DeBecker
DeBecker
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@Alastortheradiodemon said:
Seriously I mean how in the hell did behavior not fix the lobby wait time for killers in the 2v8 mode I mean it's ridiculous and to make matters worse all those quests can't even be done on the killer side and if you struggle playing survivor oh well
This cant be fixed, cause this gamemode is super annoying to play as survivor on a fundamental note. And if noone wants to play on one side thats how it ends for the other side.
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@player131212 said:
Everyone was like add more killers to 2v8 so survivor is more interesting. This would actually worsen queues.
People said that they got bored from facing the same killers, but during the first week of 2v8 when it was still fresh and people weren't bored yet, killer queues were the worst. This means that even in the best case scenario where 2v8 is completely fresh, killer queues are still atrocious. I think adding more killers would actually worsen the queues for killer since it makes killer much more interesting to play causing more people to play killer. Also, the more survivors they attract to 2v8, the less survivors there are in 1v4 causing 1v4 killer queues to be bad too.
Not to mention, people mainly play killer because duoing as killer is a completely new experience whereas playing with multiple survivors isn't.
Literally noone else said something like that. And its not even true.
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Judging those changes, I dont see why survivors would want to play this mode more than before. Just welcome extremely long killer queues again.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837438#Comment_3837438
You're not denying it so I can only assume based on your commenting history that you don't play killer
So, how many times i have to tell you to do something besides assuming something on other people?
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@LeFennecFox said:
Franklins still not problematic as survivors bringing styptics, syringes, bnps, and toolboxes that cost 0 perk slot.
Franklins is always problematic as soon as there is an event with items. And swoosh, killer start playing Franklins to ensure people cant loot eventitems.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836701#Comment_3836701
You are literally providing a perfect example of the issue that @Green_Sliche, I and others are talking about with people coming onto this forum claiming how easy it is to play the killer side despite having no experience playing killer.
Can you even do anything besides assuming something on others?
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No surprise its a video of this person. Hes no source for DbD to rely on anymore.
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@SidneysBane1996 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837122#Comment_3837122
I want a source on this and why they can't, because frankly that's BS. How do I know?
Am a Ghostface Main, have been for several years now. And every single time they adjust HUX or Unknown, the Reveal and Stalk mechanics break somewhat. Every time, since these two Killers were added. Because they use some of his mechanics.To make all three more consistent, the mechanic needs to change, or at least they can fix it by making Reveal less punishing, take longer, etc. They absolutely CAN fix it. They just don't seem to want to now.
If they could, why wouldnt they have fixed it long time ago? Cause frustration is so much fun for players?
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Yeah lets just not balance the fun mode to the point survivors may even want to play the mode.
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@Triplehoo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836994#Comment_3836994
Tunnelers will keep on tunneling with or without this info. It helps those who (like myself) wants to avoid tunneling. Even unintentional
how does it help you?
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Okay. So youve just thrown away all credits to make statements anymore.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836923#Comment_3836923
Implying that the game is giving me the correct match ups, gotcha
So youre just gonna go against statements of the devs for your twisted personal feeling?
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@Green_Sliche said:
Thing is majority of playerbase consist of survivor mains and the funniest thing is they still refuse to admit that most of the time when they end up sacrificed is because a fellow survivor teammate who was not doing the job right, threw the game or their own misplay.
Instead of asking for better report system where griefers and trolls get punished or simply improving their own skill they ask for the constant streak of nerfs so their experience will become even more enjoyable with less effort involved for them, without understanding that they make their own game more miserable because killers also want to have fun and win and when there's less options left for killers, they will start opting for the most efficient and less demanding strategies, which often are tunneling someone out asap or proxy camping.
People who still think killer is easy role should stop complaining and switch to killer instead. Once they play their ''qualification'' matches which are between 10 - 50, they will start getting competent survivors as opponents and see what it's like to play against a team that is efficient and doesn't waste time or do stupid things. Perhaps then they will realize how things are on the other side.
You should change killer and survivor in your post, than it would be more true.
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I dont even understand what you think you have prooved here?
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836666#Comment_3836666
Because they must. Did you miss the part where i said after a survivor has been downed it still takes almost 20 seconds to hook them? If the survivor does nothing but run in a straight line from start of chase to end of chase and shift +w to the furthest corner of the map, do you know how much time is spent? You probably don't, but i'll tell you, it about 60 seconds. That isn't factoring in pallets, looping, windows, anything. A God pallet, AKA Shack, a pallet that MUST be broken, results in extending a chase by about 20 seconds.
This means, that in the first chase, all the survivor has to do is shift + w to killer shack, predrop the pallet, and shift+w to the furthest corner possible, and the survivors will finish 3 gens.
You must not. Good killer players never do this. Thats just killer hypocrisis. Also youre just assuming that the killer has no power or bloodlust doesnt exist, which is awfully wrong.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836651#Comment_3836651
You mean the ones where they nerfed:
- Call of Brine
- Corrupt Intervention
- Dead Man's Switch (arguably a side-grade)
- Deadlock
- Eruption
- Grim Embrace
- Hex: Ruin
- Overcharge
- Pop Goes the Weasel
- Scourge Hook: Pain Resonance
- Thanatophobia
- Tinkerer
While leaving us with amazing perks like…. merciless storm.
Again, what patch notes?
But yes also please ignore the entire point of my post to attack a single sentence i made at the end.
EDIT: Not even a single sentence, you took out a single phrase in a single sentence and ignored everything else.
If those perks would have been nerfed that hard to play something different, why is everyone running the same perks? Oh wait, cause theyre still the worst meta ever.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836602#Comment_3836602
Hooking a survivor can be countered by these things:
- Pallet Saves
- Flashlights
- Sparklers/Flashbang items
- Sabotaging hooks
And the following perks:
- Boil Over
- Breakout
- Decisive Strike
- Flashbang
- Flip-Flop
- Power Struggle
- Saboteur
Survivors gain benefits directly related to being hooked, or unhooking others with these perks:
- Aftercare
- Babysitter
- Background Player
- Blood Rush
- Borrowed Time
- Breakdown
- Camaraderie
- Dead Hard
- Deliverance
- Kindred
- Off the Record
- Reassurance
- Resurgence
- Second Wind
- Should the Burden (coming soon)
- Slippery Meat
- We'll Make it
On top of that, survivors have things like:
- Basekit BT
- Anti-Face Camp Mechanic
- 70 second hook stages
Lastly, the time it takes to hook a survivor, that is HOOK a survivor, not chase them, not find them, not down them. I'm saying, you have hit the survivor, and they are now on the ground, it takes:
2.7 second wipe animation + 3 second pickup animation + ~10 seconds to find a nearby hook (based on average hook distances) + 1.5 second hooking animation = 17.2 seconds (during which 3 other survivors are getting 51.6 seconds of gen progress on a required 450 seconds of progress (I.E. 11.4% of their objective done again NOT factoring in chase time, finding the survivor, breaking pallets, etc. That is just literally picking up the downed survivor and hooking them which is 8% of the killer's objective, the survivors are able to complete 11.4% of theirs)
Now, how many things counter slugging?
Well there is nothing basekit that does. What about perks?
- Adrenaline (arguable, but i'll include it)
- Boon: Exponential
- No mither (arguable again, but i'll include it)
- Tenacity
- Unbreakable
- We're Gonna Live Forever
Now lets look at perk usages from nightlight:
Hook perks:
- Boil Over - 3.04%
- Breakout - 1.82%
- Decisive Strike - 9.43%
- Flashbang - 3.38%
- Flip-Flop - 1.70%
- Power Struggle - 1.07%
- Saboteur - 2.16%
- Aftercare - 0.54%
- Babysitter - 1.11%
- Background Player - 4.10%
- Blood Rush - 0.48%
- Borrowed Time - 1.61%
- Breakdown - 0.53%
- Camaraderie - 0.14%
- Dead Hard - 10.80%
- Deliverance - 2.86%
- Kindred - 7.99%
- Off the Record - 7.09%
- Reassurance - 1.54%
- Resurgence - 5.43%
- Second Wind - 0.74%
- Should the Burden (coming soon) - 0% (not out yet)
- Slippery Meat - 0.86%
- We'll Make it - 8.20%
Slug Perks:
- Adrenaline - 13.94%
- Boon: Exponential - 1.59%
- No mither - 0.51%
- Tenacity - 1.54%
- Unbreakable - 9.96%
- We're Gonna Live Forever - 3.13%
Totaling all that up, in a given game with 4 survivors, you will see on average, out of 16 possible perks:
- 3 perks related to hooking
- 1 perk related to slugging
That again, doesn't factor in things like items, flashlights, toolboxes, or the basekit bt, or AFC mechanic or any other things.
On top of that, looking at the strength of the perks. If you hook survivors you might have to deal with perks like:
- Decisive Strike
- Dead Hard
- We'll Make It
- Deliverance
- Off the Record
For context, these perks are used in basically every single comp game ever for a reason.
Whereas on the slugging side, perks like:
- Adrenaline are a one time use and only really come in play under specific circumstances
- Boon Exponential is super easy to counter, because you probably can hear the totem if you down a survivor and they are in the range of it
- No mither is a joke of a perk
- Tenacity isn't really a hard counter and often just gets paired with unbreakable really
- Unbreakable is annoying but they can only use it once in a match, so once it is gone, it is gone and you don't have to worry about it anymore. On top of that, at the very least you STILL forced them to spend time recovering and waste time, whereas something like DS actually costs you more time than it costs the survivor
- The only true constant "Counter" is WGLF which has already been nerfed a bit, and is pretty manageable when you stack slugging perks to deal with it. On top of that, its only seen 3.13% of the time, so you are gonna see it maybe once every, what, 10 games?
And you wonder why killers are just slugging now? Why on earth is that surprising to you? They constantly nerf every single thing about killers, and all the hooking based gen defense perks, and it takes you 20 seconds to hook a survivor you just downed, meanwhile all the gens are getting slammed, and you wonder why killers just don't bother with the hook anymore?
"Constantly nerf" … you didnt read much patchnots lately, did you?
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@Vishlumbra said:
Ok, everyday there’s dozens of posts crying about tunneling or slugging and such. Let me try to help you understand something: That’s the idea of the game. It’s supposed to be hard to survive, that’s the thrill of the game.
The game is incredibly survivor sided. You might say:
“Killers hold a 60% win rate” Yes buuuuut this is considering every single tier, skill and mmr division there is. How many times have you had a guy leaving the game after his first hook? People doing glyphs, opening chests or just being silly and not doing the objective? A lot right? If people played to win as survivors, it would be at least a 70-30 survivor win rate.“We don’t believe you!”
Have you seen competitive games? Every single game the killer has to slug, tunnel and camp hook and most of the times he gets a 2k, with all gens completed in 5 minutes.
Please guys, understand that is part of the fun, beating the odds and surviving. Even end game is very survivor sided. Hatch, unbreakable, keys, doors, adrenaline. There’s plenty of chances to survive, just enjoy the fun and stop trying to nerf killers to the ground, at high MMR is already very hard to win and dare I say, stressful as hell.
You cant be serious. This is all soo far away from the truth, its totally outstanding. Before claiming something, get some info on that first to prevent making yourself untrustworthy by having no argument to base your claims on. Or read that those false calls have been corrected hundreds of times. I just see here some really biased killer trying to twist reality.
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@coldflame said:
why are there so many mechanics and perks to actively penalise picking survivors up?
Enlight us of those many mechanics and perks!
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Cause survivor arent supposed to have a good experience, and killers are allowed to be as annyoing as possible to fullfill their trolly fantasy.
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why pushing survival rate against win rate? Its not even the same ground.
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@Akeeno said:
i keep seeing nonstop posts about this, but its just a placebo. killers were slugging for the 4k waaaayyyy before this change.
i hate to say it, but it truly is a skill issue. most players are bad, especially survivors, it takes about 8 minutes for 1 gen to pop, and they cant loop at all.
but against stronger survivors a generator pops within 45 - 50 seconds, and thats not an exaggeration.
the game needs to do a better job of teaching survivors how to survive better, without resorting to outside media.
Killers never stop to amaze with twisting statements as much as possible to benefit their own experience or mindset, even though they totally ignore the complete loss of logic in their twisted statement.
s, first to all: noone ever said that killer did not tunnel way before. So your initial basic is already a false act. Second, demanding slugging to be a skill issue. You can just run around ans say everything is a skill issue, but youre just lacking proof to it. Most players are indeed bad, but not considering anyones skill, slugging is by far too easy to pull off even for bad players. Or should I say, escpecially for bad killer players. Cause good players dont need to refrain to something like this.
The game needs to do MUCH better of teaching bad killer players how to play better instead of resortingfor mechanics that undo normal gameplay as easy as possible.
But I guess people like you will never agree to this. Cause you lack logic.
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As survivor being in the void is most likely a death sentence to yourself and in the end for the whole team. Every time my mates swarm the void, no one scapes, cause noo one does gameplay properly. And the event is not for farming only. Most games i go out with 3 times full bar and no profit, cause iam the only one sticking to objectives. This event is just bad for survivor in so many ways.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832187#Comment_3832187
Because they beat all 4 survivors, not just 3. Them doing gens in just enough time to get 1 out through gates is different. But with hatch, 5 gens could be left, and 1 still escapes. That's called a forced outcome. Imagine if instead, the killer could find and step on a certain spot in a map, and a survivor automatically gets sacrificed. That's basically what hatch is.
Killer doublestandards at its best.
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Slugging became even worse than it already was. And people stated this before the change were even playable on PTB and nothing was done. So dont even try thinking something will be reverted. Devs are in their own world, not following any logical reasonings.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833103#Comment_3833103
Are you purposely missing the point? It was being used as a relative example, I.E. winning vs winning more.
Not at all. Maybe you start imagining things.
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It never made any sense to have one side (and additionalle the side with the most player count) to be at a disadvantage regarding to match outcome. Why would any sane player play survivor games when you know you have not an equal chance of "winning" the match unless youre loving to be tortured? Devs need to realize that even if this game is asyemmtrical, both parties need to have the same chance of winning the matches. They need to stop playing their "slasher fantasy" at the back of their players.
Being the power role doesnt have anything to do with the outcome. Thats another thing devs never started to accept.
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@Akumakaji said:
Interesting … I always considered 12min to be the sweet spot of a fun match that wasn't steamrolled and snowballed by either side, but seems that I am not the metric here.
So then whats wrong with your numbers? In both your matches one side got steamrolled. So the time is even pretty high for that.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832187#Comment_3832187
Why are survivors so inclined to get all 4 survivors out when 3 are standing in the exit gate?
If you have already won, but you can win more, people generally prefer the more satisfying win.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832193#Comment_3832193
This is true, but thats also a player's personal prioritization due to the nature of the game. Its like how there is no clear answer on escaping via hatch, since some call it a win since their personal wincon is specifically about surviving, not necessarily the MMR based one (leaving via the gate only.)
People who play for the 4K are doing nothing wrong with that act alone, just like survivors who play for the 4E. How either side gets there is the more relevant discussion imo.
Nobody was talking about a 4-man escape. Dont change the subject for no reason.
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@legiondoctor said:
Yes i know sable and lara bnp perks are bad and yes i know they arent even meta or op before we start.
Bnp in general is unhealthy and needs reworked or remove cause theres nothing killer can do. They cant remove bnp nor they cant know if a bnp is active. Bnps give 10% permanent gen progression which isnt much but it actually helps alot. Bhvr introduced bnp rework to help survivors with 3 genning and now survivors have another anti 3 gen which makes bnp even more not needed. Plus since bhvr prob thinks sable and lara perk are fine that means we prob will get more bnp perks which prob will break the game.
So in short get rid of bnp perks and add ons that just unhealthy and its not needed anymore
Great job on contradicting yourself.
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@StalkingYou said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831633#Comment_3831633
I understand ya, but I'm referring to the teams which have no solo q teammate, no weak link, and no one who is bad in chase. It's insanely hard top pick them off the gens too when they are uber efficient; you go after one guy, he runs to a loop and you cant chase him because that's too much time, and the 3 other survivors are instantly on 3 separate gens.
I agree with you in terms of lower level SWFs though. Against those teams who are good but not insane, I actually have fun.Those high level squads are statistically non-existent.
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@I_Cant_Loop said:
Basically it's an easy way for the devs to flag and immediately launch your report into space because you are wasting their time by reporting something that is not reportable.
So they still waste their time with it regardless, cause nobody will report it that way.
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@PreorderBonus said:
Can we make it a rule that you need at least 50 killer matches before posting suggestions? Please?
Even if you have 0 games as killer its doesnt mean youre too dumb to understand general gameplay.
Back to topic: People dont need to be punished. The gameplay itself shouldnt even have "strategies" like this. But devs just refuse to make gameplay enjoyable.
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So what exactly is your problem getting a 2k here?
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Why are killers so inclined to get their 4k?
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Whats the point in getting more bloodppoints for not being able to play the game?
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@Botiz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830461#Comment_3830461
There's never going to be proof, but you can make an assumption based on the skill level of the players you're against - especially considering I played against a member from the best comp team right now (Eternal)
If youre a bad players but do not acknowledge it, every other players looks like high mmr. And thats what 99.99% of the people are that claim to be high mmr.
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NWhat are you even talking about? Maybe read properly what they wrote and dont make up something.
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Any proof to claim being at high mmr? I guess not.
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Twisted killer bias as always.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829360#Comment_3829360
A slightly reverted buff is still ultimately a buff. Or was WGLF stronger when you had to earn the Endurance with unhooks and protection hits?
So from which point of status do we look then? Just random what you need it to be?
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829360#Comment_3829360
Fine-tuning. These changes occured within three weeks. This is not 6.1.0 which changed perks that hadn't gotten touched in years. In a vaccum without any considerations you are correct, this is a nerf, but seriously? The perk received two buffs and kept the stronger one.
Fine-tuning would be the umbrella term for buffs and/or nerfs. Dont even try to start some irritations on terminology. Thats just distraction from i asked for.
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@Legendary_deedee said:
This perk dominates way too often. 80 seconds of endurance is too strong on top of that 80 seconds of uncounterable iron will and no aura reading. Please tune it. At least deactivate iron will and aura reading once hit.
How can this perk even dominate? Are you unable to chase other survivors?
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829255#Comment_3829255
Reverting part of a buff is not exactly a nerf.
What else is it? Sigh.
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@TheDavidKingMain said:
This issue has gotten 10x worse this past patch, because for some reason the devs think that killers need moris basekit. Now every match is just killers slugging people out instead of hooking so they can get the mori.
There needs to be a base mechanic to address this. Funnily enough, they were going to do this alongside the original basekit mori, but forum killers complained and complained and so the devs had to roll it back. Typical.
Come on, devs.
They just nerfed an anti-slugging perk. What do you think they will do about it? Right, nothing as always.
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Yeah just argument with something that is commonly recognized as a big mistake of the devs (giving huntress more hatchets).
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Yeah its even worse than before. You turn around, see that the killer is far away and somehow you just go down. 2 out of 3 hits are completely out of sync.
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You probably play a different kind of game than DbD.
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If youve trouble with 10 extra seconds on hook, that hardly ever get used up, its a you issue. Stop looking for bad excuses.