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Beelzeboop

Beelzeboop

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  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2182636#Comment_2182636

    27 - I believe not reverting bad changes, is what sets a bad precedent.

    overheating made billy not fun for most of the people that played him, and now you rarely see a hillbilly. enough time has passed for we to properly see the effects of his changes.

    I'll always take "We tried this thing, but it didn't work so we are changing it back" over "We tried this thing. It's staying!"

    Unfortunately, the devs never admit when they're wrong unless about 50% of the survivor playerbase absolutely hates the change.

    If you need an example, breakable walls.

  • I kinda have a three way tie.


    First answer is, weirdly enough, The Shining. Watch the part where Jack freezes to death, but with the subtitles on.

    He's crying, singing, begging for his family to forgive him and come back for him. He knows he's dying, and that no one will ever come to save him after what he did.


    Second answer is Jack Stauber's Opal. I want you to watch the whole thing. It's the only way to get the full effect. It's on Youtube, and it's only 14 minutes. It has an amazing story and some awesome music.

    "We see you, Opal, your troubles are miles away We see you, Opal And in our eyes you'll stay..."



    Third answer is The Town With No Name's ending.

    Brings me to tears every time.

  • I like these changes.

  • That could actually be an interesting addition: an upside down hatch that survivors need to unlock with a key then boost each other into. That way the last survivor wouldn't be able to use it, and would need to find a regular hatch or leave through the exit gates.

  • I agree with idea of giving killers basekit QoL improvements, but I don't agree with the suggestions exactly

  • Surveillance, M&A, Stridor, Deathbound.

    No hiding, thank you very much.

  • I actually tried out survivor for the first time during the PTB for All-Kill.

    I quickly learned exactly how pointless BMing is, and how the tiny amount of sardonic pleasure you get from it is nowhere near the frustration the person experiencing it suffers from.

    That's when I decided that, no matter what, no matter what side I'm on, I'll play nice.

  • Do this, BHVR.

  • Both.png

    You officially have more playtime than me.

  • It's gotten to the point that I'm not even surprised when there are two to three red ranks in a match against me.

    I've been needing a lot of BP lately because I've been buying new killers, but I can barely even play Wraith anymore with the sheer amount of BT bodyblocking I'm getting. It shouldn't even be possible how bad it is.

  • Surge and Gearhead for some more pressure.

  • I could see it working on Ghostface or Oni, but there isn't much reason to actually have Cruel Limits.

    Tinkerer is great on it's own.

  • I suck at looping as killer.

    We should play together.

  • Jesus ######### Christ, stop putting JFC every other sentence.

  • @AnneBonny said:

    https://forum.deadbydaylight.com/en/discussion/comment/2177564#Comment_2177564

    Only song I've ever heard from Jack Stauber is Benny Worm, I enjoyed it though

    Yeah. His music is pretty popular on Tik Tok for whatever ######### reason.

    "Crying" is from the Opal OST. It's better in the short film itself, and the entire film is filled with some absolute bops, all while having an amazing story and astounding animation. It's not for everyone though.

    The song appears twice. You'll know it when you hear it. It sounds like an angel dying.

  • "Crying" - Jack Stauber


    It's barely even a song, but it's still one of my favorites.

  • I wouldn't say that flashlights are trashy, but I do hate them a lot. I don't whine about them in the end game chat unless there are at least three people using them or I get blinded every pickup because the survivor crawled out into the open.

    The killer (usually) has to win basically two chases to get one down, which almost always (Freddy and Spirit are the exceptions) involves outplaying the survivor repeatedly.

    A survivor with a flashlight can see the killer pick up the survivor they just downed and use an exhaustion perk to get over there from outside the killer's hearing range and then blind them at the very end of the animation and reset all of that progress the killer just made.

    And tell me, what skill does a flashlight use? Accuracy? All the ranged killers need this (Slinger, PH, Huntress, and even Trickster and Doc to an extent), and even more of it than a flashlight user, and get significantly less reward for it. Timing? If you're not an absolute potato, you should have that down from skillchecks already.

  • I almost invariably run it on Wraith, mostly because he's countered by flashlights and medkits, but also so I don't have to deal with keys and face-sabos.

  • @Marc_go_solo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175386#Comment_2175386

    Ah, OK. What would you need me to do to make it clearer for you?

    Spelling, mostly.

    Punctuation needs a bit of work, but it's good enough.

    The way you actually wrote out the paragraphs makes them borderline nonsensical. It reads more like a surrealist novel than an argumentative forum post. The only way I can think of to fix it would be to read over it again to make sure it makes sense.

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175436#Comment_2175436

    The reason why they did this is probably to prevent teaming with the Killer. Imagine if you wanted to play a normal game, and the Killer was trying to get another teammate to sabotage your game.

    Letting Killer see pre-game chat could be interesting, but then that opens the door for toxicity without the Killer being able to respond, like Survivors insulting the Killer before the game.

    I don't really have an answer to your first point other than pointing out that it's bannable, as if that means anything.

    If the survivors are being toxic, the killer could just leave the lobby and join a new one in under a minute.

  • I agree with this, but Myers shouldn't be able to use comms.

    Also, even if they don't add this, killers should be able to participate in the pre-game chat with the survivors.

  • Unrelated, but I think I actually faced you as killer.

    Or it was someone else with your current handle.

  • @Marc_go_solo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2175315#Comment_2175315

    The hitbox idea was more due to my ignorance of all the full implications, but I guess I was just trying to find a way to stop survivors run through killers. Ironically, in hindsight I've realised even if it didn't nerf the killer, it wouldn't resolve the issue bexquse it won't change the existing issue and I'm not sure if the tech exists so that instead of a hitbox you have a hit cylander. Even then, there's the issue of body-blocking by the killer to contend with after a successful hit. But a cylinder would narrow the collision detail. This might also may improve the chances of the "push" idea you suggested.

    I'm useless with torches, so any change would hinder me, even it was meqnt to help😁. However, your change could work. Or would it work better if the torch doesn't start to work until the animation finishes, but takes less time to get the blind, or have the light level slowly instead. Maybe make the point the torch needs to hit trickier? No idea how though.

    I don't think the balance of reducing the level of chase music versus a lighter slow vault noise would help balance. Maybe the survivor could make more panic noises instead, but I guess it also trains the killer to improve their game. I know a fair few people would want the reduction in chase music, but in doing so would take away the tension and in my opinion make it too easy for a killer, especially if they have Stridor equipt.

    Rotating a hook would be successful, so long as the killer didn't just have to walk to the hook from any angle for an instant hook. Survivors blocking adds to the tension and rewards altruistic play. Maybe the hook rotates automatically, but slowly so that the killer still has to maneuvre and gives a chance for the survivors to fight back. Automqtic hooking will just mean there's really no point to block the killer.

    100% in agreeance with the grabs! It's so frustrating to get the grab, but instead the killer's arm freezes like a dope and the survivor escapes. If it is hard with m1to fix, maybe give the killer a grab-only button which allows them a much stronger chance for accuracy at grabs at vaults or interractions, but has a shorter reach. So a killer can decide whether to do the hit, or do a snatch grab. Or just fix the exiwting issue would work too!

    I'm sorry, I can't actually understand most of this. I don't mean I don't understand why you have your opinions, I mean I can't really read this.

  • It works the other way around too, but not as often.

    Sometimes the killer will swing their weapon so that the model goes through the survivor's model, but the camera will do a weird B-hopping motion and the attack will miss.

    Also, Slinger's hitboxes for the Redeemer decide to basically be the opposite of Huntress' hatchets occasionally.

  • Give him some sort of chase power. It doesn't even have to be good, it just has to not be detrimental.

  • I deal with at least one of these matches every night.

    I only play for one hour a day, and I always play nice, even if my killer choice may not reflect that.


    Every time, I think to myself, "I'm gonna be toxic right back," but then I hit one guy on the hook once and then get on with not slugging, camping, tunneling, or avoiding the sheer amount of BMing going on.

  • @Marc_go_solo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2174203#Comment_2174203

    Yeah, I do agree that the way gameplay is catered towards low effort/ high reward tactics has impacted on the frustrations of both sides. Unfun tactics like camping or bullying makes it emotive for either side.

    Also, having the attitudes of those problematic people breeds a domino effect that's passed on from game to game like a virus of resentment and negativity. It is right that people need to be much more empathic.

    I admit it's been a while since I've experienced any long waiting queues, and the Steam chart alone shows a jump in new players either starting or returning players, so I don't think the player base is depleting. Granted, I couldn't tell you what portion plays which role more. Having that information would be useful, because if you're experiencing long queues and I'm not having that issue, is it a sign of who plays what servers?

    Thinking about what you said about devs thinking survivors get more fun at the expense of the killer, I don't necessarily agree the devs thing that way, and recent nerfs to OoO and Decisive Strike would reflect that (as a side note, weird how a character as caring and empathic as Laurie Strode got all the dick perks 😁). Yet I am totally in agreeance that making fun of the killer is a big pull for some survivors, which is shown by the various videos on YouTube. Maybe some buffs to the killer such as enlarging the hitbox on the killer side, so survivors cannot pallet-drop/blind then slide over a pallet through a killer to mock them, or making it impossible to run through a killer via Dead Hard. Not major buffs, but enough to avoid those. Would that help? Not sure, but it's a thought.

    I generally don't have long waiting queues myself, but that's because I pretty much main killer. I've never played against over half the killers on the roster. And I know that the game is getting a lot more players, but that's mainly because BHVR is desperately trying to expand the target audience, and are currently very much succeeding.

    On your first second points, yeah. I was kinda trying to say that, but I couldn't really find the words. I probably would have drawn it out to being incomprehensibly long even if I did, though. Thanks for spelling it out, I couldn't really have done it myself without help.

    I feel like the main reason that the devs are finally fixing survivor meta perks (some of which, such as OoO, are almost useless outside of the already broken SWF) is because the game was kinda dying due to lack of killer population not long before All-Kill came out, and they don't want that to happen again.


    On the suggestion of expanding hitboxes... absolutely not. I'm sorry, but that would actually be a nerf for killers more than anything. Pallet stuns would be easier than they already are, and Dead On would become almost ubiquitous in SWF. I do have some other ideas that could help, if you'd like to discuss them.

    Giving the killer the ability to physically push survivors around instead of having to stop as if they were walking into a brick wall could help. They would still be slowed down while pushing survivors, but they wouldn't completely stop. This would make bodyblocking less immersion-breaking and make it feel less cheap.

    Another one would be making it so that you can't start blinding the killer until they're halfway through the animation they're in. They already implemented something like this, where if you blind a killer while (I mean while the animation is still playing) they pick up a survivor they don't drop them. That way if the survivor is at a god pallet with a flashlight, they don't essentially automatically win the chase, and if a survivor sees the killer pick someone up, they can't just hide outside of hearing range and then SB or DH towards the killer and basically automatically get the flashlight save.

    I feel like they should turn the chase music down for the killer, and then revert the change that made it so that slow vaulting was overwhelmingly loud in order to compensate. It would be better to have auditory tracking in a chase than, you know, completely ruining the stealth element of the game for survivors and basically forcing them to play offensively. They already have the emblem system to force the survivors to interact with the killer, literally shoving them in the killer's face won't make the game any better.

    Making flashlight blinds actually intuitive and/or realistic at all. Right now, the blind cone is so wide that it's actually wider than the visual cone. Even worse is that it's actually more effective to point at the killer's sternum than their actual eyes. That makes no sense whatsoever. How the hell is a new player supposed to know that the killer can be literally blinded by pointing a flashlight at their neck? And how on earth is that fair at higher ranks?

    Making it so that they decided whether hooks could rotate or not would be nice, too. If the entity is supposed to favor the killer, why do they have to be standing directly in front of the hook in order to use it, while the survivors can be at the actual side of the hook and it'll just rotate towards them? I get it's supposed to discourage camping, but all it really does is allow for easier face-unhooks and make it easier for survivors to block the hook. Even a survivor in the middle of sabotaging the hook can block it of entirely. Plus, there are so many things in the game that discourage camping already, including just how ineffective the strategy actually is. In addition, the devs actually said, repeatedly, that camping is a viable strategy, so that means that this deterrent is both redundant and unnecessary.

    Making grabs calculated on the killer side would be nice. Also making it so that the survivors can't do anything while the animation is playing. A lot of people said that this would promote camping, but if you get grabbed while unhooking that is entirely your fault (unless it's Myers or Ghostface, but the survivor still should have been more aware given that they have a 360° third person camera and can cancel the animation before the killer grabs them).

  • @Marc_go_solo said:

    It wouldn't make sense for the devs to be heavily bias towards either side, because then the game would die quite badly from people leaving. I'm certain they may have their own favourites individually, but not so that it's unprofessional.

    There is a whole slew of nerfs and buffs to both sides as the game is always in a constant state of flux, and any changes or additions may very well alter the norm. Also, it's 4v1 so there's that lop-sidedness to contend with.

    The game can stir passions in people. Some are less able to deal with their emotions than others which results in nastiness being spread. This is the real killer of this game. Who would want to play a game when some people make the entire community seem toxic?

    It would perhaps help for people to play both sides. Granted, most have a preference and that's fine, but a group of the player-base are so connected with their side that they aren't bothered with understanding the intricacies. As a result, their opinion will always be heavily bias.

    Ultimately, for me it's ultimately the attitude of the individual that's the issue, which leads to such discussions. Discussing balance is fine. Outright declarations of unfairness that doesn't consider the opposing side fairly is just unhelpful.

    I agree with most of what you said, but the game is in fact dearly suffering from losing players, most of them being players from the killer side.


    The lack of killer players is actually one of the main issues in this game. MMR doesn't have any hope of working since they have to match survivors with somebody, and we don't have enough killers to fill even half of the lobbies, at one time, even while placing them in lobbies at random.

    The result is that the devs have to make it up to the survivor playerbase, due to the fact that most people aren't exactly willing to wait twenty minutes to have a stressful experience when they have better options. The actual issue here is that they seem to think that the majority survivors exclusively get fun at the killer's expense, so they cater to those kinds of survivors instead of the people the killers would actually like to encounter. And if you cater to an audience, they tend to come running. The result is a sort of self-fulfilling prophecy.

    So, with at least half of survivors being mean enough that no one wants to actually verse them, and generally having three other guys there to back those guys up, and survivors being the majority of the players, killers often feel like the best (read, most satisfying) way to actually play the same way back.


    What makes it worse is that some of the best tactics (read, low effort, high reward) are also the least fun for the other side, since it almost always feels like the success wasn't really deserved.

    Even worse is that, given the nature of asymmetrical games, killer basically has to be a somewhat worse experience than survivor, but both sides blatantly refuse to acknowledge that hunting down four thinking, breathing people is always going to be way, way harder than alternating between holding down different buttons with the main focus being timing and basic perception.

    For killers, what that means is that they pretty much either have to put in a great deal of effort (generally most or all of it) or be crushed and made fun of by the survivors and then punished by the blatantly broken emblem system (why you lose so much BP for "letting" survivors heal is beyond me). That makes survivor mains annoyed, because it's easy to interpret the killer as playing a casual game like a skill game if you don't really have any reason to believe that any part of the game isn't a casual game if you haven't played killer.

    For survivors, what this means is that playing with all of your effort and power is completely unnecessary, and more than one survivor doing so can win the game relatively (keyword, relatively) easily. That makes killer mains annoyed and want survivors nerfed, even though survivors are only overpowered at all if they're playing what is basically a casual game as as it were a skill game (and/or using comms).

  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/2171110#Comment_2171110

    Sorry its just been a hectic day here in high school. Honestly this looks a lot better, well done, I like the art style reminded me of tim burton's for a bit. My only question what is the black part of the k if you don't mind me asking

    My idea was that it was just normal ink-on-paper lettering.

    There was no real reason behind it other than it seemed a bit surreal.

  • A killer that can place explosive charges that they can detonate at will to destroy objects and injure survivors.

  • An oversized pair of scissors.

  • @QwQw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2171110#Comment_2171110

    I didn't even know who Zdzisław Beksiński was. I looked him up and the guys got some pretty good artwork if I say so myself. If you're taking inspiration from him, I can see why your artwork is so damn good.

    Yeah, he was a Polish artist who grew up during the second World War, which may explain a few things. In my opinion, he's one of the greats when it comes to art.

    He didn't take inspiration from any other artists, instead painting his own nightmares while listening to rock and roll and classical music, sometimes both at once. The result is the primary inspiration for what we like to call "heavy metal album cover art."

    One thing he was particularly known for was describing how he painted as "photographing dreams," which meant that he was looking at the "source" like a photographer would as opposed to how a painter would. In the end, he was a photographer more than a painter in many ways.

    He actually started his career as an architect, but then he started taking photos of seemingly random things. His photos were the exact reverse of the current art movement, which could be summed up as "pictures of how things are, not how we imagine them or want them to be." All of his photos were clearly, blatantly staged, which somehow added to the uncanny effect. Look up his "Sadist's Corset" photo if you're up for it.

    He died on Febuary 21, 2005, when his landlord's son stabbed him because Zdzisław wouldn't lend the kid $100.

    He was a very friendly person, from what I've read. He was the primary inspiration of H.R. Geiger, the guy who designed the Xenomorph.


    Sorry for the history lesson, I'm just eager to share (read, infodump) with anyone who'll listen.

  • Absolutely not.

    Pine.jpeg

    If your wondering about the awkward framing and lighting, it was my brother who took the picture. It was probably deliberate, but not malicious.

    I was initially going to have chains draped over the 'Os," but as any artist can tell you, it's both tedious and difficult to draw them and not have them look like poorly drawn ropes.

    I tried turning the "R" into a lamppost, and I tried giving the "B" a bark texture. With more detail visible, the "E" really does stand out when it's made of glass, so if you want I can definitively change it in the next iteration.

    And yes, I know that the "K" looks too much like an "X."

    Also,

    I prefer Zdzisław Beksiński, thank you very much.

  • Iteration two is on it's way.

    Just waiting for the Email to arrive.

  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/2169286#Comment_2169286

    Oh...my...god... I love it, I absolutely love it. At first, I wanted to say something about the b but I can't I absolutely love it. Maybe have the unshadowed curve could be a bit longer but I love the attention to detail man. The r is good maybe the curved bit could be a tad longer. The only issue I have is the oo part, I see they are rings. Now don't get me wrong, I absolutely appreciate the work it's just the rings stick out like a sore thumb. Maybe you can do something else like a, I'm sorry if this sounds harsh, because I absolutely love what you did. Another thing is maybe having the letters not as slanted, but overall this was well-done man I would actually pay you money for this.

    My original idea was for it all to be styled like the first three letters, but then I thought that I should do something that brings in elements of surrealism, so I decided to change up the lettering style.

    Yeah, The "R" isn't the best. I based it off of a fire poker, but I didn't exactly have a reference at the time. I'll fix it in the next iteration of this design.

    I didn't have many ideas for the "O"s, so I thought throwing in some rings could make it a bit interesting. I'm perfectly willing to change it to something that was actually thought out. It sounded like you had a suggestion there, but you kinda trailed off into frantic apologies.

    Also, I'd like to remind you who you're apologizing to. It's only fair that if I can dish out criticism, I can take it.

    The slanting wasn't intentional, I was just working on a soft surface.

  • I love the art. The style is cute and simple, but still gives off the feeling that the artist put a lot of effort and care into it. It feels like it belongs in a professional-level animation.

    I really love the add-ons. The only thing I would change is that survivors should be alerted that the Failure Button is in play as soon as they're trapped... but then again, that would kinda make the add-on worthless.

  • I kind of have the same issue.

    I'm a green rank killer (10, to be precise) but I've fairly reliably stomped red rank survivors without much trouble (unless I'm playing Huntress or Ghostface. I suck at them for some reason).

    And no, I don't play Hag or Stridor Spirit or Nurse, although I do play a lot of Bubba, Wraith and PH.

  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/2163695#Comment_2163695

    Oh you are more then welcome In fact I wanted to make Pinebrooks title a lot different then using a common font

    Had an idea for a Pinebrook title.

    Just a simple concept.

    Pinebrook.jpeg

    Drew this at 3AM two days ago.

    The reason it took so long was that, as I've mentioned, I don't have any sort of phone or camera of my own, so I have to get someone I know to take a picture and Email it to me. Didn't work out very well.

  • I don't main little Mr. Sawyer, but I do play a lot of him.

    Some of his best add-ons are Scratches (Beast's and Knife are both good) and any of his Charge gain speed add-ons. Something to note is that the Scratch add-ons actually seem to make you charge your chainsaw faster as opposed to slower.

    Take Bamboozle on him. One perk slot to nearly completely remove his main weakness is awesome. It's like Stridor Spirit except it doesn't guarantee free downs and doesn't feel completely undeserved because it is.

    If you know that a survivor needs to drop a pallet if they want to avoid a hit, start revving your chainsaw immediately. This basically forces them to either drop it or die, and if they don't stun you, that pallet is gone for the rest of the match.

    Don't take both iridescent add-ons in the same match. You will very much regret it after you stand over a downed survivor for five seconds, unable to do anything but scream and wave your big bad Bubba chainsaw.

    Stealth perks are amazing on Bubba. You wouldn't think that, given how much sobbing, squealing, and chainsaw roaring goes on around him, but it's true. If you can sneak upon a survivor, and they don't have a window nearby, they're down for the count before you've even fully charged your chainsaw.

    Don't go for grabs. Just start your saw up. It's more reliable by far, and you'll get more points for it.

    If you know a nearby survivor has a flashlight, use your chainsaw to break pallets instead of your foot. It takes a bit longer, but your camera is locked for a much shorter amount of time, so you can often dodge what would be a guaranteed blind at the cost of one charge token.

    One sneaky trick you can do if you know a survivor is camping a window and can't see you is to start charging your saw. They'll think that you're right behind them (because why else would you be charging the chainsaw?), and they'll reflexively vault right into your loving arms. This doesn't work all the time against well seasoned survivors, mostly because they've most likely fallen for it at least a dozen times already.

    If you ever end up giving up, or if the survivors are T-bagging the exit gates and you're not willing to help them out with chase or blind points or hold their hand so that they can find the massive door right behind them, just start chainsaw sprinting back and forth, using one token for each run. It's the most effective way to gain BP without interacting with survivors or just looking around for dropped pallets.

  • The mask is still there. It's just floating about six meters above his head.

  • For a functional suggestion, John Carpenter's The Thing, with R.J. Macready as the survivor. The Thing would be a stealth-snowball killer.

    For a significantly less functional suggestion, Bendy and The Ink Machine. I just want it.

  • Okay, just saying again in case everyone missed it, I'm fine with saying somethings "boring" or "unfun," but only as long as they can actually come up with a solution to the actual problem.

    If you can give an actual justification other than you not enjoying it, such as the thing having literally no counterplay or the thing completely ignoring the whole concept of risk-reward/skill-reward, then I'm fine with it.

    So, what I'm talking about is when people complain about Pig, not when they complain about Spirit.

  • No, I was saying that entitled survivors in particular tend to use exclusively those words to justify nerfs, as though God wrote in the ten commandments that if survivors don't think something is fun, it shouldn't exist.

    What sucks about it is that they generally get listened to (not always though, since the devs would end up gutting killer to the point that they're all blatantly unplayable), meanwhile if killers make the same "argument" the devs generally don't care about it (which can be justified by the fact that the majority of the playerbase would be negatively impacted if when the devs just nerf it instead of doing a functional rework).

  • Don't forget "unfun" and "boring," the generic entitled survivor excuse for when they want a nerf for something but have no intention of figuring out what the actual problem is.

  • @[Deleted User] said:

    There's matches where I think I did pretty well...then the Entity is somehow still displeased, like, damn #########.

    Maybe keep Entity Displeased but just get rid of that stupid VWWWRROOOOOMMMMM sound effect, replace it with silence instead or something idk. Feels like the Entity's yelling at me.

    You can get a 3k where the last survivor only makes it out because they found a key in a chest and still get "Entity Displeased."

  • @ItzPixelYT said:

    Why is it designed to only work if the other survivor is being chased first, makes no sense when a killer is coming over to a gen and I decide to take the hit for someone else there who is 1 yard away from me and it doesn't class that as a protection hit...literally makes perks like MoM just frustrating to gain stacks

    It's annoying for killers too. Ever heard of Forced Penance?

    Been trying to get the Pyramid Head adept for weeks now, but my lucks been ######### lately.

  • I honestly hope it's Nosferatu, even though literally no one cares about him.

    Nemesis is close second for me, though.

  • Even as an entitled killer main I'm pissed off about it.

    Just.... why?

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