ALostPuppy
ALostPuppy
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- ALostPuppy
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Hag. Completely braindead killer that I played twice for challenges and never want to touch again in my life.
Twins for the same reason. Both of these killers have literally everything that I hate about killer, and nothing I enjoy about it.
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Are you sure you're not just remembering one or two Slinger matches you got on Lery's today? There's no way you got the same map 26 times in a row unless you've played other killers in-between. If it is a bug that's one of the most bizarre bugs that I've heard of in this game.
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@Gnarly said:
https://forum.deadbydaylight.com/en/discussion/comment/2200846#Comment_2200846
I WOULD OF NOT posted this if I was being toxic. A Zarina had a flashlight, and my friend Nea had a key...I got tunneled for maybe playing Quentin?
You got tunnelled because the killer wanted to tunnel you. That's it. Nothing special about it, you don't need a specific reason to tunnel, some people just do it because they want to play that way.
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Petition to also add the Ginosaji to DbD as a new killer.
Also sort of on the topic, Charlotte should 100% get a frying pan as a weapon DLC with appropriate sounds.
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@indieeden7 said:
These hits are pretty normal, they shouldn't be, but they are. For some reason dropping a pallet seemingly increases the size of your hitbox.
I've had instances where I run through a pallet, the killer swings and misses, I panic and drop the pallet after the attack animation has seemingly finished, and then get hit despite the fact that I'm a full pallets distance from the killer and there's a dropped pallet between us.
I'm hoping that one day, the devs give pallet hits the window hit treatment, along with drop down windows seeing as their hitboxes are still buggy as all hell.
No these hits should be normal, otherwise survivors wouldn't be punished for poor play. From the gif it looks like he hesitated way too long to drop the pallet: he ran out then ran back to drop it which got him hit because the killer has enduring and swung into the pallet, knowing he'd get the hit if the pallet got dropped.
If he didn't drop the pallet right away, he wouldn't have got hit. This is completely intentional, there's even an achievement for it lmao.
And that problem you're having is the swing having a lingering hitbox and not the pallet hitbox. I don't think that should be a thing though, it's kinda dumb that the hitbox stays out for that long.
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Oh my god finally someone else said it. It doesn't matter how much skill is needed for Nurse, if the character is a problem, "she's hard to play bro it's fine bro :(" is not a valid excuse to just shoo away that killer's problems. Dumbest line of thought I've ever heard.
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What do you mean it's not fun to play against a killer that has the ability to literally spam their power without any downsides? Sounds like fun to me :)
Tbh it's not *too* bad, I find it pretty fun when PH players actually go for prediction shots and not just waiting for animation locks. But if they're spamming it it's another one of those things where you're eventually gonna get hit because you can't guess right every time. And you can't always play around the cooldown and get anywhere because it's so small. Idk why they made that cooldown even shorter than it already was.
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Still blows my mind how that war crime even got into the game in this state. BHVR looked long and hard at The Twins and everything they did and were like "yep, ship it, we're happy with this design."
Idk how they've been working on this game for well over 4 years and have made a roster of solid killers with overall good designs (with a few exceptions. Looking at you Nurse, Hag, Spirit...) only to go 100 steps back with their last 2 killers. The concept for The Twins is great, but it's sad that the execution wasn't there. Maybe they'll get a rework soon, or they'll make a similar killer in the future that's "Twins done right". We can be hopeful.
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@TauNkosi said:
https://forum.deadbydaylight.com/en/discussion/comment/2198560#Comment_2198560
"Take a hit and drop the pallet at the same time."
The amount of times I've been hit while dropping a pallet isn't funny. I just can never time it right.
You're dropping it too late. You're either not reacting fast enough or you're being too greedy with your looping and have to judge the distance between you and the killer better (this actually takes a while to learn because you need to factor in the killer speed, abilities, bloodlust, size of the loop, how well you're both cutting corners etc...but you eventually get the hang of it. The killer model can also play a factor, eg it's harder to judge distance on Freddy and hag because they're small and their lunge distance, animation and models aren't accurate with their hitboxes and speed whatsoever). Pallet stuns have also been 'buffed' recently, and they happen very quick now, almost the instant you start the throwing animation.
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Some looping tips are universal, like hugging the loop tightly, judging distance etc. But a lot of it is dynamic and you'll have to learn what will work and what won't on the fly. The killers you're playing against will fall for different things the killers that YouTubers are playing against and vice versa, so you have to switch it up based on who you're playing against. We call them "mindgames" for a reason.
But sometimes you will just get wrecked by crap map RNG no matter how well you play, it happens.
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@QwQw said:
I genuinely cannot believe that some people on Twitter though that this post wasn't a joke and that devs were actually recommending that you use this build.
Do not underestimate the sheer stupidity of Twitter users. This is just the very tip of the iceberg.
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Idk why everyone's saying to "fake" pallets and windows when that's almost always a guaranteed hit because there's no cooldown on Demo's power and, if he only holds it for a split second (which is all you need to do to zone out survivors into positions you want) he doesn't get slowed down at all and stays at 115%.
If you want actual ways to play around his power, and I've seen it said already, but take shorter loops and don't be greedy with the long ones. If you're looping a junk loop and you're running around the long side, either don't get greedy and throw it down 1 loop less than what you normally would against other killers, or run around the shorter/rounder side the next time you loop it if you think you can make it.
If the Demo is running Barb's glasses (almost a guarantee at this point), play it like you would against Bubba: you're not gonna get far at all after he shreds the pallet so you have to be more careful about how much you hold W after the pallet break.
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@piggygooik said:
This map is so broken. I mean I guess you can make the argument that most surv don't know how to run the map but its not that hard. This map is so dumb. its baisly has an infinite in the main house and the house of pain. the sad part is that when the devs do rework they probably won't address the main issues of the map. For example, disturbed ward that map is maybe slightly better but still sucks cuz of its size. Plus they will probably add 1000 breakable walls to the map which will be so annoying. This map suck or huntress, deathsligher, and tricsker btw since they are 110 and don't have a movement ability. I just hope this map gets fixed well.
I've never thought Haddonfield was that bad with Deathslinger. There are a lot of areas that are either really thin and narrow corridors or loops that you can shoot over with no thought. And so by default I don't think it would be that bad as Trickster either since they both deal with loops the same way. The only things that you can't deal with are the 2 infamous window loops but then again no killer can except mayyyybe Spirit (obviously Nurse, Trapper and hag can but that goes without saying)
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There are now several forum threads full of people complaining about ######### Wraith. Never thought I'd see the day.
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@Yords said:
If the ever so robust lady Dimitrescu herself made it into the game, I would honestly be disappointed.
She has already been seen in another game, she has a whole game where she is present for a good portion of it. It wouldn't feel new or surprising.
And like I have already said (and the same goes for every boss or other iconic character from any RE game), you would take this godlike being and allow them to be stopped by blocks of wood. It would totally undermine their level of power. I mean have you seen RE 8 yet? I don't want to spoil it, but you can definitely see what I mean when I say "godlike" or at least a mass monstrosity. That is the most notable reason lady D will not be in this game because BHVR knows that.
The reason demogorgon fits better is because he at least can be dealt with like in stranger things, although it was only Eleven who took him down, but still. Demo dog still fits in better than any RE boss.
A "good portion" of the game? Did we play the same game? Lady D was criminally underused for how hyped up she was before the game's release and didn't get nearly enough development.
(Tbh the entire game felt like that - a mess of different ideas that worked fine on their own but altogether it felt scrambled and rushed. Still a fun game tho.)
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2193176#Comment_2193176
With MYC and Rusty Shackles
Rusty shackles makes her better to play against tbh, because at least your camera isn't being yanked around everytime you trigger a trap and messing up your movement because very well-designed and interactive killer.
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@Jarol said:
I have tried the remakes before, but I want to try the classic version, but it depends on which games are based for this chapter, the same I want to do with Silent Hill.
I would say to just play the RE games you think look the most interesting to you (imo, RE0 and the RE1 Remaster are the best to play if you're looking for classic RE gameplay). Whatever characters are confirmed for DbD are likely not going to resemble what they're like in the original games whatsoever. Unless you were more curious on what the characters were like story-wise and not gameplay-wise.
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Yikes.
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Don't tunnel then...? The perk is specifically there to counter your playstyle, so you need to go for the survivor that's unhooking instead. It's not rocket science.
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You're saying all this like BHVR have no kind of creative process or input when designing a killer's abilities and all they're allowed to do is copy the character from the source. Look at Pyramid Head for a prime example. The way the character functions in their own game will probably be a lot different to the way they function in DbD.
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@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/2190338#Comment_2190338
and the jacks crying in the background
And then there's me, an El Gigante enjoyer, not even visible in the crowd.
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Honestly, you made several mistakes there and you probably could've avoided getting entity displeased if you did a 360 pukeshot on the Adam near shack, but not before doing a triple moonwalk to reverse chainsaw into Quentin hiding in a corner. That would've given you the pressure you needed to win.
But keep it up though. You'll get it next game, I believe.
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Gonna assume you're new to this game. Every new player thinks Wraith is too strong, it's simply because you don't have enough experience to keep up with a killer that can move that fast while invisible with no TR. It'll take practice and time but you'll eventually find him manageable.
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Why are you this perplexed over people being happy about their own personal victories? Or are you here to bestow another "survivor bad" post on us as if we don't see enough of these posts everyday?
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I thought Hag looked cool when I first started playing. Then I played as and against her and she is now officially at the top of both my least favourite and most brain-dead killer lists. Same exact story with The Twins, cool concept but every single aspect of their execution is utterly flawed.
For the opposite, I didn't like the look of Deathslinger on release, but he grew on me. Now I don't hate playing him, he's pretty fun to play from time to time if I just wanna shoot things.
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@Mdawgu said:
It is difficult to just add a new item. It has to be interesting, have a place, and not be broken. There isn't a huge amount of gameplay mechanics to interact with as survivor that an item could be built around.
One idea I thought of could be a magic stone of some kind. That gives survivors the ability to turn wraith invisible for an EXTREMEMLY limited amount of time. Say no more than three seconds. That way it cannot be totally abused here there and everywhere and is only really useful for a one off mindgame. Or a chance at possibly misdirecting and losing the killer. Addons could include things like losing scratchmarks/injured sounds during the duration or adding speed.
Thoughts?
Perhaps. Or it made them leave no scratch marks/muffle footsteps for a limited time as the default effect and the invisibility being an ultra rare because that sounds kinda strong.
But you said stone and that gave me another idea. What if you could throw a stone at a pallet and knock it down if you were say 8m or less from it lmao. I don't think that would be balanced at all but think of the plays. You could throw a stone at a crappy pallet in front of you and then vault it to trigger lithe. It would be so sick but at the same time it could be borderline broken.
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Firecrackers should be in the game permanently and not as part of events imo.
They should get rid of the crappy brown and yellow BP offerings (+50/75%/100% extra BP in a single category offerings, cakes and puddings should definitely stay and they should be the norm). They only exist to bloat up the bloodweb and they're almost useless in making BP.
I want something like a tagging item. Press M2 at a doorway or window to temporarily tag it with spray paint or whatever it could be. And if the killer vaults the window or walks through the doorway you see their aura for a few seconds. Would obviously be a one-time use item and the killer could see the mark on the window.
Or something similar that lights up a gen and its progress is determined by the intensity of the aura, and it's shown to every other survivor for a while.
Or reworking keys to open chests faster, only allowing the hatch to open with an ultra rare add-on for the key.
Or a noisemaker that creates a notification at the area it went off at... there's a lot you could do with survivor items and they don't have to be huge effects, just good enough that they're somewhat useful and fun to use.
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Swap out NOED for literally anything except Monitor and you'll have a good build. I know some people run STBFL on him because Drey does. Brutal strength is another perk I see often.
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Currently a bug where you can get event firecrackers in survivor bloodwebs. Enjoy it while it lasts because, while this should just be a thing in the game in the first place, this is 100% getting patched in the next hotfix update (no fun allowed and all that) so stock up while you can.
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Oni without topknot is probably the perfect example of what a killer should be balance-wise imo.
I would say Blight too, but he can still 180 around things, removing his one and only significant counter which is small loops, and his add-ons are pretty absurd.
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I always just say "ggs". That'll always mean "good games" because "get goods" hardly makes any sense does it. I've also never heard of someone mistaking gg for get good, but this is DbD, at this point anything could happen. I could probably cough and a DbD player would take that as me offending their entire lineage.
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2189505#Comment_2189505
180s are seemingly intended now. Especially when you consider that controller can do them now. So if they are embraced by the devs then flicking would be intended. Although of course, it's entirely possible that Behaviour thought they'd fixed them, realized immediately after the patch that they hadn't, and simply decided to keep things vague. If they explicitly state that 180s still being possible is a mistake, then they come off as being grossly incompetent. After all, the only possible explanation for that would be that they either didn't bother to test the change AT ALL or they only tested it very briefly and then pushed it live. Either way, it makes them look stupid and lazy so they're not going to outright admit that they messed up. They're probably currently trying to decide if they can even remove them. If not, then they'll just embrace them and pretend that was always the plan, lol.
I remember the Oni flick being gutted a week after his release and the Devs were saying the reduced flick was intentional but then they said, with a STRAIGHT FACE, that he could still flick 90 degrees but he obviously couldn't. Then after that they declared it was a bug and it got fixed a month later. That still blows my mind over a year later that they had no idea what they were talking about and we had to call them out on it.
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Sure would be nice, that way I could get rid of BBQ and replace it with shadowborn as my useless 4th perk slot. Win-win.
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/2189484#Comment_2189484
Honestly I'd prefer them just removing perk tiers at this point. What's the point of IW tier 1? Considering all the perk there are out there and all the characters, it's just gatekeeping
It's been suggested ad nauseam, but BHVR will probably never do this because they know just how much the grind means to some, and it's the only reason a lot of people are still playing: they don't want to feel like they're falling behind, so they keep grinding BP to keep up with the ungodly amount of grinding and perks in this game. Hell they keep finding the perfect excuses to keep perk tiers by giving every perk either a range limit or a cooldown.
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You need to run L-T walls differently than what you were doing. You were giving the Claudette the fast vault everytime and not really thinking about your approach, causing you to lose at least 20 seconds that you could've easily saved.. You need to run them the other way and force them into a 50/50 when you get to the top of the T. For every loop you essentially want to run them counter-clockwise, or in ways that they don't get an easy fast vault. You'll actually gain distance on them this way. Notice how you were almost barely getting distance on the Claudette when she got to fast vault the L-T wall a bunch?
At around the 8 minute mark you went to move around a rock loop with the Claudette, then you kicked it on the side that gave her the entire map to work with. You should've kicked it on the other side so she had much less options to work with.
The rest of it was Billy-specific like missing a few chainsaws here and there which happens and I could chalk that up to you being unfamiliar with the killer, but you were going for M1s at the right time.
And tbf they had a disgusting setup in the middle, 3 different pallet loops, that could go into shack and a long wall. No chance you're catching a survivor out there as Billy. So even without the misplays I'm not sure you would've won, since at least 2 of those Claudettes looked like they sort of knew how to play the game.
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I rarely play survivor and they're all just model swaps, but Yui is the one I have the most perks and bloodpoints invested into so I guess I main her.
For killer I main Demo. His shred is just a really nice and simple chase ability and he has some of the best map mobility and pressure in the game when you set his portals up correctly. The one I play the 2nd most would be Plague. She's also a very easy and chill killer to play, and she just feels right imo.
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You can still do 180+ degree flicks.
But, thanks for confirming my theory that this exploit was literally all this killer was known for, I KNEW people would say they'd stop playing the killer if it got fixed. Saw a few of the Twitter warriors say the same thing.
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We can't enlighten you, because there is nothing to her counterplay, it's just random guessing when she stands still, while at the same time she knows exactly what you're doing and where you are. The only thing you have is breaking LoS, then moving slowly in a random direction when you're not injured to minimise your breathing sounds. If you're injured, you need iron will and THEN you have to pray she doesn't have stridor. That's it.
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Same as ever, only even less appealing to play as now. Playing against him is the exact same. The change to his movement speed when placing traps is meaningless, and the clocks spawn on the direct opposite side of the map to you, making it not worth to go and wake up to get the 30s immunity. So just a boring change for a boring killer, it fixed none of his issues and people want to play as him even less. Reminds me of a certain other killer that can go through walls, or that other other killer that can detach a small gremlin from her stomach...hm...
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I don't think Spirit being strong is the sole reason why you lost... there's definitely more reasons there, your mentality that hours = skill being one of them.
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@Northener1907 said:
Thank you guys. I did not mean annoy him. I just wanted keep him in loops and buy time for my team. But he gave me good chance to save my teammates. I just saved them.
You are wayyyy too apologetic to people who don't give a single crap about what you are like in-game in return. You should loosen up a bit, if your opponent is mad at you for playing a certain way, that's their problem not yours, there's no need to apologise for it, because they sure as hell won't apologise back for how they're playing.
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Or they really weren't that amazing and they simply grouped up and played against The Twins properly, which you wouldn't have been able to do anything against. On top of that your name literally says you're learning a new killer so you're not playing as well as you could be. Also what kind of SWF seal team six would run self-care + botany, or kindred?
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If you ask a forum member, they would probably say it is because on here, if you so much as breathe in real life, you're a toxic DbD player. But no, it's not toxic, nothing you can do with the in-game mechanics like moris is toxic. If you go out of your way to harass people outside of the game with slurs and threaten them, that's a different story.
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Her counterplay is guessing what she's doing when she stands still, which doesn't even matter anyway because she can see what you're doing when she stands still, giving her full information and giving the survivor 0.
Her ability numbers-wise is so damn overtuned idek where to begin. The activation add-ons and speed add-ons are also dumb.
The lack of any kind of recovery when coming out of her power makes it extremely forgiving.
Her skillcap is "do you have a working pair of headphones", making her not even fun or rewarding to play as, never mind against.
Her passive phasing is annoying, and can go off at the most convenient times to throw you off.
Her face is stupid. She has a few cool cosmetics though.
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@DemoFrog said:
https://us.v-cdn.net/6030815/uploads/GDN977YLXHP5/0f57e3b9-7eb5-46f6-9a02-2486021eddf8.jpeg
ARE YOU HAPPY CAUSE I AM
Much better, I was gonna question why Demo was so low. Glad to see you fixed it.
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@Mr_K said:
Those that want a slider simply want a wider FoV. A wider FoV would give an advantage to the killer. Anyone who played old Shadowborn knows this.
You want a slider? Sure. The current FoV will be 100% and you are free to make it smaller.
...no #########? It'd be barely an advantage, and it wouldn't even be one that you could measure. The game would play exactly the same way, nothing would change (except allow me and others to play killer for longer than 30 minutes before we couldn't stand looking at it anymore). I still don't know why people are so aggressively against a change that would be nothing but a positive QoL improvement for the game.
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Welp, friend 2 and 3 are definitely not wrong. Killer is really easy due to there always being one person on the survivor team that throws the game, and the experience is awful for new players because the game teaches you almost nothing on how to actually play the game, nor does it make it any more appealing to start playing knowing you have to spend money and an ungodly number of hours to get the stuff you actually need like BBQ unless you want to rely on RNGsus for the shrine to give you the licensed perks...which could take years.
And the best part? It gets worse with every DLC.
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@Peppa_Pigsaw said:
https://forum.deadbydaylight.com/en/discussion/comment/2180460#Comment_2180460
Then add a slider and play at a lower FOV while people who get sick from the low FOV play on a higher FOV?
It's not a complicated problem, it literally takes a small bit of common sense to figure out how to fix the issue. It's an adjustable setting. Can't wait to hear to talk about how you get sick of people badgering on and on about it again tho :')
I don't think that was the issue he has about FOV. He's more concerned about the advantages of a higher FOV which cannot be measured in any way, shape or form, and the advantage it would provide would be so insignificant it's not even worth mentioning. All that's stopping them is if they think it's a good investment of their time to approve and implement something like this into the game. And FOV sliders don't bring in new players.
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@danielmaster87 said:
I hate Hawkins as well. People who say it's a killer favored map, I can say with confidence that it's not.
Nah it's killer sided. Unless you kick every pallet, then it's survivor sided because you're wasting so much time kicking pallets that are useless. There are maybe 2 good pallets on the entire map, every vault leads to a drop with almost all of them being a death sentence, and there are several rooms that survivors have nothing to work with.
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@GodLikeTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2179097#Comment_2179097
I don't know if you have money to waste. I wouldn't be surprised if they bought it just for dbd.
I seriously doubt anyone has done that just for playing Spirit, not even someone as dedicated to Spirit Samantha did that, at least as far as I know. They're probably just an audiophile.