HPhoenix
HPhoenix
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- HPhoenix
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Comments
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@Nick said:
You also have those on Asylum. Or what about the TL totems right in front of a gen. Right next to the survivors only objective. Might as well put them next to the survivors spawning in
Funny enough, that does happen as well, lmao. I spawned close to one.
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What I miss about old DbD?
-Space billy.
-Old Solvent Jug, aka exhaust bottles. This was best add-on on Clown that hard counter DH back in the days, in my opinion. Anyone taking a sniff of Clown's smoke couldn't use an exhaust perk for 30 seconds. Combine Old Solvent Jug w/ Old Bleach and it would guarantee that they won't make it to a pallet. Good times.
-DbD's BBQ event was amazing with the slushy gens
-FootBall lunar lantern: Survivor finds a lantern in the map. If a killer found a survivor that glows and downs them, the lantern would respawn and the survivor need to try and get it again. you would get an x amount of coin and you would use it to buy a lunar related cosmetic.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2968377#Comment_2968377
Yeah, after the the other day when someone called me all sorts of slurs that's what I did. It's a shame because I have had some nice interactions too but it's just not worth it.
Yup, there are times where you could still have nice interaction in the post chat, depend how the games goes. There was one game where I got bullied hella hard. But I did noticed that no one was doing gens but they were trying to falshlight save on numerous occasion. This went on for about 15 to 20 minutes. Sure, I would just DC but the fact that they weren't doing gens for that long? I kept it up. At the end, I looked around, they were noding at me, and I nodded them back. I laugh and said, "######### it, pick him up LMAO." We ended doing a slug race. Sadly they were console players so no conversation happened.
The point is, it honeslty depend on how the match goes, in my opinion.
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How to deal with Toxic survivors/killers in the end game chat.
-Close end game chat
-in your Private setting in Steam, look for "Can post comments on my profile" then set that to Private.
best option is to quickly press the button to go to the next game and let hem argue among themselves as it's a waste of time.
As for other toxic behavir, I would ignore it as a whole, in my opinion.
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@Mandy said:
We'll be giving out more information as time gets closer to when this is released.
Hopefully on Late June/early July Dev Update segment. I love reading those as it gives me hype and excitement. As for massive update, I figure it will be mix with The Twin, Perk and other QoL changes. SPECULATIONS, EXITEMENT, REEEE! xD
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you have to wait till the Winter event to get new set of frosty eyes for Killers that came out this year.
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@Mandy said:
but but but...Huntress looks mighty fine in the game.
Whomever did the art style of Huntress in that game is amazing.
Also, 100% of dating the Hutnress when the game comes out.
Only for me to cheat on her for Clown, whenver he comes around, lmao. Naw but I jest, Huntress is my waifu <3....
even though I am a Clown main.
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My strategy when it comes to cakes is hoard as many as you can then use them whenever a chapter comes out. Same thing with BPS.
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I use Wraith and Legion.
Wraith: Can fill three category stupidly quickly.
Legion because he's stuipd fun to use and can also fulfill all three as well.
Theses are my opinion but you're welcome to use what work best for you :).
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In my opinion, Clairvoyance is a better perk, assuming you have Mikala
@QueenSaccharine said:
I've seen many complaints about killer perks for endgame like No Way Out, Blood Warden, NOED, etc. and while I've seen plenty of arguments for and against these perks being reworked, I think there's a survivor perk that much more desperately needs reworked for both killer mains' and survivor mains' sake, Left Behind.
Left Behind means that unless you're so unlucky that the hatch spawns right in front of the killer, you get a free escape. You don't even have to do anything all game; watch your teammates die, never play remotely risky, hide from the killer all game and tap gens to avoid idle crows when the killer is on the other side of the map. Do that, and you can escape in 90% of your matches, simply because you know where your free win is and the killer doesn't. You could even bring a key every game to ensure that you still get the hatch even if the killer kicks it closed.
Beyond newbie Bills and people going for the adept achievement, the people who run Left Behind are always the worst players in the match as they don't help out their teammates at all and may never once encounter the killer yet still get a free win. If I'm playing survivor and you're my teammate running this perk, I hate you. If I'm playing killer and you're running this perk, I feel bad, because even though I got a 3k which is a technical win, I didn't get to sacrifice the survivor who more than likely deserved it the most. And any time someone with Left Behind does escape (which is inevitable), every single one of their teammates complains in the postgame chat because they also know that the worst player got a free win from a single perk available to everyone. It's horrible for everyone except the people running the perk.
This is the same reason why everyone hates MMR and the devs are reworking it. It rewards playing selfishly and defining a "win" as whether or not you and only you escape at any cost, when survivor is an inherently team game and survivors should be encouraged and rewarded for playing altruistically. Your solo queue teammates shouldn't be doing things like self-caring for 32 seconds right in front of you while you're trying to quickly heal them, then ignore you when you need healed, just because they want survivor to be a single player experience.
Even if it's rather uncommon to see this perk being run, this is the one survivor perk that I think definitely needs reworked entirely. I think it would be healthy. Maybe make it so instead of seeing the hatch's aura, you can unlock the hatch without a skeleton key at the cost of sacrificing a perk slot. It would only work if the killer kicked the hatch closed and left, and you found where it was. That seems fair to me, even if it would still be a selfish perk, but I'd like to hear other people's suggestions for reworks too.
Not going to lie, I like the idea of the rework that you mentioned. The reason why it is because now there is a perk called Clairvoyance, which does the same thing but better. You find a bone to activate the perk and when your the last survivor alive, you get to see the hatch within 64 meter (Vs 32 meters from Left Behind). So, reworking it to make it where you no longer see the aura of the hatch and opening withouth a key of sorts would be a good rework, in my opinion.
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The buff I want for this perk
-Allows to charge while in the hook
-bigger scratch marks instead of a small one. Make it a line to make it more believable
-no longer hits on top of obstacles
-Using pebble can now stun the killer for like 2-3 seconds while standing position.
In my opinion.
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@WaveyTrey said:
https://forum.deadbydaylight.com/en/discussion/comment/2943689#Comment_2943689
https://forum.deadbydaylight.com/en/discussion/comment/2943562#Comment_2943562
Yup! Each Great Skill Check from healing would give me roughly 500+ BPs.
I might try that sabo strat. I was thinking of running Prove Thyself over Street Wise, but I was feeling like being the medic yesterdayday. I’ll try Prove Thyself the next time I play.
Let me know how that goes! :D
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Not going to lie, that seems like a fun build. I'll give it a try later today :).
That's not beating my main BP farm build, in my opinion.
WGLF
Prove Thyself
Sabo (500 Devious point per minute. 1,500 devious if a totem and a hook are next to each other. Note: Don't use Sabo at the start of the game unless you want to get chased)
For the people: Guarantees to be the obsession and get 1000 (dead) or 1,500 (if you escape, which maximize survival).
With a good med-kit and extra BP add-ons, of course.
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As surivvor: Meg cuz I don't trust them and they tend to be meg heads.
As Killer: Blendettes. I had a game where two blendette where left in the match and it took me about 15 mins to find one. I ended up camping her :I.
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I am looking forward to the bug where the new map get disabled for 2-3 months then have Dead Dawg (Or another map)get disabled for 4 or so month like last year, lmao.
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We used to call it "DC Tech" back in my days before the hatch changes. Now, if you DC, is like gambling in a casino. What end up happening is that you ate a 5 min penalty just to watch a 50/50 game of chance. Either the killer find the hatch and get's a 4k that way (Assuming that the gates are really close for the killer to patrol.) Or there survivor finding it first. Now, imagine if someone toss in a hatch offering and the killer slug for a 4k, that person can DC and let the other survivor get hatch for free which is extremely stupid, in my opinion.
@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/2938883#Comment_2938883
Too bad for the dc'd survivor and their loss of points then.
Most people won't care about their BPs, in my opinion.
I still say that they should increase the penalty to at least 10 mins, in my opinion. Then again, there are people with bad connection so I doubt that will happen, that and it would be a horrible idea, I think.
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my dream changes to Clown
-Flask of Bleach is now base kit. Flask of Bleach rework: Increase bottle projectile speed by (inserrt large number here)
-Karosene Can rework: increase Clown and survivor movement speed while invigorated by (A small number, nothing too OP)
And other Clown changes.
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Best thing to do is close the post chat. If you see them again in lobby, just dip and join another one.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2933116#Comment_2933116
yes because it was a situation where the game couldn't finish under normal conditions, she'd get stuck and then could be taken hostage indefinitely.
Sounds about right. Again, thanks for the kill switch explanation :).
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2933110#Comment_2933110
Killswitched is dependent entirely on how game breaking something is. Something like this would not need to be killswitched
Ah! Like how the nurse was disabled due to being stuck in a grabing animation? I'll keep that in mind, thanks :).
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@IlliterateGenocide said:
Same thing happens on Haddonfield on god house, if a survivor is downed between those extremely tight fences its impossible to pick them up sometimes
It's on the Known Issue part of the patch.
@foxdies said:
In the top part of the map that should lead up to a third floor, but is just a cut off stair case with some weird gunky flesh stuff piled in the corner, there is a bug / exploit survivors have been abusing in each Midwich game I've played as killer today. Survivors can press themselves into the corner of the staircase and cannot be hit or picked up by most means. (You are able to down them as the Twins, at least; you can park Charlotte against them so they can't leave and use Victor to down them since he's small enough to fit, but you cannot pick them up if they stay there, and I doubt any other killer can hit them like that. Maybe Huntress.)
It's pretty frustrating. My screencap is kind of dark so you may want to raise brightness, but this is the exact location. It's happened every time I played on this map.
My Midwich matches were all Twins yesterday, so I can't say if its happening for other killers, but other people have told me it has been happening for them too.
The devs are now aware thanks to a mod posting their responce in one of the post.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2932985#Comment_2932985
thanks for the video of this!
I have some questions, if you don't mind answering them, of course :).
When something like this happens, how fast will it get kill switched? But the real question is that been bothering me for a while is, what would make something be kill switched? I recall Badham being disabled due to a uncleanable totem back when it was reworked while Haddonfield keep it's unreachable totem spot since last week and surprisingly didn't get disabled. Granted, I figure the reason is because we were waiting for Haddonfield for month. I hope it make sense. The only thing I can think off that would make something to be kill switched is due to how long it will take to get fixed while small thing get patched a week after.
I would love a response, if not, it's cool :).
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Not going to lie, I would be upset if you didn't unhook me, I wouldn't harass you in post-chat since it's a waste of my time, and mostly moved on to the next by that point.
however at the same time, I would give you credit for running the killer for that long.
and as a reminder, getting hatches does NOT increase your mmr, only getting out though the exit gates, if I am not mistaken.
But if you plan to play selfish again, is best to have post chat off and move on.
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@Cybil said:
I almost never see these killers anymore which is crazy because I remember them being quite frequent back when I first picked up the game (Silent Hill chapter). I'm actually seeing Demogorgan more often than both of them combined and Demo is arguably the rarest of the bunch. I didn't even realize it until just now but I think this has been going on for a few months.
What happened?
Hard nerfs?
SBMM?
Too many apples🍎?
I see both killer in stupidly rare ocassion. Like twice per month at best.
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T-Baggers:
Stupidly simple is to ignore it when they do that after they get a pallet stun or whatever. That and they don't last long on loops, some of them anyways.
Clickers:
They always want attention or just be annoying as hell. That's one person less doing a generator. Best case would be you chasing an injure person while hearing someone approach for flashlight save, that tells me that there only two people doing gens separately or together.
If you hate clickers that much then Franklin's will make them stop for a while but that would be a waste of a perk slot for 1-2 flashies.
In any case, it no longer bothers me like it used to. If they do it at the exit gate? Fine by me, lol. I just nod and do something silly.
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@Vahri said:
https://forum.deadbydaylight.com/en/discussion/comment/2928246#Comment_2928246
I wasnt aware that if you DC you wouldnt get it. It was just a theory as to why some gens may need to be done before they will appear. Some have now confirmed that they see the glyphs before the 3 gen completion mark.
I am in 100% agreement that people shouldnt DC after getting glyphs. I dont believe that there is any reason to DC a match, rage or otherwise. Matches rarely last longer than 15-20 minutes, If you dont have the time to put in the effort (good or bad), dont queue up lol.
DC topic aside, let's go back to the main topic.
So you can find it before gens can be popped? Granted, I did it during EGC as I feel like it's both challenging and easy to deal with. Also, it is just me or when you get to EGC, I only see 2 instead of 4?
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@Vahri said:
You have to complete 3 generators before the green glyphs will appear. They are tiny, unlike normal glyphs, and they appear close to the ground, the same as totems do, in the spot where totems are.
You can hear them just like you would red glyphs.
I have yet to see any show themselves during EGC, but i have found all of mine really easily after the 3rd gen was popped.
I expect they dont spawn before the 3rd gen to prevent people from joining just for glyphs then DC. So just play the game like normal and after the 3rd pop, run around a bit to spots that totems could spawn. They are like little totem glyphs. Dont give up, its super easy. If anyone needs any help with this quest you guys are welcome to add me and Ill run a game with you to help!
Even if you grab the Green Glyph and DC, won't you get it? That one hell of a way to cheese the challenge and I honestly doubt that you get a stack on your tome challenge. If this is true then I would like to see proof of it. I mean, granted I could do it my self but I already finish the challenge. xD Note: No one should try to DC after getting a glyphs.
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Double confirmed as i experience it more than once.
Also, is it me or whenever I vault a window, Clown doesn't groan. (I hope is a minor buff than a bug)
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I was playing Clown, as usual, on that map and I ended up getting a 1-2K. There one house that kept me busy for a hot minute that I have to let go of chase to protect whatever gens I have left. I am also surprised that few survivors don't know about the infinites that some of those houses have, if run correctly, that is. But give it a month or two till the survivor learn how to property run killers on those houses. Most of the downs I got was from survivors being out in the street with a mix of mind game in some houses. As for the open of the road is, I can see how killers can get a down quickly if a survivor doesn't make it to one of the strong loops outside.
Honestly, the map seems balance to me but it honestly depends on what killer your playing as, in my opinion. The key here is that everyone need to learn the new Haddonfield layout and plan accordingly.
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@Marc_123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2925342#Comment_2925342
As i remember i sneaked out the window when she came to the gen and then teleported outside. Other time was on the street.
Some of the others were on the street as well. I don´t know who were in houses.
Almost 4 gens :-)
Was not a super Nurse but still good enough.
The street is really really big now.
Then yea, if you're out on the street vs nurse, there is a 95% that you'll be hitting the pavement.
As for the window part, the only juke you have is look towards the window then stop in front of it and hope that the Nurse blinks outside, which should give you time to relocate elsewhere within the building. Line of sight is key against her as well as some good jukes. Otherwise, try to stay out of the streets at all time.
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@Marc_123 said:
A Nurse 4ked us there with 2 gens left.
Good job on doing 3 gens against Nurse! <3.
Question thou, were you guys in the open when she 4ked? Or were any of you guys in one of the building? Would love to hear details plz. :)
Regardless, I expect Nurse to do decently well in that map cuz if your in the road? You better pick a place to die, as OhTofu recommended against high level Nurses.
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@Mandy said:
Or smack him with a cheeky Head On (which is the reason that I'm in the lockers against all killers)
Agreed! Use a Flashbang while you're at it! Or just be a prick by using Head-on into a DS and flashbang as a finisher. xD
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You almost made me choke on my morning coffee, lmao.
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nvm
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with a infinite in the main building btw!
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Every time I hear it, I imagine a washing machine is chasing me, lmao. Might as well rename him to "Washface" or something xD.
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I am sorry but I highly respect survivor that Kobe at 4%. I love the aspect and the hype that comes out of it xD. I personally think it should not be remove.
my condolence goes to Otz's winning streak, however.
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The only reason why I hate RPD is because is stupid dark in Low graphics and it's somewhat dark in Ultra, but that just me.
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There is this saying in the trial
"if it glows, it goes."
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I miss playing old freddy. He was ass back in the days but man, hearing his lullaby while I was awake was scary. This is when I was new to DbD. I feel like the devs could had tweaked him in a way. Decreasing his power from 7 to 5 seconds, or something like that. I do have some ideas for old freddy to boot.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2916099#Comment_2916099
I honestly don't like addons and perks that punish missed skillchecks. They unfairly punish new players and old players never miss. They are horrible things that are either 100% useless or newbie bullying. No middle ground.
Hmmm, yea you're right on that one. I am sure there a build out there to make some of his add-ons useful.
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He honestly need something cuz my god the nerf that he got was brutal, in my opinion.
Granted, I am glad that forever freedy is gone but at least give him better add-ons than increase regression when someone miss a skill checks, stepping on a snare to give them blindness for example. But Jump Rope being the worst since most survivors have Iron Will, in my opinion.
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What I been noticing as of late, in order for me to pip, I need to do at least 1-2 gens solo, break 1-2 dull totems get at least 2 saves and get chased by the killer for a bit. But I also notice that the match need to last around 5-6 minutes to get at least 1 pip. If you do all that while not getting downed at all and the match lasting more than 5 minutes and escape, you might get 2 pips. But this also depend what grade you're at. It's hard to get a pip in iridescent grade than ash, in my opinion.
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@Mandy said:
I don't believe Dead Dawg is survivor sided at all, it's most likely pretty even if it favours one side over the other then it's likely to be the killer side, especially once the breakable walls are broken. The tiles are not as safe as some other maps, even some of the ones with strong pallets are playable from the killer point of view.
It seems to be a map that most killers do very well on
Let's not forget that killers can get an advantage by the 3 gen strats that can be form in that one corner of the map. The gallows, that one gen in the far corner, and the one behind the building near the gallows.
This is also the map that helped me get a few Adepts to boot, but yea, it's ballence till someone gets a 3 gen of sorts. AND depend on which killer, I guess?
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@AngyKiller said:
Can't delete my post, but I edited it.
I'll take it as a compliment :).
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2913443#Comment_2913443
if I am slugged, I will gladly DC in hope my other team mate find hatch because I have no problem waiting five minutes, but that just me
Ah, so you cheat to give your teammate the hatch just because you don't like the Killer trying for the 4K.
This is still the only game where I see people actively say 'I break the rules if my opponent does anything I don't like' with freaking PRIDE. It's messed up.
It used to be called the DC tech back in the days where the last survivor found hatch while the other DC to give the person the hatch. I still do it till I reach the maximum DC penalty of 30 minutes. After that, I just go to the next game and hope the other person found hatch. That and I have two alts account to play to wait out the DC penalty timer because Family sharing and getting the game for free in Epic are a thing.
Anyhow, The killer can slug and attempt the 4K all he likes. I just want to get to the next game already :/.
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DbDLeaks says next week on the 26th.
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easy, Blast mine!
I love to watch the killer kick the gen and get stunned xD. Then I would run over and block it with Repressed alliance :D.
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my dream DS buff/nerf.
-Perk reactivates as long as the killer continue to chase the same survivor.
For example: If Billy goes after the unhooked person and get hit with DS for the first time, the perk reactivates for 60 seconds. If the billy continues to chase that same person, he get hit with DS again, which will reset to 60 seconds and so on.
Drawbacks:
= Doing gens, healing others, tottem and booning will deactivate the perk for the rest of the trial after stunning the killer with DS once.
=If the killer stop chasing you after stunning the killer with DS once, the perk deactivates for the rest of the trial.
=ends up being slugged after DS get used once to fully counter it.
-No longer work on lockers:
With the buff I mentioned, having someone jump in the locker would make the perk OP.
Hope all of that make sense and you're welcome to criticize the change and all that jazz.
Otherwise, as for tunneling goes, I honestly don't care lol. I seen survivor loop the killer for five gens and I done it my self at least once, so it's whatever because I know in the next game, I won't go against a tunneling killer. I might end up going against a basement camping bubba or a proxy camping killer and...well.. anything after getting a tunneled killer really.
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There used to be an add-on that would make it more blurry than it used to be but that got removed. Just be glad that is now gone.
And yup, sounds like a normal Clown game but hey! How often do you run into a Clown? These days are usually anything high tier like Nemesis or blight or nurse or something, donno.