 chase for 5 gens).
and for killers -> kills, hooks, avarage chase duration, game duration and time near hook.
exactly, they could have also overhauled the pip system to match this as well but idk I just want the pip system to actually do something. Probably a broken dream, rip 🙏
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I feel your pain though, I have been playing this game on and off since 2017 and I only have 1600 hours in the game (which is around 2 months of playtime) which just made it easier not to care about this game, for me. I do enjoy throwing hatchets at people though, that's a fun thing to do when you're mad just stand out in the open and they'll let you do it
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@fitch said:
You can play survs and break other survs gmae or be killers AFK to look youtube,twitch.
What?
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2509609#Comment_2509609
Well, but you are acting like using 0 perks will affect what other side brings.
They are going to use meta perks no matter what I do.
I got into high MMR with Legion using BBQ, Pop, Enduring, Spirit fury. I don't say it is bad build, but definetly not best meta build I can bring. Problem was it some point survivors just knew how to counter Legion and it was really hard to play. I had to play around 3-gen every game.
So I just started to use Blight, so I can chill with him. Survivors same, but better killer...
Atm best way to determine MMR is to see how many hours have others played on avarage, which is sad, because it is probably even less acurate than ranks. They should just show MMR imo.
(my avarage what I play against is 2k)
The MMR is based on kills, escapes, and match time. Now I have no idea how match time can possibly even calculate with the killer because even when I get 2k with all the gens done the MMR still seems to go up for me so the only way to counter that is to bring corrupt intervention but I still only think it's based on kills for the killers and if that's the case then the devs have just stated that the win condition is escapes and kills.
MMR should have been based on the pip system but there could be reasons as to why that would be a bad idea that I am not aware of
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@Steven_kihu said:
Hello! Sorry for bother to all of the team but I was having a little bit idea for the custome trials/kill with your friends
i know some people don’t have friends in game or too have costume match’s for;
- testing builds
- try out strategy’s
- practice with new killers
- learn maps and vaults/pallets
- learn killers or survivor perks/power of killer
So what i am suggesting its to add bots to the costume match’s as for a killer bot and survivors bots and have the next functions;
- once you add a bot, you can change they intelligent or difficulty in case of the killer
- costume they’re perks as for survivor bots and killer bot or add the opction of random perk or the must popular perks use it
- i don’t know this a good or bad idea but too have the option to changes the costumes of the killers wich the player already own and so for the survivors
so this is my suggestion! Hope the team read this little forum
I believe they are adding bots to the PTB's. I only heard about this from someone in a twitch chat once so I can't confirm it. I do not know if it'll come to the custom games though on live servers and I doubt it will
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Here are my thoughts:
Hex: Blood Favor
- This seems fine to me, this is what it should have done in the first place.
- 15 seconds might be too long though
Hex: Crowed Control
- Won't matter, use bamboozle instead since the slight vault speed might help you out more.
Hex: Devour Hope
- Would rather not be buffed right away so survivors don't know I have the perk
- The percentages are also too high
Hex: No One Escapes Death
- Movement percentage too high
- Would rather have the one-shot, more beneficial at the end game to get some form of momentum going
- Aura's don't do anything against good survivors
Hex: Retribution
- Percentages too high
- weak perk since you can just grab the survivor off the totem if they're going to stay on it, a one-shot won't help you here if it goes away when they get off
Hex: Ruin
- The first part seems fine
- the second part should not be changed since regression is important but survivors still work through ruin as it is now so it doesn't matter
- imo, they should revert it back to the old ruin and make the 200% regression base kit for killers
Hex: The Third Seal
- Blindness is only effective against solo survivors but it's still a weak status
- Undetectable is good if you're able to get across the map quickly or if you're on an indoor map, it's not going to be beneficial on most killers
- Hiding the red stain might be good but then again there is also a perk for that too
Hex: Thrill of the Hunt
- Would rather have the current version so all of my hex totems can have a notification sound when being cleansed and can be slowed and can also tell me that they're cleansing dull totems. The current version provides better information and is also best on certain killers that can traverse the map quickly
- Fire Up also has a better action speed than this hex and it's still not being used
Hex: Undying
- Broken
- Blocking the totems will also make it easier for the survivors to locate the totems so you're just shooting yourself in the foot by using this
- It's going to discourage them to cleanse the totems and they're already doing that now so you're only providing a benefit to the killer and giving nothing to the survivors because they are severely punished if they cleanse them
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@DatFastBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/2509458#Comment_2509458
I’ll try that out and tell you about it, thank you Skeletal
no idea, still waiting for nurse to be fixed. Been a long time now
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It's ok, I lowered my MMR to a more bearable level and I am still hesitant on trying a new killer because the game still puts me against sweats. I don't want to face noobs but I don't want to go against the sweats either when trying to play a new killer, thanks.
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2504551#Comment_2504551
This exactly...it was said not rely on the same perks and killers at almost any sbmm need to run at least one or two gen regression perks if not more
Meh, they won't do nothing for a while. Some killers are still broken like nurse for example, I still get this random bug where my blink cancels its self and then I am stuck in a blinking faze but I didn't go anywhere or when she is stunned by a pallet it makes an annoying noise and pinhead still has that lunge bug thing so oh and sometimes when survivors are on the ground, they have a sound bug so you can't hear where they've crawled off to if you leave them on the floor. They do things for killers very very slowly... slower than what you think
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Yea you can buy both of those killers with shards, fam
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@Foxy_Teltac said:
If you play survivor, why so? If you play killer, why so?
I just wanna see why people play the sides they do, I'm mainly killer because I just like the killer side of the mindgames and the process of dealing with gens, being that offensive-defender, how bout you?
Killer, more blood points. I have an addiction.
must P3 EVERYTHING!!!!!!!!
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@M1MASTER said:
His power is very versatile, allowing him to quickly traverse the map, zone out Survivors and instantly down them. From a Survivor’s perspective, there is also a reasonable amount of counterplay, leading to interesting chases where the best player often comes out on top.
Given that we’re already pretty happy with the way The Hillbilly performs, the changes to his base kit are minimal. We are not removing any of the options you have with his chainsaw (traversal, feathering, curving, etc.). Instead, we want to focus on the skill-based gameplay and put an emphasis on using your chainsaw effectively, only adding a small drawback to misusing your chainsaw.
In 4.1.0, The Hillbilly’s chainsaw will now feature a new Overheat mechanic. Revving the chainsaw will now cause it to accumulate heat, which can be seen both in the lower left corner around the power icon and on the chainsaw itself. Sprinting with the chainsaw will also cause it to heat up as a much lower rate. This heat will dissipate over time whenever the chainsaw is not being used.
If the Overheat meter fills up completely, it can no longer be used until it has completely cooled down. When this happens, it will cool down at an increased rate. If the chainsaw overheats as you are sprinting, your sprint will not be interrupted.
The goals behind this change is to add a small drawback to misusing the chainsaw, and to add a bit more depth to the chainsaw with resource management.
We appreciate your feedback;
because of this new information we have added 10 new cosmetics to the in-game store and have made changes to the power of the spirit, she will now be highlighted in a yellow aura when she is standing still and not fading. We feel that this will help with the more casual players and encourage them to continue spending money in our shop.
Thanks for playing, see you in the fog 😘
(this is all sarcasm by the way... ish)
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2509312#Comment_2509312
I was hoping to avoid having to waste a bunch of games just to get one fun one, also with how games have been going I've racked up a bunch of only 1-2 hook streaks with no real change.
Going afk to lower mmr doesn't seem necessary after that or if it truely is lowering that slowly I'll need to throw games for a week just to get one good one. Who could be bothered.
I assumed going AFK lowered it faster but I have no idea if it really does. I am pretty sure that the MMR is based around kills and escapes and probably match time so that's why I just AFK'd. Let them rush the gens in about 4 minutes, maybe 5, let them leave relatively quickly and the MMR will lower you. I do know that your grade won't go backward so if you're gold it won't go back to bronze but I do believe it will be lowered back down to IV.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2509306#Comment_2509306
SWF already promoted bad plays. I just didn't knew how to tell it, and thanks to u i finally realized it. 😘
It's not so hard to find it out cause SWF are very coordinated, and if u see others instantly reacting on u, then probably they are swf. As killer i start to think that i need to slug, camp and tunnel in case they are swf and force friends to come save their teammates which i don't do if i don't get feeling im against swf.
Yes, this is what I also have to do as a killer. While I personally do not find it an enjoyable play style, it is the thing a killer must do to get kills. Giving the survivors other objectives other than gens is the way to go however survivors can still push gens. The killer has to rely on a big mistake from the survivors to get an advantage. I am hoping with the MMR being out, the devs will start to make good and better changes.
Also, what I meant by bad gameplay towards SWF group is if you see the 3 people highlighted in the lobby as SWF you will either try to get one of them out immediately or go after the solo guy so really it promotes bad gameplay for solo and swf.
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@pseudechis said:
Does your SBMMR rating ever go down or are 1 hook games where everyone escapes after about 7 mins all I'm going to get from now on?
I'm genuinely asking as it doesn't seem to matter what killer I play survivors just run endless loops around me and are untouchable.
(This is not a survivors are too overpowerd post its an I'm definitely not getting matched at my skill level post).
Last game I got 2 hits, no hooks and still got brutal killer??
What I started doing is win 1 game and throw 2, it's more enjoyable and less of a headache. It does go down but only if you let the survivors do the gens and escape without killing anyone but I am not sure how long it takes. I had to sit in the basement for 6 games to lower my MMR so if you are looking for more chill games, try this.
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@DarkMagik said:
1.Survivors in the Lobby can see other Survivor's Perk & Offering by Hovering over them
1.(This could help reduce the difference in strength between SWF & Solo-Q)
2.When you Ready without an Offering,you gain Pop-up saying that you have no Offering(This can be turned off in Settings)
3.The Killer can see Survivors who Group up together
SWF already has this advantage, if you're solo just try and focus on yourself and be as helpful as possible. The chances of you being helpful to an SWF group as a solo is slim to none since you're not on comms with them. They will try to help you but if it comes down to it they will leave your a** there to die
We don't need to know who brought the offering and we don't need to know who didn't bring an offering, most of the time it's just blood points, leave it as it is it's perfectly fine and you can see at the end of the match who brought what.
Easy lobby dodge, I would say it's a good idea but most of the survivors are SWF so you'll be spending most of the time dodging lobbies instead of playing the game or it'll promote bad gameplay towards the SWF group.
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@Pennywise said:
Kindred is still very useful in SWF. We don't have to speak on where the killer is going because we can already see it, so we can react faster. It is also useful when mindgaming a camping killer at the killer shack if they are camping a hooked survivor in the basement.
The only way to bring solo anywhere near close to SWF without buffing SWF as well, is to have ingame comms. The majority may not use the ingame comms, but they will listen to it (all it takes is one good survivor to communicate to the whole group to make them effective), which already brings solo somewhere in the vicinity of SWF.
I agree with this. Need to make changes that can buff solo without buffing SWF in the process unless needed
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@botrax said:
Honestly what i have start to do is i win 1 match then trow 2 match like that i can stay in a fun mmr and play what i want
This is what I have also started doing, game is much more enjoyable
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I don't know but I have the same problem.
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I only play nurse now, any other killer has no chance with the MMR level I am at.
I hate it
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@Aven_Fallen said:
So, you are complaining about sweatfests, but are playing the strongest Killers? Interesting.
because if I don't the game punishes me that's what I was saying
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@Mringasa said:
https://forum.deadbydaylight.com/en/discussion/comment/2487540#Comment_2487540
Part of the problem is Killers, and no doubt Survivors, who have intentionally dropped their MMR. There are also a lot of people in Ranks they should not be playing. Too many boosted Survivors, too many Killers who have learned the easy way to play and just suck up overly altruistic Survivors into their camping web rather than chasing and earning the kill. Rank used to be almost purely based on time played, there was no skill involved at all. Now, it's going to show skill levels as they really are, not just because you played for X number of matches or hours.
That's just a part of Rank 1 (or it's MMR equivalent) gameplay though. It will be sweaty, full of tryhards on both sides, and full of completely unbalanced gameplay. Simple fact is, if you don't want to play at that level, and realistically who would unless you really enjoy being competitive, then you can just drop your MMR rank. They have been collecting it for months though, so it won't be an overnight thing. It'll take a week or two, I am assuming this though. I definitely could be, and probably am, wrong about MMR works.
I've always played in the same fashion as a Survivor and a Killer. I play to win of course, but I do not sweat it. Fun, little competitive, but I'm not out to escape or 4k. I'm out to have some fun. If Killers want to camp and tunnel, I'll take the death and move on. Same with my team mates. If they're helping and we're doing good co-op stuff, I'm down to play all night in the same match. If they're being selfish pricks and doing stupid things like unhooking me in the Killer's face without BT, I'm probably just going to let the Entity take me. You have to adjust how you are playing to how everyone else is playing. Decent, fun team mates, try to max out every score category. Bad ones, well BP as much as you can and then you die. There's always another match to come.
Killer side of things, it's exactly the same. If they are sweaty tryhards, I'll focus on one aspect of my gameplay. Right now it's chases. I'm not very good with them, so I'll take opportunities to fix that as they come. If I get kills, that's great. More BP = a win to me. I've got 4 P3 Killers to max out right now and the Cenobite will be a 5th. I'm not going to sweat the kills though, that just isn't fun to me. Huntress/Slinger/Trickster shots, where to put traps for Hag/Trapper and push Survivors into them, effectively stalking and downing Survivors with Myers, and every other aspect of specific Killers and their powers. I generally get at least 1 person who is interested in doing this with me as well, so I can let the other 3 do their gens and leave and still reap some nice BP rewards at the end.
Overall though, I am legitimately high purple -> low red in Rank, and that seems to be where MMR stuck me. Not so low that my team mates are potatoes, but not so high that I have to sweat just to safety on my Grade. More like a pickup football game between friends, or something similar. You get competitive a bit, but it's not professional. Just a group of people having fun doing something they like. You get the occasional game that is tryhard from one side or the other, but those from my experience are outliers. Just random chance giving you the bad end for a minute or so, then it's back to the good stuff.
well said
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@BabuDweet said:
Then move on.
already did
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@Mew said:
https://forum.deadbydaylight.com/en/discussion/comment/2479806#Comment_2479806
ohh okay, thank you!
you're welcome. Also, if a survivor breaks a chain on the environment a new one appears but it usually misses. Each chain broken on the environment spawns a new one, not sure about survivors but either way, it's there but not helpful in most situations.
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@DeanIcity said:
https://forum.deadbydaylight.com/en/discussion/comment/2479782#Comment_2479782
If you are close range, then M1 them. Why even bother at that point? It's still useless if you have to be close to use It. Even then, for me, it's not always beneficial to use, even close range. It's just a trash power right now.
I didn't mean close to hit them
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so you want to make a second Remember Me but weaker? https://deadbydaylight.fandom.com/wiki/Remember_Me
If you're in an SWF group and you don't cleanse totems as you see them, that's a group problem. Cleanse the totems, high rank survivors do it all the time. (and I don't mean Red Rank either)
Solo is a little tricky but if you believe the killer has NOED either take less risky plays at the end game or cleanse the 5 totems. If you're playing to escape then just do the 5 gens and leave if you're playing to pip, NOED won't do anything to prevent that as long as you're focusing on the points you need.
What I do is leave the 4th totem up until I find the 5th totem, if the exit gates are up and I can't find the 5th totem, I go back to the 4th totem to check if it's lit. That's a 50/50 chance and it's a better outcome. If you don't find the 5th totem and that's where the hex is then you're going to have to make decisions unless you're the unlucky one that gets hit with NOED. Also, totems make a little crackle sound so try and get used to listening to what they sound like because that's the best way to find hex's
I do find the concept interesting but the outcome is, in my opinion, poor and won't change anything.
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Do you mean the MMR system? If I stop getting potato teammates then I'd prefer it more since I play solo. I am not going to like it for killers, however. I think this is just a quick fix to the poor emblem system
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@MrDrMedicman said:
https://forum.deadbydaylight.com/en/discussion/comment/2450348#Comment_2450348
ok, cool. still toxic, but a toxic response to a toxic environment
the thing about killers is that it's not tdm, and they're still ruining the game for the first poor soul they run into
stop making exscuses for toxic behavior
Then why'd you try to compare it to TDM then? I just used your own logic against you. You're going to call my response toxic when your first response to someone else's comment is "see this kids? don't be this." OK LMAO you don't even know what toxic is apparently.
Tunneling and Camping are viable strategies, don't like it, play killer, or get better. No one cares how your experience is while playing the game they only care about their own, the sooner y'all realize this, the better it'll be.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2479764#Comment_2479764
December 2018 bro, how the hell did you find this
oh! LMAO I don't even know how I found this post, my bad
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@mynameisBlade said:
Apparently the actual license holders don't like memes of their character either. Good riddance. xD
These are the kind of people that ruin good things for everyone else. This is why the game is the way it is.