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DWolfAlpha

DWolfAlpha

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DWolfAlpha
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  • The only change I want to DS is that it deactivates in the exit gate area. Too many times I've had someone crawling out, picked them up right next to the exit, only to eat a DS and they escape. I hate tunneling, but it's not tunneling if no one else is left in the game.

  • I'm having the opposite issue tonight. Earlier, I was playing with some friends. I'm rank 10, one friend is rank 11, and the other is rank 16. Went up against 6 rank 20 killers in a row that had nothing equipped.

  • Wait, what? Legion got nerfed into the ground. DS allows for practically a free escape if the gate's open.

  • To constitute being a hex, it would need to be changed to where you gain a token every time you injure someone, up to a max # of tokens. Percentage of slow down per token.

  • Idk, Distressing can be pretty good for TR builds. Unrelenting is pretty good for catching ppl off guard, and can pair nicely with stbfl.

  • Zanshin Tactics is pretty useless, imo. Shadowborn works with Deathslinger, but other perks work better, so there's not really much use bringing it. Territorial Imperative and Monstrous Shrine are kinda situational, so I don't really use them either.

  • @BigBrainMegMain said:

    I would love to link my both accounts.

    PS4 and PC and just combine everything.

    I would love that too, but more likely that you'd have to pick one to override the others.

  • @Gopher said:

    As a killer main who does really well. I'm consistent rank 1 Billy who gets 3-4k almost every game, I can agree with what you're saying. I've found that the game has been getting easier the last few months. I never ran ruin, so that didn't affect me personally, but now with these map changes and gen speeds being nerfed, it's only gonna get easier for me. People keep making the argument "Try playing killer with rank 1 SWF", but I would argue that most players aren't rank 1, and hell, most probably aren't swf. And even so, I'm always playing at rank 1, and I consistently do well. Sure, I get the odd game where I only get a 1k. I can't remember the last time they all escaped. I always get lots of points and have fun. Can't say I believe the survivors can say the same thing. A solo survivor has no chance going against me with this future patch. I feel bad for them. You've been nerfed into the ground based on the whines and complaints of sweaty players who absolutely need to 4k every game, or cannot get better chasing and mind gaming survivors. Stupid idiotic dumb devs for you, but can you expect anything more from Quebecers?

    Nerf into the ground? They just gave a minor nerf to co-op gen progression. It won't affect teams that spread out at all, and if you get 2 people with prove thyself on 2 gens, it'll be just as fast as it is now.

  • @Mister_Holdout said:

    If they do add that feature, I hope I get all the blood points that I earned on my Xbox account. 1000 hours is a lot of bp.

    More likely, if they do cross progression, it'll just update the servers for all consoles you have linked. So you'll just have everything you unlocked.

  • @rickyray101 said:

    At this point I can't wait for Predator Hunting Grounds to come out. The developers nerfed every survivor perk and ability while making the killers next to almost impossible to survive a match against. News flash developers without players there is no more game! You're well on your way to becoming Friday the 13th! At least they have an excuse with the lawsuit while you on the other hand suck! I'm beyond done with this game and an extra bloodpoint event doesn't do anything when all you do is get tunneled and camped. Killers should receive zero bloodpoints for it but behavior doesn't care so I'm done and deleting this game. Go Predator Hunting Grounds! Put this game out of business!!!

    So part of what went wrong with the Friday the 13th game was the developers. Tons of bullying going on. And they're the same guys that are making the predator game.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1206021#Comment_1206021

    Failed skill checks have a 10% regression penalty + 3 second pause which adds up to 11 seconds. Assume it takes 4 seconds to get the skillcheck (which is quite fast). Then, in 15 seconds, you have only made 2 seconds of progress. Now assume you put a survivor to sleep twice who is soloing a gen and you find someone else. That gen now lasts over 100 seconds to complete. All Freddy had to do was press M2 twice and find another survivor (which was easy for him).

    Also you got unlucky with that 4 man.

    It was also a tactic during a chase to run to a gen as soon as your head tilted and blow it to extend the chase. And spine chill increases the likelihood of skill checks.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205915#Comment_1205915

    Them missing a skill check is regressing a gen, making them waste time, which is pressure. I wouldn't class it as "denying" a power if you're making them waste that much time.

    It only makes it regress like 3%. That's more than made up for by the seven seconds that it took for them to go to sleep. I have had a 4 man swf complete a generator in my face without me being able to put any of them to sleep because they just kept blowing the gen. 1 person blows the generator, and everyone wakes up.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1179349#Comment_1179349

    It gave him pressure though, that's what old Freddy was about. You wasted like a good 20 seconds of progress all due to Freddy pressing M2 on you. Imagine that across all 4 survivors and games last ages.

    Also it did help you kill if you knew how to use him, like this:

    https://www.youtube.com/watch?v=0rTtr7pUe-Q&t=46s

    No. Old Freddy had no pressure. Waste 20 seconds? It took 7 to bring them to the dream world, and if they were already on a gen, they would just miss their next skill check and wake up before going to sleep. Not only could survivors deny you your power, but they could deny you ever even hitting them. By failing.

  • @Cardgrey said:

    @DWolfAlpha I'd love a shark cosmetic for clown. And instead a heart beat it be the start of the jaws song with the full song as his chase music.

    Um. Ok ...

  • @Cardgrey said:

    While I never could get into legion. I’m all for any qol improvements he needs. As April O’Neal on tmnt 1 on nes says you have my support.

    https://us.v-cdn.net/6030815/uploads/252/PD87KAJP8SR5.jpeg

    I would love it if Jeff the Killer was in this game.

  • @ThePetDetective said:

    I started playing killer only 1 or 2 months ago. Since then, I've seen a little success with The Trapper, The Cannibal, The Shape, and The Spirit, but I've seen, comparatively, mountains of success with the Legion. I was a hardcore survivor main before this, of maybe 3 or 4 months, so i knew plenty of what survivors typically do during chases/downtime/etc. And since i started playing killer I've maintained a decent 2-3k pretty consistently.

    But every now and then, and especially at the start, I'd look up Legion game play, Tips & Tricks, stats, anything to do better as them I'd soak up. Nearly every piece of advice or strategy about legion is filled with talk about how much worse they are now, how they used to be way more fun, etc. And I just don't get it.

    In the old Legion, before the rework, you got rewarded for abusing game mechanics in ways the Devs didn't intend for. But assuming you played how they did intend, Legion basically took away survivors only tools of escape. The speed debuff wasn't really helpful, because if you found someone, they were going to go down. You also had a pseudo-Mad Grit effect when in frenzy, rewarding button mashing as opposed to decently timed hits. It was almost brainless in a way, and this isn't even accounting for how easy it was IF you abused the game mechanics.

    But as they reworked Legion with the 2 big patches and even the coming QOL change, it became more about honing what Legion is good at to get your downs. Legion is the best at spreading injuries, no one is gonna contest that, but now hes better suited at Frenzying for injuries and information, and worse at downing in Frenzy. You can't button mash to get a down, you can't abuse pretty much any mechanics as badly as before if not at all, and what I think is most important, You don't take away a survivors ability to escape. 

    Now don't be fooled, vaulting has been buffed in Frenzy and you're even faster in and out of it. But as annoying as it is for me, the 4 (3 if those add-ons) second delay is a pretty good balance between your transition from amazing mobility to lethality. It's not like, say, Plague, who gives survivors little to get away. I might even go as far as to say Legion doesn't need this tiny buff they're getting, but it's always nice. 

    On the other hand, I've only played against the current Legion, but I've never had a problem with it. Their detection is effective, but not uncounterable. Being near a pallet or just accepting the hit to get the massive speed boost and have them be stunned if they want to down you is pretty good, and fun, to escape from. Their speed is great, but again, having massive speed but no way to down someone without a hefty price is a fair trade. As I'm sure we all know the deep wound timer is only efficient for Legion to down you if you're being tunneled anyway, which gives everyone else time to do gens and such. 

    But OLD Legion was, in my opinion, rightfully hated. A survivor could do nearly nothing if they were stabbed, the cool down was faster, the charge up was faster, it was easily exploitable, and the only honest counter was landing a pallet stun before you were hit. I have yet to see anyone say, without being the one who's playing Legion, that they were anything more than annoying to play. 

    Finally the point of the title is the attitude towards Legion. Old Legion gets a lot of well-deserved hate because of how poorly implemented their frenzy was, but all there is nowadays is pining for it from old Legion mains, who more often than not phrase it something like "It was broken, sure, but it was fun, so why couldn't we keep it?" And New Legion pretty much is only universally hated, Old mains hate how it's not as fun as the broken Legion, survivors (particularly the less game-sense heavy ones) say how boring of a killer it is, and people who don't play them/main other characters always talk about how weak they are while providing flimsy reasons, if any at all.

    What are you're guys' thoughts, though? I'd hate to sound like I know best or whatever, and I am interested to what the community thinks. Keep in mind everything here is assuming both sides of decent skill and Meta/Pretty good perks.

    TL;DR: Old Legion rewarded mindless gameplay and exploits, and didn't give survivors anything to work with. Current Legion rewards well timed attacks, careful use of information, and gave both survivors the tools to escape and the killer to effectively use his power.

    As a Legion main, I can say that Legion was terrible after the rework. The new pins only worked on a FF hit against someone with a DW. Vaulting a pallet took so long the survivor could loop all the way around it. FF speed was only 5. The worst, in my opinion, was the penalty for missing an attack in FF.


    However, the update in December brought their speed up to 5.2. Pin effects can be spread out with a single use. And vaulting is actually useful again. Personally, I think Legion is doing alright. Moved from life support to recovery, even if still in the hospital.

  • @Speshul_Kitten said:

    A Developer, A Killer main, A survivor main... can anyone logically explain why I am punished for capitalizing on all my opportunities?

    https://www.youtube.com/watch?v=OQ93uLyEAvU

    I don't see the problem. Sure, you got hit with a stun, but with how they were playing, I don't see them making it to endgame. Plus, if they did, you got rid of the DS early on. Only time it really hurts to me is when they do it in the exit gate, where I really think it needs to be disabled.

  • @[Deleted User] said:

    You have to hit 4 survivors with one Feral Frenzy, and then hit the last survivor a second time?

    Or you have to hit 4 survivors and hope for the first one to start mending as soon as you leave and hit him/her a second time?

    I don't get it.

    Yes, that is exactly right. I would suggest FF duration add-ons. When they first lowered mending time to 12 seconds, 8 with help, I was actually able to get 7 hits once in a single FF use. Just the once. Haven't been able to get past 5 since then.

  • The Legion ones are pretty easy. I manage those on a semi-regular basis.

  • @blue4zion said:

    I guess I just made assumptions, but I figured they'd be in the updated maps. It'd only make sense to put them in while they're updating the maps then right?

    Are they still just figuring out how to use them?

    I'm wondering if they're scrapped because I've heard a lot of people dislike them, stuff like its pointless to have them just open the walls. I like the addtion of them because it adds a bit more dynamic to the game for both sides, survivors can start with strong loops but they cannot be abused all game if the killer breaks it.

    The problem with them right now is there is WAY too many in the saloon, it's insane. There should be very few walls, creating just a few strong loops every match.

    Wait what? Those really are just doors? After seeing the pictures, I assumed that those were breakable walls that had just been broken already.

  • @GHOSTfaceP3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1200756#Comment_1200756

    If by in a good spot you mean one of the worst killers in the game then ya sure lol it’s widely agreed that legion is in a terrible spot right now

    No, I don't. Legion is the only killer I have at p3. After December, Legion runs about as fast as they use to, and the change to the pins make them actually useful. Sure, you can't use sloppy or stbfl anymore, but I mean, you can just use a pin to mangle everyone or make them broken. Works great with Thanatophobia for a slow down build.

  • I still main Legion. It was hard to for a while there, but I've been having a lot of fun with them since December. They're in a decent spot right now. I would like some qol changes, but the one they're putting forth is actually at least one thing I've been wanting. Not the best, but I'm glad it's something. Personally, I kinda want a change to Frank's mix tape. Cut FF duration and recharge time in half. Doesn't stack with duration boost add-ons.

  • @PodgeNotRodge said:

    It's been a long time coming. But now noticing that most best loops will only about get two uses unless killer permits more. It makes you wonder. What perks are now p and pointless and need changing:

    Bamboozle. Definitely pointless, even more so now.

    Zenshin tactics. Was only for those with no map awareness.

    Cruel Limits. Again, unless you're chasing them at the exact time they pop gen, useless as they dont need to jump windows.

    Lithe I thought was good, especially for getting good distance on killer after a loop. Very strong for the best of loops. Now seeing as how most windows will just have a door right beside it, what is the point for vaulting most windows now.

    Windows of Oppurtunity. Survivor Zenshin Tactics basically.

    I'm sure there are more. My question is, these are perks that just aren't used, where this game should be encouraging to use any set, not just the current meta. Hopefully these perks are taken note on and will be re-worked to be better in the upcoming patch. Hopefully when Candyman comes out, there arent going to be as many problems. But hey, its BHVR here, 1 step forward, 2 steps back.

    I don't think these doors are actually doors. I think they're breakable walls that have been broken.

  • @BigBrainMegMain said:

    Killer buffs?

    That's funny, I just read the part where Prove Thyself got a 5% buff in gen repair speed.

    Prove Thyself didn't get a buff. It got adjusted to match the nerf to repairing a generator with multiple people. Currently, for each other survivor repairing a gen, you get a -10% speed penalty. The +10% prove thyself currently has cancels that to +0. They're increasing the penalty to -15%, so prove thyself is getting increased to +15%, so it's still going to be +0.

  • @ZoneDymo said:

    I feel offerings should not even show like at all, remove that entire offering showing screen and go straight to loading the game instead pls

    Nah, as a killer, if I see someone use a bloody party streamers, I tend to drag it out, so I like seeing what offerings are being used.

  • Honestly, I think ebony should only allow 2 moris. When I first saw it, that's what I thought the escalation was going to be anyway. To keep things going, I tend not to Mori anyone until at least 2 gens have been completed.


    Conversely, I think keys should require at least 2 seconds to open the hatch. Give it an actual animation. Maybe make it so you don't immediately escape. But give it at least long enough for one person to be able to escape through it before the killer can close it.

  • Anyone see the "doors" in the pictures near god loops as breakable walls that have been broken and not just...doors? Cuz that was my take. There's a similar god loop on the new map that just has breakable wall next to a window. Since the pictures were in a post that mentioned using new tools at there disposal, and the newest map related tool is breakable walls, I think that's most likely what is being shown.

  • @Bloodwebs said:

    There's literally no point of this perk anymore.

    With dedicated window hits and the slowest fast vaults you'd be silly to use it. Does anyone still use this perk and why? Honest opinions would be great :)

    It's the most annoying thing when you know you've vaulted a window safely and the killer gets the undeserved hit..?

    I like grouping lithe with quick and quiet and dance with me. Run around a corner, fast vault silently, and sprint faster without leaving scratch marks. Escaped several chases with this build.

  • @aloneinmycoffin said:

    I’ve played this game with some of my friends since the beginning (2016), when it was really fun. But we all stopped after a year, when this game become “only for the killer’s fun”. I thought this couldn’t evolve worse, but here we are 3 years later when as a survivor you literally have no chance against a killer, nor fun playing.

    I’ve returned to this game a week ago and the first new thing I see are more killer buffs??

    Ok, I get it, you want the killer to be able to catch every survivor even if it is “experimented”, but how about the rest of us, not red ranks or anything?! We literally spawn near the killer every damn match, and you plan to make the maps even smaller... Besides that, there are hooks everywhere so no chance of wiggle off if you aren’t swf... And the killer can now close the hatch?! What should I do if I am the only one remained, he closes the hatch and the time is running out? Just die, isn’t it lovely? Should I bring a key on every match? Or try to open the door? I’ve tried and it’s near impossible when the killer is Demogorgon, Billy, Huntress, Spirit etc. Not to say that killer mains are salty and thirsty af.

    I’ve played this game many hours in the past and never abused an infinite, swf gen rush or any of the things you try to prevent. I am not “God” at playing survivor, that’s why I’ve never had a red rank, yet I try my best to just enjoy playing but it has become impossible to even “learn” to play again.

    I think I’ve played killer for 2-3 times in my life and even so I can make a 4 men...

    You guys just make this game less fun for every new player or survivor main. But who cares about them, right?

    Note: Sorry for possible mistakes, my mother language isn’t english.

    Since you only just returned, that means that you missed the killer nerfs that caused half of the killer playerbase drop off the face of the planet. This makes it so that the killers that remain have to go up against everyone. I ended up a rank 14 going up against red rank survivors. This is a step to try bringing killers back. Which is good, because, as a killer player, I'd rather have matches against ppl close to my skill level. As it is, I either destroy the survivors or every one of them escapes while I only get one or two hooks.

    @ClickyClicky said:

    The game is all about killer fun now. BHVR caves to peer pressure from the forums since its mostly killers complaining and demanding buffs.

    Hey theres a new asymetrical resident evil game out though. You should give that a try.

    Dude, BHVR has caved to whinny survivors just as often. It's like a back and forth situation. One side gets benefits for a while, then the other side complains, until they get benefits. It just so happens that the benefits that survivors got in January made the killers drop from the earth.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1190494#Comment_1190494

    New ruin is also unreliable, able to do with no skill checks, and everything else you said about old ruin, except that now it's not a detriment to gen work.

    Good SWF wouldnt have ruin in existence after 2 mins, so using the tapping while looping argument is a bit of a stretch.

    The only change that happened to it and its use, was perk synergy changes, and that now low rank survivors have no reason to fear it.

    Idk, I think it's pretty reliable for mobile killers. Which is the main issue, though, right? Its primary use before was a crutch for killers with low mobility. Which is why I think it needs to also remove great skill check zones. More often than not, I can keep ruin in the match for a decent amount of time. Although I do play on console and am only tank 9. That doesn't really mean much though since I still go up against red ranks rather often.

  • It really depends on what add-ons you use. @Aven_Fallen provided pretty good perks, though I might substitute Spirit Fury for Brutal Strength if you aren't going to use them together. Good build to go with your typical add-ons.

    So, I'll aim for the atypical add-ons. Scratched Mirror and Boyfriend's Memo. Boyfriend's Memo specifically to make up for the decreased lunge of always being in tier 1. As for perks, I tend to aim for slowdown perks, so Dying Light, Ruin, and Thanatophobia work rather well. Ruin, probably the least though, because of your decreased mobility. PGTW and Overcharge are pretty good too. PWYF works pretty well, too. Especially if you end up on a larger map and need more speed. Sometimes I'll throw in Franklin's or Devour Hope just to change things up a bit or if toolboxes get annoying. This build works best on in door maps, so throw in an offering for Gideon Meat Packing Plant, Hawkins, or Léry's if you have one. Haddonfield and Springwood work pretty well, too. Your objective here is to ambush, not chase, as nearly every loop becomes an infinite.

  • Legion is the only killer that I tunnel with, and only with FF since it doesn't down them anyway, but helps me find other survivors.

  • Honestly, I think larger maps should have an extra gen or two to repair.

  • I actually prefer new ruin to old ruin. I don't have to kick gens anymore and gen tapping is worthless. Ever gone up against a well organized swf group and have them run around and tap the gen to stop the regression? It's annoying. Old ruin was unreliable. Sometimes, when playing survivor, I would complete a gen on my own without ever getting a single skill check. I do wish that new ruin got rid of great skill check zones, though. Then it would affect everyone regardless of player skill level.

  • Old Freddy was reworked because the best counter was to do literally anything that had skill checks, and then fail your first skill check. Not to mention that someone could open a gate almost faster than you could pull them into the dream world if they were already on it. It was not uncommon for me to come across someone, pull them into the dream world, only for them to run to the first gen, blow it, and then just keep repairing it, blowing it every time I tried to pull them in. Without experiencing it yourself, you will never understand the frustration of a four-man team on a single generator blowing the gen every time you go to pull someone in and then just completing the generator in front of you without being able to do anything. So no, old Freddy sucked.

  • Old Freddy was reworked because the best counter was to do literally anything that had skill checks, and then fail your first skill check. Not to mention that someone could open a gate almost faster than you could pull them into the dream world if they were already on it. It was not uncommon for me to come across someone, pull them into the dream world, only for them to run to the first gen, blow it, and then just keep repairing it, blowing it every time I tried to pull them in. Without experiencing it yourself, you will never understand the frustration of a four-man team on a single generator blowing the gen every time you go to pull someone in and then just completing the generator in front of you without being able to do anything. So no, old Freddy sucked.

  • @NoShinyPony said:

    I love that mobile and pc users are now discussing whether what they see is Comic Sans or not. A well-thought joke on so many levels!

    @DWolfAlpha If you like Comic Sans, stop using the mobile version and come to the aestethic side!

    I tend to check the forums while I'm at work. The site is blocked on my work computer, so I have to use my phone. :/

  • @Actionjacksn said:

    They should bring back old nurse or 10 gens instead of 5 for survs to do for escape! Haha april's fool! Or they could add not only a surv perk but a killer perk too... for example BBQ & Chilli!... nah they'll never add that for the shrine! 😄😄

    I actually got BBQ from the shrine a while back. Also, that's a meta perk. If we're going prank perks for killer, Zanshin Tactics would be more of a troll move, I would think.

  • This is comic sans.

    640px-ComicSansSpec3.svg.png

    This is the font being used. I would prefer comic sans.

    Screenshot_20200401-053501.png


  • Deathslinger is pretty good on the smaller, outdoor maps. His shot requires pinpoint accuracy, which means it can lead to some near misses quite often. But it also means that you can shoot through railings and over several objects.


    Ghost Face, as a stealth killer, excels at indoor maps, as he can pop out around corners. Sure, he becomes an m1 killer if revealed, but that also gives you a lead on who revealed you, and there are add-ons you can get that make it so they have to be closer to you to reveal you.

  • Nope. That's why NOED has the part that says "if there is a dull totem..."

  • @WRussoW said:

    For solo players it's nearly useless. You rarely get the opportunity to use it when you want to bring someone up from the downed state. (If you're a good survivor and do gens, you nearly never have this opportunity, to be honest.) Using the perk on injured suvivors isn't really gonna do anything unless you want to use your dead hard to avoid that one-shot. But most of the time thanks to self-care (oh look, self-care even makes other perks useless, what a twist) or a medkit when you come to an injured survivor they are 50% healed and it's kinda dumb to use For the People at this moment.

    By the way, why do you become injured? Wouldn't it be more logical to become exposed? Like, what do you do to a downed survivor, donate your kidney??? The perk would be much better if it just gave you a longer Exposed status. Make survivors reveal their aura or something to compensate being Exposed instead of injured. Plus, a lot of survivors go WOAH and go down because they don't expect to be up this fast.

    Both as a survivor and as a killer, I see a lot of people try to use it but they just fail to either use it at least ones or they use it and bodyblock and the healed survivor still goes down again thanks to the animation which happens when you down a survivor.

    It has good potential for SWF parties but it's bad to the bone when it comes to solo. I bet this perk was created for survivor parties because how the hell did the devs expect solo players to use it?

    A little off topic, but "bad to the bone" is similar to "bad ass." It means it's cool. Maybe you were thinking "rotten to the core" or something?

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1181852#Comment_1181852

    And the annoying irony is that they won't give bloodpoint progression (even reduced) to KYF which is playing with your friends without a victim of massive imbalance.

    No, but they did make it so that, in a custom game, you have literally everything available to you with every character.

  • If I tunnel, it's cuz I didn't see where their savior went, and then I just mercy slug. It gives a similar effect of hooking without forcing them through a hook state.

  • New ruin is better than old ruin.

    Legion is viable.

  • @Kira15233 said:

    Hey guys, I've recently seen pc players on switch servers and it's kinda pissing me off, there is also a hacker who put a Freddy player in the servers for switch, I'd like your honest opinion, I'll leave tge link of the video and my picture to prove it, thanks guys!!

    https://youtu.be/mymRr6JAX2s

    https://us.v-cdn.net/6030815/uploads/079/62ASJ05YATD4.jpg

    https://us.v-cdn.net/6030815/uploads/280/9BZTENC24ELO.jpg

    Please remove or censor the names of people other than you in these pictures.

  • @Mat_Sella said:

    her old vault animation? there wasnt one. she just stood there and then, out of nowhere, she was on the other side.

    That was only from the perspective of survivors. For the killer, she stepped forward and phased through the window. Like a, well, spirit.

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