ByeByeQ
ByeByeQ
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I got it! I got it!
I made a huntress DC but I got it. 😝
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I keep getting Tricksters running Jolt, this is hilarious.
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@Kirahie said:
https://forum.deadbydaylight.com/en/discussion/comment/3186682#Comment_3186682
A killer regularly regarded as among the worst in game of d tier isnt fine.
He has the best addon variety of all killers in the game and he has some spectacular addons.
I don't want to see him reworked. Look what they did to Freddy ffs.
Not all killers need to be strong.
He is fine.
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Who knows?
Not even the broken faucet sites knew these Hooked on You skins were coming. They're completely out of the blue.
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Myers is fine.
Only his Tombstone Piece is a broken relic from a bygone era.
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If this ever happens to me I'm gonna say I got "Raccoon bugged." 😆
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I'd much rather get flowers and wreaths over useless blueprints and reagents as well as map offerings.
The entirety of brown offerings on both sides is just bloodweb bloat and the flowers and wreaths are actually the best of the bunch.
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@EvilSerje said:
https://forum.deadbydaylight.com/en/discussion/comment/3186533#Comment_3186533
That abuse is very easy to counter: MMR change ONLY if conditions are same as today's ability to open gates. Otherwise MMR is held on current level. Also survivors do not depip in that situation.
It's also just too abusable by map dodgers. "Oh RPD, let me just open the gate..."
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Well hello Meg.
You look like you wanna play. Let's go!
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@EvilSerje said:
I would give the killer option to open exit gate at any moment.
This would be too abusable by those that want to manipulate their rank downward.
Quitters who give up early would quit sooner and just open the gate.
The last 2 survivors hiding and waiting for the other die is a common scenario that the killer should have a way out of.
Having 3 or 4 survivors trying to hold the killer hostage in the same way is much more rare. Unless these scenarios become more common, there doesn't need to be a mechanic to prevent them, especially when the mechanic could ruin otherwise normal games by letting the Killer open the gate when it should remain firmly closed.
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Yay! I have over 100k shards that have been waiting for a moment like this!
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3186485#Comment_3186485
Terrible idea you will be splitting people into 2 groups which is the current problem some people doing gens to try to get out some doing pure stealth to outlast the timer.
I modified the idea.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3186478#Comment_3186478
I fail to see the problem with something being harder. If a survivor really is worried about aura perks, they can run Distortion/Object and counter that back.
Spirit’s exact location is completely invisible unless there’s grass or whatever, and she makes the entire line she runs past a threat range where said line can be anywhere in a circle of where she can run, because she can swing out of it at any moment. Nurse threat range is limited to lunge range around first blink destination + lunge range around second blink destination. She can’t hit everything along the way. Spirit’s power also doesn’t require committing to a specific location and she can run back at hyper speed if she wants. Furthermore, Spirit covers more raw distance than Nurse (7.04x5s vs 20+12m blink). Lastly, Nurse has windows of safety in the travel time between the blink the survivor can use to reposition. Spirit will run that entire distance, so the moment her power charge fully finishes, everywhere near her is a threat.
Spirit has her own problems for sure but this is not the thread for that discussion.
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@jajay119 said:
https://forum.deadbydaylight.com/en/discussion/comment/3186088#Comment_3186088
One set of doors should open automatically but survivors are not notified of which one and all survivor auras should be revealed to the killer for 30 seconds. Normal EGC conditions apply such as no DS/ Noed activates if brought as a perk.
I think you're on to something here. I'm going to make a suggestion in the feedback forum.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3186447#Comment_3186447
Aura reveals don’t make it impossible to mindgame. If that was the case, mindgaming her in the open would be impossible. Using the second blink is part of mindgaming.
My bad, worded it wrong earlier. 110/115% would be busted. Less than 110 is basically the same as being 96.25% because it would be utterly useless for walking and she’d still have to blink everywhere. Have you tried chasing someone as a M1 Huntress/T1 Myers before? Nurse has zero reason to walk unless she’s at least 110, but making her 110+ would break her.
Nurse’s basekit is perfectly balanced and designed. Only range and 3 blink addons need changes.
Aura reveals don't make it impossible to midgame but they do make it much more difficult to mindgame. If the survivor doesn't know you have an aura reveal it might as well be a free hit, for example the first aura revealed by I'm All Ears. Even if the survivor knows the Nurse sees their aura they don't always know the Nurse's position which again makes effective mindgaming harder.
I have tried chasing people down as Scratched Mirror Myers and as Nurse. One clearly is possible (it just takes way too long) while the other clearly is not. Assuming the survivor is looping something low and big enough to not be mindgame-able.
@SuzuKR said:
I don’t know why people are bringing up the Pig example. Pig is 115 and attacks WITH her power like Blight does. It’s just Ambush is garbage. Nurse’s power is like Wraith or Spirit’s. It is purely movement. The attack is done separately after moving. Despite Ambush being garbage, it is on-demand Undetectable that can do huge curves around objects with no cooldown the way powers like Nurse/Blight/Spirit/etc recharge work.
Wraith and Spirit don't get a blink after using their power and they can't go through walls.
This is why I continue to argue that Nurse's 2nd and later blinks be considered special attacks.
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Reassurance doesn't destroy Hag. I barely even see it getting ran in most games.
Off the Record is worse. A survivor can run around triggering traps willy nilly for 80 seconds or until the Hag hits them.
Base kit Borrowed Time is really bad for Hag's traps. All survivors now know that they have it now and can use it to quickly nullify any trap they saw the Hag place while they were hooked. At least with old BT they had to notice they had endurance and use it and it filled a perk slot.
But Hag is still A tier... unless the survivors bring flashlights then she's D tier.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3186418#Comment_3186418
If you can’t avoid a one blink hit, that is literally on you for misplaying. If a killer is in range and cannot attempt to attack you at all, that is what is bad design. That’s how you end up with nonsense like M1 killers who have no option except to run around in ovals until they catch up, then finally get the pallet out, then catch up again. If you are close to the killer, you should always be in potential danger. Using the second blink is literally part of mindgaming. That’s like calling walking backwards to pallet stun a killer a crutch LMAO.
If Nurse is slower than survivors, the movespeed is useless. If she’s as fast or faster, it completely removes mindgaming because she just walks at you to a pallet or window. If you want advice on playing against Nurse, you can just ask you know. It’s not rocket science. It just requires player skill and not relying on map RNG to save or screw you.
You're just repeating yourself now.
Nurses can and do use aura perks to get wallhacks and consistently land 1 blink attacks on survivors who have no chance to dodge. Is that on survivors for misplaying?
Nurses have never even had to try to hit survivors with 1 blink unless they fail to let their 2nd blink charge up or they use the Matchbox without the Bookmark. They've never actually had to get good at 1 blink hits, they've almost always had their 2nd blink available.
Any bump up of Nurse's speed will make her as fast or faster than survivors as she already moves at 96.25%. (Thanks @Shroompy.) I wouldn't complain if she got bumped up to say 105%, same as Tier 1 Myers, as a trade off for making her 2nd and later blink attacks special. But she would need a nerfing addon pass as well.
I am willing to compromise.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3185572#Comment_3185572
You can give the survivors the full 40k BP for all I care. Just let me surrender out of that hostage situation. I do not want to waste my time searching for rats. Yes, I said it. Ban me if it is too much for your poor little heart.
Calm down. I agree with you.
I'd sacrifice my own bloodpoints to escape this situation as well. Sometimes I even experience internet connectivity issues in these spots after a couple of gen patrols (they remain untouched) because I know finding the hiders and ending the game normally can often take longer (much longer) than the 5 minute penalty.
It annoys me to no end because when I play survivor I don't do this. I get caught on a gen and have 1 last chase with the killer before the Entity takes me and I can go next.
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Wow I was expecting a brag thread not a complaint about bloodwebs. 😅
Let's keep the feedback thread near the top: https://forum.deadbydaylight.com/en/discussion/346462/spending-blood-points-has-become-very-tedious
Vote in the poll: https://forum.deadbydaylight.com/en/discussion/346118/are-bloodwebs-too-time-consuming
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3186355#Comment_3186355
Yes no duh a Nurse can get a hit with one blink if the survivor is stupid or misplays or corners themselves after a chase.
Survivors make mistakes all the time, even good ones and especially when under pressure from a good killer like a good Nurse.
What is your point? I am starting to think you're out of good arguments to defend your precious main. I'd love to see some since I love deconstructing them.
@BradQuackson said:
https://forum.deadbydaylight.com/en/discussion/comment/3186355#Comment_3186355
That happens 1/20 chases where a survivor is really really cornered, one blinks never happen, I could upload you 30 games I played yesterday, as nurse and you could check every chase and they never EVER involve pallets or windows unless they have lithe. I have been playing nurse since the day of her release bro!
Well get uploading then. You're just making up statistics to defend your point to make it not seem anecdotal.
If the Nurse is within 20 metres of a survivor she has the opportunity to hit them in 1 blink. Survivors can make it hard but not impossible. That is a statement of fact. This is where the fun is, it becomes mindgames on mindgames. If you can never land a 1 hit blink in those spots, maybe you're not as good as you think you are bro. You've never actually had to try to get those 1 blink hits because you've always had your crutch second blink anyway.
Why does everyone always circle back to Nurse needing some or all of her blink attacks needing to be special? Because aside from having to wait for her blinks to recharge she always has her power on demand and can blink 30 metres hit someone with a "basic attack." That's straight up BS and no one but Nurse mains care what your defense of it is.
If they bumped up her walking speed a little bit as a trade off for making her second and third attacks special could that placate you at all?
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@BradQuackson said:
Any killer or survivor who says that Nurse can hit a survivor with one blink, that survivor has to HEAVILY misplay for that to happen or be VERY easily readable or in a very tough spot.
Anyone who says the Nurse can't get a hit with one blink is probably just bad at Nurse.
If a survivor ever makes the HEAVY misplay of ever dropping a pallet or vaulting a pallet or window the Nurse has an easy opportunity to land a 1 blink hit.
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The killer winning by default in this spot is too much, may as well delete the hatch while you're at it.
If the killer could end the game early in these spots rather than suffer a long search for hiding survivors when they don't have Whispers, I'd be all for that. The remaining survivors could get a consolation prize of 3k bloodpoints or something.
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I totally agree here.
Anything to make bloodwebs able to be done faster than they are now would be great.
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By the Entity I hate Eruption so much when I play SoloQ. Even with Bond it's difficult to be able to tell when a survivor is going to go down.
A survivor can spend up to 25 seconds or more waiting for the other survivor to go down or have to suffer 25 seconds of Incapacitated.
It's just lose-lose for a SoloQ. What an an absolutely awful perk.
They buffed it because its usage rate was low but it's a perk behind a paywall. Of course its usage rate is going to probably be lower than say, Pop Goes the Weasel (which got overnerfed) who people can earn for free by buying Clown with shards.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3185408#Comment_3185408
Yes, and I kill survivors with zero gen regression addonless Trapper all the time too, especially when they misplay and walk into me or put themselves into a corner. Beating bad players means nothing.
https://forum.deadbydaylight.com/en/discussion/comment/3185436#Comment_3185436
Or... the problem is that certain maps are too small (among other problems their design has). Also your number assumes she's standing in the center, which is not always applicable. If they're on the edge of the map, most of the area of effect will be outside of the map entirely. Also, you are just blatantly objectively wrong. Make Your Choice is insanely good. Devour Hope is extremely good. Haunted Ground is solid.
It's not impossible to hit good survivors with just 1 blink especially at short range. They can make it more difficult but they can't make it impossible.
Your analogy comparing the Nurse landing hits with a single blink to the weakest killer in the game naked against noobs is just melodramatic hyperbole. I expected better from you.
Honestly I would expect the good Nurse mains to actually welcome the challenge of trying to use Starstruck when it only counts on the first blink, but I guess there are a lot of Nurses that just want to keep their easy mode.
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Currently there is a get hatch challenge, maybe they're trying to help others get their sill challenge done? 🤗
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@SuzuKR said:
Making the attack after second blink be special is pretty much the same as making both be special. A horrible idea, because Nurse will never ever land a non-blink attack/one blink attack basekit unless the survivor misplays or eventually gets cornered. Removing perk diversity is a bad idea. Furthermore, every Exposed source has its own counterplay built into it even regardless of Nurse.
Really? I hit survivors all the time with single blinks as Nurse, especially at close range. Perhaps you have a skill issue?
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@Audiophile said:
https://forum.deadbydaylight.com/en/discussion/comment/3185232#Comment_3185232
Uhhhh… you think the people buying stuff aren’t players? Like… people are just buying outfits and then going to play Stray… lol. Don’t disagree just to be disagreeable.
What I said holds true. DbD caters to the casual.
There are many different types of players.
There are players who play every day. There are enough of this type of player that they don't need to worry about growing their steady player base. The game is not going to die.
There are also many players who take long breaks or return for a week or two when a DLC drops or for the anniversary. They contribute to the peaks, pay for stuff but don't stick around. These are probably BHVR's favorite type of players.
If you look at Steam Charts you can clearly see the player average has not significantly improved in 2 years despite having its highest peaks and being exposed to more players than ever before. Maybe they've experienced a bunch of growth on Epic and other platforms, we don't know.
I'm not being a contrarian. I'd be much happier if they fixed the game and had a million players playing concurrently across the platforms and they were rolling in even more money. Instead they are happy leaving money on the table, doing the minimum and leaving the door open for a competitor to step up and do it better and take that player base.
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@Audiophile said:
BHVR’s #1 priority is player counts. They don’t care about game quality. Sure it would be a logical close 2nd since a totally crap game would implode and boom, no player counts. But they use incentives and gimmicks to bring around new players to replace the good ones that leave because the game is turning to garbage. They can’t sustain it though since the new players won’t stick around very long once they get tired of getting their asses pinged as solo survivor. I’m on the verge of exiting myself. I just need a replacement game to fill the void and haven’t found it yet…
Bahahaha. They don't care about player counts. In the last 2 years they have failed to retain players gained from the highest peaks in DbD history. If they cared about player counts they would have better quality control, cheat detection and reinvest in the game to make it into a 200k average players/day juggernaut on Steam alone.
They care about sales and profit margins. They do the bare minimum to keep the game playable while dropping their content every 3 months.
They don't need to keep players playing. They just have to keep them buying.
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Most of the time it's because "#### you!"
Like in a spot where the killer is 4-slugging at 5 gens left as if they are trying for some speedrun leaderboard.
I got bloodpoints to spend while I wait out the 5 minute timer anyway.
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I agree.
I made a suggestion to streamline bloodwebs in the Feedback forum. Should be on page 3 or so by now since no one replied to it.
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Wow.
This is why I haven't given BHVR a cent since Nemesis dropped. If DbD was a quality product I'd happily give them my money. But they have no quality control and no cheat detection.
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One thing I just thought of is perhaps they could give killers customizable chains and/or hangers for their charms. More ways to customize the hook.
Survivors could possible get a "charm hat" where they could hang larger charms from a hat. The hat itself could be customizable from certain rare charms or some other mechanism. All survivors should be able to wear the hat which probably wouldn't work for licensed survivors.
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The corn is already really good for hiding, even with broad daylight. I think it would be horrible in darkness, survivors could hide in the corn all match long.
I wish Coldwind had crop variations. Running through trellises or having to crouch through shorter crops to avoid being spotted would be a fun way to change it up and they could play with the lighting too.
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Nurse moves at 92% of survivor movement speed. She very rarely can chase down a survivor to get a hit without blinking.
I think her first blink attack should count as a basic attack and her second (and third) blink attacks should count as special attacks.
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I used to love Self Care pre-nerf. I'd run it with a med-kit as it used to help with efficiency and I could always finish the heal after the med-kit ran out. Being able to use Self Care in Endgame was great as well, to heal up before going for a daring rescue or bodyblocking for your team mates.
Nerfed Self Care is an D tier perk. It's only real benefit now is being able to finish a heal you normally wouldn't be able to finish. The fact that it needs other perks to even be useful at all is awful. It's like Spirit Fury, useless on its own.
If you're not bringing a med-kit, you're better off using Circle of Healing, Inner Strength or Bond to find a team mate to heal you.
If you are bringing a med-kit, Streetwise or Built to Last are superior options.
I think Self Care is better than Pharmacy though.
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@Pumpkinbros said:
https://forum.deadbydaylight.com/en/discussion/comment/3184626#Comment_3184626
I explicitly said no slander to the charms or artists man, we're just talking about what could go in it's place, be nice.
I didn't slander any artists. Many of the charms are really good, worthy of being called art. These are mostly the green rarity or better charms.
The filler or throwaway charms like the one you pictured the fill out the last ten pages of many players' charm collections consist of premade 2D images already in the game slapped on a a 3D template and then recolored 3 or more times are not art. Probably whipped together by an intern not an artist.
I'm not spreading any hate or slander here. Just truth.
I do hope that BHVR does come up with some cool rewards that players actually do want.
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Nothing about the game is balanced.
- Maps are incredibly unbalanced, the RNG in the generations is actually crazy.
- Killers are unbalanced, look at the spread between Nurse and Trapper.
- Survivors are unbalanced.
- The massive gap between SWF and SoloQ.
- The gap between small and near silent Kate and huge and loud Jeff.
- Perks are unbalanced. About 20 are meta and the rest are meh.
- Matchmaking is unbalanced. Too often does the game make teams out of SoloQs where there are 1-2 good survivors paired with 2-3 soon-to-be-mashed potatoes.
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Filler charms are exactly what they are meant to be: useless Rift filler.
In their mind, they can't sell a premium rift without all the slots being full and they didn't want to flesh out the Rifts with shards and bloodpoints so instead we get horrendous and useless low effort templated and recolored charms instead. That's the only reason charms exist in the first place as they were introduced with the first Rift.
Thank the Entity they still give back the auric cells used to buy the Rift or I would have stopped buying it after the 2nd or 3rd one.
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He has a larger terror radius because it's a gimmick to sell more copies of Project W for real money and Weskers for Auric cells, which costs real money. In six months to a year they'll probably nerf it.
Wesker took Doctor's niche of being the best killer to use terror radius perks because he has to be bought with real money, plain and simple.
If your conclusion were correct than Nurse should have always had a 40 metre terror radius. She's been blinking in on survivors from over 30m out and ripping healthy survivors off gens for years.
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Suffocation Pit can have some really awful spawns where you're stuck with 8 really bad lockers.
Shelter Woods can be even worse.
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Wesker is not even 2 weeks old at this point so of course lots of people want to play him.
Wait until the hype dies down and we'll probably see more killer incentives.
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Yep I really miss BBQ too, if you couldn't tell by my name.
With old BBQ the stacks were my primary objective. Even if all the survivors got away I never really felt like I lost if I got 4 stacks. I also threw away many a game chasing the 4th stack.
Now STBFL fills BBQ's slot on may of my killers and it happens frequently that I get a 3k without ever hooking the obsession. This never used to happen with old BBQ for me.
DbD seems so much less satisfying without BBQ stacks.
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No it's not fair. DbD is a highly unbalanced party game.
There should be no bans higher than 6 hours at the absolute highest.
Make sure you don't DC in the 24 hours after your ban expires or you'll get 48 hours.
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@Huge_Bush said:
How dare you not mention Claudette’s name in your list! She’s the cutest of them all! May a thousand years of mild suffering fall upon you and all of the characters you mentioned!
https://us.v-cdn.net/6030815/uploads/H5HYKUQOULJ9/d96dac9b-11f1-46b9-b608-68c999ef6c19.jpeg
I always go after Claudettes. I savour their whimpers and screams more than any other survivor.
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"Working with the killer" is a rule but it doesn't mean what you think it means.
If there are 2 players left and one snitches on the other in the hopes that the killer lets them live, this doesn't really break the spirit of the rule. In my thousands of hours playing DbD I have never even heard so much as a rumor of someone getting any sort of warning or punishment for this behaviour nor any confirmation that they consider this against the rules.
When there are 4 survivors left and a survivor with Bond snitches out all of his teammates to the killer that does break the spirit of this rule. The rule was made for these sort of offenders.
You need to stop making threads like this. This is at least your third thread on this subject. You do not get to dictate how people who bought and paid for the game choose to play it.
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Curtain Call gives you 2 characters and 6 perks of which 3 or 4 are pretty decent.
Chains of Hate gives you 1 character with 3 niche/weak perks.
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I suggested this in the Feedback forum; an option to make bloodwebs quicker so players can spend more time playing.
I propose a Streamline Bloodwebs checkbox under gameplay options.
With that box checked:
- The player is no longer told their level before every Entity-cursed bloodweb.
- Gift box pop ups no longer occur.
- Bloodwebs players are forced to take all the nodes from always, would be collectable with 1 click. Specifically, webs 1 to 9 & 11.
- Players can click farther into the web and they buy every node on the way to that node and it should be collected in the same amount of time as if they picked a closer node.
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Not yet, if ever.
The next time it goes on sale it will be 50% off, as low as it can go.
I've been waiting until then to pick it up myself.
Edit: I thought you were talking about the Hellraiser chapter. I'd recommend buying Slinger for 9,000 Iridescent Shards rather than paying real money for the chapter.
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I think all of Clown's cosmetics are affected by this bug.
