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HoodedWildKard

HoodedWildKard

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HoodedWildKard
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  • I haven't seen people do that. But it might be his playstyle is pretty unpleasant to go against. He works best proxy camping hook with his patrols.

  • Then if you know someone is lurking for a flashlight save, chase them away and make sure your back is to them.

    And if they catch you unawares? Well that's just a good play by them. Tbh i rarely get surprised with a flashlight save anymore. I usually hear the footsteps

  • @Adaez said:

    I have chases shorter than 30 seconds but by the time I get 1 or 2 downs,at least 3 gens pop.

    The killer cant be at more places in the same time and for most killers its almost impossible to deal with it.

    No wonder camping and tunneling is so effective.

    Survivors dont do anything else besides gens because they dont have to,and that's a problem as gens are being repaired faster than a killer can pressure them.

    The only way a killer can deal with it is if survivors make a lot of mistakes,stack gen regression perks,have a quick and fast first chase.

    It's kinda just linked to how hard survs are willing to genrush.

    If you get a set of 4 commodious tool boxes with brand new parts. You'll lose the first couple gens pretty quick regardless of what you do. Especially if you have a genrusher running that damn felix perk i can't remember thae name of that recharges your item. But that isn't the end of the match. Unless you ragequit (poor move)

    Franklin's is always a good move to shut down those tool boxes. And aim for a 3 gen, the first 2 gens often font matter. It's the last 2 you want to worry about. If you can pressure the last 4 gens on the map you'll be surprised how quick the game can turn around.

    Just identify a good cluster of gens and pressure them hard. Make sure they arent touched, and if they are get them regressed to zero.

    Survs can finish 4 gens but if they can't get that last one done they are toast. A LOT of my killer games see 1/3 hooks in the first 3 gens completed. Then I snowball because survivors have a harder time avoiding me when their objective is in a small area. This is also why I enjoy playing demogorgon. All you need is 2 gens next to each other and you have a 3 gen setup that is easy to defend.

    Also use discordance and/or corrupt intervention. Really helps shutting down those early genrushes.

  • Flashlights are so easy to avoid for a killer with so much as a brainstem. This change just makes life a little easier for newer players to get used to flashlights. While they're still against inexperienced killers.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279949#Comment_3279949

    Yeah it starts to regress at normal speed. Which does what, exactly? It takes six minutes to regress from nearly done to 0%. I have entire games that last for less time than that. That's assume it doesn't get cleansed. You can run around screeching about pressure till your voice gives out but it doesn't mean anything if that pressure isn't impactful.

    Let me be clear: I hated old ruin and I'm glad it's dead. But let's not pretend the new one is useable.

    If the totem doesn't get cleansed quickly it's impactful. I suppose it also depends on the team you're against. A swf won't have much issue with it because they can simply rotate people onto a gen if someone is chased off of it. But in a solo q game there is no such coordination and ruin can be pretty punishing if someone doesn't find the totem.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279474#Comment_3279474

    100% regression is hardly "colossal slowdown". It's nothing. The last time I saw it was vs. a Spirit like a week ago. We literally just ignored it because it doesn't actually do anything.

    It can be killer just has to put any pressure on gens. If they find a surv on a gen that is almost done they can jump staright into chase to down the surv and the gen starts to regress immediately at normal speed. Any surv who stops gen rushing to heal, unhook or hide loses progress.

    And the slow down isn't simply the regression on the gen. It's when survs are forced to spend time looking for the totem as well. All eats into gen time which gives killer time to hook ppl.

  • Tbh it deactivating after a surv dies is fine. I find that rarely triggers anyway. Usually gets cleansed first and it's still colossal slowdown. Not only does it regress gens and save killer loads of time. But survs have to scour the map looking for it while killer can gain hooks etc.

  • Interesting idea, hate the hair but aside from that he looks cool.

    Power is too well set up for camping hooks which is not really a fun playstyle for anyone.

    I must admit though his power is an interesting antiloop. If you use it mid chase when someone is camping a loop or dropped pallet. You can pincer them unless they have quick reactions.

  • Yh no way to counter killer instinct. And tbh there shouldn't be. It's such an important part of a lot of killer's basekits. Ghostface, twins and legion would be next to useless without it. Knight, nemesis, wesker and Demo make good use of it. And lot of killers use it with addons as well. Anything that messed with killer instinct that hard would break so many killers.

  • @Stroggz said:

    What is wrong with tunneling at 4-5 gens? Tunneling when you are 3 gens is better? I recall my experience with other games in wc3 and sc i used to focus fire certain units to get them faster down, in wow we focus target a certain player out (usually healer) on a rated battleground. Like its a common thing to do.

    On a game with an even playing field that's just proper tactics. Dbd is asymmetric. Tunneling is a valid strat to be sure. But it's not a lot of fun to play against and it's a crutch tactic. Especially if you tunnel at 5 gens, pretty much prevents one player playing the game.

    Nothing to stop you playing like that at the end of the day. But at least wait until it's necessary. Nothing wrong with showing a bit of consideration every now and then.

    No one likes getting repeatedly tunneled. And when someone does get tunneled it tends to be the wesker players. Have a relatively new player in our swf atm and he gets hard tunneled a lot. 80% of our games on saturday. Not a pleasant experience.

  • Do your best to earn BP. Games can occasionally still be winnable and if you get down to 2 ppl with 2+ gens left just play for hatch.

  • I like the gen rush apprentice mechanics. Its so cute to see a survivor miss 4 skill checks in a row then panic when the killer comes down on them lol.

  • @CrowVortex said:

    Don't think it's fair to say that right now, there's a lot of bug's and glitches around. I tried 4 Twins games and i got stuck in at least 3 of them after Victor pounced on a healthy survivor. Only thing you can do from that point is just DC because you cannot see at level height, move or attack.

    Then they should just killswitch twins until they fix the issue. It hurts the game less to have one unusable killer than to have swathes of people rage quit like scrubs at the slightest hint of the game not going their way.

  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278711#Comment_3278711

    lowered them to 1 minute. Heaps of people will come in this post and talk about how on console there is some bug that lets them not move, however all i see is rage quitting after so many various reasons..

    It might be actually the coffin nail for me for this game not gonna lie, maybe i just need a break but honestly i cant enjoy the game with so many dcing going on.

    https://forum.deadbydaylight.com/en/discussion/comment/3278712#Comment_3278712

    oh bugs and glitches, thats a new one. I have people seen dc after:

    • -They saw a killer they didnt like
    • -got downed/hooked early on
    • -havent been able to use wiggle builds
    • -couldnt finish their gens when it was almost done
    • -got baited out DH
    • -got grabbed off gens/out of lockers/off pallets

    • and so on. This i experience both as soloQ survivor and as a killer too. We had a 3man swf going on today which got screwed 3 times by dcing randoms IN A ROW. All because penaltys are shorter.

    In all fairness I have had that glitch on Twins thought it was just me lol. But the solution for that is to killswitch the twins until the issue is fixed. Not remove/mitigate the DC penalties, because that makes the game worse than one killer not being playable. Especially twins lol hardly anyone plays them anyway. Has this glitch happened on any other killers?

  • Oh did they remove penalties again? Noticed loads of DCs friday.

  • @ArthurVeloso said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278653#Comment_3278653

    No, it is not. I play on console with a headset, and I can very much listen to survivors breathing, groaning, etc. (Really). I play as clown most of the time, and I can hear them near me even with iron will. However, I totally support your argument about buff no middle. It is such a crazy perk.

    Same here, I don't see iron will much weirdly. But I catch out so many survs from their grunts it's unreal. It did work pretty well for me though, used it to get the locker hiding achievement alongside quick and quiet. Pulled of some very cheeky escapes with it. Lol

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278659#Comment_3278659

    Tunneling might seem like best stragedy to pip but that's not usually the case. For example you tunnel one survivor out 5 gens rest just suicide on hook and that will result not pipping. Or either the one you tunnel is godly good and you get looped 5 gens. Too many things can go wrong with it. But it is effective stragedy for sure but unpredictable one.

    Best stragedy in my opinion is to spread your hooks more. So usually I hook everyone once before finishing someone off. Usually survivors don't give up in that situation too or if they do you still pip. Then I spread hooks so last 3 are on death hook before finishing them off but sometimes I have to take another survivor out if they're getting gens done too quickly. No way out is good perk to have in this case too it might help to secure the last few hooks and kills.

    Sounds effective. Thankfully I don't usually see many DCs or hook suicides. And it's pretty easy to identify effective loopers early on. I do tend to dial it back after the first death and spread the hooks more evenly. But then again I rarely ever use this tactic now, only if I'm going for an adept. I simply can't be bothered sweating matches for pips constantly anymore, it just isn't fun.

  • Having played him he is setup for hardcore camping. And that's what i had to do to adept him

    Idk how high my mmr is but i win most pf my killer games and get a lot of sweaty survivors. The best balancing thing for him I think would be to remove the visual aspect of his power. I don't feel survs should see the green orb while knight sets up his power and I'm convinced they should not see the green circle showing the guards aggro range. It gives survs way too much info and in my experience it's so easy to avoid his power when he tries to use it offensively that it's next to useless for anything but camping gens /hooks or occasionally flushing out a hiding surv.

  • Play for the emblems.

    Survivor:

    try to do at least 1.5 full gens, running chase helps a bit for lightbringer. ######### with the killer in chase or (if you aren't great at chase) shadow them inside their TR without getting caught, stealth points can do quite well for you in the evader emblem, doesnt have to be chases. Get a couple safe unhooks and heal at least 2 full health states benevolent. And just try not to die for unbroken. Best if you can avoid being downed at all but that's not exactly easy. Basically just play uber effectively and hope you don't get hard tunneled.

    If push comes to shove and you know the game is a write off then play for hatch, you won't often depip on a survival unless you did literally nothing the whole game.

    Killer:

    Don't let gens get finished if possible, easy iridescent for gatekeeper. But even if they do get done as long as you pressured them hard and delayed the final one you can get gold. Injure survs, pressure them and don't let them heal for malicious. This helps chaser too, try not to let survs get away injured if possible but do not camp hook. Devout you need to make sure you get those hooks and preferably kill everyone.

    My personal advice if I'm sweating for pips with killer (which i avoid doing now, unless I'm trying to adept a killer) tunnel one survivor hard. Proxy camp their hook, not close enough to lose chaser points but keep LoS or use powers, like traps, static blast, guards, victor aura perks etc to keep tabs on the hook to punish unhookers and remove the unlucky tunnelee from the game. Not a fun tactic, but an effective one. Remove one survivor and a 3v1 with 3 or 4 gens left if practically a gimme. Try to force a 3 or 4 gen setup by herding survs away from gens that are close to each other. Then you have a fairly easy game and just make sure survs don't lure you too far away for too long. End chases quick. I dislike sweaty play like this as killer now, prefer to relax a bit more in normal games. But it works like a charm if you want good pips/rating.

  • @ArthurVeloso said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278421#Comment_3278421

    That's true, but the fact that you still make noise while injured with Iron Will is the worst. I would use that perk, if I had a 100% Iron Will.

    75% is still extremely effective. Hard to hear that over the normal game sounds. The one that bugs me is no mither. THAT perk should definitely totally muffle grunts of pain.

  • @ArthurVeloso said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278019#Comment_3278019

    Thank you very much! I will keep that in mind. I hate using stealth builds because I like gen rush builds, but they are inconsistent against nurse because I play solo. Play solo with a gen rush build is kind of tough because I don't know how much time my teammates can spend in a chase or maybe if the nurse has the legion's gen perk (I forgot its name). Thanks! ❤️

    Discordance. Absolutely banging perk.

  • @Grandpa_Crack_Pipe said:

    Cry while you slowly eat apples in a desperate bid to ward the teleporting medical professional away.

    That only works on the doctor.

  • In all seriousness it is very good. But it's pretty easy to counter. Distortion,jumping in a locker with quick and quiet. Clearing distance. It'll be pretty clear when someone's using it so they'll catch you once then you know to counterplay it.

  • @Huge_Bush said:

    As @tippy2k2 says, it’s not. It sucks but it is what it is. What you can do is punish the killer for playing like that and play super immersive. Many killers hate not being able to find you. You just have to make it to where you attempt to do gens here and there so you don’t get accused of holding the game hostage.

    They wanna be a turd, repay them in kind.

    I do this. If we get a hardcore hook campy or tunnely killer me and my swf go into stealth mode. If we have 2 left we split up and head to opposite sides of the map and hide. First surv caught does the honorable thing and dies on hook asap and the other will more often than not find hatch. We often run shack hatch offering too.

  • @Aaronseuk said:

    What is it with people playing so terribly with this new (I think awful designed killer) killer!?

    I have NEVER seen so much camping or tunnelling in this game, it’s pathetic.

    and continuously dropping guardians around hook is really not in the spirit of the game.

    PLEASE, if you play knight as killer, play with some integrity. It’s making my friends and I not want to play anymore.

    It's just the twin's syndrome. Kinght's ability is geared towards camping, messing with unhooks and slugging. It's not a fun playstyle to go against but still a legitimate tactic. Plus atm a lot of people gonna be sweating for his adept. I certainly will play like an absolute ass when I'm going for my adept.

  • Protip: don't play solo q. Unless your mmr is mad high then the games will go badly. Its very hard to build your mmr on solo q when it's low. And the lack of communication is a huge issue. Really could do with VC or solo q.

    Best advice is just find a decent swf you enjoy playing with. I practically never play solo q anymore unless I'm doing a silly daily challenge like sab hooks or gen repair time. My results with my SWF are much better, and it's not like we escape too much.

  • @PB_TORCHer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278299#Comment_3278299

    Survivor’s are the #1 problem in this game. I hardly ever get mad at Killers doing what they’re supposed too- kill. I get frustrated w/ survivors who DON’T do what they’re supposed too

    Clearly you haven't played many toxic killers recently. Had a team mate of mine get repeatedly tunneled today because he's the weakest link in our team.

    Admittedly a bad survivor can cripple a team but i see a lot nore toxi killers than survs messing with their teammates

  • @tippy2k2 said:

    I do not think that they are survivor or killer sided

    That being said, I do think they are Noob-sided

    The majority of their decisions (especially with balance) seems to be towards the noobs. It's why they might seem survivor sided because generally, a noob survivor is at a big disadvantage against a noob killer. It takes time and effort to truly figure out how to maximize playing survivor so BHVR balances to help them out.

    Which in a way does make sense. A game doesn't survive for six years because they have a small but dedicated fanbase, a game like this survives by constantly trying to bring fresh blood into the mix. But fresh blood isn't going to stick around (and more importantly, buy DLC and Cosmetics) if they feel like the game is absolutely hopeless for them...

    ^^this

    Everyone complains about the game balance but I'd imagine nost of the ppl on the forum are fairly dedicated, hardcore players.

    And you can't balance a game to please just them. As someone who started in august and has racked up 18 solid days playtime since then, I keenly remember how ######### this game was for me as surv when i started out. Newer/worse players are at a huge disadvantage, there's no reason to tip that balance further. Otherwise it drives a LOT of players away from the game.

    I usually go very hard on games I enjoy, but i struggled to maintain motivation for dbd early on. And i know a fair few players who've either quit early on or who won't try dbd at because they know how bad the skill curve is for beginners.

  • It's frustratingly hard as surv because if killer decides to tunnel you then they can pretty much guarentee that you depip. Should be fine if you run with a decent SWF. I managed iri 1 last month and only properly ground pips through iri 3 and 2. Depipping should be removed imo. If this isn't a hardcore ranked game then there is no need to punish people for bad matches. Especially for survs since they can't often do much if the killer tunnels hard.

  • @Trex_Crazy said:

    Now I know you've heard every killer complain about the hatch, but honestly I think it is more detrimental to survivors than anything. If a team is doing poorly against a killer a lot of immersed gamers will just wait around for their team that is actually trying to die so they can get the hatch/door escape. I think having this system in place is an encouragement to not work as a team. I feel like an easy fix for this would be to make hook timers slow when a killer is within a certain range and remove the hatch as an escape option. More issues would arise to need fixing however I think overall this would improve the soloq experience.

    No, the hatch is necessary. Otherwise survs literally have nothing to play for if killer snowballs. Then you'll get more DCs or survivors giving up on hook/running at the killer.

    Killers already have it pretty easy. But if it's down to 2 or even 3 survs when its on 3 or 4 gens then the game is usually a write off, especially in soloq. In that case a single survivor should have a chance of escaping. Otherwise what's the point in continuing to play that match?

    Sure you end up with the odd match with 2 players hiding trying to get hatch. But there are plenty of ways for killer to deal with that.

    I say this as a player who splits roughly equally between killer and surv. This game would suck for survivors without hatch. And I'm never particularly bothered as killer if last surv escapes me via hatch. Makes for an interesting endgame and prevents the game totally stalling when one surv is left.

  • Tbh what we really need is VC for solo q more than SWFs.

    Atm xbox and PC players can use discord while playing on their respective platforms. Playstation is supposed to be getting it soon too. But even without that you can still run discord on a phone or laptop alongside your gaming setup. A little inconvenient because you have to sacrifice either the quality of your game or chat audio with only one headset. But it works.

    Hell i have a SWF I play with sometimes that uses facebook messanger group calls for chat while we play lol.

  • @RainehDaze said:

    The real question is why this thread missed the lore forum xD

    Tru dat

  • @ShinobuSK said:

    He looks around 40 I guess

    @jamally093 said:

    So he was in 1343 since I'm guessing you stop aging in the Entity's realm when he was taken how old was he because overall if he was taking the exact day he was born he would be and we stick with it being 2022 or something he would be possibly 679 years old but how old was he when he was taken.

    He was the bare minimum of 48 when he was taken. He was born in 1343 and employed tarhos in 1391. Presumably he found his way to the Entity's realm a few weeks/months after tarhos betrayed and imprisoned him. So he would've most likely been 48 to 50 at most when he entered the realm.

  • @Mooks said:

    it's supposed to be a debuff

    i don’t even think it’s supposed to be one of those meme addons. It just requires some more strategic usage but it’s not on the same level as others like traps not injuring survs..

    I only say that because it has the BP bonus. Which you only really see on the debuff addons.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274517#Comment_3274517

    Imagine if the game map only spawned 10 pallets instead of 25. That would be fine by your estimation apparently.

    I guess most people haven't really come to the understanding that DBD can only be a fair game if the killer is Blight/Nurse on most maps.

    Lolwut? Against mad sweaty survivors sure. But it doesn't take much to swing a game in the killer's favour. Just a couple of mistakes by survs. Which happens a lot at low/mid mmr. Few extra pallets on a map will only make a difference for the highest mmr players. Idk why exeryone thinks the game balance should be dictated by the top 5% of players. Because if they balanced for high mmr swfs then 80% of the player base would get constantly shredded by killer.

  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275323#Comment_3275323

    Im in the same situation with my SWF, being the weak-link of the team. I mean i reach 1k hours soon been playing for over half a year now but my friends have 2+ years on it. Its not THAT big of a skill gap but im noticing i face slightly harder killers than im used to in SoloQ.

    I mean 40 solid days of play time makes you a pretty experienced player in my book lol

  • Just the state of the game balance. Most games I see are a landslide one way or the other. As killer I've been getting a few good games against high skill survivors where both sides work hard and I'll usually end with a 2 or 3k.

    My survivor games are horribly unbalanced though. With my SWF we either own the killer or get rofl stomped. More usually the latter because we have a new player started with us and he's pretty much crippling our effectiveness atm because he keeps getting tunneled out since killers identify him as an easy chase pretty rapidly. So we end up one person down pretty rapidly.

  • Yh not a fan of his hair. It looks pretty dumb and doesn't fit his theme. I can see what they were going for but execution wasn't very good.

  • I think the simple answer is that the fanbase is obviously way hornier for vittori than for haddie.

  • I like it, looks pretty cool. Balance wise it seems pretty survivor friendly with all the buildings and pallets. But long range visibility is also very good since there's almost no mist

  • @Akumakaji said:

    I think it was was an attempt to give him a bit more profile and character besides a faceless helmet, but you know how the internet works: they jump on something like this and redicule it to no end.

    I think its rather okay and I get it, but it still looks odd and is easy to be made fun off. When you think about it, its rather spooky, as someone further up this thread explained, that he hasn't taken off his armor for centuries and his hair just kept growing.

    Now what I really want is a jousting or frog mouth helmet. Could come with a broken off lance for a weapon and a dented shoulder plate. That should actually make for some fun cosmetic :)

    Idk, personally I think it'd fit his lore more to have his personality (visually) be represented by his armour, like a true skin of steel that has fused with his body, like perhaps seeing some of his armour plating/chainmail sunken a little into his flesh or sinewy tendons holding his armour in place.

    His minions don't seem excessively hairy, quite the opposite in fact. They look undead with hair having fallen out and patches remaining. The long hair poking out of the visor just looks odd. Like that sort of lank greasy hair fits an emaciated dirty character like onryo or a simple zombie. But the knight feels like more of a huge muscle bound juggernaut, bulging flesh and muscles or bone work for his look and vibe. Rather than a long greasy mop.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273093#Comment_3273093

    I thought it was supposed to be kind of evocative of a warrior who's been so possessed by bloodlust and war that he never takes off his armor,

    If thats the case I dont wanna know how his pants look...

    Oh damn. Yh imagine if we could see not-so-short and curlies coming out of his codpiece 🤢

  • @Archael said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273206#Comment_3273206

    Okay, i hear you.

    But... where i was talking about skins? I was talking about Wraith addons, and general look.

    Ah sorry misread your post. Thought you were talking about his swamp/woodland skin. My bad.

  • @Archael said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273209#Comment_3273209

    I think that survivors massacred by mori would need new bodies xD

    Well not quite. Aside from whatever the hell dredge does to survivors during a mori, simple regeneration of the body could heal any injuries inflicted during a mori. But either way whether it's the same body regenerated or a new body each time doesn't make much difference.

    I'm just inclined to think same bldy because some survivors have scars or tattoos that the entity would probably struggle to recreate.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273197#Comment_3273197

    Yes. The one that's part of the game, at least so far as I am aware, having only played the Steam version.

    Yeah that's the one I was talking about. Xbox doesn't have that in any form.

  • Yh I'm pretty sure the lore is that the entity resurrects survivors that are sacrificed or die in the trials and wipes their memory too. Untill their soul is slowly drained and erroded unto nothing and their husk is dumped into the void.

  • @Archael said:

    I dont know if this topic was rised here or there, but Wraith origin lore seems a bit off, unfitting... How this swamp looking monster, with magical sigils can originate from junkyard?

    For me, it looks like Wraith lore was replaced with some quickly done story... for whatever reason... to be honest... Hag lore fits Wraith much more than wraith.

    Look - Philip was thought by his tribe a magical sigils that was able to altered reality. He was kidnapped by kannibals, and at some point marked an entity symbol on his bell using his blood, and turned invisible, and then killing his kidnappers.

    I really would love to learn TRUE story of Wraith.

    I mean not all of the cosmetics canon with the lore. Devs have said they are not all canon. Most of them can be explained by the whole dreams and memories warping things in the mist and changing the killers, or the skins actually being different killer entities.

    Like Oni's minotaur skin being a form he was changed into because many survivors know the old greek legends and stuff like the baba yaga, the looksee and the chatterer etc just being different killer entities in the realm.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273189#Comment_3273189

    PlayStation also doesn't have an endgame chat. The only ways to talk are private messaging.

    Ah same as xbox then. Bit of a shame but I imagine it spares us from a lot of salt lol

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273189#Comment_3273189

    I meant Steam/Epic communication for endgame chat, not PC/console

    As in the one that comes up on the loadout screen after a match?

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