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Chiky

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  • I haven't played a game where the killer tunnels anyone so idk...

  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/2964561#Comment_2964561

    haha three people I talked to (in real life) all separately said that, knowing BHVR, it'd probably be a charm lol

    I know some people like them, but I've never really liked them. They're just not my thing. I'd rather have more cosmetics or even a small amount of blood points.

    Yeah, charms are 283.61% useless so... I would love some shards to ease the grinding issue, but sounds pretty unreallistic.

    I just thought another option tho... what if once you P3, you get all perks tier 3, all addons, and all offering both unlocked and infinite? That way P3 basically unlocks the "play to have fun" instead of the "play to grind"

  • A chocolate milk :3

    Another option is lemonade with spearmint :3

    edit: I totally didn't read any of the thing written in the menu lol

  • I have the characters I use in lvl 50 no prestige already. For now prestige is a waste of BP, so i'm not doing it. If they fix that, i'd consider it and only if the reward is worth it.

  • I went for the charm because that sounds like something they'd do... but you guys are saying it's not cosmetics so idk...

  • As a main killer, I don't get why camping. It's a waste of time.

    Tunneling is not an issue unless it's made on purpose, like "f*ck this Leon in particular" and follow them only until they die. It's pretty innefective. As a killer, you have more incentive to go after the survivor that is closer to death than the one that is not. Besides, most of the times killers just follow who they see. If it happens to be a survivor they have already hooked or hit, hoe is that tunneling?

    The only times I purposely tunnel someone is when they are toxic, teabagging me and blinking their flashlight the entire game. The do it once, and i'm ok with it. They do it twice, I'll follow, but keep in check the rest of the survivors and the generators, aka as not focused on them, try to hook them or something. They do it three times and my game objective becomes "Watch that survivor bleed out and die." If you're going to be annoying, i'll make it annoying. At that point I don't care if I get 0 BP after the game.

    As for your proposals, I don't like them at all. The game does need a change, but it's more than just fixing some perks.

    When I play as survivor, I find it extremely boring all the time (except when the killer is friendly and lets me do my challenge so i help them close the hatch at the end). I haven't faced a killer tunneling me yet, but I have faced a camper once or twice. The thing is, when I'm hooked, if i see no survivor nearby, i will just try to get myself unhooked, if I fail and still no survivor nearby, i just let the thing kill me. It's not tense, it's not fun, it's just boring to be hooked and waiting for something to happen. Being camped or not, it doesn't change that. So, from a survivor perspective, I really don't care if you camp me or not, and from the killer perspective, I find camping just a waste of time (not to mention survivors can still unhook and save a hooked survivor even if the killer is camping).

    There are several things I would do to change both issues. First, I would change the try to escape the hook mechanic to a serie of skill checks. If you don't miss them, the survivor reaches the hook, disarms it, and they can run (triggering something like BT), making it difficult to be hit again, and disabling that hook for a while. Of course, the skill checks would be fast, with no time in between and no skill check warning. I think the green glyph has something similar. In this case, however, the survivor would not lose life when missing a check. Instead, their progress would go back to zero and they'll have to start all over. I'd do that so being a survivor wouldn't be as incredibly boring when hooked the first time as it currently is. In the second stage of the hook, I'll keep that same mechanic, but increase the difficulty, and the survivor would lose life each time they miss. This would solve the camping issue too sincez if the survivor manages to escape the hook, the killer would have not only wasted their time, but also would start a new chase and would need to use a different hook.

    For the tunneling issue, as I said, I don't see an issue with that. If not combined with camping, you hook the survivor and then what? you leave to search other survivors, so no issue there. If the killer is just chasing down a single survivor for long time, that survivor is actually helping the rest of their team by keeping the killer busy. So there's also no issue there either.

    The real problem, however, is how little deviance the gameplay in general offers. As a killer you hunt and hook. As a survivor you repair generators, open the gates, and that's it. When a game offers so little variation, it's obvious players will get bored. Add to that the fact that even the builds are almost all the same and repetitive... The game needs a massive rework, not only in the perks issue, or the camping issue, or the grinding issue... It has a lot of protential, but it feels that the developers don't want to improve it... They'd rather have a dating simulator than improve their main game... smh

  • @Xyex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2959122#Comment_2959122

    The ones that actually let you hit them, the ones who could possibly die to this, are literally the ones being nice. They're staying to give your a few last points and Emblem progress.

    The toxic Survivors leave before you can hit them.

    actually it's the other wya around.

    The ones nice leave fast, the toxic ones stay on the gates teabagging until you get close and they leave

  • on the other hand, I want that the final.mori has a different animation from the normal mori

  • @Facture said:

    https://forum.deadbydaylight.com/en/discussion/comment/2958183#Comment_2958183

    New Mercy Animations for the Killers. Trickster gives the survivor a signed autograph etc...

    OOOOFFFFFFF I WOULD 200% LOVE THIS

  • @Malkhrim said:

    There's also another detail: when I can mori someone, I usually do it in an angle with no objects obstructing my view. If its automatic, how can we make sure we are going to be able to see the Mori instead of clipping into a wall?

    my first mori as pyramid head had the camera behind a wall and I couldn't see it 😭

  • Incentivate with shards and we're talking

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2962591#Comment_2962591

    https://us.v-cdn.net/6030815/uploads/E7FIFO8QO9HD/image.png

    Graph above shows the most recent data the devs used to decide which perks are "meta" and thus should be included on the perk rework

    It barely reaches just below 75% at the highest level of MMR.

    Source

    i'm part of the 25% lol

  • @GoodBoyKaru said:

    Summer 2022 is the tentative date set for the perk rework. I feel like if there's a rework already made it'll be released in waves instead of a block all at once, and considering Dead Hard has an average usage rate of just below 75% then I don't see why they wouldn't have that as a priority perk.

    is that accurate? I see every single survivor using it

  • people who complain about tunneling believe the killer should just sit there and wait apparently... Isn't the most obvious/effective strategy for a killer to try to hook a survivor who has been already hooked and is closer to be sacrificed?

  • @Mozic said:

    https://forum.deadbydaylight.com/en/discussion/comment/2958999#Comment_2958999

    There's absolutely ghosting! Ive had numerous times where just a small amount of vomit causes the survivors to shout as though they were infected, but it doesn't actually hit them. It's part of the pain of hit-validation that we just have to live with unfortunately. The only real solution is to vomit on them more than just a hair, which isn't always possible in those narrow windows of opportunity.

    And fully infected survivors infect the objects they interact with, which helps with the spread. It is only impactful up to a point (all survivors max infected), but it's not nothing. That said, causing them to develop extra "symptoms" at random (blindness or obliviousness) would be pretty funny.

    Yeah, it'd be fun. I've never played against a Plague ever, so idk how she feels from the survivor side, but from the killer side she's pretty fun (and disgusting considering I have a phobia for throwing up lol), so i'm happy I'm not regretting the purchase. I hope BHVR staff reads this and thing about making them more sick 👀

  • @Mozic said:

    Howdy! I love plague (if you haven't try Play With Your Food with her - she gets some unique value out of it because her green vomit does not cost stacks!)

    Learning how to lead survivors even at point-blank range with the vomit is an acquired skill. The visual effect itself is a deceptive indicator of where "the vomit" actually is, which consists of a chain of invisible orbs that the vomit effect "latches onto" to create the visual effect you see (at least, so far as I understand it). That being said, you'll need to learn to whip your perspective pretty far ahead of survivors in order to coat them in a good, consistent stream. It's just how it is. If I recall, there are addons that increase projectile speed? If so, try that and see if you get more responsiveness from the power.

    I really like the locker change (in part because it'd also be a cheeky way to screen for survivors hiding in lockers) and agree that hiding in an infected locker should count as 'interacting' with it and cause the infection to advance.

    As for the thoughts about infection, I'm not sure if I agree. While the "best" way to counter plague is to avoid cleansing, it is still a greatly advantageous situation for the plague to only need to land one hit to win chases. The prevalence of dead hard is especially noticeable here though, and a dead hard rework could potentially cause Plague's oppressive influence to skyrocket. However, when you have a mix of survivors who do and don't cleanse, your corrupt purge becomes a MONSTER against those who remain infected. It's kind of like a sick prisoner's dilemma.

    And you should be happy that survivors can heal using the fountains. It gives survivors a reason to use the fountains even if they aren't infected. Sure, it can be particularly advantageous to them in certain situations (especially in the endgame) but at the end of the day you do want the survivors to use the pools, and they won't do it unless it benefits them.

    The issue, I believe, lies in the Plague's need to be everywhere despite having no mobility. In the early game she needs to infect as many objects as possible, and in the mid-to-late game she needs to be chasing efficiently, defending gens, and also finding the time to collect her power from fountains - which smart survivors will intentionally seek out out-of-the-way spots to cleanse. I don't think this flaw merits a buff, though. It's normal for killers to have a weak spot.

    Well, you got a really good point for the reason the pools heal. I hadn't thought it that way.

    Fo her vomit trajectory, I'm sure it's lack of practice. If I "aim" to where the survicor will be (just like with the huntress or a kraber in titanfall), it's easier to get then infected. I still feel she's bugged when I get animation and sound effects of hitting the survivors, but they get no infection.

    For her infection itself, I just want a way that her infection does something for when you're away. If a survivor away from me interacts with an infected object, I would like that they have a need to use the pools. The more I think about it, the more I like the idea of giving them all those status effects to eventually make them use the pools.

  • @Nihilistine said:

    As a Plague main, some of the concerns you bring up like hit registration with her vomit which is something they were able to fix with deadhard but often overlook specifically with Plague. I think it probably also accounts for times when Corrupt Purge looks like it should hit but does not and goes through them. The difficulty with Plague comes from having to keep track of fountains, keeping survivors sick, and pressuring gens; if you pay attention to placement of fountains, then you know which fountains a survivor cleansed at. Pairing specific add-ons and perks with survivors who choose not to cleanse is usually strong enough to deal with them not cleansing and the penalty is that they are both louder, more visible, and can be downed in one shot so usually you either want to use something like Fearmonger, Blood Echo, Thanataphobia, and/or her iridescent Black Incense to take advantage of them not cleansing or force them to cleanse so you have one of the strongest abilities in the game.

    Maybe so, but she should be more dangerous with her base kit in my opinion. If there's a chance that a survivor can just be sick the entire game, do nothing about it, and still win, that for me is a design fail.

    That third level of infection would be really cool because it would actually make players want to get cleansed. There's an actual threat if they keep the infection that way. I'm still not sure which of my two options I like the most for the 3rd level infection compleated, but I would definitely like to see that implemented.

    About keeping track the pools, I saw some gameplay videos yesterday and I think at least half of my games so far have been bugged where the pools don't get their aura in white when corrupted. Either that, or in fact none of the survivors ever used them. I hear a noise when they do, but more often than not, i get no visual cues.

  • following the same math, unlocking an outfit would require 1680 hours of play... That's 2.3 months...

    also, for people saying BHVR needs to make money, don't forget the game is NOT free. I get it when they charge for cosmetics, that's normal, but characters should be easily obtainable. Right now they make it so hard to get them so you either quit playing the game, invest lots and lots of hours grinding, or simply pay some cash.

    With that rate I would rather have all skins and outfit be obtainable only with auric cells and reduce the cost of characters by at least half. That way the characters would be easily accessible for everyone, and BHVR would still get more money by selling the cosmetics.

  • @Viskod said:

    56 hours of DBD as an "absurd" amount.

    Was I ever this innocent, in my youth?

    to unlock the first character it definitely is.

  • @Mr_K said:

    56 hours, absurd?

    This game requires thousands of hours. If 56 is a lot I'd suggest cutting your losses here.

    yeah, if you don't consider that absurd, there's a bigger problem then...

    To put it in perspective, I less than 56 gameplay hour, I leveled up to the maximum every building in Darkest Dungeon, which is a LOT. I'm pretty sure i can get 2 or 3 champions on LoL in that time too.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2955160#Comment_2955160

    And? It's better than the alternative- no way of gaining free things at all- and it's a psychological strategy employed by businesses everywhere.

    Take League of Legends for example. You can buy the champions with real money, or you can play a few games and be able to buy one yourself with blue essence... Not to mention they give a lot of blue essense for free and it's a free game as well. I think they still have free champion rotations...

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2954481#Comment_2954481

    i wouldn't say it is, actually. shards are a substitute for premium currency one has to pay real-world money for, that they earn through mere playtime. not to mention OP's time calculation doesn't factor in queue times, double shard weekends, etc. i really don't think needing to actively grind for things that were only purchasable with money previously is that egregious of a thing.

    You already par for the game. You can't expect players to pay for all the characters as well. I understand paying for licensed IP killers, but OG killers should not be only obtainable by paying real money for them... It feels extremely predatory to me

  • @Lx_malice said:

    Only 56 hours of gameplay and you haven't even dropped any extra money on the game yet? You should turn back and run while you still can. It's not too late.

    unfortunately I bought pyramid head :(

    I still can run, tho, especially since none of my friends wanna pay $20 to grind...

  • 16527519489202110545794291703157.jpg

    I played 2 games with the plague already so it has more minutes, but yes, that's the time :)

    it's completely ridiculous

  • playing as survivor is super boring and repetitive. Only play it when I have challenges to do

  • @ReikoMori said:

    They have always been against splitting the playerbase with extra modes and now with the player base shrinking they definitely aren't going to risk a split now.

    I think it would bring more players to try new modes instead. It's like those rotating game modes in LoL and Aram. If they only had normal game mode i would had stopped playing lol years ago. The mix of different game modes makes it difficult to be completely boring.

  • @[Deleted User] said:

    I'd love a random mode, it would be a mess. I'd end up running No Mither and Botany Knowledge, it'd be hilarious 😂

    Here's my game-mode ideas lol

    Hide & Kill (Seek)

    No perks, no items, no crows. The killer is trying to find the survivors, the survivors need to hide until the timer runs out. If the killer finds the survivor and gets within a certain range with them visible, it's an instant Mori.

    If was still 4 surv? Small maps only. Would be ideal if it could match more survivors though. The longer you last, the more points you get. Killers points are based on how many they catch.

    Hunt (Tag)

    The killer hunts a survivor like normal, but once they've inflicted a hit on a survivor, the wounded survivor transforms into the killer, and the killer becomes a survivor (with a hit cool down so we don't end up with one of those kindergarten slap fests)

    Killers see survivor auras at all times

    The longer you manage to remain a survivor, the more points you get. There ain't no teamwork here lads (hey M 🎶 don't think I don't notice your in the lead 🥰🔪)

    Capture the Kill (Flag)

    2 teams of killers, each have a hook (or a 4 hook, like basement) on their own side of the map. The goal is to get as many hooks on their own side as possible. The survivors die on first hook, but respawn back into the map afterwards.

    (I consider the survivors probably better as bots in this mode, and all the players are killers, just because I haven't thought of what a survivors goal would be here lol)

    Obviously this one's harder, because there aren't any animations of anything regarding killers attacking each other, but the idea is still fun 😜

    Not gonna lie, i was thinking a hide and seek one, but didn'y think anything creative enough. This one seems fine.

    The hunt one would be so fun to play. I'd love that one in the game. As set up, each player would load which killer they want to play as? A randomly chosen killer would be a good idea too. More balanced because if someone chooses nurse they have an advantage due to her speed I think...

    I also thought about a capture the flag mode, but instead of killers, everyone would be survivors. I love the idea that the "flag" is a survivor tho... Imagine this: 1 killer per team, 4 survivors per team. 2 teams. One survivor is marked as the Prey. Same set up for the hooks as you mentioned. The goal then would be for one team to get the enemy Prey, and hook it. Once they are hooked, another player on that team becomes the prey and a point is scored. When a team gets 4 points, they win. Survivors there can help their team's killer to find the Prey, and a new mechanic where a survivor can hold another for a few seconds so they can't move would be really cool to have.

  • @entertainment720 said:

    I love your creativity.

    I am thinking the 1 v 1 would have no perks?

    I also wonder if the hardcore mode would have a way to make it hardcore for the killers, too.

    I'm not sure if 1v1 would have no perks, it would be too slow I think. But it can be teste with and without.

    As for hardcore mode for killers, I haven't really thought about it. Someone mentioned disabling their perks. Maybe even disabling all addons. The kille enters the trial with just the basic attack and the ability. The thing is, this is the mode I thought originally for me playing as survivor, not killer, and I really want a challenge :P

  • The killer who sees you're doing a challenge and doesn't kill you. Just that. Playing as a survivor is boring af tbh

  • Comvining them for a better one would be excellent. Or a refund in BP would be cool too, like selling them or something. That'd help a lot with the grinding issue too...

  • @jamba said:

    https://forum.deadbydaylight.com/en/discussion/comment/2950457#Comment_2950457

    You can't buff killers in GENERAL without buffing her as well. And doing this is the most viable way to balance the game. Why buff one killer at a time when you can do all at once? And you said they don't have to be "Nurse level", so... is Nurse level good, OP or what? And why wouldn't they have to be good?

    The evidence of Nurse being broken is everywhere. In the game itself, the community, YouTube, Twitch, I don't know. I've played Nurse myself, decently, for a while before (post nerf) and it was EXTREMELY different than any other killer. When you learn how to play her, you're unstoppable. It's the only killer whose success isn't based on survivor mistakes (it's rather the opposite: the survivors' success is based on nurse's mistakes). Like I said, it's the highest skill cap in the game and probably the only higher than survivors'. Please don't consider a mediocre Nurse as a parameter. She's always restricted or banned in tournaments for a reason.

    Good survivors rule the game. Except with good Nurses. She's exceptional. That's my point.

    "It's the only killer whose success isn't based on survivor mistakes (it's rather the opposite: the survivors' success is based on nurse's mistakes)."

    This is DEFINITELY NOT the way it should be. The survivor's success should always be based kn the killer's mistakes, and not the other way around... The game is already 4v1 with everything in favor of the survivors, and if the killer can only success if the survivors fail that's completely ridiculous... All killer's should be able to win if the play flawless, instesd of waiting for survivors to fail.

  • @dbd900bach said:

    https://forum.deadbydaylight.com/en/discussion/comment/2949461#Comment_2949461

    It would destroy the community. As I said before, Nurse is one of the only 3 killers who can play competitively because she's strong. She's not holding the game back or impacting it in a negative way, she's actually holding it up. I'm not saying all killers have to be nurse level, but they should be powerful enough to hold their own against survivors

    tbh i'd love if all killers were nurse level, thatw ay it'd be exciting to play as a survivor

  • In summary, glyphs need a rework

  • I've played against pig twice.

    The first time i'm like 90% sure the killer was hacking, as I saw her going from one side of the map to the other as if she could teleport...

    The second time, idk if it was normal, but all 4 survivors started with the trap on. As I only play survivor to compelte challenges (since playing as survivor is boring af), I wasn't paying too much attention to the rest of the survivors, but when I was the last one standing (they got all downed and slugged in the first minute somehow) i decided to go take the trap off and it was really easy to do. First try.

    I could think of several ways to improve her, but that requires the game going more for the "horror" side, which apparently is not the goal.

  • I think it happened to me once wuth the huntress, I couldn't even make basic attacks, but reloading her hatchets in a locker fixed it.

  • I wish the game was intended to be scary indeed :/

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2949245#Comment_2949245

    That's probably why when I've exterminated half o the survivors fast, the map was full of glyphs.

    https://forum.deadbydaylight.com/en/discussion/comment/2949423#Comment_2949423

    Given the comment of @randonly, going for an early four slug is probably the way to succeed.

    did that for a match, and there were 0 glyphs in the map :)

    miserable experience for everyone

  • it's absurd how difficult glyphs in general are to find... I played like 5 games today, managed to find a single glyph...

  • Update: Lvl 50 Cheryl, still no tier 3 perk...

  • In these 1 day 22 hours of play I have already leveled pyramid head (yeah, i bought that one because there was no option to get with shards) and the huntress to lvl 50. I have just a little more over 6K shards. I'm saving BP to level up The Plague once i get shards to get her, but since BP are capped at a million, i've been leveling up Cheryl (currently lvl 47) and keeping my BP around 700K.

    In Cheryl's case, I noticed that not only the blood web is cluttered with random unnecessary stuff that i never ever use, but that also the chance of getting your perks to get them to tier 3 is a matter of luck. One of her main perks appeared for tier 3 at lvl 46, and i'm not even sure if i'll have the 3rd one in lvl 48 or 49 or even 50. It's a roulette. I'm of course not getting anything after the lvl 50, so there's that too..

    Even then we're talking about almost 2 entire days playing this game for almost 3 chatacters reaching lvl 50, and most of the perks are tier 2 (except those I use the most)... I don't wanna even think about the time it will take me to get all perks tier 3. And the fact that they are not shared between characters is ridiculous.

    I leveled the huntress first, then pyramid head, and I have no way besides spending hundreds of thousands of BP in a lottery blood web to see if I can get some of his teachable perks for her. And worst thing is that i'll get it tier 1, so dtarting all over...

    If the numbers are stable/constant, it means i need still 24 hours of continuous gameplay to get the 3K shards left to get my next character, then spend the million BP and hope that's enoigh to get her even playeble... It really makes me wonder if I want to spend 36 hours of gameplay (which is 200% ridiculous) per character I want, or if I want to spend those hours playing something that my friends also want to play. The game is fun (sometimes, being a survivor is boring af unless you're just roaming around with a friendly killer), but the time invested solo grinding in a game my friends don't want to play because of that issue is sad to say the least...

  • @Yankus said:

    The point isn't to be able to buy every character for free, it's to get one free inbetween every few paid. They wouldn't make any money if people were able to easily grind the paid content.

    wrong.

    That's what cosmetics are for. They even had some characters that can onlh be bought by real money. That should be more than enough. Also, the game is not free so they are making money already by selling the game. If the game was free i'd say "yes, they need to make money somehow", but they already do make money...

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/2946336#Comment_2946336

    I can actually confirm this, LoL is a free game too and it only takes about 2-3 days on the pc version to get a single champion, and older champions cost less over each major patch iirc. You can also get capsules in PC LoL that gives you free skin and character shards through capsules, keep in mind that League is a free game and it has better ways to unlock new characters than a paid game, and if you look at Wild Rift the grind is even better on a mobile game as you can get new characters that drop through character arrival events, on a free game.

    Yeah,that's exactly what I mean. It's absurd...

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/322961/grinding-will-kill-this-game

    Sorry, but can you explain why grinding will kill this game, instead of the broken code and bugs that come with that, the hackers, the toxic community or the lack of balance? what are your arguments for that?

    So far my friend groups consist of 7 people and 5 people. Neither of them want to play because of how long it takes to get stuff in the game... Just to start with that...

  • but that's ridiculous. If i was playing lol I'd had at least one new champion in that time... I've played already 1 day and 22 hours, I'm 2/3 for a new character... that means that to get all killers I would need to play like 2 entire months (full gameplay time). That's absolutely ridiculous...

    Also, you say the game isn't dying but every time I see reviews, or anything they mention how the gsme has fewer and fewer players after each chapter...

  • @Lastchild said:

    I have read all of your text.

     Everything you suggest or hope for is impossible to implement in the current state of the game.

     The easiest way would be to simply create a new similar game.

     I see it like this:

     All terrains are significantly darkened.

     Survivors must seek resources in part to be able to craft items such as health kits, lamps, shields, (Dead Hard) energy drinks (Sprint Burst), a knife (DS) etc....

     Repairing generators requires fetching gasoline, screws.

     Opening an exit door requires batteries, etc.

     The killer is dangerous, if we get hit and hooked it's over for us.

     No one can save us.

     Obviously, the survivors have several resources to delay or try to avoid their inevitable end.

     All cards are halved.

     there would be only one killer who can change weapons and appearance.

     (Basically imagine having only one killer character, whose weapon you can change to suit what you want to play)

     For the survivors it would be the same, we would have a single character whose appearance we could customize.

     In fact it would even be nice to be able to choose the face, size and build you want.

     That would still give an interest in survival.

    yeah, that'd be a completely different game. Even tho, the option to.have the terrain darkened shpuld also be implemented in DBD. So far the "black mist" does absolutely nothing, and when I can see the killer at the other side of the map, it's too easy.

  • As a killer it's fun sometimes to goof around and help the survivor or thigs like that. But as a survivor i wanna feel scared, which is not what happens in this game. I made a whole post about that.

  • I play survivor only to complete daily challenges, otherwise only killer. Playing durvivor is incredibly boring tbh

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