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GreezyWeezy

GreezyWeezy

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GreezyWeezy
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  • I almost bought her because I remember her being beautiful in Silent Hill. Then I saw her face and changed my mind. The uniform is decent but I won't pay the offer price for a meth addict that's been up for a week look. It would be an easy fix, just remove the dark circles and voila.

  • I play without auras bro. Got a good game sense so I know where to look. Also watch those little birdies fly around.

  • @AggressiveFTW said:

    Is it just me or does her face need a redesign/rework?

    She is beautiful just the way she is.

  • ABP= Always be puking. Infect gens, pallets and vaults chasing in loops, and especially survivors. Corrupt purge is awesome in chase's because when you make hits with the red puke, there is no cool down besides recharging your vomit. Get an addon that reduces corrupt recharge and you are money. Play like 10 games where all you do is puke on people and stuff to practice your aim and figure out your limitations because puking ain't always easy.

  • @Schinsly said:

    ik all these people are being positive but if you want my personal opinion uninstall

    I got advice for you. If he or she likes the game and is trying to get better playing as The Plague, then either give them some advice or keep your negativity to yourself. Telling someone to uninstall is ignorant.

  • @PatchNoir said:

    Like "smash your spacebar from your notbook till it brokes and you have to pay for another one, or smash your x button it will be fun"

    This is on game to make it more realistic like the player needs to feel that he is fighting for his life, but really someone that plays dbd for hundreds of hours think its boring cause that by itself doesnt add to the experience.

    Everyone just make a makro to press f for them or put on the mouse weel cause give less work, in my opinion i dont like this mechanic and i dont want some health issue in my finger joints for a unecessary thing as struggling, make it automatic no one will be bothered.

    I am not saying to remove 2 hook phase just let the char struggle by itself, the game should be fun not exaustive. And tbh everyone died at least once for some kind of struggle bug even smashing the button.

    "The hero they didnt know they need but they deserved"

    You just got weak fingers. Do you even lift bro?

  • I trap them hook them move on to the next. That's the point of the trap is to add pressure.

  • @Doomsaki said:

    People like to make comparisons of huntress and clown (why throw a slowing agent when you could just chuck a hatchet in the same time frame), but I think that comparing clown to the new Freddy makes much more sense when pointing out just how underwhelming the clown's kit is.

    Both Freddy and Clown rely on their powers to slow survivors against bad loops. Mid-chase a Freddy can drop dream snares and the clown can throw down bottles to create gas clouds. But there are some additional things Freddy can do:

    1). Freddy can prepare the worst loops ahead of time

    2). Freddy can use his snares as a scouting tool next to generators. (Clown can very awkwardly do this but only at limited range and it obviously telegraphs his location letting survivors plan their escape route or hiding spot)

    3). Freddy can teleport to generators!! eliminating a big problem with split map pressure

    4). Freddy can bait survivors off of generators and cancel his power as he approaches

    5). Freddy is invisible to survivors at a long distance away which means that he starts chases closer on open visibility maps.

    While its true that many of Freddy's effects don't apply to survivors outside of the dream world, in practice survivors don't bother to try and keep themselves awake anymore unlike the old Freddy who couldn't hit awake survivors. The only unique edge that I'd give to clown is being able to throw bottles ahead of a survivor in a narrow corridor; however, most maps that have these places also have doorways or indoor ceilings where the clown's high arc bottle is interrupted.

    In summary, Clown seems like 1/3rd or 1/2 of a killer. Most killers in DBD have multiple effects or different powers that they can use--not just one. Clown just needs something that can make him fill a more unique role other than just being a "slow the loop the killer" which the very successful new Freddy fills in a much better capacity.

    What kind of powers should he receive to make him more interesting?

    You just have to be a beast to be able to play clown efficiently

  • Distraction points in altruism needs to be rewarded for not suiciding on hook when killer is camping! Good call Big Brain Meg. It's up to the dev's to make this long standing issue right to discourage hook camping and suiciding on hook.

  • You should have lured him away from the basement. Especially after wasting his time long enough for 3 gens to pop.

  • @clem1710 said:

    You cage a survivor, he's insta saved but you don't even know where he is. You can lose all your momentum because of this lack of information. Thanks BHVR for making the new killer trash. At least give him a buff on another aspect of his power to compensate. It seems like he's just a weaker huntress now

    Why? Because you can't tunnel anymore?

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1403651#Comment_1403651

    You're running Iri Head with Infantry Belt.

    YOU'RE the problem, not the survivors, not the devs. YOU.

    It's in the game. Suicide on hook then. I never give up or dc. That's just a waste of not just your time but 4 other people playing with you. You're also missing out on extra blood points from totems and you could also just try to play hide and seek get boldness points for being close to killer and not seeing you. I've been in a couple games with the same set up and still managed to escape.

  • How about a creative and helpful new killer power addon for all killers.

  • @Erk said:

    This Clown of a killer is not really good. I don't think he's the worst killer but he still sucks. The worst killer in the game is Leatherface by far but we'll talk about him in another discussion, OK ?

    For some info, Clown can throw bottles to slow down survivors, make their screen blurry and apply the Hindered status effect for 2.5 seconds after they leave the gas cloud. He starts with 4 bottles and reloading it takes 5 seconds. Your classic killer attributes, 115% speed, Tall and 32m TR.

    GENERAL

    Clown doesn't have any mobility. The survivors might be doing a gen in the other side of the map and by the time you get there its already %30 done if you know they are there. If you don't, it can be %50 (I'm not taking perks into account for now).

    Clown is not lethal in any way. Clown can slow down survivors, sure, but you can hit them once and they go to the other side of the map. Whatever you do, you need to accept this when you are playing as Clown. Even if you say "What about the Redhead's Pinky Finger ?" One cool thing about the Redhead's Pinky Finger is you need to directly hit the survivor with your bottle. Unless the survivor is in your face, hitting bottles at survivors takes time, practice and a little bit of luck. So, its not very reliable.

    THE AFTERPIECE TONIC

    The really bad part about his bottles are it takes 5 seconds to reload his bottles and you get slowed IMMENSELY. You sometimes need 2 bottles to make the survivor intoxicated and good survivors will often not get intoxicated.

    His power is not very reliable since hitting a survivor with a bottle doesn't do much if they are in a good tile. They just get slowed down but they can still make it to a pallet or a window if there is some distance between you and the survivor and even if you get a hit, unless they are injured they will just use that speed boost to go to another tile. Now you might say "But that's every M1 killer !" and you would be right but if the survivor can just take that speed boost to go the next tile then why did I slow the survivor down ? Its just pointless then, don't use your bottles and just mindgame. My point is, using your power correctly doesn't reward you like Billy's or Ghostface's does.

    PERKS

    PGTW : The best perk in the game imo.

    Bamboozle : Helps you a lot if you are new.

    Coulrophobia : It can be used in TR builds.

    Overall, his perks are pretty solid. No question there.

    WHAT CAN BE DONE

    Just do simple things such as :

    • Decrease the reload speed
    • Add some sort of mobility or lethality to the killer
    • Make his bottles slow down everything including the speed boost from getting hit
    • Reward the player for landing direct bottle hits (not just +250 BPs and without addons)

    and stuff like that. Imo these changes would make Clown a viable killer and a balanced one too.

    What do you think ?

    You are rewarded for landing a direct hit by extra hindered state.

  • @PrettyFaceKate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1330618#Comment_1330618

    This is challenge is not meant to change playstyle. This challenge is meant to make a player completely useless and a detriment to their team. Which, on second thought, it's basically 90% of the soloq players' base anyway.

    Not true. I got it my 10th try, but every match I was healing injured survivors and unhooking when no one else was close enough to save. I got it against a Deathslinger and was playing very stealthy, never entered a locker. Stake Out helped tremendously. Let me know when I was close and the Tokens made healing go much quicker and safer with the good skillcheck being counted as great.

  • @Veen said:

    Did it on the first attempt, but I really felt dirty about it, I mean I never play as a blendette and I wonder how people have fun by acting as a bush and doing nothing but avoiding the killer 🙄

    I'll suggest to anyone those perks , Stake Out since it helps with the timing , Bond and Empathy to locate your fellow teammates who get chased and maybe even alert if it can help locate the killer. And The game offering, just follow the killer from the different level of where he is and it's real free estate.

    It's a Dwight challenge, you can't get it as Claudette lol!

  • Switch the controller to your other hand put it on your lap and use your index finger. It takes less than 1/10th of a psi to depress the button. Relax your wrist don't tense it up. You got this buddy.

  • @toxcitynacl said:

    Even if I knew what you could have done better I wouldn't tell you.

    What's the point of this post?

  • @BloodMoneyMerc said:

    So I've been working at this challenge of falling from great heights while in chase, & I've come to the conclusion that this challenge sucks. My reasons why:

    1) Either some of these falls do not register, or apparently I don't know what it means by a great height. Like if you fall from a hill tile, sometimes it works & sometimes it doesn't. If anything, define what a great height means. There have even been times where I definitely fell from a great height imo while being chased, but the falls weren't counting as progress (I was vaulting off the steam boat top floor on the swamp map, which is quite a drop).

    2) Some maps do not have these great heights to fall from, or spots that are very specific on them in which you must be near if you want to actually make progress on this challenge (I keep getting Lery's & Sheltered Woods, so there isn't much to work with on these maps).

    3) The challenge basically requires you to run balanced landing if you want to actually still play efficiently while doing said challenge. Without BL, you're just letting the killer catch up to you most of the time when you decide to fall from a great height.

    Can we just stay away from stupid challenges like this? For what sounds like an easy task, it ends up being a pain in the ass trying to pull off.

    This one is super EZ. Get balanced landing to help you get it safely. I got it in 1 chase just falling off the little mound with hook at top which can be found on every outdoor map. I jumped off got my 3 second 150% sprint, ran around and jumped off again, got hit, but boom challenge done in 1 chase. On to the next.

  • Make the dream world bright like a sunny day, sounds of birds chirping children laughing, take away the survivor auras, make rainbows shoot out Freddys arse, leave the snares, dream pallets, and adons alone.

  • Killer: Unrelenting, Shadowborn, NoEd, Enduring

    Survivor: All the 2nd chance perks

  • I'll be just patrolling a random gen and a Feng will quickly pop out around a corner, it makes my heart jump a beat sometimes.

  • How about a robotic/cyborg killer? Kind of like terminator but unique in it's own way. Or a comic villain like Carnage?

  • It would be good to get maskless Legions. The BHVR art team could make different facial expressions. A wide eyed devious look in a chase, an angry gritted teeth look after a pallet stun, an evil smile after a locker grab, squinched eyes after getting blinded, a smirk after a hit, just a plain scowl while moving around.

  • Give killers and survivors option for first person and 3rd person view. Wow you just balanced the game!

  • I've had several instances where a survivor would see me approach, then they jump on a gen real quick and stop working as soon as grab animation started and it would cancel and they would run off. Is this a grab tech? This bug needs to be fixed if players are intentionally exploiting it like I have seen.

  • @5thPerkSlot said:

    No, nonono, I won't buy your "but, it is a valid strategy!" quotes, so let's talk about real stuff working, ok?

    Every time the killer is near X metres from a hooked surv:

    • Mechanism 1: a timer appears when the killer is not moving or very sightly around the surv, upon timer depletion the killer is paralyzed by the entity for X seconds
    • Mechanism 2: there is a permanent radius of X metres around the hooked surv the killer cannot penetrate
    • Mechanism 3: same as Mechanism 2 but the radius increases/decreases considering the killer is face camping or not (this is particularly good, since it rewards the survs trying to save the hooked surv)
    • Mechanism 4: if the killer is inside X metres for X time, the vision field is reduced likewise when the end of Legion's skill and/or lower movement speed
    • Mechanism 5: the hooked survivor obtains a progress bar everytime the killer is X time around too close, when this bar is replenished the surv can press action key or mouse to release short range call for the entity that stuns the killer for X seconds

    Mechanism x.... yours?

    My mechanism A to Z. Run kindred work on gens .

  • Make shadowborn true to it's name and description. Besides better FOV also add 5/10/15% map brightness increases based on tier.

  • @SurviveByDaylight said:

    It’s ridiculous. Get a better game plan as a killer then. Play some of the better killers that imo are way better. They need to slow trapper and legion down. I’ve never seen a killer run faster than my 150% Lithe burst than Legion. Why are they so fast yet people still complain? Just get a better game plan.

    Slow Trapper down? Lol. How is he supposed to get to his traps in time? Legion needs all the speed he can get.

  • The survivors base is dropping out or switching roles. Know how I know? Simple. Before yesterday I played 75% killer 25% survivor and the killer Q times were always instant or a few minutes wait sometimes in the A.M. I played killer and survivor today and Q times for survivor were quicker! The killers I played against seemed much more toxic than usual and hook camped mostly and survivors I played acted very noobish. Is there a role reversal taking place? I only played 2 killer matches today and the rest survivor, maybe 15 matches total . This is on the PS4 console btw.

  • Survivors should be able to blink through the exit gate without opening it and escape.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1150629#Comment_1150629

    Don't be going around spreading false information brother, if you're saying toolboxes are "useless" I suggest trying sabo. Unless you're upset that you can't end a game in 5 minutes. Also you're complaining about The Deathslinger having an accurate hit-box? From my experience I haven't seen anything that would seem like a BS hit, in fact I feel like I get hits stolen from me/from the killer more (mind you I usually play with 50ms on PC). You say The Doctor is a huge pain? Don't play his game, you can't loop him. (funny because a lot of survivors still don't realize this) Drop the pallet early instead. And the fact that you say killers have to "unite" to get things nerfed.. Lets see... the only instance I can think of is MoM, which we have are own fair share, Freddy got nerfed in about a week into his release when he wasn't even that strong, meanwhile MoM was OP as all hell, it was literally a "get out of jail free" card that couldn't be countered in any way if you were an M1 killer. You HAD to deal with it. It took almost 3 years for DS to be reworked and its even STRONGER than before. Before we could at least juggle and have Enduring to counter. Now? The survivor is invincible for a whole minute with nothing to counter it. The syringe took 3 years to be nerfed but to compensate, they buffed the styptic. And now toolboxes, you didn't need them in the first place, survivors can already end a game in 5 minutes if they're efficient. If anything survivors cry more for killer nerfs if you ask me, the longest thing that lasted was The Nurse, the only issue she had was her add ons and they still touched her base kit. People were fine with The Spirit at first until tons of people grew hate boners for her and they nerfed her as well, they nerfed The Oni from PTB, and then nerfed him AGAIN (He is how ever, in a better spot now) They nerfed Ruin, they nerfed Hangman's (which I'm fine with, it was strong af) and hopefully thats the end of it. The game is still not balanced but if you think killers have it easy, you're dead wrong bud. I'm not saying survivors have it easy either, both sides have their fair share of frustrating things. But don't make it seem like its only one side.

    Amen.

  • I got my first hook with deathslinger my second match! Lol

  • None. I go into matches as an emotionless bot and just think logically with a lazer focus on objectives.

  • A better way to make it more fair would be to make it base kit for all killers so they don't have to waste a perk slot.

  • @Nickeleye said:

    I have been getting stunned from pallets even though I'm not even close.

    I have also had several pallets slammed right on top of me when I'm carrying a survivor and nothing happens.

    Anyone else experiencing this?

    I'll be standing to the left or right of pallet a step away and get stunned.

  • @Coder said:

    Hear me out. If you think Deathslinger's power is strong enough to justify 110% movement speed, you've never faced a God Tier Hillbilly. And I'm not saying a "good" hillbilly, I'm pretty sure you face those every day, I mean God Tier, those guys that can do insane curves that feel like he's hacking somehow and who can end chases in 3 seconds. You died the moment you joined the lobby. Well used, hillbilly's power is ridiculously and game breaking strong.

    I don't see Deathslinger's power being that strong to justify 110% movement speed. Even Oni is stronger and he's 115%.

    The only killers I think justify the 110% speed are Huntress and Spirit (not even hag), but Spirit because it's broken (see this video by OH TOFU). Deathslinger's power is not that strong or broken, I don't think 110% speed is justified.

    https://www.youtube.com/watch?v=aMRKm7Jz-08

    Those insane curves cost a set of spiked shoes and a bottle of Thompsons moonshine. They don't come cheap.

  • @Seiko300 said:

    And it's goddamn annoying. It's got to be one the singlehandedly cheapest way to win. After you've played for any significant amount of time as survivor (if you've picked a main, which most have) you'll be able to stockpile keys pretty easily. Even without the stockpile however, it's so weird how half the time I see a key escape (which is pretty often) turns out they actually didn't bring a key with them, they just happened to find one in a chest.

    AKA if you've got dumb luck on your side, then you win. I get that the DBD is host to extreme variability, that's part of the fun, but there shouldn't be something that powerful in the game.

    Next to BNP, and Ebony Mori, the key was one of the most powerful tools either side has access to. Unlike the aforementioned, the key has not been nerfed, changed, or updated to match the current meta and pace of the game.

    You don't have to worry about Toolbox Nerfs or even killer buffs if you can just jump out through the hatch and win the game:

    https://i.kym-cdn.com/entries/icons/mobile/000/022/138/highresrollsafe.jpg

    It is absolutely heart-wrenchingly infuriating to go up against a 4-man SWF squad equipped with toolbox, go 10/10 sweaty and start to pull ahead of the match, only for that SWF squad to cut their losses and make a hatch escape because they had the bright idea if they were losing, they'd just save who they could and leave early without risking what might happen if the match dragged on further.

    Proposed solution

    I gave this proposed solution when hatch-standoffs were still a thing, before the EGC, but they had shown off the hatch closing mechanic in a PTB. And I'll give the same one again: If a survivor wants to open the hatch they have to go through a hatch opening animation, they kneel down, fit the key into the keyhole of the hatch, and pull it open much like a chest, afterwhich they can jump through.

    This animation would also make a distinct audio cue, much like how you can hear a totem being cleansed, or a chest being rustled through, the audio for opening a hatch with a key would be metallic, as the lock mechanisms slowly give way. The animation can only be performed from the front side of the hatch, and it is interruptible, meaning the killer can grab you out of it. Just like the BNP, if the killer grabs you out of the animation the item is destroyed.

    The animation itself wouldn't take that long to be completely honest, less than the time it takes to open an exit gate or cleanse a totem, it would be something like 5 seconds. The point is not to nerf the key into obscurity or change it's purpose completely (although to be honest, maybe that's how it should be), it still is a key after all, but to keep it more in line with the direction of balance the rest of the game is approaching.

    The point of this change and introducing the animation is so that as a survivor you can't jump out of a closed hatch right in front of the killer's face. This doesn't even make sense, to stand holding a key, and I guess it evaporates in the air and the hatch magically opens? #########?? More than not making sense, it's just straight up throwing shade and disrespect into a killer that may have genuinely deserved the victory.

    On top of this, the chance keys can be pulled out of a chest needs to be drastically reduced. I'm unaware if the chances are the same as how the chances to pull a single map are (equal chance for every single variation of a map, regardless of setting) but if it is keys need to be the exception and must be rarer. Pulling a key out of a chest should be the equivalent of a self-unhook, it happens, but very rarely.

    TL;DR

    -Introduce a 5 second animation to open the hatch (when closed) where the survivor kneels down and fits the key into the lock

    -This animation has a metallic audio cue, as the key is fitted inside and the locking mechanism slowly gives way

    -This animation can only be performed from the front side of hatch

    -This animation is interruptible, meaning you can be grabbed out of it

    -Should you be grabbed or hit out of the hatch opening animation, your key will be destroyed (similar to how BNP is destroyed if you fail a skillcheck)

    -Chance to pull a key out of a chest has been reduced

    Purpose: to force survivors to be more meticulous and strategic about how they approach the hatch when holding a key. Rather than the current "bolt for the hatch and slide in like you were a stick of butter" action. Pushes survivors to be stealthy and less bold around the hatch as the killer is and should always be an intimidating presence, regardless of the perks or items you bring into a match.

    Hope a dev or someone official sees this.

    I can't tell you how many times a survivor would be standing on a closed hatch with key in hand waiting and wanting me to see them just jump through faster than a Nurse can blink. An animation for opening with a key would only help balance the game a little more and make it more interesting. Dev's please consider this.

  • @C3Tooth said:

    https://us.v-cdn.net/6030815/uploads/851/LBBNGUJ92WJZ.png

    Im a low rank Killer, but I have a tips for you. As I noticed myself while playing

    Most of the time you make your target in the middle of your screen (1) (easy explain habit, to make its easier to track if target change the direction on screen). But remember your target can only run left, right and downward-(as running toward you). They can not run upward your screen-(flying)

    So if you set your camera as (2), its much easier for you to react target running toward you. And able to see crouching blocker. It works for me, save a perk slot, especially Shadowborn is weak to Flashlight.

    Thank you for the visual. Makes sense and I'll give it a try too. To the op Adament_Tepig try out different methods and techniques and you will find what works best. Most important thing is patience and timing, because as a killer mistakes are punished severely. And never give up just because gens are all done, you can still get kills and blood points by catching greedy survivors slipping.

  • Run Shadowborn, it increases your terrible 1st person field of view up to 15 degrees up down left and right, so survivors can't crouch right in front of you and not be visible, also it helps with jukes and 360s. Grab Unrelenting too it gives you a 30% quicker missed hit cooldown. Get close be patient and don't lunge attack just tap R2 the cooldown is quicker.

  • Killers shouldn't have to bring it. It should be a part of the game.

  • They should make the chapter 16 killer your choice of any of the survivors in a deranged state. And the new survivor a version of the killer when they were still human. Demo would be Billy or Mew.

  • @LustForBP said:

    There’s a thread about NoED being fine and the amount of comments opposing NoED is ridiculous.

    NoED activates after all generators are completed and can be countered by:

    • Cleansing Totems during Gameplay (5 total)
    • Cleansing the Hex Totem after generators are completed.
    • Run out of the Exit Gates before being Hit.

    How exactly do you oppose a perk that is has a higher chance of being a wasted perk, especially at higher skilled gameplay?

    It’s pretty much a wasted slot.

    Excuses:

    • It gives free kills
    • nobody wants to cleanse totems
    • it rewards failure

    how does it give “free” kills?

    whats so difficult about cleansing Totems? Oh, it extends your 5 minutes of gameplay and forces you to do something else.

    It rewards failure? Hmm? Doesn’t:

    • decisive strike? You got caught, caught again = failed
    • Adrenaline? you’re injured when gens are finished = failed but are rewarded a health slot
    • Unbreakable? You got downed, failed but here’s your pass to get up without help
    • Borrowed time? The killer spotted your teammate coming to rescue you, failed but here’s a free pass to get away
    • spine chill? oh, you don’t want to look at your surroundings, failed here’s a warning the killers otw
    • sprint burst? killers close, here’s Usain Bolts legs.
    • Dead hard? You’re injured, here’s a chance at lunging a football field forward to get you away.
    • Balanced Landing? Yeah, drop 30ft, no injury but a speed boost 😂
    • self-care? Teammates won’t heal you, here you can heal yourself with air!
    • Boil over? Yeah, you’re 1/4 the killers size but outmuscle them, sure.
    • Iron will? Hole through your chest, don’t worry you won’t make a sound.
    • Breakdown?
    • Deliverance?
    • Hope?
    • Inner strength?
    • Flip flop?

    Literally of the 70+ survivor perks, the MAJORITY of them reward failure.

    NOED should not even be a perk. It should be base kit for all killers.

  • NOED should not even be a perk. It should be a base kit with every killer to keep the survivors from farting around for the last 5 minutes. Wasting time looking for totems problem solved.

  • When I play killer I do it in my padded room. The screen and console are behind a bullet proof glass window and I have 10 new in box controllers I usually go through 3 of em.

  • @xBEATDOWNSx said:

    https://forum.deadbydaylight.com/en/discussion/comment/1096207#Comment_1096207

    You truly might be on to something. Especially if you're letting this of all things drive you to claiming PTSD

    Did I claim this is driving me to PTSD?

  • Then the dev's should eliminate the message that says quitter bonus 600 blood points.

  • @xBEATDOWNSx said:

    Yo if a game affects you this much, stop playing. I don't care how much you enjoy the game or whatever you say because at the end of the day, your health and sanity is waaay more important than this.

    Maybe it's good he has this game as an outlet to prevent some road rage or shoulder check incident in public to incite a violent reaction.

  • You're right killer shouldn't see period. Killer should only be able to hear.

  • I had a game against Doctor on cold wind farm. I was stuck in tier 3 madness and was unable to snap out of it because the skill check animation was not showing up on the screen. So I said F it and ran around the cornfield and kept screaming as I failed the skillcheck over and over for the rest of the game. The killer messaged me and said ######### were you doing? I told him and he said lol.

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