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GingerBeard

GingerBeard

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GingerBeard
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  • Hard disagree.

    To the last Meg who decided to rob me of hatch the other day and revealed to me the darkest side of humanity...

    image.png


  • In no particular order:

    1. Blight
    2. Pyramid Head
    3. Demogorgon
    4. Clown
    5. Myers

    I don't own so i've never played Oni, Bubba, or Deathslinger.

  • In terms of cosmetics I would go Kate all the way.

    In terms of perks, I would go with Yui but its not as clear cut.

    Kate has Windows of Opportunity which is good, but she also has Boil Over which is considered one of the worst. Dance With Me needs to be paired with at least Lithe and Quick and Quiet to shine.

    Yui has Any Means Necessary, which can range from being useless to giving massive value. Breakout is great in a swf, less so in solo but still usable. Lucky Break needs to be paired with just Iron Will to shine imo.

  • When I was completing the current tome the other day, I did have a harder time than usual with a few.

    The most notable for me was my attempt at the Outta Sight challenge. I should have completed it on my first attempt, possibly second if I was unlucky. Instead it took me four games, possibly five since I can't quite remember. Those first three or four games were all curb stomps, all lasted for a shorter time than the time I waited in the lobby for them. I think the most BP any survivor walked away with in those games was 7k.

    The stun the killer twice in one game challenge, took me three tries I believe. Got a Nurse on first attempt, and the second one my game crashed.

    Not necessarily sabotaged, but there were two more challenges that I was agonizingly close to completing on my first attempt. One was the 50,000 BP challenge, in which I earned something like 49,952 BP. The other was to get chased for 60 seconds which I walked away with 58 seconds.

  • Its a real shame Clown's red addons weren't changed. I was really hoping for more creative ones as I find both to be very bland, both aura reading and exposed seem to be the go to effects when the devs can't think if anything else more imaginative. I also believe RHPF to be poorly designed.

    I think it would have been great to have one red addon for his pink gas, and one for his yellow. Hopefully they go back to them though i'm not counting on it.

  • This is one of the first things I noticed too. Had three games in a row where there was a good meter or two between me and the tip of the killer's weapon when I got hit. Very annoying. Haven't played in a bit though, so maybe its been like this recently idk.

  • This might be an unpopular opinion, but I would like for map offerings to be completely removed honestly.

    Didn't the devs say one of the reasons for not including a new realm for some killers, such as Clown, was to not add more clutter to the bloodweb? I could be wrong, but I could have sworn I heard something along those lines.

  • I've felt for awhile now that the basement could use some love. At the very minimum it could be changed graphically, but I wouldn't mind a bit more than that. Back when I brainstormed some changes to the basement I thought it would be nice to have several presets the game could randomly choose from. The size would be basically be the same, but the layout and placement of things would be different just for some variety.

    I thought up some more serious changes too, but they were just for fun and didn't think about balance too much. Things like status effects for survivors that enter the basement, having basements with two ways in and one way out or vice versa, and an optional objective in the basement for survivors to individually complete that awards bloodpoints.

    Maybe one of these days we'll something changed, but I wont hold my breath.

  • I've been wanting a proper fair grounds themed map for Clown for awhile now. Especially now that the carnival area of Father Campbell's Church looks horrible with the new map update.

    I also would like to see something akin to New York's LES back in the the day, so an indoor/outdoor urban environment with a mix of dilapidated commercial and residential buildings. Below is a picture for reference.

    LES.jpg


  • @TheClownIsKing said:

    Thanks to everyone that tagged me.

    Some very interesting things here. The most striking is that they didn’t change RHPF. I’m quite shocked by that. I really don’t think Clown needs it.

    I’m....okay....with the removal of exhausted seeing as there are add ons that increase Invigorated, as a cleverly placed tonic and antidote should still mitigate many exhaustion perks anyway. Not to the extent of directly applying exhaustion, but this should still work well.

    I love love LOVE the idea with VHS porn. What a screwey add on.

    Parade Gloves is a fascinating one. Will need to see it in action.

    I was surprised to not see RHPF go too, I was really hoping for a change. Also, while I didn't know if they were changing his other iridescent, I still hoped to see that one changed as well. I thought it might be cool to have one iridescent affect solely his purple gas, and the other solely his yellow.

    I'm a bit sad to see the Garish Make-up Kit changed, I like to combine it with Bottle of Chloroform but I guess its not a big loss.

    Is the Parade Gloves the one that changes his throwing arc? If so, yeah I was intrigued myself, and it was the first thing I used. I think I like it better than his current arc, but I missed so many throws due to the change.

  • Overall I like the changes, but the carnival section on Father Campbell's Chapel looks worse imo. I'll need to go back and compare again, but I believe the new version's color is more muted or something? The first thing I noticed was how bland it looked.

  • I've said it before and i'll say it again, all I want is a subtle audio cue when a non-hex totem is cleansed. It would go some way in bridging the gap between solo and swf while not being too hand-holdy. I would be fine with keeping NOED the way it is if this was implemented.

    Its just not a fun perk to face as a survivor, just like Object of Obsession isn't fun to face as killer. Seems both will remain unchanged though because statically they're both fine according to the devs. I just hope they change their tune sooner rather than later.

  • I would love to see more weather, anything that adds atmosphere gets a yes from me even if its just for a single map. More specifically, I want a map that has light rain and occasional soft thunder with a mix of indoor and outdoor areas. Don't want the weather to be too distracting, but having some ambiance when i'm just holding M1 on something as survivor would at least be more stimulating audio wise. Even better if the time of day is set at twilight or a bit after, when its just dark enough to see the sky light up.

  • I sure do hope so.

    I was gonna make a list for both sides, but after thinking about it survivor is more clear cut to me and easier to make balance suggestions for so i'll mention them only. The list would be too long if I mentioned every perk I believed needed a touch up. Instead i'm not going to choose perks that I feel need updating the most, but rather perks that I personally like using/want to use more. Also in no particular order.

    The list:

    1. Fixated
    2. Breakdown
    3. Distortion
    4. Lucky Break
    5. Lightweight
    6. Poised
    7. Off the Record
    8. Solidarity
    9. Stake Out
    10. Red Herring


    Some of these only need simple changes such as Solidarity, while some need more of a rework like Red Herring. I'll explain my reasoning more if someone asks, but I don't feel like typing out my suggested changes for all the perks in this post.

  • What @ReverseVelocity said, i'm not sure the two types of gas are actually mixing.

    The bottom left shows orange gas emitting from the held bottle, so i'm going to assume the white trail when it was thrown just hasn't been updated to show orange or something. When the pink gas cloud turned to white, my first impression was that it was just a visual indicator to show that the cloud is about to change to orange and whatever effect that has.

    Obviously this theory isn't as interesting as mixing gas to create new ones, but at least I wont be disappointed if I keep my expectations low. Though I always felt Clown's power was too bland, so more than likely i'll be happy with whatever they decide to give him.

  • I love cleansing totems, dull or not. As a solo it can do more harm than good however as @SunderMun already pointed out. That is why I believe cleansing a dull totem should give a subtle audio cue to other survivors. It doesn't bring solos on par with swf, but at least it would help me know if other teammates are running around looking for totems so I know if I should just stick on gens or waste time running around looking myself.

  • I started playing with them for a couple matches the other day, and Victor's sensitivity was way too high so I would end up missing many of my pounces. I would probably get better with it if I played them a lot more, though I doubt i'll play them enough for that to be the case.

  • @bubbabrotha said:

    https://forum.deadbydaylight.com/en/discussion/comment/1830222#Comment_1830222

    I didnt prove myself wrong.

    Clown is the one of the hardest killers to master, that doesn't make him bad.

    I just wanted to chime in and say that I was a Clown main for quite a while, and from my end he was one of the easiest killers to learn and master. In fact one of the reasons I don't play him as much anymore is that I feel his skill ceiling is too low, and his power is too straight forward and boring to use. I guess I got spoiled with some of the later killers that have been released that have way more to their kit unlike the earlier killers, and that for me is way more interesting.

    I do still like Clown, and he can be good in the right hands. This is true for every killer though. I find the average survivor isn't very difficult to beat, as long as they're solos that is.

  • I don't want to give solo survivors too much info as I do think that would ruin the experience for me. That said we do need to close the gap between solos and swf somehow, and there are three things I think I would be fine with.

    1. Part of Kindred being baseline. I don't want the survivor auras, but just the killer aura. Even then, maybe only have the killer's aura show if they remain within 16m after x seconds. Camping is way more effective than it should be versus solos than swf due to reasons most should know by now.
    2. Not a totem counter exactly, but another suggestion I heard where there is a subtle sound que whenever a dull totem is broken.
    3. @TAG already said this idea, but I just want an icon to indicate a survivor is on a gen at the very least. I'm not sure if having more icons for other actions would be too much or not, but a totem icon wouldn't be needed if the 2nd suggestion is added.
  • That would be Hag by far for me.

  • I was disappointed with the add ons too.

    Its also a shame that anytime a new killer is released, I expect the iridescent add ons to be mediocre and/or uninspired.

    At least we didn't get an add on that is just one of her perks but downgraded.

  • Yeah I feel this would be the correct way to go for now.

  • I had fun with them on the PTB, so I will buy them at some point. I would usually buy the DLC on day one, but this time i'll wait until they release the locker fix. Alternatively, I could still buy it when it releases, but wait to play until the fix arrives. I'm not sure what i'm going to do yet...

  • Oh man, this is gonna sound rude no matter how I put. That was not only incredibly hard to watch, but I actually got a laugh at just how much value you let Steve get out of that fence, I have never seen that before. Having BL would have only given you a hit that you didn't deserve. I do believe this is one of the reasons people want it gone, because it can reward bad plays like it would have done in this video.

    Again, i'm not trying to be rude, but you made a lot of errors and need to practice more.

  • Hag is probably my least favorite killer to face for a multitude of reasons.

    1. I have a lot of anxiety, and she is the only killer that can consistently jump scare me. Thus i'm almost always tense and anxious which just leads to me not being able to enjoy playing against her as much. This is my own problem and should in no way be a reason to nerf her.
    2. Her kit encourages camping which too many hag's tend to do. Either they place all their traps around the hook, or they place a few but never leave teleport range.
    3. Not fond of some of her counters. Crouching everywhere is a pain in the ass and not very engaging. I don't like that flashlights are a direct counter to her traps, yes I know this would buff her if removed but I don't believe any killer should be directly countered by an item.
    4. A really good hag is very oppressive as a solo, and often feels like there is no chance at escaping.


    I recently played against an amazing hag that had silent traps and had teleport rebound to mouse wheel or something. The millisecond you set a trap off you would already be getting hit it was insane. It was on swamp too so I could never manage to see her traps. That game felt completely hopeless, but at least I din't have to worry about being jumped scared.

  • They look really good, and now I wonder if they'll ever give Macmillan it's blue tint back. I was fine with them getting rid of the tint before since I always thought it looked kinda bad. These photos have proven to me however, that they can keep the color tint and still make it look great.

    I'm having a difficult time figuring out where that last photo is for some reason. Can anyone help me here?

  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1737603#Comment_1737603

    Agreed, I think it's probably a Wendigo of some sorts but not from Until Dawn. I didn't like their take on the creature, it wasn't entirely accurate to actual depictions of the Wendigo, it looked more like Golem or Rakes' cousin

    I can't confirm it myself, but I've actually been hearing that Until Dawn has one of the more accurate depictions of Wendigos. Apparently the devs spoke with actual natives to get an accurate picture, but again I haven't looked into it myself but maybe you would be interested.

    As for what I think about what the killer is, I don't have any idea. Judging by the teaser, it would seem to be female, feral sounding, crawls on all fours, sounds as if its moving faster than 115% based on the audio, and can hit while crawling/at the end of crawling.

    So if I had to guess, the killer will have some sort of combination of mobility and stealth, as well as whatever unique mechanic was drawn up for their power if any.

  • I don't think anyone is insulting your intelligence, or at least not the majority, and I feel comfortable in making that assumption.

    I think instead its done because it works often enough to try, and you have no way of knowing if it'll work against your current killer until you at least attempt it.

    How about the fact that some people might also find it fun to do, or maybe they are just clueless (like in your BBQ example). Its also possible they are just practicing a tech (window tech anyone?), and the killer knowing about it or not is irrelevant.

  • Don't know what I would do to MoM, but what if it was just changed entirely? Or at the very least gave something other than endurance? Just curious as I personally see the perk as more of a hindrance than anything. I guess it might be more useful in a SWF, but i'm a solo player so I dunno.

    Buckle Up I tried to use, but it always felt like a waste since I could always tell about how much a survivor has recovered just by paying attention. How would I change it? I would probably make it base kit, minus the aura reading, and give it a different effect while still being themed around slugs.

    With Flip Flop I would be fine with the earlier suggestion of increasing the ration to 100% and putting a cap on it.

  • The majority of games I used it I never got it to proc, and the times it did I didn't feel like I was getting enough value to justify having it. Decided to not bother using it anymore. This was before the buff so maybe now I would get slightly more value from it but I don't believe its suddenly worth running now.

    I remember going against it a couple times, and every time I saw it appear I knew to avoid taking a protection hit. This is my biggest problem with the perk, once it procs once, you can make sure it never procs again. I suppose there is value in deterring survivors from body blocking, but again I didn't feel the value was there.

  • It was the single biggest nerf to survivors since the games beginning, probably the biggest nerf to anything ever.

    Tell me how can the devs be survivor sided when they so quickly took away the only source of joy, the only redeeming feature of playing survivor.

    Please bring it back devs, it was all I had...

  • In would say ditch Small Game for Detectives Hunch if you want to find totems. I'm not even joking, sometimes just repairing a single gen is all thats needed to either see every totem, or at least tell where a totem isn't. The fact that you can see the aura means that it doesn't matter how well camouflaged the totem was either.

  • Yep, i'm glad we're finally seeing some more perk changes. That said however, i'm really disappointed about the buffs to Cruel Limits and Mindbreaker. I wont say anything until the changes go live and I can actually see how they perform, but I don't see these buffs doing anything at all.

  • Meh, can't say the perk has ever really given me that much trouble.

    In fact I find it even helps at times. It seems a lot of survivors that have it, don't expect you to play around it. This has led me to get hits/grabs that I feel like I never should have gotten if the survivor was actually paying more attention. Its like they become too reliant on it, and don't bother checking their surroundings as much.

    When I use the perk, i'm no exception though, because I also tend not to look around as much. Usually I don't need to, because as I said most killers don't play around it. I even remember having a game like last month where I was grabbed off a gen while running the perk. The killer hadn't played around it for part of the match, but then suddenly he did and I didn't expect it, so he got a free hook.

  • I'm gonna make it easier on myself and only include things that have been added/removed/changed since I started playing that are still currently present.

    In no particular order....

    Best (8 because I can):

    1. EGC
    2. Pallet vacuum removal
    3. Custom TR for killers
    4. Lumping all the changes that helped solo survivors together (includes things such as the Kindred buff and Obsession Icon animation).
    5. Cosmetic Store
    6. Tome
    7. Graphical Updates
    8. Ruin and DS change


    Worst:

    1. Trend with having killer addons that weaken you in exchange for BP or being just a weaker version of a perk.
    2. Changing the look of Nea's hair in the Cyber Punk set.
    3. Still a poor experience for new players.
    4. Not equalizing injured survivor sounds, so some sound like they're moaning into a megaphone giving them an inherent disadvantage.
    5. The Game
  • I was using Fixated on Lery's one game when I saw my scratch marks just suddenly end for about 4 meters or less then start again.

    Unfortunately this was a week or two ago, so i'm unable to remember if it was 100% something I did that caused it or not.

    I guess I should run Fixated some more and observe if it happens again.

  • If you have nothing in the way of detection, then there isn't much you can do beyond trying to keep an eye on crows, sounds, or getting lucky.

    As a survivor I find stealth fun, and as killer its fine as long as only one or two are doing it. If all of them are being stealth lords though, it's one of the worst killer experiences in my opinion.

    I had a game a couple days ago on The Game, playing as Blight.

    Had two survivors left alive, a Jake and a Claud, with only two gens repaired. I spent five to ten minutes not seeing either of them, and they hadn't touched a single gen in that time. One finally decided to start repairing and I found him, injured him, and then just followed him around for a couple more minutes hoping he would lead me to the Claud. Still no sign of her, and she still never touched a gen. I eventually found her thanks to Deathbound making her scream when she healed the Jake, which must have made her panic since she then fast vaulted something, which triggered I'm All Ears.

    I've had some games though where I had to just give up and stand far away from gens, just in the hopes that they do them and I can get into another match.

    I do wish the devs would implement a twenty to thirty minute time limit on matches honestly, no match should ever last more than thirty minutes.

  • I'm not advocating for his release nor would I do the opposite, so i'm indifferent.

    However i'm not sure how they would go about some things, namely how he would move/chase/interact with anything.

    The pages would be an easier mechanic to creative something from. Maybe there are pages scattered around the map, similar to piggy and plague's power, that a survivor could interact with from the start. Every survivor has there own pages to collect that only they can see (so no advantages for swf), and doing so does whatever.

    Another route they could take is creating there own version based of Slenderman as someone else pointed out. I'd be fine with that as well.

  • @TTV_ClanMacleodCMC said:

    I'm really struggling with Blight TBH. Due to poor steering while dashing, seems too easy for survivors to dodge. I'd happy have to slam twice before a lethal dash or have a shorter dash distance, in exchange for more navigable control over the dash.

    His power does not really lend itself to more claustrophobic levels like the hospital or the stranger things lab.

    Practice may make perfect though,

    Along with what @TheClownIsKing said, you also don't always need to hit with your lethal rush. Sometimes just closing that distance so quickly is enough to get you a normal M1 hit before they can reach a window/pallet.

    The thing I enjoy the most about Blight is his ability to be in chase almost all the time. I don't need to hit all or even most of my lethal rushes, just being able to be on top of survivors near constantly applies immense pressure.

    I remember I had a game where I scored a hit on a survivor just around ten seconds after loading in on Mother's Dwelling, and then managed to down them in another ten seconds, was probably the fastest i've ever had a hook.

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1630912#Comment_1630912

    Yeah...no. The only fun thing about flashlights is to have a teammate get saved bc of it.

    I agree that removing flashlight saves would suck for those who do find it fun, but that was just an example of making flashlights work differently without introducing a new mechanic to them. It wasn't meant to be taken as an actual suggestion, although I do wish they were more useful outside of animation lock. Its why I also suggested the first option, which is to give them another use on top of what they already do.

    I personally don't find flashlights fun to use, even considering the times when I do rarely get a save. Whats even less fun is playing solo survivor and seeing one of your teammates ignoring gens and just wasting time following killer around everywhere only to never actually get a save, which seems to be the outcome more often than not.

  • @Heartbound said:

    Rancor Roulette is how I did it.

    Nemesis/Furtive Chase/Deathbound/Rancor

    Survivor approved, Entity hates it!

    I did this like a week or two ago, but I only used Furtive Chase and Rancor. It kinda turns it into a fun little game and is probably my new favorite way to try to mori a survivor.

    As for the topic, that would explain why playing survivor recently has been less fun. I noticed a sizable increase in Moris, NOED, Rancor, and unfortunately camping and tunneling. I don't pay too much attention to the challenges, so I was wondering what the heck happened.

  • Bye bye Clown, hello Blight.

    Seriously. I used to main Clown, but after playing so much Blight, he just doesn't feel as good to play.

    The cherry on top is most of Blight's addons are decent imo, which surprised me as i've felt the quality of killer addons has been going down hill lately.

  • Flashlights almost always seem to be more of a detriment than helpful, and I believe they should just partially rework flashlights at this point.

    Maybe give another use for flashlights outside of just blinding the killer, what on earth that would be I don't know.

    Perhaps instead of giving them another mechanic, just make them useful outside of animation lock. Blinding the killer could be instant (or near instant) but remove the ability for them to make the killer drop a survivor, allowing for them to be used anytime during a chase for juking, while also stopping survivors from wasting time chasing the killer in an attempt to get a save.

  • @GoodBoyKaru said:

    Imo they need to nerf the free zoning and in return just buff the other parts of his kit. Free movement in ROJ, POTD is wider and longer and easier to hit, free camera movement in ROJ, trails do more (like idk PH gets a speed boost while walking in them), make cages slightly stronger somehow idk (preferably without letting him go TunnelCity™ on you) and see how that turns out.

    This is essentially what I was going to say.

    Nerf his zoning potential while buffing him another way. I personally would like to see his M2 become easier and/or more rewarding to use, but i'll take even buffing his trails in some way.

  • I actually got stuck in it playing as Demo, and thankfully I was able to place a portal down and traverse.

  • I'm positive this is bait people, the percentage they gave pretty much gave that away immediately lol.

  • As they are now (well ebony at least), yes I agree 100%. When/if they rework them they can remove the extra BP, but as it stands it would alleviate some frustration and take the sting out of getting killed off early. I have already said this before and i'll say it again, the grind is still insane especially for new players. Anyway to up the BP earned, for either side, i'm 100% for. Just happens that playing survivor nets less BP on average than playing killer. Using a mori earns both sides less points, but it was the killer's choice to bring it anyway and take that loss. The survivors had no say, so this will reward them for staying, which otherwise might have been better spent just leaving and starting another match.

    If this does encourage more survivors to tough it out, its also a win for killers. You get more chances to use the mori and don't lose out on BP from a disconnected survivor.

  • Clown is my most played killer, and my problem with him is his power is way too simple. The only way to play him just boils down to throwing a bottle ahead of survivors to force them to go around or take the slowdown. Not that other killers don't have simple powers, but this is about Clown.

    I like what the devs have been doing with recent killers. They've been giving them powers which have multiple variables which I highly prefer. It makes playing those killers more interesting and spices up survivor gameplay to a greater degree. To be fair, the tonic does have other things besides the slowdown, it impairs vision and can be used to detect survivors. Problem is, the vision impairment does nothing most of the time (based off of my experience playing as and against), and using the bottles for detection is a horrible waste of bottles 99% of the time.

    Now what would I add to clown? I have no real idea, just a few concepts that I have hardly thought through, below is one of them.

    A single/multiple Jack-In-the-box that the clown starts the trial with. He can throw it on the ground wherever he pleases, and once on the ground would become activated. Once activated, it has a (x) meter radius that that does (thing), and can be deactivated by a survivor similar to disarming bear traps. However, the survivor is given a single difficult skill check that upon failing, would still deactivate the box, but which would then explode causing (thing) to happen.

  • I've thought about it before and yes, I would love to have something besides pallets and windows. Breakable walls are a step in that direction, but they're not quite what I want from them. I would really like to see them use breakable walls more for creating new paths such as the hidden stairs in Midwich. I personally would like to see a map with a T or cross intersection completely closed off by breakable walls to allow the killer to greatly alter the flow of the map as they see fit.

    Anyways, back to the topic at hand. I recently played Outlast again, and maybe something like a crack in a wall that survivors can shuffle though, similar to those in Outlast. Could make it so survivors interact and move through it slowly so they couldn't use it if the killer is too close or else they risk being yanked out. Would act more as a way to break LOS and force killer to take a long way around to catch back up, giving a chance for the survivor to hide and lose the killer. Maybe after one use the entity blocks it for that survivor for awhile or even the rest of the game if need be.

  • @andyollolloll said:

    https://forum.deadbydaylight.com/en/discussion/comment/1464415#Comment_1464415

    Which is totally unfair as the killer represents one side and should be getting far more for having to play against 4 players.

    When I used to play killer there was no way I would play killer without two cups of coffee and having played 3 survivor games.

    Sorry but did you mean to say fair instead of unfair? I believe you did but I could just be failing at comprehension, just got off work and i'm tired.

    I can see the point people are trying to make when they say that killers should earn more due to the fact its one player facing off against four other players. I just disagree, well to an extent at least.

    From my experience, playing survivor just doesn't net enough on average compared to how much BP you need for the grind. Killer has it better, which is why anytime I need BP I wont touch survivor. I would be fine with that fact killers can average more points if it didn't feel like a waste of time playing survivor for BP. For example, if I play survivor and could average what I tend to get as killer, which is 25k to 30k, but as a killer I could now average 35k to 40k, I would be fine with that. I just feel like earning around 20k or less is just too small for how many points you need, and unfortunately for me that is usually what I expect to earn as survivor.

    On another note, I mostly prefer playing killer. Unlike most, I find killer to be more relaxing. This is probably due to the fact that I don't aim for kills but points instead, and survivors don't have the tools to ruin my experience nearly as much as a killer can. So for me, survivor is harder for me play while also getting less BP, though I do still enjoy it.

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