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Crowman

Crowman

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  • @Slurpin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447210#Comment_3447210

    Nobody is talking about oppression. Just because it's the main subject of ONE example, doesn't mean a similar principle that applies to it must consequently apply to only subjects revolving around oppression. Obviously nobody is being actually oppressed in a video game. All you're doing here is beating a strawman at this point to disregard the main argument.

    While I don't disagree that people who give up that early are little whining turds, they're in their right to play and Kay explained in a concise manner why it isn't correct to call it entitled. Until BHVR makes a hard stance on this, they're not breaking any rules. Yeah, it sucks, just as it sucks that there are strikes in essential areas of my country every week which make my day suck more. It's how it is and I understand it, even if I don't like it.

    At the end of the day, BHVR never tried to really punish these people so they clearly don't agree with your perspective. And that's the company that told people to go play Civ.

    You are talking about oppression the minute you bring up the civil rights movement as a comparison. Did you not pay attention to history class?

  • @Slurpin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447193#Comment_3447193

    Just because it is a video game doesn't invalidate the principle they're expressing.

    The person isn't saying the situations are comparable, they're using a very easy and widely known example to illustrate the essence of the principle they're putting forward. Instead of focusing on the argument they're putting forward, you're deciding to attack examples that apply in different areas to make it easier to understand. You're purposefully ignoring the other examples, are they also in bad taste? You didn't address those. This is teetering on bad faith.

    @KayTwoAyy I think you express yourself very well and I agree with what you're putting forward. I wasn't able to convey it as well before.

    You're not being oppressed because you happen to face things you don't like in a pvp game. Comparing it to protests against actual oppression is a very tone deaf and shows a very limited knowledge about the world around you.

    There's plenty of pvp games out there. If you find yourself constantly giving up in games and not having fun, then go find a different game to play. This "act of protest" is only hurting those who actually want to play the game and all you are doing is making yourself look like a child who can't handle any sort of conflict.

  • @KayTwoAyy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447116#Comment_3447116

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447137#Comment_3447137

    Clearly she enjoys most of the game, otherwise she wouldn't have committed so much time to it (P100).

    Asking someone to "go play something else" because they take issue with any part of the game is like telling Rosa Parks to take a taxi instead of the bus. That's like telling an American to move to Canada because they don't like US Healthcare. That's like telling someone to find a country that supports same-sex marriage instead of pushing their own government to legalize it. That's like telling someone to get a divorce because they've recently been fighting with their spouse.

    When you become invested in any person, place, or thing, you commit to seeing it change for the better. If you walk away from something you once adored, be it a marriage, a friendship, a nation, a video game, etc., simply because "you no longer enjoy the direction it is heading," you are doing a great disservice to yourself and all involved.

    It's literally just a video game. If the video game is too much for someone to handle, then they should go play something. No one is forcing you to play DBD and ruin other's experiences, because you want to be a baby.

    And comparing a video game to the civil rights movement is in complete bad taste.

  • @KayTwoAyy said:

    This is symptomatic of game health, and shouldn't be seen as anything more.

    Ada is protesting the game's design. You can enlighten yourself by reading up on Ebert's Model of Escalation, Conflict Escalation, and the various studies that understand why protests turn violent.

    There is nothing entitled about this behavior.

    on the contrary it's a video game and if she doesn't like the direction of the game she can go play a different game.

  • The ultimate issue with making a competitive and casual queue in DBD is what reason would anyone have to play one over the other?

    People will flock to whichever mode people are playing, because while dbd has a competitive side, it's not that serious to the point people will willingly choose to pick a queue to play against other sweats.

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445593#Comment_3445593

    BNP is a thing that exists, plus commodius lasts long enough to hit 4 greats. Skillchecks come fast enough while toolboxing that its not hard to do.

    You have to hit 5 skillchecks with an empty toolbox in hand.

  • Tunneling, Slugging, and Camping are all valid tactics in the game and survivors have perks to help against those strategies. So they are far from toxic.

  • This is really unrealistic. You expect two players to stop working on a gen, trade items, and then hop back on so one guy can refill a single toolbox and do this multiple times throughout a match.

    Scavenger barely brings a net positive on the best toolbox with the best addons. No one is going to waste more seconds to do this, because you likely won't gain much value from doing so.

  • @RoastedGarlic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445064#Comment_3445064

    A swf can have 1 person bring this perk and everyone can drain their tool boxes and just have 1 player constantly replenish them. The 50% reduction speed helps this out because they will just keep getting more skill checks. Replenish tool box, give to team mate rinse and repeat.

    That person doesn't need to worry about their gen progress when they can just keep replenishing over and over until the games won. This perk is both trash and busted at the same time. For solos this perk is worthless. For swf? rip gens.

    Majority of swfs aren't going to do this. The minor amount of advantage that might be generated by having 1 person act as a toolbox refiller is not going to be worthy enough for the micromanaging of items.

    No SWF whose main goal is to rush gens as quickly as possible are going to stop working on gens to trade items and resume work and do this multiple times in a game.

  • @KenwanObinobi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444786#Comment_3444786

    They could make it that if you DC 3 or 5 times in 1 hour you get the ban...

    Allowing people to d/c twice every hour is a lot and people are going to take advantage of that.

    I'm sorry, but if you are having enough issues where you are losing connection twice every hour, then you need to figure out a solution to your connection issues.

  • @The_Krapper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444854#Comment_3444854

    That's even worse because now your aren't on a gen at all and then the killer may not even be chasing you so it's pretty much eat the repair debuff and try to move through it or don't do anything for half a minute, it's a dead on arrival perk it didn't need any changes because built to last was already stronger than the perk before they nerfed it into the ground

    BLT wasn't stronger than PTB scavenger when it came to toolboxes. If you were using BTL on a toolbox more than once, you were throwing since the return on toolboxes after the 1st time was worse then just working on a gen.

    PTB Scavenger allowed you to double any toolbox you brought in without losing efficiency on gens.

  • Personally I like for the devs to remove map offerings and do an offering pass since frankly very few offerings are actually worth using.

  • @Adjatha said:

    MOTHER OF-

    UNCAGING REMOVES TORMENT FROM 2 SURVIVORS ALREADY

    THIS FLUFFING BALANCE TEAM HOLY-

    And if the PTB changes went live, PH could instantly torment both survivors at the cage. It wasn't balanced with how his power currently works.

  • Regardless of whether the perk is too strong or not, I just want to correct an incorrect statement being made.

    110% killers (4.4m/s) will still catch up to survivors moving at 103%. (4.12m/s)

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444907#Comment_3444907

    I heard that RNG gives you maps with the least win if you get constantly winning. Forcing to lose.

    There is no way you can make all maps that give Trapper equally 60% kill rate, as well as giving Blight 60%.

    Everything are just generis numbers. Accept there are maps that killer sided, and maps that survivor sided

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444906#Comment_3444906

    Because if

    Or maybe you guys can accept that maps can be balanced and not favor one side or the other. But I guess that would be asking a lot from people who clearly just want to paint every black and white.

  • It's weird, because they did Trial of Torment well. You become undetectable and now survivors have a target to try to disarm. You can either use the undetectable to try to sneak up on another survivor or who it to ambush the survivor that tries to touch the gen you just kicked.

    Obviously Trial of Torment isn't a popular perk, but at least it's something you can take advantage of on your own accord.

    Machine Learning just feels like a more conditional trial of torment that takes away all your control for it.

  • Horror isn't just people in masks and a knife going after teenagers. Horror is a very broad concept and almost anything can be made into horror. Some of you guys need to be a bit more open minded about horror and not live in the past of old slasher flicks.

  • The kill rate the devs are balancing for is around 60%. Anything around that kill rate would be considered balanced and I imagine the devs are looking at a range of values rather than a static 60%. Something like 58%-62% range.

    Which would mean anything below that is survivor sided and anything above that is killer sided.

    @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444740#Comment_3444740

    I would like to know, because if

    • there are 16 maps have 70% kill rate
    • and 25 maps have 55% kill rate.

    The average kill rate to all map would be 60%. Except the number of 55% kill rate for those 25 maps is certainly not survivor sided number.

    If those 25 maps pushed up to 60% kill rate. Which mean the average kill rate to all map would be more than 60%. As @Ayodam was trying to explain.

    I said that if ALL maps had a 60% Kill Rate, all maps would be balanced. All means ALL. Not only ones currently below 60%.

  • @GannTM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444872#Comment_3444872

    It is about timing. It’ll be best to deplete the toolbox as the gen gets done. You’ll then be able to get skill checks quick enough while on the next gen. If you’re worried about not hitting the skill checks, you’ll still be able to bring Stake Out and/or This is not Hapening.

    It's 5 greats. If you wait to use a toolbox til the gen is almost done and then start building on the next gen. There's a good chance due to the rng nature of skillchecks that you don't even get back your toolbox til the 2nd gen is almost done or not at all. If you try to play around the penalty, you are more likely to not get much value from recharging the toolbox in the first place. Which is fine, but I don't see why you bring a perk in the first place.

    BTL gives you a single use 99% recharge of a toolbox and ends up earning you a small time boost for the sitting in locker cost. BTL is likely going to be seen far more than scavenger, because the reason you would bring a perk to recharge a toolbox is to shave more seconds off of gen work. Not to go equal.

  • @GrimReaperJr1232 said:

    "For the time being"

    That implies they want to reimplement it but with changes in the future. I'm interested in seeing how it goes.

    Pyramid Head needs a power adjustment if they want his M2 power to inflict torment, because cages already ignore a lot defense survivors have against tunneling and are really only kept in check by the killer being unable to chain cages back to back on a survivor.

  • @GannTM said:

    If I’m reading it correctly, your repair speed is reduced for 30 seconds whether you’re on a gen during those 30 seconds or not. So it doesn’t seem so bad as it seemed but still not the nerf I would’ve given the perk.

    While technically true, it's not really the efficient to do so either. Because it's better to dump your toolbox and start building the great skill checks to get the toolbox back for the next gen. This nerf largely removes any benefit you would have gotten from reusing the toolbox.

    I don't see perk seeing much use anymore, because there's no clear net gain from this perk anymore.

  • You can't fundamentally differentiate a legit crash with someone intentionally d/cing. They can't create an exception for it, because it would be abuseable as people could just unplug their routers to avoid a d/c penalty.

  • @buffcoyote said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444187#Comment_3444187

    I don't understand where this hyperbole is coming from. Who is saying to wait for Survivors to do gens? Where are you getting this from?

    Your first sentence is just incorrect. That simply just does not happen. Have you played solo queue? Do you know how many times a skilled Survivor will be trapped playing with random casuals who have less than 100 hours in the game? I myself have been a victim of witnessing my entire team being slaughtered in minutes, while I am still working on the first gen on the other side of the map.

    The killer tunneling at 5 gens or when all gens are done are the same. The amount of gens done is dependent on the survivors, because a tunneling killer is not pressuring gens.

    Complaining about killers tunneling at 5 gens is just saying that you and your team failed to work on your objective.

  • @Fawiola said:

    Yeah you are right. Solo que is pain but not because my teammates are bad. Not at all. Killer tunnel more and more at 5 gens. They find quick the weakest survivor. Camp and tunnel out. And you cant help. If you help you don't do gens If not you repair 2 gens. 3 survivor 3 gens, nice. The Most toxic killer are huntress and blight. Huntress even more. Facecamp and tunnel. Every huntress. And you cant really help or anything else. Killer tunnel with every day more and I don't know why. Why they are so toxic? I hope bhvr do something about that this year. They fix facecamp but I think that is not enough.

    I can understand that Killer want win the game but I had for example only 3 Killer today they got 4k without camp and tunnel. It's possible. If you cant do that then you are bad killer sorry.

    I respect this 3 killer and wrote them that they are good and deserve the 4k. They know how to give pressure. And thats fine. Survivor and Killer had alot fun. Even If we lose but we had fun!

    If you say I need to tunnel and camp because of genrush then you are just bad in chases.

    If you want survivor leave this game, continue and maybe bhvr give us something.

    The only way a killer can tunnel a survivor out at 5 gens is if the survivors literally do not touch gens at all. The idea that the killer should wait for survivors to do gens before they can kill is simply survivors pushing their issues on the killer unfairly.

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444045#Comment_3444045

    You are clearly not understanding, yes tunnelling is bad but it is not needed at the start of the game (where it is most problematic), moreso towards the mid/end of the game for it to stay as a viable tactic without gutting it altogether because that is when killers feel pressured to tunnel like they said.

    The only way a killer tunnels at 5 gens is if the survivors aren't doing gens. There's little reason why survivors can't get a gen done while the killer is chasing the first survivor.

  • Survivors can attempt to beat tunneling.

    The tunneled survivor can attempt to extend chase to make the tunneling backfire.

    Other survivors can attempt body blocks to create distance for the tunneled survivor or even get the killer to change target.

  • @Mane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443566#Comment_3443566

    Really this post is to everyone who said TCM is fun because it's new, look at how Fortnite is doing.

    Not every game reaches Fortnite level. Fun fact, Fortnite's original game mode failed and was taken over by the Battle Royale mode that was only added, because it was the trend at the time.

    It's not likely TCM will kill DBD, although TCM itself could carve out it's own niche and live on. It's impossible to know at this point, because the game is new.

  • @GolbezGarlandGabrant said:

    I've already heard from other streamers the magic will probably be going for 2 months and then back to DBD. It's not meant to be a full time streamer game. It's the same as Deceive, Inc was. Suddenly no one is playing that anymore.

    tbf, the last patch of decieve inc killed performance for many people. Also the heat system is really underwhelming. It might pick up steam when the devs put out the next patch that is suppose to buff the heat system if they also fix the new performance issues.

  • TCM is also new and people haven't figured out the optimal way to play it. The same thing happened with other asym games like VHS, they started off strong but when people realized how to play the game optimally they quickly fell apart.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443494#Comment_3443494

    If every map had a kill rate of 60% the aggregate kill rate would be approximately 70-73%; much higher than the 60% BHVR is shooting for (and has) now. The 40% of survivors who escape their trials often do so on maps that favor survivors. Dead Dog favors killers and that’s OK. But it isn’t balanced, nor does it really need to be.

    There's 41 maps in the game. Here's the aggregate calculation if all maps have 60% kill rate.

    60% x 41 = 2460%

    100% 41 = 4100% (as the highest total)

    2460 / 4100 = 60%

    Would you look at that, if every map had 60% kill rate the total kill rate is 60%.

    You're really just trying to reach to call an otherwise balanced map killer sided when the issue is that most maps simply favor the survivor.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443463#Comment_3443463

    60% isn’t balanced. The devs have expressed how they want the game to *slightly* favor killer, which is why they’re aiming for a 60% kill rate. Or, in other words, an average of 2.5-3Ks per match. A map where 60% of survivors who play it die isn’t balanced. It favors the killer. And that’s fine.

    If every map had around a 60% KR, then the game overall would be balanced as the goal is for killers to have around 60% KR.

    Dead Dawg can be one of the better maps for killer without being killer sided.

  • One thing to note on this. If the map kill rate was like 60%, that would be considered balance as the KR the devs are aiming for is 60%. You would need to hit 65% KR on a map for it to be truly killer sided.

    I don't remember what the last stats were, but just saying that it being the 2nd highest kill rate map does not correlate to being killer sided if the kill rate of the map fall in line with the kill rate the devs are balancing for.

  • @Marc_go_solo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442855#Comment_3442855

    BHVR have done things to attempt to curb it. One time I reported a rather terrible individual and they did take action on the guy (he moaned about it on Steam) so to say they do practically nothing isn't entirely accurate. One thing which shall help is the intended introduction of seeing what reports have been acted on. That may give players more confidence in what is being done to assist.

    However, one thing I believe you would be right to say they haven't spoken loudly enough about the toxicity. I could say some streamers and influencers are equally responsible for advocating these behaviours - even advertising them as content because it brings in the most views.

    Banning a player here and there is still practically nothing. People were able to get a bunch of free accounts via Epic Store. Similar to the hacking issue, banning hackers itself doesn't stop hackers because they can just jump to the next account, because BHVR gave away a bunch.

    Ultimately BHVR provides no incentive to not being toxic and banning a few people here and there has done nothing to reduce to amount of toxic players people are encountering.

  • @lifestylee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443263#Comment_3443263

    Syringe heals in 16 seconds

    And yea the add ons are probaly too strong

    It heals in 16 seconds but is affected by modifiers to healing speed so it can be faster or slower. I believe with the med-kit changes, syringe should be 24 second heal when applied to yourself.

  • It's really not. People just latch on calling it killer sided, because of all the maps in the game it's one of the fairer maps.

    It's a small map that spawns a corner of the map with a couple of pallets.

    However, the corner that is weaker is always the same. Meanwhile the rest of the map has chainable strong tiles and an excellent main building. It's a fairly consistent map to run killers on, because the amount of rng at play is very minimal. Not to mention how some gens are practically free for the survivor when it comes down to a 3 gen situation.

  • @BougieBlackChick said:

    Y’all literally just got nerfs to medkits and COH now you want the syringe and BNP gone? You realize BNP only gives 15% now and that’s if you hit both hard skillchecks? Syringe takes time to kick in and if you get hit while it’s processing you lose it.

    They do not need to be gone. Y’all just want every survivor item and add on gone at this point. 🤣🤣🤣

    BNP adds 15% progress over 5 seconds and hitting each of the 2 skill checks grants 5% each. BNP adds a total of 25% of a gen and 4 of them is 100% of a gen.

    BNP is too strong given all the other balance changes the game has gotten towards the killer's ability to defend gens.

  • @Marc_go_solo said:

    No, you're right. Some of the playerbase (I prefer not to use "community" because that implies a warm and friendly space to me) are the absolutely worst things about this game.

    Now, there's nothing wrong with people playing to win or "sweating" (basically just aiming to win with as much in their favour, which is demonised more than it deserves). There's always been that factor. Some people set their sights to be the best they can, either to get a sense of achievement or even wanted to be good enough to enter tournaments and win money. There's nothing wrong in that. Just maybe mmr needs to pick this up, so these people can face each other, rather than casuals.

    The attitudes and toxic endgame chat some have experienced are disgusting. Wanting people to die, threatening families, being phobic .. I mean, look what happened with Bubba's face masks! Even some streamers and the odd Fog Whisperer have been caught up in absolutely disgusting behaviours, resulting in BHVR having to remove them because of vile, toxic attitudes.

    There are good people out there. However, so many others ruin it. People who dc or suicide on the hook because they hate a map or a killer or having a bad first chase. There's no desire to learn or just see it as a game. There's this need for things to be as they want all the time and ######### everyone else.

    It's sad. The wrong players are playing this game, but I do not think anything will ever be done about this - not because BHVR don't care, but because it's too big.

    The sad thing is this base has always existed. -rep on steam profiles has existed for a while.

    The issue is that BHVR has done practically nothing to dissuade this behavior and so these people have become empowered.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442440#Comment_3442440

    That can’t work because the point isn’t to eliminate camping; the purpose of this change, like with basekit BT that doesn’t really stop tunneling at all and synergizes terribly with other anti-tunnel perks, is to give survivors a small chance at continuing to play the game. If BHVR were serious about anti-camping measures (face or proxy), they’d function as strictly as they do in other assym games.

    Killers are still very capable of camping at 16m+. All this change does it give survivors some room to force trades or the survivor on hook can eventually unhooks themselves.

    We're talking about facecamping specifically. Trying to set the zone around 5m for "facecamping" the survivor won't work, because standing 1m away at that point means nothing.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442395#Comment_3442395

    If I understand the dev stream then it doesn’t build at all beyond 16 meters. If a killer is 17 meters away and camps the survivor isn’t receiving progress toward the self-unhook.

    Yes.

    Maybe I worded what I typed poorly. But I'm just saying that we don't know how slow the build up is at the farther points up to the 16m limit. The reason the zone needs to be larger than just facecamping range is so that killers can't just stand just outside the facecamping zone not solving the issue.

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442397#Comment_3442397

    let's say i just don't mind gen rushing without the aid of very strong tools like bnps and hyperfocus/stake out.

    besides, you said survivors had gen rush builds, and i'm certain adrenaline/resilience isn't that.

    People aren't bringing Resilience and Adrenaline if they aren't trying to get the gens done quickly. Not to mention, these are the OG gen rush perks, because old dbd didn't have a lot of options to increase gen speed.

  • @illNicola said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442381#Comment_3442381

    Ok but this mechanic is not for face camping, 16 meters is not face camping. My idea for facecamp Bubba is to have his chainsaw charges decrease if he stands still. You see, no one's going to camp with Bubba anymore if they put stuff like that on.

    Then the mechanics have various problems of sorts. It only benefits the survivors, who will obviously abuse it as they did with the unbreakable bk.

    The biggest problem is that now the hook area can't be defended anymore, because the hooked survivor can free himself even if the survivors are close and the killer is defending the hook. Also, in maps with two floors the mechanic works even if the killer is upstairs, what the ######### is the point of that? Survivors will intentionally get chased near the hook so they don't have to waste time, they will also use reassurance so the hook bar doesn't procede, and the hooked surv frees himself.

    On the one hand you're right, nothing to say, if you don't fix the problem on the one hand incentives don't count... but do you know why they don't count? Because if incentives aren't worth #########, they're not incentives but bullshit. If you give a heavy reward to the killer for choosing mixed hooks, a reward that isn't in bp, you see that the killers will stop tunneling/camping.

    The farther out of the 16m, the slower it builds. How slow, we don't know. But you need to have a slightly bigger range so killers can't just camp outside of "facecamping range". A killer who sits at the 17m+ mark does allow survivors to make trades compared to the killer standing at 8m.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442111#Comment_3442111

    No actually you are completely wrong. There are ways to force people to either play the game or suffer penalties. This game is suffering the most right now playerbase wise because of all the DC's/afk's/giving up on hook(the biggest one).

    This is the only community I have ever been apart of where people think like this. This game would be far healthier without a leave button. I am fine with a surrender button after 5 min when the game can be definitively considered over for either side, but yes you can be forced to eat a exponentially increasing penalty leading to a suspension if you don't want to play the game.

    It's funny, old dbd was way more unbalanced but people actually played the game out. Now finding players who actually try to play through challenging games is like finding a needle in a haystack.

  • You're just creating the old hatch + key issue. This is not a good idea.

  • Too many players in dbd act like babies giving up at the slightest inconvenience.

  • Dead Hard isn't a perk that should be providing consistent value. It's a 3rd health state perk.

  • The game has kept a stable ~30k player base according to stream charts. The game is far from dying and a laclluster chapter isn't enough to kill the game.

  • People have been saying that tunneling is going to kill dbd for years now. I'll believe it when it actually happens.

  • Because at the end of the day, a 3v1 is much better than a 4v1. There's no reward for spreading hooks and the main objective is to kill survivors.

  • Of all the Myers addons to complain about, Scratched Mirror (and Vanity Mirror) are not it.

  • We don't need to give more incentive for people to d/c out of matches. Bots are not a perfect replacement for other people and bot behavior can be highly exploitable.

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