HugTheHag
HugTheHag
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@Krazzik said:
https://forum.deadbydaylight.com/en/discussion/comment/3285580#Comment_3285580
Off the Record has never done either of those things? It's Iron Will and Distortion for 80 seconds.
I got it all confused sorry ! It does hide grunts of pain though. That's what messed my memory haha !
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3285580#Comment_3285580
If that part of the perk were so impactful then it would have seen much more use pre-buff than it ever did.
True !
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Tinfoil hat time : they're planning a big killer sided patch and are planning to balance that through map design being survivor sided.
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@vBlossom_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3285541#Comment_3285541
No, actually not at all.
Killers can just hit survivors off the hook and Endurance from Borrowed will overlap Off the Record so survivors can have no value from that perk on camping and tunneling killers.
Not to play devil's advocate, but doesn't the hide scratch marks/pools of blood effet still take place if you're hit through endurance ?
Granted, it's not that big of a help against a determined killer, but it's at least small value I guess.
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Ngl I voted solely on the Dredge skin.
I already have my trusty biker Kate skin, so I'm not really interested in newer survivor cosmetics. =)
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Haven't seen a hacker since June.
Blessed be low mmr !
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Plenty of killers have addons that gives them other effects than just boosting their power.
Ghostface has a mini I'm All Ears.
Legion has mini Nurses's Calling, mini Third Seal and other unique effects.
Hag's purple and iri addons litterally change her power and even base speed.
Those are the 3 I play most currently, but it's not uncommon for some killer addons to change their power or "give them perks", especially in purple and iri addons.
It's super fine.
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Not sure if it's related to the same issue, but playing killer a couple of days ago, I had two weird DCs happening.
Killer : Nemesis
1st Game
Map : The Game
What happened : I got DC'd mid-pallet stun, said I was disconnected from host, did not get any DC penalty, queued up again.
2nd Game
Map : MacMillan Estate (can't remember which one)
What happened : While going to grab a survivor from a generator (they didn't run from it, which was weird), I got locked into the grabbing animation for a few seconds, until the survivor DC'd. (I did not DC, but the survivor did)
Screened it :
(The Cheryl is the character getting grabbed, and DC'd after a few seconds of me being stuck in the pickup animation).
Just in case, here are my logs :
(Fair warning, I have no idea how logs work, so I can only tell you that I played a few survivor games after those DCs. The two games I mentioned here are the last two killer games I have played as of posting this comment.)
DeadByDaylight.log -
@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/3284619#Comment_3284619
That's really weird. When I was playing against the Knight, I went to quickly tap a gen he had kicked, and I also got locked in the repair animation. Couldn't move. He came over to hit me and then it DCd me. No penalties for any of these DCs either, and I have lost my map offerings (when the DC happened during loading). What platform are you on?
Weird indeed ! I'm playing on PC (Steam)
I'll go and comment on your report, hopefully if it's rooted to the same thing I can put my game logs just in case.
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I wonder how many "events" we'll get now. It has after all a very broad definition.
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I've had that happen two games in a row, both playing Nemesis.
In one I got disconnected while being pallet stunned (which vexes me because the survivors must have thought I was rage quitting), but I did not have a DC penalty, I was able to queue up again immediately.
In the next game I went to grab a survivor from a gen, and got locked into the grab animation for 5 seconds before the survivor DC'd. (Somehow I did not).
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Hello ! Love your username !
Maps are glitched right now, they have been since the last update. The hitboxes of objects are a bit wonky, and killer is sometimes prevented from going through things that survivor can walk through. It is not intended, and will be patched.
There are also a lot of junk spawning in random places, sometimes breaking tiles. It is also a known issue. =)
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@Gwinty said:
I think my favourite szenario for this is the following:
I hook survivor A and leave because BBQ showed me the next target, I am a happy little Bubba. On my way to the people on my BBQ I encounter survivor B who wanted to go for the rescue asap. As such I adjust my course and chase B, down B and hook B. Then BBQ triggers again and shows me two people running for the still hooked survivor A...
You can guess how this plays out...
Now by the "survivor rulebook" I was a bad, bad camping tryhard noob Killer who has 0 skill.
Survivors however sometimes just make camping or intercepting the rescue so much more attractive. Even while not tunneling or camping I will make an optimal play. Just think about the usual szenario where a single person is on the hook and the gates are open...
Now, I dislike hardcore facecamping at 5 generators as much as everybody. This is no skill, however there are enough situations where camping is the correct play and not bad. Same with tunneling: We all know the cheeky bastards who try to bodyblock with Borrow Time and then complain (or even DC) when you chase them.
However...is there even an issue?
Tryhard Killers who play facecamp simulator at 5 generators or tunnel will go up the ladder until they face top survivors who punish them and make fun of them. Chill Killers who get their 2:2 will be further down and face chill survivors and bad Killers who only get 1 will face bad survivors who use Self-care...seems like a good system.
What you say at the end is quite true. I'm playing extremely chill as killer and often let at least one survivor go, and most times I'm facing real sweethearts. I genuinely can't remember the last time I had a salty endgame chat from survivors. Even when I get survivors that are a bit clicky at first, my baby killer charm gets to them and the rest of the game is all in good fun. =)
As for quirky unintended camp/tunnel stories, I played Hag yesterday on Azarov's Resting Place. That map has a HUGE bottleneck, and by force of things, I hooked one survivor exactly there. I thought I'd check the gens on the other side of the map quickly (which is dumb because I should stay in my web and protect my 3 gen), but on the way back realised that I would HAVE to walk past the hook again which was completely unintended.
I had a few seconds of being like "... can someone please set off a trap so that I can cleanly teleport back ? No ? Oh well..." X)
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Not a big fan of Otz, but it's true that hit & run is suffering very much from the fast heals. Playing Hag right now is, well, complicated.
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In my mmr bracket and region, it's on killer pretty often in the evening. Nature is healing, question mark ?
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For the originality of it. I like non (or barely) human killers.
Shining is hardly a horror movie, more psychological if anything, and I don't think Jack would make a very interesting killer. Just another man with a weapon.
IT feels a bit on the nose, but I'd take it. Especially if they play up Pennywise's shapeshifting into fears aspect.
I don't really like Alien, but I like nonhuman killers, so why not.
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They're bound to offer the vote, despite the controversial changes and content they created this year.
I do believe that a lot of love goes into DbD, they've clearly made efforts to listen to the community this year and adress a lot of old issues. It's a work in progress, and a complicated one at that.
However, it's true that not only it comes at an awkward time, there are also strong contenders out for this award as well.
It'd be hard for me to vote for DbD, that can often be infuriating for a lot of reasons inside and outside the game, when another game I've loved for years, DST, with its frequent character refreshes, and good management of pvp vs solo enjoyment, is also aiming for that award... ^^"
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@WesCravenFan said:
A good killer is what gets them a 4K. Stop inventing "rules" to decide such things. Just like a Survivor will use any means necessary to get that gate open a Killer will use whatever means necessary to get that kill.
Just say the quiet part out loud when you make threads like this:
"I am going to call you a bad killer unless you play an M1 killer with trash mobility and never camp or tunnel or use any effective perks."
Survivors don't use any means necessary to get the gates open.
They use Wake Up !
(...I'll see myself out)
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BHVR won't speak about this because it's a damned if you do, damned if you don't.
If they acknowledge this new predatory business model, they'll get tons of ######### from players going "if you know it's scummy, why do you keep doing it ? That doesn't sound like labor of love !" and the added awareness of the problem might make more players decide to boycott the cosmetics.
And if they don't acknowledge it, people will grumble about it on the forum, the cosmetics will keep selling, and it will either eventually die down on its own or take a lot of time to explode.
They'd be unwise to acknowledge this.
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3284233#Comment_3284233
I would have taken a castle any day but BHVR didn't want to put in the effort or release a Castle map yet.
The map is ugly in all aspects,balance,looks,it looks like an ugly Village,how is that nice?
Well, for starters, red if my favorite color. And I like the esthetics of embers and fire. I think it's a super cool map because it fits the Knight so well. When you're playing survivor, you're a villager scrambling to run away from the squadron of dark knights that put your village through fire and blood. It's genuinely one of the coolest maps in that respect, in m opinion. It scratches a certain itch in me about DbD immersion.
(At the cost of a killer that takes me completely out of immersion on practically any other map, haha !)
I think a castle map would have been a bit boring to be honest. Another indoor square map like Midwich, with grey walls like The Game, a confusing layout like RPD/Lery and few props ? I don't think it would have been quite as nice esthetically. But that's only my opinion.
I do think once the balance gets adressed and maybe the scratch marks are tweaked a little on that map, it will be genuinely great. =)
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On one hand, it does feel wasted that you'll have plenty of addons on killers you just prestiged for their perks.
On the other...
As much as the idea of a shared pool of tokens is tempting, I don't think it's a good idea. Ultra Rares (and Rares) are supposed to be, well, rare. If it was shared, you'd see so, so many busted builds that it would really impede on build variety. Killers with good Ultra Rares would only play that, and killers with bad Ultra Rares would never use them. So the net gain would be on certain killers who were not necessarily intended to receive this buff.
Think if survivors had shared inventory. It would be even easier to do, since it's the same items and offerings. How many BNP and busted medkits you'd see ?
What I think could help "weaker" killers while increasing build variety without making stronger killers busted would be to tweak the weaker killers' addons to make them better. Some killers have really tragically useless addons... Or addons that are not that good for their rarity (looking at you, Licker Tongue!). Make 'em better !
Also, some killers in particular would deserve some time, love and care on QoL to their powers, and it would already make them so much better than just giving them more iridescent addons.
Zombies AI. Nemesis could be so, so much more oppressive if dumb and dumber did not go straight to the edge of the map to get themselves stuck into a tree.
Chainsaw bullshit hitboxes around some objects.
Longer Frenzy.
Making the Knight's orb invisible to survivors.
Whatever would make Deathslinger nicer to play (smaller TR ?).
I think boosting the iri chances or a shared inventory of addons would ignore the root of the problem, and have unintended consequences on gameplay variety or making already strong killers busted.
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Wasn't around to play the event last year, I'm looking forward to the snowmen on both sides ! =D
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The map looks sick in a good way, in my opinion. Burning village is not something I would have imagined but I love it.
I haven't had the (dis?)pleasure of playing on its live version yet though, so I'll trust you all that it's imbalanced.
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Just had this ! I mean I'm always happy to play Hag, and it was a really nice game, but I'd like my bloodpoints please ! x)
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What a strange tradition to announce to the forums that you are quitting the game.
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Legion and Ghostface.
Both can turn a bitter loss into fun memeing, and it's a good way of feeling better after a bad game.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/3283074#Comment_3283074
I've always been of the mindset that you play your game the way you want to play it, and I'll play it the way that I want to play it. If you find Legion to be really fun, then go for it! But I definitely see how their power is both an advantage and a disadvantage. While it's cool being able to run quickly and hit a survivor, the whole point of their power is to run away, and if survivors aren't close enough to being hit, then it makes running away pointless.
Personally I think Legion needs to be running faster. I know that there's that add-on that slows them down to extend the feral frenzy, but I think the base power needs an increase in speed so that they can actually make it to the other survivor. As it is now, they can barely make it halfway across the map before the power ends.
I do agree that they could either have a basekit longer Frenzy OR run a bit faster when in Frenzy.
That would be a double edged sword, as most things are with Legion, since it would be easier to get juked and snap out of Frenzy, but it would be such nice QoL to be able to make more distance between survivors.
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@DoctorMadness said:
https://forum.deadbydaylight.com/en/discussion/comment/3282906#Comment_3282906
Literally noting about his power is fun? ######### is wrong with legion players like honestly HIS WHOLE POWER IS TO HIT YOU AND LEAVE????? Once survivors split up I guarantee you dont find him fun at all.
I don't know, I main them (and Hag) and I have lots of fun. Legion is very map dependant, I'll give you that.
But I like chaining hits, I like the Pills + Mural combo, I like that they have a lot of cools addons, and I like being able to leave a chase and go straight to another survivor through Killer Instinct if I'm getting looped a bit too well. I can check on everyone on the team, and apply pressure at the same time.
You're running really fast and going from person to person, it might not be your idea of a fun mechanic, but I like it !
So yeah, Legion is not insanely strong, but I find him really fun to play as. Different strokes for different folks =)
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Not a build idea per say, but has anyone tried Potential Energy with Mettle of Man ? Since it ignores the hit, does it make you lose all tokens ?
Because if not, you could have an extra layer of protection for late game 3gen breaking with Potential Energy.
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Legion's power is not OP but is compensated by being really fun to play.
Stabby stab go brrrr !
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3282493#Comment_3282493
A 50% kill rate doesn't mean you have a 50% chance of escaping.
Your own personal success rate is not something that should reflect the average rates, or you are a perfectly average player. Your success should not be wholly contingent on RNG factors outside of your control, they should be reliant on your skill as a survivor.
Fact is even with a 60% kill rate, there are SWF teams who escape far more often than 60% of the time, and killers who "nearly always" lose, that's just how averages work out.
Then there's the fact that the game is asymmetrical. A 3K game has precisely two winners and three losers. So 2/5ths (60%) have won a game, but the figures show a 3/4 (75%) kill rate. That doesn't add up.
Meanwhile a 2K game has two winners (both survivors) and one draw for the killer. The killer hasn't won, two survivors have won, so the 'win rate' is 40%, but the kill rate is a balanced 50%? That doesn't add up either.
This is to illustrate that 'kill rate' != 'win rate'. The kill rate will always be higher than the win rate, and so a 60% kill rate is actually reflective of a more or less balanced win rate when you factor in the fact that there are five players per game, each playing their own personal game, with win conditions that are not contingent on the outcome for the other four players in that game (one survivor can win while another survivor loses, regardless of whether or not the killer has won).
Anyone tell you that you explain stuff really well ? =)
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I would not. Most (I'm assuming we're talking full) SWFs I encounter, though unsettling at first because they're more coordinated than the teams I'm used to, have their own faults. They're too altruistic, or unwittingly lead me to their friends when they want to group up and heal.
So my usual builds would be fine. Most times they are, at least to get a couple kills. I'm not aiming for consistent 4K.
And if my build and skill is not enough ? And the team is very, very much better than my normal level ?
Then good for them ! I'll get some chase practice, and then they'll rise up in mmr and I'll go back to my regular sweeties. =)
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I'd prefer a 50/50 chance of escaping or dying, for fairness reasons, but neither BHVR decisions nor the matchmaking seem to be in agreement with that sentiment.
I just don't like the idea of a multiplayer game where one side is officially given more chances of winning, just because.
However, I understand the thought behind it, and won't fight anyone over this opinion.
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3282275#Comment_3282275
Really?because every single lobby when i'm playing killer is at least 1,2 survivors using dead hard.
Might be popular in your mmr bracket ? I think a good chunk of the 20 pts of % of decrease might be from lower mmrs.
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The perk went from 40% to 20% if I remember correctly. Still one of the most popular perks, but nowhere near just as high as before.
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@Moxie said:
They are French, so it's bound to happen sometimes. Minor mistakes in translations n stuff.
I'm pretty sure they're Canadian. =)
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EU (France to be more precise), with low-ish killer mmr has killer incentives in the evening pretty often.
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There's also the Lethal Pursuer + Nowhere to Hide patch note twice.
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Amusingly, my survivor games are the opposite. Generally killer stomps and that's not with full slowdown builds.
My killer games are often quite short as well, the longest I can remember tend to be around 30min and heavy around defending a 3gen.
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That's... honestly hilarious. What the hell ? X)
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Dead Dawg is a balm to my soul. Only map offering I use, to see the sun after a few Midwich games.
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/3281360#Comment_3281360
("meanies that are so handheld that they can 4E with no skill")
I mean this is definitely true if it's a lobby of competent players tryharding and they aren't playing a god Nurse or Blight
"Competent players", but "no skill" ? Hm. My point exactly...
Anyway. Gotta go get some sleep ! I'd say I'll see you in the fog, but I'm excessively bad at surviving and probably the goofiest killer around, so our chances of meeting are quite low =)
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/3281325#Comment_3281325
Couple things here. I don't believe the devs for one second about survival rates between SWF and solo. They haven't released exact stats in 4 years, they won't show killers who was in a SWF after the game, and they're overall just extremely hush hush about the giant advantages SWF enjoys over solo.
Second of all, SWFs don't exclusively get matched against better killer players. If queues are too long, basically any killer gets shoved into lobbies against SWF even if they aren't near their MMR level. Also, killers probably play against SWF more often than solo queue because of the MMR system IMO. It's easier for killers to reach the "high MMR softcap" because it's easier to get kills than it is to escape in solo. Solos don't push high MMR because they have to rely on their teammates too. Killers that reach the high MMR softcap are probably exclusively fighting SWF
Whether or not you believe the devs stats is your prerogative.
Survivors get put against all kinds of killers as well thanks to matchmaking. I remember quite a few 5k hours killers going against me when I had no more than 100h on the game as a whole. (Granted, most of them had very good manners, as I am generally lucky with this kind of things)
So killers don't exclusively get matched against god SWFs. I do believe that highest mmr killers might see more SWFs than anything else, at least 2-man and 3-man, but I don't think it's such a common phenomenon. When you listen to everyone on the forums, pretty much all killer players that don't goof around only ever face SWFs and subtle cheaters. At some point I think there might be an exaggeration, or an unwillingness to believe a good lobby might have been at least partly solos.
I do think they should show in postgame who queued together. Maybe that way people would stop badmouthing both Solo ("poor unfortunate souls who can't expect to reach high mmr") and SWF ("meanies that are so handheld that they can 4E with no skill") as much.
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I can't say I've noticed that, but that's an interesting theory.
Incentives are most times on survivor and the quality of my matches is not improved nor worse in terms of killer behaviour. I'll run into as many tunnelers and campers as I'll run into killers playing farily enough, and still occasionally be matched with the sweetest killers who'll stay and chat and wish good luck next.
What I have noticed though, is that I generally tend to be more nervous before a killer game, and that playing with incentives on will make me focus more on the "please let this be a good game I could use the bp" thoughts and therefore making me more on edge. From there it's not far to reach that I'd perceive the other teams as generally more sweaty.
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According to the devs, there is little to no difference in survival rate between SWFs and solos, for the majority of players. Basically, unless you're top mmr, SWFs are not escaping significantly more than solo players.
So SWF is definitely not that urgent. I do hope they won't forget that regular players play in SWF too, without being gods at the game. If there's only 2% escape difference between Solo and casual SWF in mid mmr, then I don't expect the devs to apply the same handicaps to all SWFs equally.
I think they should balance the game by giving some info to solos and then buffing killers if necessary, not by nerfing SWF.
In theory, if SWF really was boosting, matchmaking would take care of it seamlessly by putting them in front of better killers. So in my eyes, the problem lies more with matchmaking than anything else.
That is, before anyone decides to hound me about how stats don't mean anything or how SWFs kick their asses, only my opinion. =)
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With every perk ? You mean cheating ?
That sucks.
Sorry you had to be matched with a bunch of clowns. Thankfully those of this breed are rare enough, hopefully your next games will be good !
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I wholeheartedly agree with this post. I've made very close friends, and truly wonderful people through DbD, and I'm very thankful for that.
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Quite unusually ! Instead of typical "killer comes out with a super high kill rate because survivors need to learn to play against them", it's "killer comes out with a slightly subpar killrate because killers need to learn to play him".
I've seen people do quite good as Knight, and people do quite bad as him. He's definitely not for everyone, but some seem to really enjoy him. =D
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I'm gonna be honest, my lobbies don't see the gates being powered (let alone opened) quite as often as matchmaking would have me believe they should. So I'd love to chill with the gens, for example, but doing so would only make the discouraging 0E streaks longer.
I will however do what I can to not be a terrible opponent or an even worse sport. It's not hard not being a dick.
I don't teabag or click. I'll leave compliments in endgame chat if killer played fair. I admonish teammates if they were teabagging at the gate or being mean to killer. If killer played fair and got no kills, I'll typically offer them one if I'm not coming back from 10 games of dying in a row (Unless it's a Nurse. Inexperienced Nurses will never walk out of a game with 0K on my watch !). They don't usually accept the kill, but they appreciate the sentiment in my experience.
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Legion is purely for the fun of it !
Ghostface is because I like being all sneaky, so a mix of both.
Hag has both esthetics I like and a power I like ! I love giving survivors jumpscares, plus her mori is my favourite. Unhinged humanoid that will rip your throat out with her teeth ! That's so cool ! =D
