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Chewy102

Chewy102

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Chewy102
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  • Sequel is asking a bit much I'll agree. But my POV is still that DbD has changed too much from its original makeup and is going to break. Most call it spaghetti code for a reason. A jumbled mess of code that, who is although working, happens to be a ######### disaster in the making.

    One example is Killer powers. They need server confirmation to work. Back when DbD was p2p it was fine as there was 0 lag for using Killer powers as Killer was host. When DbD shifted to dedicated servers, a LOT of Killer powers broke or have added delays based on your ping. That is why Shape and Ghostface have had so many problems from their powers reverting or failing to work at all. Billy also got hit from it becoming much harder to flutter his chainsaw. Nurse, Demogorgon, Huntress, ect all have had the timings on their powers effects to boot thanks to there being a slight delay to exactly how much of a charge their powers have.

    Another example is hit detection. I see a lot of people blame broken hitboxes, but it is in truth just servers adding more delays to player interactions. In p2p if a Killer hits you, you get told in your ping to him. On a server if a Killer hits you, you are told after the Killer tells the server and then after the server tells you. Double the number of pings needed to travel means double the lag. And with the upcoming PTB wanting to add hit confirmations server side that delay is about to get MUCH worse! If it even works at all.

    Balance is another beast. That one can be debated all day and night but the fact is that balance is screwed at the moment for several reasons and almost needs the entire game to be remade.


    So if the game is in such a mess and so much needs to be remade anyway. Why not just remake the game? Dead by Daylight: Dawn's Death edition.

    We are expecting a complete graphics rework and have had multiple other aspects remade almost entirely. Just jump that shark and do a full remake.

  • @xTalon32 said:

    The amount of money required to make a sequel, and how similar it would be to DbD is unrealistic. Their best bet is to work with what they have and do the best they can. The only people who buy sequels of the same game are people who play CoD - it's a joke.

    If not a sequel, maybe an enhanced edition or remake. Several games went through something like that already.

    Dead Island, Dragon's Dogma, Skyrim, Space Hulk, I personally own several games that had a recent remake/rework. Several more games from past generations who got a remake/rework.

    Sometimes it is better to simply start new when the original isn't worth changing for one reason or another.

    @johnmwarner

    WoW Classic is a thing. MMOs also are a whole different thing when it comes to sequels or remakes. COD as well is one of those yearly dumpster fires shoved out the door without any real effort put into them. They sell simply because their players are brainwashed into buying new copies while the publishers NEVER reduce the price of old versions.

    Why would any new player buy an older version that costs the same as the new version? And why would old players keep playing old versions when they never get new players? It's a self feeding cycle.

  • I didn't record any of my gameplay and don't have other videos to show. But it is safe to assume it will work like when dedicated servers was first tested in a PTB.

    It felt horrible. Attacks landing half a second after the fact. Landing hits on nothing but air in front or behind a Survivor on my screen yet attacks directly on the Survivor missed. Those things just kept happening and it made DbD feel like some meme/jank/joke/fake/asset flip indie games you'd buy for $1.


    I have no hopes for this system. And it might be the thing to finally bring me to uninstalling.

  • @Jasuo said:

    Both @Yamaoka and @NekoTorvic's posts could not be more accurate. I main Pyramid Head and every single word those two have spoken is the complete truth.

    I won't deny Pyramid Head is strong; in chases at least. When you learn how to play against his chase game he feels considerably weaker. He's literally only going to be able to use his power on you at pallets and vault locations, if you gain distance on him and lure him out into the open he's basically caught with his pants down. There isn't a damn thing he can do in that situation other than slowly gain on you, giving you more time to think and make decisions on how to outplay him.

    If you're out in the middle of nowhere, why would a Exe chase you? It's clear bait and something Survivors have done forever. Draw the Killer away from gens so someone else can finish them.

    What if the Exe doesn't fall for this? What if he uses that against Survivors? That's one reason why I run Distressing on Exe. As people want to gain as much ground as possible, they tend to depend on the terror radius to run before seeing Exe. But if that terror radius is bigger than normal, they waste time running too early and sooner or later start to ignore it. Then once they start ignoring the terror radius Exe is allowed to get too close for them to run away before it is too late.

    I see it all the time in my games as Exe and it simply works. Early game tends to be mostly people running away gaining ground and avoiding me as much as possible, then by mid/late game they just stop caring about the terror radius and Im able to walk right up to them if they don't have line of sight. I also run a very non meta anti healing build and swap targets often. Something that doesn't work for other Killers but does for Exe.


    Distressing- This is to counter early runners to force them to waste more than they needed and as a loud stealth once they start to ignore the terror radius from it almost NEVER going away.

    Coulrophobia- This combos with Distressing very well. It makes it so that once wounded someone REALLY wants to get out of my terror radius to heal. So if I swap targets after wounding someone they will very much likely just not heal at all from how long it will take or run to the very corners of the map before healing. Either way I gain an advantage.

    Deathbound- I use this as my tracking perk and additional stealth. Seeing how Survivors will want to get very far away from me in order to heal, they will trigger Deathbound doing so. Then once Deathbound triggers I know where at least 2 Survivors are and can use that to figure out my next move. With luck I can even catch the healer/s out of position due to Survivor meta wanting to split up. It gets funny at times running bipolar stealth when Survivors can't trust anything.

    Blood Echos- Seeing how Survivors will tend to be wounded longer than normal for one reason or another I might as well make use of that. Blood Echos offers added tracking and removes a number of pesky Survivor perks at the same time. This forces Survivors to want to heal to keep their perks, but they can't heal without either wasting a lot of time or telling me where they are.


    I don't think I have had more than a couple of games who made it to the gates being powered since Exe came out running this build and having a playstyle that almost never breaks or respects pallets. Can't be certain of this, but I can legit only remember 1 or 2 games that had all 5 gens finished playing as Exe doing this.

  • One big reason Killer seems to be easy to rank up is that it is hard to derank in general. Odds are you will get at least a black pip in 95% of your games as Killer once you learn how to play. That makes it so you have no choice but to gain rank sooner or later.

    Survivor on the other hand. They can lose ranks more often. Tunneled, camped, mori, you name something that takes them out of a game too soon and it WILL lead to a derank.

  • @Yamaoka said:

    Please post some of your survivor gameplay so people can give you actual advice on how to play against Deathslinger or Pyramid Head.

    That being said Pyramid Head is not even overly strong let alone op.

    His chase potential is good and that's about it.

    - no instadown

    - no tracking (literally no one steps in the trails outside a chase - ever)

    - no stealth

    - no mobility/no map pressure

    - no built-in gen defense

    All he has is decent 1 vs 1 chase potential IF THE PLAYER HAS PERFECT AIM AND PREDICTS YOUR MOVEMENTS OPTIMALLY AS THE RANGED ATTACK HAS DELAY.

    If that alone makes him op in your opinion I don't know what to tell you.

    EDIT: As for the "no drawback power"

    1) Pyramid Head slows down to 92% while stabbing into the ground.

    2) Pyramid Head slows down to 110% while dragging the knife.

    3) Pyramid Head has a cooldown of several seconds after each use of his ranged attack. During this cooldown he slows down to almost a complete stop giving you free distance.

    4) Pyramid Head's ranged attack has only 8 meters of default range, generates multiple warnings AND it moves like a slow shockwave allowing you to easily react and dodge the attack whereas Deathslinger can shoot with 0% delay and his projectile moves at 1000% movement speed and has a default range of 18 meters.

    Executioner has what makes (made) Nurse a great Killer. The ability to ignore pallets and windows. I almost NEVER break pallets as Exe and it simply pays off with hit after hit. That alone makes Exe a good Killer.


    Exe doesn't need an instant down when he can land hits at near any loop. Even the impossible safe loops where Bloodlust 3 isn't enough.

    Digging trenches is only in part about tracking. It is a game stall as it forces Survivors to take other paths or crouch over them. Torment is just an added effect on top of that who is, to just put it bluntly, A ######### MASSIVE time saver.

    Stealth is relative. Some run Monitor & Abuse for stealth to reduce the terror radius. I run Distressing on Exe to boost his terror radius to give the same effect. Too much information is almost equal to not having enough. While also playing on the facts that Survivors want to avoid a Exe as much as possible due to his ranged attack ignoring pallets/windows. Win win.

    Mobility I agree with. Map pressure I do not. With how quickly you can end chases and how unsafe looping a Exe that allows him to not waste time being looped. Giving Exe more time to pressure more Survivors in total in having overall faster downs, or Survivors needing leading chases over larger areas of the map and likely running into someone else for Exe to pressure more than 1 person at a time.

    Gen defense. There are perks for that added to the listed above with Exe's ability to force Survivors away from him out of fear. No need to defend gens when no one wants to work them.


    The majority of times I see Exe played, they treat him like a default Killer and don't play to his strengths. Using the same meta builds that don't support Exe's wants/needs. Kicking every pallet like normal instead of putting them to use. Spending entire power bars at a time to dig 1 trench. Going for ranged attacks where it is easy to dodge and not in animation lock. Not digging trenches mid looping as means to mindgame, bait, or apply Torment. Wasting Torment for one reason or another.

    Exe is a Killer you need to play in his own way. The idea of not kicking pallets alone is so alien to most players they never think of the fact that pallets are a resource for Exe to use against Survivors.

  • Confirmed to be Nvidia drivers just being crap. Went to an older driver and am back to near perfect gameplay.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1410779#Comment_1410779

    All you have to do is look at Bloodborne to see how bad a double hit confirmation system can look in a game. And you counter the current BS by being more careful with loops. Drop pallets earlier, take vaults earlier, stealth, and so on. It'd also really help if they made it so you can see the killer's connection to the server (so you can dodge if your ping is good but theirs is bad), but BHVR doesn't seem to like simple changes that make sense.

    I know it's really hard to think beyond "lol survivor vs killer go brrrrr" but do try to think of this from an overall game feel/health perspective yes? If no-regs become rampant even for streamers and people who have a stable internet connection, we're going to have a bigger problem.

    Can't confirm it, but Im rather certain that no Souls/borne game used dedicated servers for PvP. Matchmaking and the message system used servers yes, but player connections to each other used P2P with what player owned that world being host.

    Souls/borne games are closer to what DbD was back when it was still P2P. Using a server for matchmaking and shifting to P2P for gameplay. Why? It offered the best connections for melee based gameplay as P2P is a direct line between players. No added steps, no additional processing time, and no relays needed from talking through a server.


    Using a Souls/borne game is a bad example anyway. Those are 2+ people fighting each other head to head, not 1 aggressor and one runner. And when there was a runner. Good luck landing a hit on him anyway if you don't have something with a fast or long reach stab. And the lag in general in Souls/borne games can be simply unreal to boot.

  • @Zoldyar said:

    https://forum.deadbydaylight.com/en/discussion/168229/hillbillys-loop-curving-completely-removed

    This will still be possible because in the video you shown, the player was able to do the curve in 4-6 seconds. The reason why some part of the video took longer was because he was trying to force the survivor to go to the angle he wanted to ensure the curve hits. To be realistic it will be possible, but slightly more harder because it won’t be able to push survivors to the correctly angle. However, he is still able to curve on to survivors who play recklessly around loops.

    If you watch the video it takes the overheat without any add ons 6.5 seconds to 7 seconds at best. The guy who made the video shown to do that in less time. The update from the looks of it, doesn’t seem to punish people who are already good at Hibilly just like nurse mains. However, it is there to punish people who 99% their chainsaw to hook camp people. This now ensure counter play to hook campers. In addition to that, it allows Hibilly to have a higher skill because now people won’t spam his chainsaw recklessly and be more smarter while using it. But I guess we will have to wait for the ptb to see who is right.

    Again and like many others you assume those flicks are done in a vacuum. When in truth a Billy will spend time using his chainsaw to travel the map before attempting a flick. Never mind how many attempts a good Billy will make or how often he also uses the chainsaw as a mindgame.

    Any, ANY, Billy worth a damn is going to be using his chainsaw to travel the map. And once he already has some heat built up from map travel. He wont have any heat to spare to even attempt a curve. Not till several seconds afterwards, but by then he should have just landed a M1 anyway rendering a chainsaw hit a waste of time/effort. Making the chainsaw a one trick pony. You either use it for travel or hits. Not both.

  • @Customapple0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1410528#Comment_1410528

    Ruin applied pressure to gens with no skill needed at all, so 🤷🏻‍♂️

    It's a hex perk. That's kinda the point due to them being linked to totems. Good power at the cost of being able to lose it.

  • @Kagrenac said:

    So it's now a bad change that a killer won't be able to hit me after getting stunned or miles over a pallet?

    ######### off lol

    It more than likely will take longer for the hit to register. As it is now. Killer says he got the hit, tells the server, server then tells Survivor.

    After this it will be. Killer attempts to land a hit, server confirms if hit is valid or not, then tells both Killer and Survivor.


    it is adding an extra step, adding more processing time, and adding to the overall lag. Killer will get the worst of it, but Survivors will suffer as well.

  • I agree and these days I hover at 60 ping thanks to living near a server.

    But what about people who don't happen to live near a server? Pings of 100 is more common than you think. On top of that you have 2 sets of ping to deal with. The Killer's ping and Survivors ping. So the Killer needs to ask the server if he lands a hit based on his ping, then the server needs to confirm that hit based on the Survivors ping. Effectively combining them both.

    It can be functional. But this isn't gonna work.

  • Does anyone remember the first PTB version of dedicated servers? Those had server side hits and they was HORRIBLE. Attacks as Killer would be extremely inconsistent. Id land attacks I had NO right to land (swinging late and hitting the air behind them) and miss attacks that should have been certain. Attacks would also land upwards of half a second AFTER the fact. When the Killer is saying he landed bad hits, something ######### up.

    That was a 160 ping if I recall.


    DbD was not made with dedicated servers in mind. Forcing them in after the fact is only doing more harm than good. Just look at how many Killer powers flat out broke after servers was added. Look at how many things are STILL JANK today thanks to servers! If you think making damage server side is gonna do good, then you have no idea what you are talking about.

  • Doing laps is one thing. Being able to land a snipe during those laps or landing a hit after a lap is VERY different! Even just hitting a M1 after getting a close miss with the chainsaw is iffy as it gives time for the Survivor to reach something. The heat built up after map travel will for a fact highly effect Billy's ability to do anything else with his chainsaw.


    Look. I don't know if you play Billy that often or how much Peanits does for that fact. But as a Legacy Billy who played nothing but him back at launch for my first 100 hours and has mained Killer for literal years, this is NOT going to end well.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1407912#Comment_1407912

    Based on the rate of heat increase that I saw, I think if you end up eating 80% of your heat without even finding someone, something has gone very wrong.

    Watch the video again. It shown Billy taking up 25% to start sprinting and another 25% to travel roughly 1/3 of a given map. You can easily double that distance as Billy for the first sprint of a game. Then the 2nd sprint of the game is just as long as odds are Survivors will want to hide and not be found out in the open when a chainsaw is running around.

    Even if you happen to find someone after the first sprint and it takes say 60% heat total. That'll leave you with enough heat to maybe ATTEMPT to land 1 hit if you need to flutter at all before you overheat.

    Then you have to deal with being constantly waiting to lose heat before even thinking of attempting to chainsaw


    If I had to put a number on it. Billy will wont be able to use his chainsaw half as much as he does now. If Billy is "balanced" as he is now, post change he will be far far worse.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1407841#Comment_1407841

    You also have to factor in that Billy will be doing stuff other than using a chainsaw, and the chainsaw will cool down passively as you do that other stuff. It will mean that you will be able to chainsaw more than what you allege.

    Game start a Billy should be going cross map by chainsaw sprint to reach Survivors ASAP. That alone will now eat somewhere around 50% to 80% heat. How long will it take for that heat to fully clear out? How long will it take to have enough heat to attempt a hit with it taking at LEAST 25% to just start a sprint before fluttering?

    I can guess all day to those numbers. But the majority of them will end up making Billy an overall worse Killer. Billy is gonna get his balls cut off.


    This change also destroys my favorite build for Billy. Bump Billy running both add-ons that reduce the stun for running into objects. Those add-ons might no longer exist to start with! Then you have the heat that makes it so I will never be able to chain sprint after sprint who makes that build worthless as well.

    Billy was already seen as likely one of the most balanced Killers in DbD. There was no need to change him.


    But that isn't the worst of it. Hits are gonna be done server side now. That's gonna ######### over EVERYONE long before balance changed can be debated!

  • That video (assuming it is without add-ons) makes it so Billy uses 25% of his heat on a single rev and a relatively small sprint takes around 50% in total. I can guess that a map wide sprint will take at least 75% if not closer to 85% based on sprinting just a few map tiles.

    It is also safe to assume that Billy will have 2, maybe 3, chainsaw attempts before suffering an overheat when accounting for standard fluttering.

    Add both the map travel eating your heat with how few attempts you have to land a hit, and you have a Billy that can't use his chainsaw more often than not. Odds are if you use the chainsaw sprint to travel, you wont have heat to land hits. And if you save heat for hit attempts, you can't use it to travel. Either way this is gonna be a BIG hit on the potential pressure Billy can put out.

    Then once you are overheated, it looks to be a 16 second cooldown. That's a LONG time in DbD. And overheat cooldown is FASTER than normal. Who knows how long it will take heat to dissipate over time. If I had to guess, 20 seconds at least. 30 tops from 99% to 0.


    This feels like what happened to the Nurse. A remake of his power in the name of counters and balance that ends up being a total nerf. Nurse wehtn from THE best Killer in the game, to something hardly anyone talks about anymore. And I fear the same for Billy.

    I also feel like the devs want to make Killers balanced around being a standard M1 Killer. Wanting to make Killers need to depend on M1 hits more than using their power. I hope that isn't the case though because M1 Killers simply don't stand a chance against decent Survivors without the support of a power to give them an edge. Not only that, but the emblem system and ranking in general has NEVER shown favor to standard/default Killer gameplay as they are too slow to stall gens and too slow to kill.

  • If I feel like I need to. Someone is gonna die by any means I can kill them. And if that means I need to tunnel/camp, then so be it.

    It is a game by game choice though. Most often Im a "fair' Killer and just want to play the game and will choose to chase healthy Survivors or give chances to someone I see as weak. But as I just want to play the game. If there is no one else to chase then Im sorry but you gonna die. And as "winning" is a big part of playing said games, Im gonna flat out murder someone to win like @Dead_by_Gadfly said when the game is on the line.

    Still will give hatch if I think they earned it though.


    Unless Im role playing that night. Then there are no rules and just murder in according to what Killer Im playing.

  • I agree that both nerds to cages wasnt needed. One or the other should have been good enough to counter camping/tunneling.

    But OoO isnt that much of a problem anyway. It can even help the Killer. Not in knowing where that Survivor is, but in knowing that Survivor isnt likely to do much that game.

    Odds are a OoO user will avoid the Killer as much as possible. That means they will only do far off gens. Giving you a 3/4 gen setup. It also means they are likely to run sooner rather than later, and not be working on gens doing so. Giving a Killer more time to hunt other Survivors. On top of that it gives a Killer Whispers for the OoO user. If you dont see the aura, then they are close.

    OoO only becomes a problem if the Killer chooses to take its bait. It almost turns the game into a 3v1 when you think about it.

  • Ignore the OoO and go after anyone else. You know that the OoO will spend time avoiding you as much as possible instead of working gens, use that and it almost turns the game into a 3v1.

    Running Distressing could also work. The bigger your terror radius the less they can use OoO. A bigger terror radius is also the 2nd form of stealth. Instead of giving little to no warning that you near you are giving so much of a warning that it's worthless. Think of it as silent and loud stealth.

    The Sniper Elite games I think offers a good example. You can either go silent and stealth kill people. Or make use of loud sounds to cover up your gun shots. Either way works.

  • Holding M2 PH jams his blade in the ground and starts leaving trenches. If a Survivor walks/runs over one of those they get the Torment effect. And any Survivor with Torment PH can send to a cage instead of hooking them once downed.

    If you leave trenches here or there at choke points or in mid loops, odds are you'll get someone in Torment sooner or later. Then simply down them and place in a cage. Repeat 30 times and you're done. The only hard part is knowing where to place trenches and how much time you should spend doing so. But overall earning this achievement should happen naturally over time unless you willingly choose to never use PH's power.

  • The old version was infinitely better in my opinion. Wasn't good of that many Killers, but it was of great use for what it did.

    It respawned hooks. That was the singular reason anyone used old HT. Being able to know for certain you ALWAYS had a hook nearby was a great thing for slower, more defensive, Killers. Trapper for example had GREAT use of old HT and it was 100% cemented in my builds for him. It allowed Trapper to spend time setting up a defensive area, likely around a 3-4 gen, without a risk of being unable to hook someone.

    Iv killed entire Survivor teams on a SINGLE hook thanks to old HT as Trapper. It was great, and now that HT is changed. Trapper went right back to being a sub par Killer. One who needs to sacrifice far too much time and possible the game in order to use his own power.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1367119#Comment_1367119

    That could be the case, yeah, but nurse will always be infinitely stronger because Pyramid head reaches 8m on default, nurse can go 20m then 12m on default. 4* the distance.

    Nurse has longer reach, but her default speed means she has nothing to fall back on if/when her power fails. Nurse is still Nurse though.

    PH though. He has so much more to work with. 115% for fundamentals, mind games from baiting/committing trenches, the ability to nearly bypass ALL pallets/windows with a ranged attack, game stall from placing trenches in choke points, and finally PH simply saves upwards of 20 seconds for EACH time he places someone in a cage WHILE being immune to the vast majority of counters Survivors have.


    Maybe I should get back to recording my gameplay again. Then Id have examples of my points instead of attempting (failing) to type them out. In what gameplay Iv seen from others so far it just feels totally wrong or idiotic to me. Over using his powers to the point of spending more time than it saves. Wasting entire power bars at a time to dig 1 trench and taking odd paths to do so, going for so many risky ranged attacks, instantly putting someone into a cage for a slight early game lead at the cost of mid/late game advantages, and more.

    Think I'll do just that. Can't do any harm at least, outside outing myself as an idiot that is.

  • @GoodBoyKaru said:

    @DudeDelicious is what I'd class a god-tier clown but I'd still say to buff him.

    It doesn't matter if some amazing people show up, a weak killer will always be weak. Imagine someone who's invested the time into PH to get that good put that time into Billy, huntress, nurse, spirit, or freddy. They'd practically never lose (with the exception of huntress because maps). A couple amazing players doesn't stop him being weak if you can't play him.

    Please, BHVR, don't act on an impulse and nerf, but also don't put buffs off the table either.

    Iv been thinking. Is PH another Nurse? A Killer that can be damned good if the player is skilled, but also a Killer that is very weak in the hands of a random Joe.

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1360232#Comment_1360232

    Ok but the trapper and hag and freddy can all put there traps that do the same information but PH can't?

    Why. They can still avoid it by crouching anyway.

    You are missing a detail. Trapper takes ######### LOADS of time to setup each and every single one of his traps. Hag takes less time per trap but she is a 110% Killer who needs to spend more time running chases. And BOTH of these Killers have problems in setting their traps mid chase as they are both proactive Killers and not reactive. Then you have the fact that their traps can only cover a single spot at a time.

    Freddy is much closer. His traps can be placed without any slowdown and mid chase without risk. His only downside is needing people to sleep before the traps work. That is how PH works. You can either dig trenches proactively and hope someone steps on one or slows down to avoid them, or you can dig them reactively mid chase to force Survivors to step on them or run away into the open. PH doesn't even have much of a risk doing so either as it only slows him down to 110% and can be canceled without worry.

    In my book, PH is a good Killer. Maybe too good with how much time he can save with that ranged attack and bypassing hooks. But like any other Killer you have to learn how to play as HIM. Never assume that you can use the strats and skills from one Killer for another. Even "close enough" Killers like Oni and Billy need to have their own playstyles. A few tricks is shared between Killers, and the fundamentals are just as the name states. But you need to learn how to play each Killer in their own way.


    The vast majority of people, myself included, haven't had enough time to properly learn PH yet. I got some ideas, but lack perks to test builds. So far Iv noticed a few things that tend to work.

    1- Do NOT break all pallets! A few pallets need to be broken to allow pathing but PH can use them as bait to land an unavoidable ranged attack 80% of the time. No mindgames, just either landing a ranged attack while they are in animation lock or landing a M1 if they attempt to bait the vault.

    2- Use trenches reactively. This forces Survivors to get Torment or run out into the open. And as PH only slows to 110% digging them, he doesn't lose any ground and it has minor risks. He still GAINS ground doing so. But PH gains SO FREAKING MUCH once a Survivor is tormented making the time investment well worth it. Avoiding BT/DS with cages. Survivors being killed faster by the Struggle phase in cages. Instantly caging someone instead of spending upwards of 10-20 seconds hooking them. Forcing multiple Survivors away from a 3/4 gen by sending someone to a cage on the other side of the map. The list goes on.

    3- Fundamentals. PH is a 115% and has full use of the fundamentals. Meaning he has options to simply chase someone if needed when his powers fail him.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/1360518#Comment_1360518

    Legendary cosmetics were always marketed at something that would change the character you are including model and animations.

    It would make no sense that something like that could be mixed and matched.

    I find it really wanted that people would come to the conclusion that you can mix and match them.

    However Cheryl's green cosmetics and debatably her purple should not be locked. They have the same character model and the same character animations it makes no sense as to why they can't be customised outside of Konami says no

    I think this can sum it up rather wall. Just hope the censor filter doesn't butch it too much.

    F**Konami

    Edit- Had to censor it myself as it bypassed the filter

  • @Golden_spider said:

    Did the random symbol and "Head + Torso + Legs" icons not make it clear enough? (still an issue with lack of explanation)

    Also you didn't think a cosmetic that changes the model wouldn't be mix and matchable?

    The game doesn't explain anywhere that non legendary cosmetics are locked outside of that symbol. And the symbol itself isn't exactly easy to see to start with. The devs didn't even explain, that I can recall, that there would be locked cosmetic sets outside of being a legendary.

    Cheryl can't even put on a pair of PANTS without them being locked to a full set. It isn't any better for PH either.

  • @LiunUK said:

    because konami said so

    And they will not make nearly as much money because of it.

    Mix/matching cosmetics by selling them in smaller parts makes by FAR more cash flow than selling entire sets. "Micro"transactions, micro is the key part of that term and where the money is. Locking cosmetics into sets and nothing else preventing mix/matching hurts cash flow even more.

    I for one would have instantly bought PH's corrupted body if it was sold as a single part due to personally finding it to look better with the default head and weapon. But as the corrupted set is fully locked. Im not going to pay for anything.

  • There shouldn't be a need to deny BT to start with as PH.

    A good PH will want to hook someone for their first stage and put them in a cage for their struggle phase. Cages prevent BT and DS from triggering, saves time when it is needed most mid/late game, can draw other Survivors away from remaining gens, and caged Survivors have higher odds of being killed faster than hooked during the struggle phase due to needing to hit skill checks.

    The only time PH would need to worry about BT or DS is after a first hook in early/mid game. Where it has little to no real effect and can be dealt with if needed. The only hard part is getting Torment applied.

  • @blue4zion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1360133#Comment_1360133

    After watching the PTB it was easy to realize you shouldn't just be going for ranged, try for it at pallets and windows similar to huntress, but it's truly better used to fake and normal M1.

    For the trenches, I'll use it in tight areas or hide it in grass. No reason to keep using right out in the open where its easy to avoid. Not to mention it will vanish quickly around various objects like hooks and generators, which I 100% understand for Lethal Traps, but this just applies Torment.

    Maybe they don't want it right under an object so if they're working on it it'll apply and can't be countered with crouching. Still, no reason for it to be so freaking wide especially around gates.

    I haven't found that many places to dig trenches. A few good choke points in most maps, but you shouldn't be spending time replacing them. Just dig a line if you happen to running by. Stairs leading to a gen, cross a long hallway, at a really good vault, and those likes. Most of the time you aren't going to do this apply torment though. It is force Survivors to slow down. They see a trench, and they start to crouch walk over it or take another path. Either way it is their time spent doing nothing that PH gains.

    But it is a good idea to dig trenches mid loops. Say you first reach a loop and the Survivor has enough of a lead to run it 2 times. Just plop a small trail, likely at the pallet, and keep looping it. If they loop there, you apply torment and setup a cage for latter for their struggle phase to save time and avoid 2nd chance perks or instant death . If they run off, you have odds of landing a M1 before they reach another loop. Win win in my book.

    Faking a trench is also decent at baiting out Dead Hard or 360s.


    As for being unable to place trenches around gens, hooks, or gates. That's there because a trench lasts 90 seconds by default and it would be impossible to use those objects without telling PH you are there. It isn't direct damage. But it is information and extra time. Information in DbD is VERY strong and so is time saved. Knowing where Survivors are is often better than wounding them if that wounding doesn't result in a down/hook.

  • I honestly think it is the same old problem of people failing to learn how to play as something new.

    In what gameplay Iv seen so far it feels like most are attempting far too many ranged hits. Out in the open, going for blind guesses, or in loops too easy to juke in. They are also still breaking every pallet they see assuming them to be too safe to leave. For most Killers leaving a pallet on the map is a bad idea. But PH is able to hit Survivors at those pallets and can use them as perfect bait. So leaving several pallets on the map is in fact a good thing.

    That's just one thing I noticed. Other points Iv seen are people spending time digging trenches where they don't need to. Or being too hasty with sending people to cages instead of hooking them. That spends time a Killer can't afford and wasting Torment.


    This is the same things that happens with anything new. First thing is that several people wont want to pay for DLC. Reducing the odds of seeing a new Killer to start with. The other thing is people either failing or refusing to learn how to play as the new Killer. They stick to what works for OTHER Killers and not what could work for the new Killer. They can't get out of the meta in other words. Reducing odds of seeing new Killers even more when old strats and builds don't work with the new Killer.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356951#Comment_1356951

    I disagree. It's too punishing right now, for how braindead easy it is to dodge.

    Now I'm all for the stun we have now on successful hits, but missed ones should be shorter stun with maybe a small (<5sec) rest period between uses.

    The way Iv been using him often means I don't miss. Very little guess work on my end and there hasn't been much Survivors could do against it either.


    Iv been treating PH like Hag and leaving several pallets around the map to use as bait for later. But unlike Hag, PH can make use of those pallets instantly before they are down and after. Safe, unsafe, both just become death traps as once a Survivor is locked into animation it's a near certain hit they can't do anything about.

    They commit to the vault? I hit them on the pallet or through the wall. They bait the vault? I simply land a M1 as they run. Almost ANY pallet can be done this way. The only pallets that you can't really do this in are the very short loops that have too tight of turns. Windows are a bit more tricky as their vaults are much faster and less animation lock.

    If almost feels like a short ranged Nurse. You shouldn't be missing that many ranged attacks as PH because you never need to attempt them without it being a near certain hit,

    That isn't the only part either. Using Demogorgon or Wraith strats I can use the trenches to bait out Dead Hard or 360s. Start the animation just long enough to make a sound and most Survivors should react to it. Then you can land a M1 soon after. It gets better after that as well if you can get Survivors into Torment.

    A Tormented Survivor means you have options. Hook or cage. Hooks should be your first choice. But if needed cages avoid DS, flashlight/pallet saves, and anti slugging tools. That is an INSANE amount of potential strength in having such a choice. Cages are also much faster than hooks. Not only in how long it takes to put someone in a cage compared to a hook. People DIE FASTER in a cage in the struggle phase! So you can likely get a quick 2 hook kill more often than not. Plus being able to flat out kill someone on death hook isn't bad either.


    PH is able to save too much time compared to other Killers. Time saved not looping, time saved not kicking pallets, time saved not hooking, AND all while being a 115% Killer who can fall back to fundamentals when needed. The closet example I can think of is Nurse. Nurse saves a lot of time not looping and not bothering with pallets. PH is very close to that but saves MORE time elsewhere in around hooks and avoiding Survivor perks/items. My opinions?

    PH should move at 100-105% speed when digging trenches. No need for him to be at 110%.

    Ranged attacks should take slightly longer. Maybe .2-.4 of a second at most longer hit or miss.

    Putting Survivors into cages needs to take a bit longer and have risk to it. PH should be locked in place for as long as the Survivor is still sinking into the ground or till they are fully into a cage. And if Ph is blinded/stunned during this animation the Survivor is saved much like picking them up.

  • You joke, but my first impressions are that PH is a touch too good. I honestly think it should be punishing if you miss his ranged attack seeing how unsafe it makes most pallets/windows.

  • @Mogletmox said:

    did u have docter locked in before switching to huntress by chance ?

    I think this is the cause. Same thing happened to me. Did a last moment swap to from Oni to Trapper and a few things bugged. My offering didn't show pre game, and in post game it shown my offering but not my build.


    Just DbD being DbD Id say.

  • Likely more prep work for when cross play gets added later. I haven't seen anything official yet to cross playing being launched just yet.

  • @SCL said:

    All the new outfit pieces are linked together so you can't mix and match with different pieces (I understand the legendary heather skin since it's another character and model). One reason I could think this is the case is because they just added this feature and want to see how the players like it but I hope this doesn't become a trend in the future and outfits are released like that as it takes away a lot from the customization this game offers. What are your thoughts on this guys?

    I agree that is is needed for when it changes the model or turns you into another person. But when it is just basic cosmetics, there is NO ######### REASON to prevent mix/matching!

    Look at PH and his "legendary" cosmetic. It's just PH. There is no reason for it to be legendary skin at all as it changes NOTHING about PH at all. If it made him into PH from another game/movie, then I can understand it being locked for licensing reasons. The Legion legendary skins I can understand being lock for example. But not PH's.

    Shame really. I would have instantly got his corrupted body to match with his default head and weapon. Looks better in my opinion.

  • @MojoTheFabulous said:

    She has some torso options but outside of that everything else is a set, so can't be mixed.

    I assume it is the same with PH or the Legion legendary cosmetics? If so then that SUCKS!


    I AWAYS mix/match my outfits to make something custom. And PH could look rather decent with a prestige or default head with the corrupted body. But if you can't mix/match, then I see almost zero point in paying for legendary cosmetics. The entire point of cosmetics is to make your own look!

  • @JustCats said:

    I'm 110% down with a surrender option that doesn't carry a DC penalty; would do wonders for toxic behavior from both teams.

    FYI I feel the same way when I get obliterated for whatever reason and open the gates for four healthy survivors and have to sit and wait while they... I guess teabag each other... while I go into a corner to AFK the EGC. I have never once not had the timer run to the very last possible second.

    What would stop a surrender option from being the next DC? It would be almost the exact same thing we had before of people quitting out the instant they didn't like anything that happened.

    Got downed too fast? Surrender. Killer someone you don't like? Surrender. Killer attempting to slug for one reason or another? Surrender.

    DbD will be EXACTLY like it was before DC punishments was a thing. People quitting out over the slightest thing ending up ruining the gameplay for everyone else.


    Look. DC punishments are needed. This community simply isn't able to control itself and forced the devs to add DC punishments. If the devs add in a surrender option, it will for a 100% fact be the new DC and abused as much as possible. That isn't a guess, that isn't my opinion. That WILL happen! Hell. Some people already attempt to bypass the DC punishments in order to still quit out of any game they don't like. Be it just eating the DC punishment, killing themselves on hook ASAP, or going AFK.

  • @SunaIIanu said:

    Probably because it's a newer achievement. Others might be harder, but the players had more time to do them.

    And maybe not everybody brought the dlc or some people might prefer Hillbilly.

    Deathsinger is the latest Killer and his power use achievement is a 1%.


    Bloodbath being a .5% is very much an oddity in my opinion. Demogorgon having a .8% I can expect with most people saying they never see a Demo added with his DLC being the most expensive. Demo is also doesn't have much of a fanbase. Outside of ST fans, there isn't any known names (that I recall) that play Demo on twitch or youtube. Most just call Demo "balanced" and use someone else.

    Oni on the other hand has a few backers giving him a fanbase. Scot Jund is well known and loves the Oni. Iv also noticed several other Killer streamers play Oni more often than most Killers due to how good Oni can be and how much fun he is. Yet Oni's Bloodbath achievement is still at .5% even with all that backing.

    Deathslinger is getting higher achievement unlocks than Oni and he just came out. Deathslinger is even seen a tad on the weaker side.


    I can't explain this other than that is seems no one likes Oni for one reason or another.

  • 👉️😎👉️

  • @Blueberry said:

    I believe it is, and it has zero cost, zero downside, a game swinging effect, all while asking nothing in return. Yet most killer perks have at least one of those if not multiple. That makes total sense.

    What would be a decent negative if added to DS?


    Remove a hook state if used? Example. After your first hook if you manage to use DS for any reason, you skip the struggle phase and are on death hook. But if you use it after your 2nd hook, it skips your death hook by allowing the Killer to Mori you.

    That would make using DS early a risk as it would likely kill you. But if you saved DS for mid/late game it wouldn't really have that much risk with you already being near death anyway and that last moment stun often meaning an escape by open gate/hatch.


    Slower gen progress? By keeping some random thing in your hand, it makes working machinery that much harder. You could either have slower work speed on gens and/or have much harder (old Ruin) skill checks for as long as DS is not used. Once DS is used your gen progress speed and/or skill checks returns back to normal.

    This would again make running DS harm your personal early game by making it harder for you to work gens. Giving the Killer a bit of extra time to counter the momentum murder DS causes once used. To be honest, I rather like this idea of making DS give that Survivor the old red Ruin skill checks.


    Have it take up your item slot? Again, by keeping something in your hands at all times it makes it so you can't hold anything else. No toolbox, no flashlight, no medkit, no key, you can hold nothing but that shard of glass till DS is used.

    Not being able to have an item wouldn't be that big of a counter to DS as items aren't really needed, but it would help negate its power and prevent some combo abuse. It doesn't even need to be visible either so the Killer wouldn't see anything in your hand and know you have DS or not. Just locking the item slot should be enough.

  • @MrPenguin said:

    Probably. I directly counters the objective of the other side, is really easy to use and abuse, and has a very strong effect. Something similar on the other side would be like, a killer perk that resets a gen because a survivor touched it too soon after you kicked it.

    It punishes the killer for survivor mistakes/misplays, but that't the survivor meta. A bunch of heads I win, tails you lose perks.

    You mean Overcharge? The perk that is suppose to punish Survivors who tap a regressing gen mid chase or can't hit its skill check?

    But Overcharge isn't worth using because that skill check isn't too hard, and doesn't even need the Survivor to be AT THE GEN AT ALL to complete! So often enough it is just a wasted perk slot as it will do nothing at all even in conditions it was made for.

  • @whammigobambam said:

    The fact that you have to run a obsession perk to create a obsession target in the hud is broken design. 51% of killers will make you wish you had ds if there is no obsession target, making ds a pretty powerful influence in matches.

    But any Killer that runs an obsession perk himself is under a constant fear of DS.

    Iv been taking a liking to playing Demo for a while now and as STBFL is simply god tier on him there WILL be an obsession every single game I play as Demo. It 100% effects my gameplay and I actively choose to make bad plays around there being an obsession. It isn't just tunneling or camping. Those have their places with pros/cons. Im talking about 2nd guessing almost EVERYTHING I do in game.

    Then when I play as other Killers that don't have obsession builds. Every time I see that there isn't an obsession, I suddenly feel. Relief. A weight is removed from my shoulders. I don't have to worry or 2nd guess anything. I can openly punish Survivor bad plays at will if I want. Still likely wont resort to tunneling/camping if it isn't needed. But it just feels good to know that Survivors can be at risk once more.


    DS has far more effect than any other perk in the game. NOTHING comes close to it. It is so strong, it infected an entire game mechanic. Just think if DS wasn't an obsession perk.

  • The way I see the grind is that isn't isn't all that bad.


    Grinding for perks can be hell if you want and ONLY want a single build. But if you open yourself to use what you got and attempt to break out of meta. Then the perk grind isn't all bad and can be a good thing as it gives you options you'd otherwise never think you had. Plus having a perk grind builds your core gameplay skills. And building those is never a bad thing.

    Grinding for cosmetics. Shards at first are not easy to earn. But as you level devotion they flood in. NO where near fast enough to kit out multiple people, but you should be able to get what you want in a timely manner. If I can get the 2K shards to dump for blood points through the shrine, then it shouldn't be hard to save up for some nice fashion over 1-2 weeks of off/on gameplay. Again, you aren't gonna get full outfits. But should be able to get a part here or there to make a look of your own. And I find mix/matching parts to be MUCH better overall as it can really be of look of your own.

    Grinding for Killers/Survivors. I never bothered with this and chose to support the devs by paying for what people I wanted to play as. So far I have bought all DLCs with cash outside of Headcase, Charity Case, and Ash himself. It's my opinion the devs earned the money and so I gave what I could afford over the years. Needless to say I don't have any say in the grind for people when I never ground for them.


    Overall. DbD's grind is only as bad as you make it out to be. If you only want a certain thing, then the grind is going to be pure hell. But if you are more open to options, then there almost isn't a grind at all as you will be earning new stuff constantly while you play. And if only takes raw gameplay as well unlike many other games that need you to farm certain resources to certain unlocks. That quickly makes gameplay a chore as you can't really do anything but farm those exact things to get what you want.

    DbD though, just play the game. Play it any way you want, using anything you can, or as any role you choose. Sooner or later you'll get where you're going. Or if you want, pop a bit of cash for what you want now.

    DbD is only $20 base before going on sale. That $20 gets you a good bit to start with and has vastly more potential gameplay compared to some other games who charge the full $60. If you spent an extra $20-$40 to match those other games, you'd instantly unlock just about everything you could ever want outside of perks.

  • Grabs work something like so.

    1- Killer clicks M1. If the host reads the Survivor is mid action, the Killer is put into position and grab animation starts.

    2- The host then checks again if the Survivor is still mid action. If so then the grab finalizes, if not then the grab fails.


    That double check was put in place back when DbD used a P2P netcode in order to prevent or limit host advantage. It attempts to make certain Survivors are given a fair chance to react to Killers making a grab by delaying the grab ever so much. And it worked. In P2P. On dedicated servers that double check highly favors the Survivor. It more or less is giving Survivors far more time to react to and prevent a grab than intended. Grabs now work somewhat like so.

    1- Killer clicks M1. If the server confirms the Survivor is mid action, the grab starts.

    2- Then the server checks again if the Survivor is still mid action. If so the Killer is then told the grab finalizes, if not it fails.


    By adding a server into that double check it effectively doubles, if not more, the time Survivors have to react and prevent a grab. In P2P data is sent to host/client. Host sends a check and gets feed back based on the ping and ONLY that single ping. On a server it is player/server/player. Killer checks server, then server checks Survivor, and finally server tells Killer. That means dedicated servers need to go through the Killer's ping TWICE and Survivor's pings at least once before a grab can be finalized.

    Grabs aren't the only thing to use this double check system. Dead Hard is almost the same thing. Survivor DHs and tells the server, then the server tells the Killer. That often can make Dead Hard fail as Survivors can't time it well enough thanks to the added lag of servers. By the time a Survivor DHs, he can already be hit server side and end up exhausted and still take damage.


    You have to remember that DbD wasn't made to support dedicated servers and is still using a LOT of netcode made for P2P. That is why Shape and Ghostface have problems stalking. Server double checks adding delays. Why charged powers for Huntress, Demo, Nurse, ect have a minor delay now. Server double checks and confirmations messing with muscle memory. It is also why Survivors seem to be hit from miles away as melee hits need the Killer to have priority in order to function, leaving Survivors to be told they got hit well after the fact as the Killer tells the server then the server tells the Survivor they got hit some .5 of a second ago.

  • @ThisGuuy83 said:

    Appreciate all the feedback. I've been running M&A, BBQ, POP, and recently STBFL after watching tru3 showing the 2 hit combo, but gotta have 8 stacks for it to work. Haven't tried nurses. Was running noed also, but swapped for STBFL. I just suck at landing the shots though, and I play shooters too. Pretty decent at COD, but that damn harpoon shot is a pain on ps4. I swear I'm aiming dead on, but I still miss so 🤷‍♂️

    Swap STBFL for Surge if you have it.

    Deathslinger is one of the few Killers able to make decent use of Surge as he is the only Killer able to force a Survivor closer to gens before downing them. M&A gets you an early hit saving time in a chase, Surge saves you more time not kicking the gen that guy was working on by pulling him back to it added with a nice 8% regression, and Pop allows you to regress another gen of your choice who BBQ points you towards.

    Though, BBQ might not be needed. Being a 110% Killer, Deathslinger isn't gonna be able to get good use out of BBQs aura reading. Double BP is always nice, but blood points wont help you win games. Deathslinger is a more defensive Killer. Discordance is decent at knowing where to defend. Agitation helps as well to speed up hooking or to make certain you can double up on defending gens and hooks. And Surveillance isn't half bad either as you can know where you DON"T need to defend if the gen is still regressing allowing you to defend elsewhere.

  • This is an EAC ban. There is NOTHING the devs can do to help you. You need to talk with EAC in order to get anything done. If anything can be done that is.


    Why you got banned? No idea. EAC isn't exactly well liked but that's mainly because of how slow it is to deal with problems. And from my point of view when EAC finally gives out a ban it tends to one earned. False positives are a thing. You might be one of them. Though I simply don't think so knowing how rare those are and how often people who get caught claim innocence.

  • @Avarice said:

    I want to make a master list of all licensed characters that haven't been added to the game, so I'm asking for you guys to add to the list if you've seen a well known horror character that I haven't listed. Keep in mind these aren't killers we would necessarily want in the game, they are just characters well known enough that the devs could possibly add them.

    Movie Characters:

    • Jason Vorhees (F13)
    • Pamela Vorhees (F13)
    • Chucky (Child's Play)
    • Freddy Kruger (Origional Nightmare on Elm street)
    • Nancy Thompson (Origional Nightmare on Elm Street)
    • Pennywise (It)
    • Looser's Club (It)
    • Candyman (Candyman)
    • Ghostface (Scream)
    • Sydney Prescott (Scream)
    • Gale Weathers (Scream)
    • Dewey (Scream)
    • Samara (The Ring)
    • Sadako (The grudge)
    • Cenobites (Hell Raiser)
    • Jack Torrence (The Shinning)
    • Wendy Torrence (The Shinning)
    • Susie (Susperia)
    • Madame Blanc (Susperia)
    • Helena Markos (Susperia)
    • Swamp Thing (Creature from the black lagoon. Read someone propose this and I loved the idea of a true classic)
    • Jess Bradford (Black Christmas)
    • Unnamed Killer (Black Christmas. I think he's unnamed)
    • Valik (The Nun)
    • Sister Irene ( The Nun)
    • Ed and Loraine Warren ( The Conjuring Franchise)
    • Elise Ranier (Insidious)
    • The Bride in Black (Insidious)
    • La Llorona (The curse of La Llorona)
    • Anna (The Cuse of La Llorona)

    Television Characters:

    • Ghost Face (MTV's Scream)
    • Norm & Norma Bates (Bates Motel)
    • AHS characters (American Horror Story)
    • The Crain Family (The Haunting of Hill House)

    Book Characters:

    I don't know many horror novels :/

    Video Game Characters:

    • Pyramid Head (Silent Hill)
    • Wall Rider (Outlast)
    • Martha (Outlast 2)
    • The Surgeon (Outlast)
    • The Whistle blower (Outlast)
    • Blake Langerman (Outlast 2)
    • Father Knoth (Outlast 2)
    • Slenderman (Slenderman)
    • Freddy Fazbear (Five Nights at Freddy's)

    Swamp Thing is NOT the who you think he is buddy!

    The Creature from the Black Lagoon is commonly known as Gillman. A prehistoric amphibious species that survived multiple global excitations and evolved into the humanoid creature seen in the films. Likely the last of his kind and just wants some company, by dragging women underwater to their deaths.

    Swamp Thing is a dead man reborn through the Green, the essence of all plant life, and made into its avatar and protector. Likely the closest thing to a living god of nature there can be.

  • @Dzeikor said:

    https://forum.deadbydaylight.com/en/discussion/comment/1298069#Comment_1298069

    I doubt they could have managed to get their hands on jason or alien ip so i'm sure it should be candyman.I'm really excited since I really want him in the game!

    There are hundreds of horror moives and dozens of iconic killers from them all. There is no reason it HAS to be such a short list as Jason, Xeno, or Candyman.

    Those names have been tossed around so much that it seems like everyone forgot there are any other iconic killers in horror history. Hell, Im still waiting for someone to explain why it is them to start with who's sole source isnt a single random tweet.

  • @kazakun said:

    https://forum.deadbydaylight.com/en/discussion/154165/whats-your-final-guess-for-new-killer

    Pinhead. I have a feeling EVERYONE is going to be wrong though. I keep thinking in my head it's going to be something outrageous that nobody could've guessed.

    There is always that 1 crazy guy who gets lucky.

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