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Fibijean

Fibijean

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  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/854524#Comment_854524

    Yes I'm aware of that actually, I answered your question on the laptop as well. I can understand why you'd be confused about it at first, but I'm glad we could clear this up for you.

    Basically, if you have any other issues you're unsure about than you can ask in this sub-forum and get a response from me or @Fibijean Mostly me because I hang around here the most... I think? The beauty of this sub-forum is that anyone can answer your questions, so if neither of us are available than eventually somone will give you an answer.

    The best part is we live on opposite sides of the world, so one of us will always be around to answer questions no matter what time it is.

  • @Auron471 said:

    https://forum.deadbydaylight.com/en/discussion/comment/854502#Comment_854502

    i mean if they mori themselves they get to keep the BPS and avoid the DC penalty (Soon)

    I suppose. Still, I wouldn't want to encourage ragequitting in general, even if it doesn't affect the other players negatively.

  • @Revansith said:

    So the recommended course of action is to download the live client first, then "patch" it to build 3.4.0. If I wish to play the live client after trying the PTB version, I make the switch and the game will resolve the matter by re downloading the current patch over writing the "newer patch" files?

    I am happy to re download 1Gb of data I was reluctant to have to re download the entire game.

    Correct. Every time you switch between them, you have to make a 1-2 GB download. I do the copying thing because my internet is quite slow, but if the patching isn't an issue for you then rest assured you won't have to redownload all the game files every time. I realise my initial answer gave the wrong impression, so sorry about that.

  • In theory I believe it should be a 4k, largely because that's what "Merciless Victory" used to mean before the introduction of the emblem system. The problem is that it's quite difficult to change achievements/trophies once they're already in the system, so how feasible it actually is to make the change is less clear.

  • @ProfessorDunwich said:

    Devs are quite silent on SWF. It is obviously a problem. The solution would be buffing solo survivors and giving them communication options, then you could buff the killers around survivors communicating. I don't think it will happen though. We are more likely to get more intrusive microtransactions than even an acknowledgement of a big problem.

    On the contrary, Peanits specifically said in the recent AMA that their plan was to gradually bring solo survivors up to the same level of information as SWF have, and then balance killers around that. The devs have expressed an aversion to introducing voice into the game multiple times in the past, so it's most likely that they'll be doing this with UI and QOL improvements.

  • @Auron471 said:

    https://forum.deadbydaylight.com/en/discussion/comment/854491#Comment_854491

    thats because the hatch will instantly open giving the killer no chance to close the hatch

    Exactly. So in practice, no one is going to choose to take this route. Anyone who doesn't want to be in the match that badly and is already sick of being slugged (therefore probably someone resentful towards the killer for doing so) is just going to DC. Either to give their teammate the hatch, or just to spite the killer out of sacrifice points.

  • The former. Every time you switch between the two builds, you have to redownload all the files.

    What I sometimes do if I'm planning to switch back and forth a lot is copy either the original game folder before downloading, or the PTB version of the game folder after downloading, to a different location on my computer, and name it "Dead By Daylight - PTB" or something. Then the next time I switch between them, I make a copy of that folder as well.

    Now I have a copy of the PTB and a copy of the live game, so instead of redownloading everything when I want to switch between them, I just copy the appropriate folder back into the install location, make the switch, and Steam should detect the files that are already there.

    I'm not sure I explained that terribly clearly, but I hope it makes sense.

  • According to the perk description, Bamboozle doesn't affect pallets, so I assume that would apply to Feral Frenzy.

  • @MedicSpirit7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/854363#Comment_854363

    In the reddit Q and A they said that the legion hangs out in between trails and stuff so they are def still a group

    Can you screenshot where they said that? I thought they said quite the opposite - that the killers are all alone in between trials, and didn't really comment on Legion specifically.

  • These are actually really cool, I hope you make more posts like these!

    I was going to comment on each one individually, but pretty much all my comments can be summed up as "this sounds really cool and interesting". So consider that my feedback, I suppose.

  • I apologise, I got too into reading the options and forgot the question was which perk we would like to see implemented into the game, not which perk we would personally choose for a loadout if all of them were available. I wouldn't like Odd One Out actually implemented into the game as it's way too strong and encourages tunnelling.

    Execution's blindfold would be fairly useless, considering people would still see the notification bubble, and they would also have a general idea of where someone was hooked based on where they got downed. It would be particularly worthless against SWF.

    Despair reminds me of old Dying Light, but worse. If the penalty were way higher, like 80%, then it might be an okay perk.

    Rage would be an alright perk, if it weren't for the fact that the tokens are far too difficult to get for the payoff of making someone unhealable who is already injured just on the offchance that the chase is broken, which isn't extremely common once the survivor is injured. Speaking of broken, the secondary effect is way too powerful. You could build up two tokens, hit a survivor once to break them, and then hit them again to down them and make them permanently broken.

    Killing Veil is way too powerful, especially combined with Territorial Imperative as Boss mentioned. Oblivious and Exposed is too much. Pick one, and it might be a more balanced perk.

    Death's Leash is a bit too situational for not a good enough payoff. The cooldown is unnecessary, since survivors escaping your grasp doesn't happen too often anyway. It also encourages tunnelling, which in my opinion is bad for the game. (Not that it isn't a good and perfectly valid tactic, but I don't think we should go out of our way to encourage tactics which make the game much less fun for other players.)

    Jinx is objectively terrible. It affects two things that no one really cares about - aura reading, and luck. If it afflicted them with blindness, or at least reduced aura reading by 30-50 metres, then it might be okay.

    As I already mentioned, Odd One Out is way too strong, especially considering that it automatically switches your obsession after the first one dies. Who cares if they get bonus bloodpoints if they're just going to get tunnelled out of the game before they have a chance to earn any? Not being able to see your obsession's aura is also not enough of a downside, since most hits aren't achieved by being able to see auras anyway.

    If I had to pick one to implement as-is, I would probably say Death's Leash, as it's the most balanced. But if I could make changes to them, I would choose Killing Veil, but remove one of the status effects.

  • Top priority should always be game health. It doesn't matter if you can transfer progress if the game itself is unplayable. But I do think cross-progression should be a priority as far multi-platform support goes, since I suspect a lot more people would be keen to buy the game on multiple platforms if they could sync their progress between them.

  • Click the arrow next to "New Discussion" and select "New Poll".

    image.png

    Make sure to post it in the "Polls" category.

    Note: This option won't appear if you're in the "Ask the Community" section of the forums, since the only option here is "Ask a Question", so you'd have to navigate to the homepage or a different section in order to make a poll.

  • That is indeed expected behaviour of her power. The whooshing sound warns you that the Spirit is phasing nearby, and she moves very fast while phasing so you don't usually have a lot of warning if you hear it close by. Because of the build that you were using, she was likely able to zero in on your location by listening to your groans of pain.

    As for your second question, FireHazard did a pretty good job explaining how the new Prayer Beads Bracelet addon works and why it's an improvement on the current design. Essentially, with the old PBB, you had no idea where she was or what she was doing at any given time. With new PBB, you still have no idea where she is, but at least you know when she's phasing.

  • If they are deliberately targeting you, that's absolutely reportable. You can report them ingame, and optionally submit a customer support ticket with additional evidence. However, do bear in mind that it could just be the way they play.

    There are a few things to look out for to see if they're targeting you specifically or if it's just your bad luck. Do they consistently break chases to go after you, even when there's no tactical reason for them to do so (That is, you're not injured or vulnerable in any way, and the person they're in chase with isn't giving them a hard time or running to a strong loop)? If they bring a mori, do they consistently go out of their way to "save it" for you, even when they have opportunities to use it on your teammates instead?

    The key word is "consistently". Targeting one player in a single match isn't reportable, nor is choosing a particular player to mori or tunnelling someone because they're a weak link. But if you're sure that they're deliberately targeting you specifically across multiple games, then you can and probably should report them for that.

  • @Revansith said:

    I have only played DBD since August. Can anyone show typical sweaters that might be made available?

    If you look in the in-game store, every original survivor except Jane has their own top cosmetic which is part of the "Ugly Sweater Collection" from last year.

  • Regarding the matchmaking issue, it's a little difficult because good matchmaking depends on having a large playerbase. If there aren't a lot of players in your area, the choice becomes either wait an hour in queue, or be matched with people who are nowhere near the same rank as you. It's assumed that you would rather have an unevenly matched game than no game at all, which is why you'll often find yourself in that situation of being matched with players far above you in rank.

    It sounds like your problem is more that there are one or two players in every game which are much higher ranked than you. Luckily, there are a couple of things you can do to have better games against such people. With a bit of experience, you can tell how good a survivor is just by the way they behave in chases, so if you start chasing a survivor and realise that they're too far above your skill level for you to catch them, don't. Break the chase, and go find some easier targets. You don't have to camp and tunnel to secure kills on them, but the players closer to your own rank are likely to be easier for you to catch (especially at low ranks, where Killer is most definitely the power role). And even the best players will struggle a bit if their teammates go down early.

    Another issue you brought up was the report system. We have a list on the forums of reportable offenses and how to go about reporting people here: https://forum.deadbydaylight.com/en/discussion/19450/game-rules-and-report-system#latest . If you report someone correctly, it is entirely likely that they will be punished, but it's unlikely that you'll know about it because at that point it's between them and the mods. Point is, just because you don't see it doesn't mean it isn't happening.

    I understand that you're frustrated and are having a hard time with the game. That's perfectly okay. Take a break for as long as you need, and I hope you'll decide to come back and give it another shot someday :)

  • @SaintDenisSlasher said:

    https://forum.deadbydaylight.com/en/discussion/comment/852216#Comment_852216

    The whole point of fortnite is that people hate it and tend to ######### tall it whenever possible. But fortnite is the reason we have a battlepass in this game and cod, and paladins, and ######### red dead. No it didn't create the concept but it did make a few billion dollars and every dev and their mother wants a slice of that.

    The problem comes from the fact that the tomes are the way that they are to encourage people to buy tiers. Flat out, doesn't matter if you absolutely adore the way it is now, Thats what's it for.

    The problem DBD and a lot of games have is the fact that 1. The battlepass kinda sucks and 2. They always circumvent the way fortnite did challenges (A challenges unlocked from the start with some having multiples steps.) This was so easy that even kids can do it.....but they still sell a lot tiers. That's because the challenges are already unlock weekly so you can blow through it and whales are going to just buy all the tiers day one anyway.

    Again this is why im pretty positive its going to change, it's not going to be as making money as it could or should be, but i gotta wonder if they'll get it right the second time.

    There's more than one way to skin a cat, and just because Fortnite did something and made a bunch of money off it doesn't mean that Dead By Daylight has to do the exact same thing. The Dead By Daylight community is not the same as the Fortnite community - if it were, maybe we'd all be playing Fortnite instead. Different age demographic, different interests, different priorities. Perhaps the developers are trying to cater to that instead of designing mechanics that are blow-by-blow carbon copies of other games. After all, being different from other games was what made them so successful in the first place.

  • @Walker_of_the_fog_96 said:

    @Fibijean I really appreciate your help, thank you very much!

    No worries :)

  • @Go_Go_Roboto said:

    I've been hearing he's OP lol

    Feel like it's gonna be the same case as hillbilly where people stop complaining when they learn how to play againt it

    That's always the way when new characters are released, in any game. Half the community is certain that the character is OP and needs a nerf, the other half claims they're underpowered and need to be buffed. The truth is, no one knows what the character needs this early on, because no one has had enough time to learn how to play either as or against them and thus to make an informed judgement regarding balance.

  • I'm at about tier 35 I believe. I've been taking it easy recently, barely played the last couple of days. Don't worry, the Rift has only been open for 21 days so far, so as long as your current tier is higher than that, you're still on track to complete it before the 70 days are up.

  • To be fair, the devs can't really do much to control the lobby times. How long you wait in a lobby depends on how many people are in the queue, both for killer and survivor, and that has nothing to do with the devs and everything to do with the playerbase in your area.

    Pretty much the only thing they can do is widen the matchmaking range, but when that happens everyone starts complaining that the matchmaking is broken and asking why they can't get matched with people their own rank. It's a delicate balance, and a bit of a lose-lose situation for everyone involved sometimes.

  • @Garcia said:

    https://forum.deadbydaylight.com/en/discussion/comment/850690#Comment_850690

    You are right about the speed, but I'm not saying to delete the ability to be healed by other players, and i'm not denying the use of med-kit. I'm just asking to make it possible to allow the player to heal himself without the use of a perk, wasting unecessary slot for it. That slot that i could be using one more usefull perk.

    I understand what you're suggesting, I just think it wouldn't turn out well in practice. There is very little good and a whole lot of bad behaviour and bad tactical decisions that could come of giving survivors the ability to heal themselves extremely slowly.

  • @SaintDenisSlasher said:

    https://forum.deadbydaylight.com/en/discussion/comment/851849#Comment_851849

    Fortnite also wasn't the first battle royal game. I mean i honestly feel like me saying that completely gets my point across about the battlepass but again people hate it so i don't think understanding is the problem lol

    The whole thing about the challenges being "paced" and people throwing less games the way it is whatever is just wrong, and instead of explaining why i think it's more productive to acknowledge the fact that the people who like the tomes, like them BECAUSE they suck. Extremely long, unfun, and grindy meaning most people aren't doing it so it's exclusive to the people dedicated enough to do it.

    The problem with this is that most people aren't doing it. I seriously doubt that even quarter of the playerbase will finish the last tome and if they make a second one it in the same way it will probably be ignored by most people.

    You'll finish it, ill finish it, but who gives a ######### it sucks! That matters because it SHOULD be catching the eyes of new players and giving current players a new objective. Instead it gave current players a grind they can pay to bypass because the whole thing is tied to a battlepass .....that also sucks. Which is actually good because it means not many people are going to be willing to buy tiers for that sweet.....billy hat.

    Anyway the more i think about it the more i realize this is just going to have to be something that fails before any change happens which sucks but when you have a community as toxic as this one what can you do.

    I'm honestly not sure what your point about Fortnite is, but it doesn't seem like the main point anyway so I guess it doesn't matter.

    As someone who does enjoy the Tomes, I can assure you that it's not because of some kind of superiority complex. Pretty much everyone I know is progressing just fine in them. I enjoy them because I enjoy having secondary objectives in my games, and I enjoy getting extra rewards for doing things I would normally do in a game anyway.

  • I think this sounds like a pretty great idea. Maybe have one killer and one survivor available to play for free each week or fortnight.

    I'm sure they could code it so that you can't unlock teachable perks on characters you don't own, so you wouldn't be able to earn a free character's teachables. You could invest bloodpoints into them if you wanted, and the bloodpoint investment would remain, but after the rotation the character would be locked from play again.

    This seems like a better solution to the archives issue than just having the perks in the Shrine, and I'm sure it would appeal to new players as well, or people deciding which DLC to buy next.

    Perhaps the characters in question could even be slightly discounted in the store for the duration of their rotation, to encourage people to buy them once they've tested them out.

  • By the way, I reread your post and noticed that you were looking for someone to confirm what the ingame lore says, because you weren't able to read it in the screenshots you found. I made a post where I transcribed the lore entries from ingame so that they're easier to read, if you want to look through her lore for yourself: https://forum.deadbydaylight.com/en/discussion/105860/all-the-contents-of-the-cursed-legacy-chapter-in-one-handy-location-3-4-0-ptb#latest

  • @Cornpopers_Evan said:

    In her lore bio it mentions specifically that she was partaking in a tournament or race in the year 3000, which I find pretty cool to have a character from the future.

    It doesn't say that exactly. The tournament is called "Tokyo Kick 3000", but the 3000 likely refers to the race length rather than the year, as in the case of the real life car rally, Gumball 3000.

    It hasn't been confirmed what era she's from, but when I watched the trailer I saw it as just playing into a kind of urban cyberpunk aesthetic. The clothes, the environment and the bike seemed fairly modern-day to me. But who knows? Maybe we'll get more info from the devs about it at some stage. If she is from the future, I don't think it would be from very far ahead, maybe about 5-10 years.

  • @avilmask said:

    https://forum.deadbydaylight.com/en/discussion/comment/851703#Comment_851703

    Now-now, that's too extreme. Something like that: pig starts with a trap on her head. Each time a gen is powered, the trap activates and she has to find a key in one of the boxes, or die in 2:30 seconds. That should be fair enough.

    Perfectly balanced, as all things should be.

  • I agree too. I'm all for more niche perks that make certain aspects of the gameplay easier, rather than more situational speed boosts. In my opinion the stagger reduction has always been the most valuable aspect of the perk anyway.

  • @avilmask said:

    https://forum.deadbydaylight.com/en/discussion/comment/851849#Comment_851849

    Filler challenges aren't quite challenges though.

    Mastery challenges may pass as something that you actually should commit to, and if you can do multiple of them in one game then cudos to you or those challenges sucked. Standard ones are time sinks that could as well be "play 5-10-15 matches" because of their nature and that you can't do them simultaneously. Damn, I WISH those challenges was just "play the game X times", but instead you have to create toxic situations trying to follow the path.

    As a killer you can commit to a challenge in advance, as a survivor you must adapt to a situation (starting from lobby) and an archive often conflicts with objectives. If you see two people with flashlights, you can't switch your challenges from blinds to something else. 3 people keep rescuing each other and you're the only one left on gens? Pile up, because your challenge is to rescue 15 people! A guy is hooked and no one comes to rescue? Who cares, you have to finish 15 gens. Oh, you managed to stun a killer 5 times in a chase? Haha, too bad, you still have to do that archive challenge separately. I bet in next 14 matches when you take that challenge all killers gonna respect your pallets or just use their abilities to avoid them.

    So basically, survivor challenges generate frustration!

    I definitely understand how frustrating it is to meet the requirements for a challenge you don't have selected. I imagine it will be even more so once we get to level 4, where the challenges actually become feats of skill, rather than being more or less achievable through ordinary gameplay. Personally, I don't really mind taking several matches trying to complete a challenge, but if it becomes a source of frustration rather than fun for the majority of the community I'm sure the devs will consider making changes in the future.

  • Fortnite was not even close to being the first game to introduce a battle pass system. Pretty sure Valve takes the cake on that one.

    That aside, the main reason why the challenges are limited to one at a time is the same reason why the Tome levels are timegated - to pace things out, and stop people from grinding through the entire thing in a matter of hours.

    Personally, I like the fact that the game forces me to pace myself a bit - although I wasn't a fan of the concept at first, and even recommended they change it in the Archives PTB survey - because I know I don't have the self-control to do it on my own. If I could grind through multiple challenges at once, I would feel like I had to for efficiency's sake. But this way, I get to enjoy working my way through the Tome for longer.

    I'll also add, on that note, that locking the challenges to one at a time actually limits the epidemic of people throwing games for challenges, rather than encouraging it. Right now, most people finish their challenge and then continue the game normally from that point on, or even try to integrate the challenge into their normal gameplay. If we could attempt multiple challenges in a single match, that's literally all anyone would be doing, and then normal gameplay would really go out the window.

  • Honestly, this just sounds like Lithe but more situational and therefore worse.

  • I totally agree with you on those two things. At first I was dismayed about the power drainage in particular, but after playing him a bit more and realising how powerful he is otherwise, it makes perfect sense from a balance perspective.

    The fact that it encourages slugging is not ideal, but at the same time Michael's power theoretically encourages slugging as well, and I've always found him to be one of the most enjoyable killers to play both as and against. So I guess we'll have to wait and see how that part works out in practice in terms of player behaviour, and if it becomes a problem it can always be adjusted later on.

  • Yep. You can switch challenges and your progress on whichever challenge you had active will be paused until you reactivate it.

  • @Hex_Stalk said:

    https://forum.deadbydaylight.com/en/discussion/comment/851476#Comment_851476

    I doubt that would be a problem. They drop rather frequently while injured so what is crouching once gonna do?

    I'm not sure, I didn't measure how many drop with a single crouch. Maybe I'll test it later.

  • As others have mentioned, this situation can be avoided very easily by just breaking pallets mid-chase. But even if you don't, the perk has a very long cooldown (160 seconds at tier 1) so even in the worst case scenario, this will only happen once or twice in the same chase. It's not like they can just reset the pallet over and over again.

  • You won't be banned if you didn't do anything wrong.

    The devs do take reports seriously, but what that means is they won't ban anyone without proper evidence of wrongdoing. In order to successfully report someone for hacking, you need to file both an ingame report and a customer support ticket, which I believe requires visual evidence of the hacks in use.

    If he did both of those things and supplied sufficient evidence there likely will be an investigation into your account, but the devs know their own game. If, as you say, you did nothing wrong, and his accusation was based on a misunderstanding of ordinary gameplay, then you have absolutely nothing to worry about 😊

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/851549#Comment_851549

    Yes. During chase this shouldn't be too difficult, as they'll use up their pallets trying to get away, naturally.

    Furtive Chase could be a good alternative but not as instant as Nemesis.

    Play With Your Food also prevents being looped around the whole map, as PWYF can deny longer loops, especially at 3 stacks. So I think with some patience and good awareness one could pull this off pretty well.

    Weakness is, obviously, lack of slowdown perks.

    Could be a fun build, though. You'll have to let us know how it turns out once you get the chance to test it!

  • @Rezblaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/851537#Comment_851537

    I understand Nemesis. Easily changing your obsession is vital to continuing to surprise others with Dark Devotion, and doesn't require you to tunnel hit a single survivor.

    I understand that it will apply Obliviousness to the single survivor, but it will still confuse other survivors, since they're usually running away.

    Also may have an unintended side effect of Dark Devotion; since the Obsession is Oblivious, they may not even realize its applied and will go about their business trying to find a fellow survivor.

    May be more useful than I thought.

    I assumed you were intending to change your obsession a lot for the plan to work, but you hadn't mentioned how you would go about that. So is getting deliberately stunned or blinded part of the plan?

  • I'm not sure that Nemesis will work with Dark Devotion the way you think. Dark Devotion simply shifts your terror radius to the obsession, so all survivors hear a terror radius coming from the obsession as though it were you (including the obsession themselves). Nemesis will apply Oblivious to the obsession, so they won't be able to hear the terror radius, but everyone else will be able to hear it as normal, only it will be coming from the obsession, not you. That could still allow you to sneak up on people, but I'm not sure Nemesis is really a necessary component of the build. It will allow you to change obsessions, of course, but only if you get blinded or stunned, which doesn't seem to be part of your plan.

  • Usually, awake survivors see Freddy fading in and out of view at a range of 16-32 metres, and he is invisible to them beyond that range. The Pill Bottle reduces this range to 12-24 metres, but the visual effect is still the same. You should be able to get the idea from watching footage of anyone playing against Freddy normally.

    The Pill Bottle also makes him invisible to awake survivors while he is carrying a survivor, which looks exactly how it sounds. The survivor appears to just float through the air, in much the same way that carried survivors used to appear to awake teammates by default before Freddy's rework. So if you'd like a visual example, I suggest searching up gameplay footage of Freddy pre-rework.

  • Yes, that seems to be what it's saying. Until the perk starts actually doing something, survivors won't be notified of its presence.

  • There hasn't been an exact date officially announced, but usually a new chapter comes out for both consoles and PC two weeks after the start of the PTB, so we can fairly safely expect the new chapter to release on December 3rd.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/851351#Comment_851351

    Hopefully a feature. So I can say "yes t bag me faster u fool"

    Lol. It would be an interesting feature, although I'm a little worried about it too. I don't teabag, but I don't want to be punished for normal crouching in stealth situations by spewing blood orbs everywhere.

  • It seems to, yeah. I wonder if that's a feature or a bug?

  • They do disappear after a while, I just tested it. But they stay around for a long time, like a couple of minutes at least. Can't confirm whether it's a set length of time they stay around for, or if they disappear once a certain amount of new orbs have spawned.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/851015#Comment_851015

    I'd disagree, because that would give an advantage over those who don't have the option of getting those to hook up to their console.

    I also think cross platform gameplay isn't a good idea for this game. Cross platform game files, sure, but that's it.

    In the same way that people with lower-end PCs or off-brand controllers have a disadvantage. That doesn't mean the option shouldn't be there for people who can do it.

  • Of those options, I think Keyboard and Mouse functionality for consoles would be highly beneficial, especially if they're looking into crossplay between console and PC.

  • @MightyDwight said:

    No, you can't.

    It's no one's fault for how they act but their own.

    It's not the devs fault this Survivor or that Killer are a toxic troll. It's not the internet's fault. It's not the 'Us/Them' setup of the game.

    Everyone in the world is responsible for how THEY act. No one else can control you but you. (Except for those with actual disabilities that inhibit one's abilities to control themselves. I don't say this to be mean; I'm autistic, myself.)

    I came here to comment my own perspective but really I couldn't have said it better. Bravo.

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