Demogordon_Ramsay
Demogordon_Ramsay
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Blight is easier to pick up since you can just use his power for map traversal and be an M1 Killer for chases if you want, but effectively using his power for both pressure and chase is, in my opinion, harder to do than Nurse. I think Rush is much easier to dodge and more difficult to control. The fact he can't go through walls, bumps into things, has to take some time to bump before he can channel a Lethal Rush, and only has that limited turning in his lunge makes his power harder to wrangle than Nurse's. Not to mention the awful camera height.
Starting off as Blight will be easier, but ultimately I think it's harder to be very good as Blight than it is to be very good as Nurse.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1750731#Comment_1750731
Depending on the Killer, the game does play slightly different. Though as you say not much with most of them, but at least with The Plague and especially The Pig, new objectives are added. The Pig's new objective will actually Kill you if you don't address it.
It's a mild diversion to the same thing you see every single game. Considering how non-threatening it is most of the time, I wouldn't consider it a new game mode.
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@Tactless_Ninja said:
The killers themselves are supposed to act as different game modes. Switching up tactics and such.
No?
No game is like that. If you want a different game mode in Overwatch, you switch from Quick Play to Deathmatch. You don't switch from Tracer to Mercy. If you want a different game mode in League of Legends, you switch from Summoner's Rift to ARAM. You don't switch from Teemo to Ahri. If you want a different game mode in CS:GO, you switch from Gun Game to Competitive. You don't switch from using an AWP to using an M4.
Playing different Killers is not the equivalent to playing a different game mode entirely. It's still the exact same game mode, with the exact same maps, with the exact same objectives, with the exact same rules, with the exact same fundamentals. Changing up your abilities and the way you play does very little to make it feel like a "new game mode".
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"there is nothing funny about literally saying something with racist undertones."
So it's racist to think two people look similar.
I think Metro Man from Megamind looks like Markiplier. Guess I hate white people.
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So, permanent DS UB without any prerequisites?
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If they didn't want me to call him a baby they shouldn't have given Charlotte the ability to physically grow and birth a little munchkin man inside of her body.
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Because the entire game is a bad joke.
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1743878#Comment_1743878
As far as I understand, yes. And that's fair. I actually haven't seen how difficult the skillcheck is yet.
It's decently difficult. I think it could use a slightly smaller zone to make it really challenging for Survivors so it's less easy to counter.
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I prefer Oppression for the skill check thing. If the Survivors mess it up you get free instant regression and tabs.
My question is, does it work with Surveillance?
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It works on everything that counts as a lunge.
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I just call them "The Bins" since they're absolute garbage.
Also Charlotte's real name is Helga, change my mind.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1742097#Comment_1742097
This is what I was thinking.
Survivors thinking that turning the match into 3 v 1 to effectively turn them into M1 before any gens are done sounds like suicide.
Unless they hold W and don't try to mindgame bad pallets.
And that's assuming the Survivors actually do make it a full 3v1 and the ridden Survivor isn't good at the aforementioned W-holding and unsafe-pallet-not-being-stupid-ing.
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Play Blight instead.
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What's everything a Killer should be?
Bad? Countered by lockers? Physically attackable? Forced to detach from their ability to interact with objects and downed Survivors to utilize their chase ability? Susceptible to losing the entire chase because they missed their ability a single time?
Because that's what the Twins are.
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@BumpEmOff99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1724994#Comment_1724994
How do you edit like that?
dbdperkmaker.com is how.
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I get this strange feeling the new Killer is gonna be Legion but worse.
Somehow.
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The hope that one day it will die.
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Spirit.
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You're mom?????
lol
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Being able to see what Perks your allies are bringing.
A search mechanic for the menus.
An FoV slider.
A shirtless Myers cosmetic.
Actual in-game graphics settings other than "Low Med High Ultra" which do little more than affect how many shadows are in your game.
Colorblind mode.
Bringing back the "switch to Survivor/Killer" button.
A dark outline for skill checks so they're easy to see in brightly-lit areas.
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To everyone who's saying to wait until the changes drop, and that Ormond may not get even more awful, I raise you this:
Breakable walls in the Ormond lodge.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1730302#Comment_1730302
Survivors can literally strafe in about quarter of a second, literal frames. Not saying it's a bad thing, it's just that you usually don't see characters strafe at that speed, especially when we are talking about trying to hit them with a needle sized hitbox.
Saying Survivors have clunky movement however is absurd and just wrong.
Also what's your point? How does aiming NOT take skill? Ask anyone that plays an FPS and they'll say that quickly locking onto a target on your screen is skill, which is exactly what deathslinger does.
If you've played any game where characters can actually:
- Move quickly and at highly variable speeds
- Strafe (actually quickly sidestepping, not slowly rotating to run forward in a new direction)
- Use the z axis to their advantage in a majority of scenarios
You'd realize how slow, clunky, and basic Survivor movement is in this game. They're the least slippery target I've ever had to virtually shoot with a gun.
"Ask anyone that plays an FPS and they'll say that quickly locking onto a target on your screen is skill, which is exactly what deathslinger does."
Quickly locking on to a target that's difficult to lock on to is skill. Survivors are not difficult to lock on to. Therefore, locking on to Survivors doesn't take skill.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1728773#Comment_1728773
My god this post. Imma just talk about slinger cause I could make an exam styled response on this.
Homie, this is Dead By Daylight. Survivor movement is slower and clunkier than Halo 3. Aiming and mechanical skill is less demanding in this game than any other game I've played. My dog can hit Slinger shots like a seasoned sniper.
This is completely incorrect and it shows you have never played slinger at a decent level. Survivor strafe speeds are absurd and is what makes deathslinger actually hard to use along side his tiny hitbox on his harpoon. Try to hit a survivor in a deadzone while they are constantly strafing left and right inconsistently.
You can't. Unless you get that 1 in 20 god shot by complete luck.
Slinger takes aim and prediction which takes skill. idk how that isn't the case.
If you think a Survivor sliding around like it's an ice level on Mario and slowly changing their orientation to move the other direction is "absurd" strafing speed then I don't think you've ever played an actual FPS game in your life.
I never struggle with Slinger shots unless I'm tired as hell or turning my brain off—which I usually am when I'm playing Slinger because he's just that easy. Straight up, I find it more challenging to win a bow fight in Minecraft than to hit Survivors as Slinger. He's not hard to aim. At all.
You want a Killer whose shots are difficult to aim? Try consistently hitting good Punishment attacks as Pyramid Head, or landing Lethal Rush hits as Blight. Then get back to me.
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@seki23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1729365#Comment_1729365
no. when you go against nurse for example, spirit, you can react if dead hard worked as intended, also back in teh day you could make the killer miss the hit 101% of the time because you were able to react how is making distance superior? the thing is, is the only way to use it now, but doesnt mean is superior by any mean.
Ah yes, because three or four Killers in the entire game determine how good a Perk is when used in a specific way.
Meanwhile, DH for distance against every single other Killer exists and is vastly superior.
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I'm still dreaming of the day people realize that Dead Hard for distance is infinitely superior to Dead Hard for dodging.
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@JustHeretoHaveFun said:
https://forum.deadbydaylight.com/en/discussion/comment/1728861#Comment_1728861
Why are you still talking?
I dunno, why are you still here?
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I hope it is. No better justification to finally break this game off than "I physically cannot play it thanks to the awful player count."
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@Chappy04 said:
https://forum.deadbydaylight.com/en/discussion/comment/1728773#Comment_1728773
if there were so easy why do i never see good slingers or legions
even the more popular more skilled streamers fail to use him properly such as true and otz and others like that
It's more the fact that they're both terrible Killers no matter how good you are with them. You give Steve Vai a guitar full of holes with shot pickups, a broken neck, and strings made of shoelace, it's gonna sound awful.
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@Chappy04 said:
https://forum.deadbydaylight.com/en/discussion/comment/1728656#Comment_1728656
deathslinger and legion more than bubba require actual skill from the player. the legion requires map knowledge and a lot of juggeling skills while not doing it too much or you will lose and slinger is slow so u need to be very quick on your actions and he takes skill in you know the shooting part plus reeling his spear is a mechanic a lot of people get wrong too from what i can see
"the legion requires map knowledge"
The only "map knowledge" you need as Legion is "is that Survivor far enough away that my Frenzy won't get to them?"
"and a lot of juggeling skills while not doing it too much or you will lose"
Implying Legion can actually juggle with his negative mobility and useless power.
"and slinger is slow"
Okay.
"he takes skill in you know the shooting part"
LMAOOOOOOO
Homie, this is Dead By Daylight. Survivor movement is slower and clunkier than Halo 3. Aiming and mechanical skill is less demanding in this game than any other game I've played. My dog can hit Slinger shots like a seasoned sniper.
"reeling his spear is a mechanic a lot of people get wrong too from what i can see"
So, what you're saying is, most of the playerbase is beyond stupid? Tell me something I don't know.
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@Chappy04 said:
https://forum.deadbydaylight.com/en/discussion/comment/1727962#Comment_1727962
but atleast there challenging to use and u know you person beating you is rather good or the downed surv is trash. like would you rather me play spirit or nurse and sweat. no
Clown, I guess. Pig, maybe.
Bubba? Legion? Deathslinger? Challenging?
What?
And yes, I'd rather you play Nurse or Spirit because that means I can die and go to the next game more quickly.
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It's really annoying, but you don't have to endure the whole power channel and slowdown to get rid of it. You can just tap M2 and still have all your abilities (you can animation cancel the removal of the sword from the ground).
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@BigHat said:
https://forum.deadbydaylight.com/en/discussion/comment/1728104#Comment_1728104
So let me get this straight...if the killer doesnt fall into your pre determined biased guidelines of a non "basic" killer you ######### on the hook immediately and disregard the 3 other people on your team?
Depends. Are we doing well? Does my team have half a brain? If so, I keep playing since it's an easy win. If not, they're dead anyways, might as well move on the next game instead of waiting to die.
Also, you say this as if I would ever consider the prospect of playing solo queue in 2020.
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@BigHat said:
https://forum.deadbydaylight.com/en/discussion/comment/1728104#Comment_1728104
Key word "entitled"
Okay, I take it back. That wasn't the dumbest post I've seen in a while.
This one is.
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@JustHeretoHaveFun said:
https://forum.deadbydaylight.com/en/discussion/comment/1727962#Comment_1727962
As a pig player and someone who plays both Survivor and Killer....pigs ain't that bad. I play Pig ridiculously casually. I mess around, try to get them to boop the snoot, maybe run some fun mind games. If I'm really trying to win, I don't even sweat, I just stealth a lot and patrol Jigsaw boxes a ton.
Posts like that are idiotic. Imo every killer is fun to play against, as long as the Killer isn't camping, tunneling, or being annoying (like teabagging Ghostfaces.)
Yesterday was literally the first time I had a Pig match where they didn't camp, hard tunnel Survivors with RBTs on their heads, use NOED, and furiously teabag every single time they downed a Survivor.
So excuse me for being skeptical.
@TripleSteal said:
https://forum.deadbydaylight.com/en/discussion/comment/1727962#Comment_1727962
It's been a while since I last saw so much entitlement within one single post.
Yes, I'm entitled for claiming that M1 on steroids, the Killer whose entire counter is just sitting at a pallet, the sweatiest players on the face of the planet, and the guy with a literal quickscope ability are boring Killers to face. Sure. Not like most people I know agree with me, INCLUDING people who place all four of these Killers as F tier in terms of viability.
Guess I'm entitled for wanting more Killers like Blight and Oni that actually offer methods of counterplay that require you to think outside the box and play smartly as opposed to "sit still at the pallet" or "tape down the W key". Because that's entertaining Survivor gameplay, right? That's fun for both sides? Winning the game by pressing less buttons than you do in Minecraft?
@BigHat said:
https://forum.deadbydaylight.com/en/discussion/comment/1727962#Comment_1727962
This is the dumbest takes I've heard in a while
This is the dumbest post I've seen in a while.
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" i play legion, pig, bubba and slinger mostly with a sprinkle of clown somewhere"
And all of these Killers are incredibly unfun to go against. Legion and Clown are impossibly basic and beyond unintuitive, Pig players go past "sweaty" and transcend to the realm of "narcissistic personality disorder" and Slinger is just... he wins chases for free.
I'd be more upset if I heard people DIDN'T kill themselves against you because that would mean they're fine with these Killers being in the state they are.
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1726994#Comment_1726994
But because there less relevant to gameplay, they should retain their secondary effect at 100% effectiveness across all tiers correct?
im asking why for bbq and wglf, their secondary effect doesn't follow this trend.
because its odd. both the bloodpoint and the aura reading get stronger, and for wglf its a special case because its bp effect is the only thing lowered yet its healing speed is 100% across all tiers.
We'll make it is another odd example of this with the primary effect being weirdly not inline with other perk effects in the game, as it retains its full strength at 100% across all tiers, but has its time lengthend (which arguably makes it more useful, but it makes more sense for the time to be the same between all perk tiers and its healing effectiveness differ.) Another even odder example, is prove thyself, which increases the bloodpoint bonus, but not the actual gameplay effect.
Perks that do follow the same trend are things like thanataphobia or leader, with the secondary effect for thana being that it deactivates upon a death (its a negative effect but still a secondary constant) or leaders 8m not changing. discordances secondary aura reading timer doesn't get shorter the lower the tier, but its range does (primary effect).
I guess its a discussion about more what the devs vs playerbase deem as the primary usage/effect, and which thing should be lowered, or both, but then its just a weird debacle.
The difference between all those Perks you mentioned and BBQ/WGLF is that their secondary effects are completely irrelevant to the in-game strength. The primary effect is the only one that gives you a distinct advantage in-game. Therefore, if the primary Perk effect is the one that remains the same across all tiers, then the Perk's "viability" remains the same across all tiers, making the grind to get a "better" Perk less painful.
Also:
"both the bloodpoint and the aura reading get stronger"
BBQ's aura range is the same across all tiers.
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His entire power is just M1 on steroids. It's so, so impossibly basic to the point where it's either complete trash or broken to hell.
He needs a rework. He's awful game design.
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Because the secondary effects are less relevant to gameplay since they give you no in-game advantage, so the technical viability of the Perk is the same across all tiers.
That's my guess, at least.
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Now if only they would fix Pop after gutting it.
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Blight with Ruin, TOTH, Thanatophobia, and Dying Light.
No matter how I play or where I choose to apply pressure, as long as I get downs I'm getting fat stall.
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Made these puppies a while back.
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Me who just had a game where I lost both totems before I even hit my first Survivor:
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1724268#Comment_1724268
How though? With all of the walls broken (aside from the deathtrap room) there should be four vaults, and all of them should have doors right next to them, so none of them will save the survivors much time. That's it. Would you rather there be four safe pallets in the Saloon that you can't pre-break?
I agree it takes a lot of time to kick the walls, but I don't see why this is a nerf to killer. They're just another design element in maps, like a jungle gym or a pallet. Maps with breakable walls may be survivor sided, of course, but calling the breakable walls themselves a nerf to killer is a stretch imo.
"How though? With all of the walls broken (aside from the deathtrap room) there should be four vaults, and all of them should have doors right next to them, so none of them will save the survivors much time. That's it."
The windows are useless... if the Survivors don't already have distance. But the only reason they shouldn't have distance is if they waited for you to approach them before attempting to run the saloon—why they would ever do something that stupid is beyond me. But once Survivors have distance, the time they save vaulting and the time you waste going around the windows is more than enough to ensure they can just keep holding W with little to no counterplay from most Killers.
"Would you rather there be four safe pallets in the Saloon that you can't pre-break?"
I'd rather the saloon not be a complete god building. That's what I'd rather be.
"I agree it takes a lot of time to kick the walls, but I don't see why this is a nerf to killer. They're just another design element in maps, like a jungle gym or a pallet. Maps with breakable walls may be survivor sided, of course, but calling the breakable walls themselves a nerf to killer is a stretch imo."
Considering the vast majority of breakable walls put you into 2 scenarios:
1) Turn already-safe loops into god loops and psuedo-infinites that you can only really beat if you're some overtuned Killer like Spirit or Blight, or in the case of Midwich, have your ability to navigate the map severely constricted.
2) Spend eons of time, a resource that Killers are always critically low on thanks to gen times being so absurdly fast, breaking the walls just to have a chance if the Survivors run to the tiles. On Midwich you have both this issue as well as breaking the walls that allow you to move more effectively also allows Survivors to do the same.
They either screw the Killer over, or screw the Killer over. It's a lose-lose.
Hell, if we wanna debate walls in and of themselves being a Killer nerf, take a look at MacMillan. Some of the building windows, which are already safe, had a hole next to them, like Storehouse and the upper Ironworks one, and that hole is now replaced with breakable walls which Killers are FORCED to break to have any chance at all to do something at these windows when before they could just go through the hole without having to kick a pallet. If that's not a nerf to Killers I don't know what is.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1722629#Comment_1722629
You got a problem with Blight? Play a different killer.
Where did I say I have a problem with Blight? I literally said he's the one thing that keeps me from believing the devs want to pummel Killers into the earth because he is just that strong. Like, stronger than Spirit strong—assuming neither Killer uses addons, at the very least.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1722706#Comment_1722706
The saloon is most definitely not safe with all of the walls broken, and let's not forget that shack on that map can even be neutered as well. The Macmillan loop can waste a bit of time against non-mobile, non-ranged killers, but it isn't what I'd call safe either. You'll get two vaults out of it once the wall is broken, or one if the killer has already been chasing you for a bit.
As a killer, I would personally rather be able to remove a strong loop in advance by breaking a wall than have an extra safe pallet on the map that I have to wait for them to drop. The one breakable wall I really don't like is the one at the top of Coal Tower since you're only going to go up there in the first place to chase a survivor.
I'm not a big fan of breakable walls, mind you, but I think people are exaggerating the impact on map balance.
The saloon is one of the safest loops in the entire game even with every wall broken. Against the majority of Killers you can loop them for at least a gen or two by just holding W. Same for MacMillan.
You turn a god loop into a strong one. Not to mention when the entire building is filled to the brim with breakable walls like the saloon, you waste an UNGODLY amount of time kicking them all down just to have a chance at catching Survivors when they beeline towards the building like lemmings.
Breakable walls are the worst Killer nerf to happen recently and I will not budge on that belief.
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I used to think that you could juke and predict the Jeffslinger.
Then I realized he could do this crazy little thing called aiming.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1722629#Comment_1722629
A lot of those breakable walls turn those survivor sided loops into dangerous loops once the wall is broken. In this way they’re like pallets.
The survivor gets ONE safe pass. After that, provided the killer breaks the wall, fool on the survivors for reusing the loop again.
In this way it’s balanced. They’re safe, and ONLY safe unless the killer refuses to break walks that OBVIOUSLY keep it safe.
This is just... so, so untrue. Breaking the wall turns the infinite god loops into safe ones, especially when we're talking about Saloon and MacMillan. They're still incredibly easy to loop around, it's just now the Killer actually has a chance of getting to you.
Moreover, why have removable infinites when you can just, you know, not have infinites?
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1722524#Comment_1722524
Yes. Yes you are meant to believe that. The devs don’t have some hidden agenda to make the game impossible for killers.
Judging by the colossal meme that was this patch's Perk changes and the ongoing addition of new god loops and infinites via breakable walls, the only thing that stops me from disagreeing with you is the fact that Blight exists.
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Are you saying it's hardcode more for you, the person stuck with awful teammates?
That's not hardcore mode. That's just solo queue.
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Picking Freddy.

