Kweh
Kweh
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@Sludge said:
https://forum.deadbydaylight.com/en/discussion/comment/3154978#Comment_3154978
SoloQ will always be screwed to some extent, because that's what happens when you put 4 random strangers together and tell them to work together. Plus there are Rift Challenges and people have different motivations. You should lose more as a solo, just like every single other game. A 5 man premade wrecks 5 randoms every time assuming they're roughly equal skill.
There's a point where you give solos so much power the game is unwinnable vs groups. Unless there are separate queues this problem is always going to exist between Solo vs SWF.
Some of it could be resolved with better matchmaking for 4 randoms. They're trying to navigate a delicate balance between SWF, Solo, and Killer which is pretty much impossible.
True for DBD, not true for almost every other game. It's more that DBD doesn't encourage you to play like a team at all. Right down to the way MMR is determined for survivor. It emphasises solo skills like: map awareness, looping, spreading out to solo gens and most importantly, getting YOURSELF out of the trial, not others. There is no reason to ensure anyone else leaves the trial unless you find that fun or want to.
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@pseudechis said:
Or just accept that it’s part of the game and people are free to play as they please.
It’s not malicious it’s just game play.
Especially when you are going for the 4K sometimes you gotta slug that 3rd when they are on death hook.
Got bled out twice this evening once because I don’t think the killer could find me after I crawled of into a corner. Second time there wasn’t much bleed out timer left after I got slugged multiple times during the match.
GG’s and props all round because it’s only a game and everyone behaved like adults able to separate a fantasy game world from reality.
Another bad take from you it never ends huh? Slugging removes an intended mechanic the devs put in place to give at least 1 survivor a chance no matter how awful the game went.
Why are killers so hell-bent on avoiding mechanics in the game?
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/3154257#Comment_3154257
But that’s the whole point of online gaming to keep people online.
Daily log in rewards, repetitive challenges and tasks across multitudes of characters, resetting progression system requiring to you repeat it each month etc etc.
All mmo’s, pvp and online systems use it for one thing… to keep you online and playing. It’s a way of ensuring people log in without providing actual new content or at least during the hiatuses between new content.
Are the timelines on receiving stuff for free excessive? That’s a different topic. But it’s not really a pay to win model it’s a pay to jump the queue model is my point.
How much of a sucker someone is for it will typically dictate how much they buy into it. That’s why disposable income is such a wonderful thing. If I want it now I can have it now but usually I’m indifferent enough about it to wait.
To quote the ol cliche, a fool and his money are soon parted.
Or my personal favourite “There is a customer born every minute, and a rube soon after” - Ribald
'To quote the ol cliche, a fool and his money are soon parted.' 'There is a customer born every minute, and a rube soon after' These quotes have 0 relevance. Are you trying to intimidate me with old proverbs? The fool/rube in this case would be those who pay for DLC and skip the line, which you seem to advocate for. Do you see yourself as the fool/rube?
'Are the timelines on receiving stuff for free excessive? That’s a different topic. But it’s not really a pay to win model it’s a pay to jump the queue model is my point.' What limp response is this? At least defend your own points rather than shift the topic. They become the same thing after a point 'pay to win' or 'pay to skip'. Paying for any advantage be it a skip or exclusive content that offers gameplay changes is pay to win. By virtue of how perks work in DBD, it is 'pay to win' as paying gives access to advantages and content that drastically changes the game. Regardless of availability with iri shards, you'd still be paying to skip a grind, still lending it to a P2W model. DBD is no different than Diablo Immortal and should receive the same scorn.
My, what a waste of time. I'm done.
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@[Deleted User] said:
One thing I have noticed, it seems more killer players lately are unwilling to goof around lately. I get it, I don't like playing killer only to have survivors slam out gens and t-bag me at the exit but if someone goofs around I'll do a little back. Doesn't mean I'll always spare them nor when I do it do I expect to be let out alive.
Yeah, I've had precisely 1 Pig post 6.x.x that wanted boops (at any point). Way down from almost every Pig pre 6.x.x eventually getting boops win or lose. For some reason, even despite the state of the game, they're less willing to relax than ever. Even if they've already won the trial.
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@Saitamfed said:
I am from the times where nurse had only fatigue and +5 blinks... yet back in the day I was able to beat nurses... I know, it's not easy to do but you can do beat a nurse... she is heavily penalized for missing a blink, it's not a "oh, she misses, she has another blink"... if she misses both blinks, she has to wait three seconds until she gets the second blink again... every killer will down you eventually if they've set your mind in doing so... the problem with nurse is that you can not do the same "hold W brainlessly" strategy so... learn to count her, Is it hard? Yes, but hard doesn't mean impossible.
'Count her'? If there's more than 1 nurse in a trial I'm definitely insta-dcing
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3154165#Comment_3154165
Double posts are interesting.
Didn't know that. The more the merrier, yet still weak
Damn, maybe stop posting and start playing the game you shill so hard for lol.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/3154169#Comment_3154169
Ah but BHVR are not responsible for your impatience. Is the key point here.
It’s not pay to win it’s pay to jump the queue.
Do you shell out for the fast pass at theme parks so you can jump the queue? Basically the same business model.
Ya, that's near identical to the state of Diablo Immortal. You can obtain everything and max out for free, but it's inconceivable amounts of luck and time. Even if a partially FTP (some purchases) player is trying to get specific perks, there is 0 guarantee that they'll play long enough and stick out a miserable game state to ever see that perk that band-aid fixes a game design issue.
Add that to the fact that even in an average survivor game, you earn less 'experience' towards levels that reward shards. By far the fastest way is to bite the bullet and play killer for shards and bp, shafting surv players further down the progression hole. Want to know how many hours it took me in the old system on my second account to get all surv perks on 1 survivor (t3) while paying real money for all DLC? 920~ish hours. Now the grind to get all perks on 1 surv is even heftier being locked behind prestiges. In what world is that much investment reasonable, at what point does this surpass 'line-skipping' become ridiculous?
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Perma
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Easy. I'm not going to have fun (either because of my team or killer). Hit the DC, suicide or chase the killer. It's not a comp game and surv queues are fast, no reason to complain on a DC or suicide.
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@Mandy said:
With the strongest killer in the game as a free character, pay 2 win really doesn't apply. Other characters (non licenced) can be purchased with shards (in-game currency), or they can be paid - however, you do not need these characters to win.
Perks are free, they can be unlocked through BP on the bloodweb by levelling up characters or through the Shrine with in-game currency.
Damn, you should go apply for Blizzard with this kind of take (probably a company dying at a slower rate than a one-trick like BHVR), same mindset as the Diablo Immortal devs. 'You don't need these characters to win' but you consistently address gameplay design flaws or undesirable playstyles through perks. So it's basically 'you'd better pay for them or wait half a decade for the shrine to be relevant or you're not having fun at all'.
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Skill issue.
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Yeah, I feel that, used to play between 4-6h a day without fail. I can't stand to play more than 1 or 2h a day now.
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Bro, please, I got a rift for Claudette but I never play her. Stop dodging my lobbies please, I lagged, my monitor turned off, my headset died, i'm not bad I swear. :'(
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@BenOfMilam said:
If you know how to do the cosmetics glitch, it's pretty obvious why set pieces are locked together. They tend to have "seams" where you can see straight through your character model if you swap out certain bits and pieces, especially around the waist and neck. They aren't designed to be mixed and matched.
Just sounds like another 'pretty good job so far' ;D
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@SuzuKR said:
You can literally see the aura for when to let go of the gen right before Pain Resonance goes off.
Eruption with comms is simple to play around the Incapacitated, and would be for solo if they had better communication options too, which they should have anyways. Just say "I’m about to go down" before you go down so people know to let go.
DMS isn’t punishing you for doing a gen, it’s rewarding the killer for pushing you off the gen.
If I learnt anything from years of DotA 2 it's that quick chat wheel/pre-made text comms are quickly forgotten or often ignored/missed even when used often. The only way to guarantee your team knows is voice comms.
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I wouldn't worry, I live in a small region and my killer queue times hardly ever exceed 3-5 minutes during afternoons and nights. The state of the game is fine, I guess it's just a slight change to balance of players because of the patch but it's far from bad.
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Wow you're... kind of thin-skinned huh? They just said mean things about your mind games... I guess? Jesus, go have a cup of tea and wind down if you're getting wound up over an 'ez game'.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3138997#Comment_3138997
The Killer meta doesn't need to be shaken up as we just got a meta shake-up.
Fun is irrelevant to game balance.
PR/DMS isn't even a good combo and I'll die on this hill. Getting off the Generator and back on it isn't hard
Killers are for the most part using the same perks and tactics from 5.X.X.
It's not about the gen blocking for me, that's easily dealt with in itself if everyone knows and does it properly and doesn't play into DMS. The uncounterable pop is the problem for me. There's exactly one perk survs can bring to stop it and that's repressed alliance, I don't think I need to elaborate on why that's a bad idea from the start.
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@Neprašheart said:
You're not wrong.. There was actually some fog, offering stealth gameplay as a valid strategy. Unfortunately, the game has been changed into cat'n'mouse simulators, because people have found hiding to be boring, or what..
I can see, how can a daily map turn and offer into a horror nightmare, but they'd have had to change the game's music while playing, and that didn't happen.
So, instead of scary and more newbie friendly maps, we got so bright maps that you can spot a survivor from, like, over ~50 meters from afar.
It sucks, but it doesn't look like they do plan to increase the amount of fog and make maps darker like back in the day..
On that note, the ######### is the point of the murky reagent and the hazy reagent (and the killer equivalents to remove dark mist)? I haven't seen those offerings in years, they should just be disabled.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3136393#Comment_3136393
Thats like saying nurse is fine because console players cant play her well : D
Its an interesting perk though probably too restrictive to be meta. I like that they are taking chances with risky perks like this.
Honestly, they could nerf it to ######### and I wouldn't care. I just wanna see console miss skillchecks, #########'s hilarious.
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Hyperfocus is fine tbh, any console player running it trying to hit greats at max 60FPS is gonna be hella funny.
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Pig
Pig
Pig
Pig
Pig
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Yeah this game fries my mid-range CPU recently at anything above 1080p how do console players stand this dog level of optimization?
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Most fun i've ever had on this game TBH both when they're on my survivor team and playing against them as killer.
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Coldest take on the forums right now, didn't really need another thread.
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@MikaelaWantsYourBoon said:
It's been a long time since patch. And we had good time to use it or play against it.
So what are you thinking now? How Dead Hard is feels now? I am asking for both roles btw. Is it still good to use in trials as survivor? How it feels to play against DH users as killer?
No game with such dollar store servers and console players should have a perk with an activation window of half a second.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3127631#Comment_3127631
But how does the killer, who has as little experience as the survivor they're facing (if matchmaking is working right), know to tunnel the weak link? The survivors at this level aren't bothering to search up "how to counter tunneling" so the killers wouldn't be searching up "how to kill efficiently" either. Everyone at this level is going in trying to figure out for themselves how to win, and probably haven't even asked the community about anything because they don't even know yet that this community exists. Y'all are just assuming that it's only ever going to be an experienced killer against inexperienced survivors, and that's really where we've gone wrong with survivor-sided balancing.
If matchmaking ever works as intended they will be the same MMR range, not time invested necessarily, you can't guarantee that.
People come into this game with varying knowledge. I came into this game after watching Otz play and make videos because I followed his stuff before he changed to DBD. I already knew quite a lot coming into this game.
Also, you're acting as if the 'focus the weak link' strat is a unique concept to DBD. Less people being easier to manage is always a common sense concept even in symmetrical team games.
Actually this is something I've experienced in another game. I played DotA 2 for a long time. That game is so aged there are experienced players in every MMR bracket, meaning there is nowhere for new players to be matched exclusively with new players before they implemented a 'new player experience'. I'd probably argue DBD is old enough to be getting that way, that anyone getting into the game now, will unavoidably be matched with and against much more experienced players. Especially as DBD's player base is proabably much smaller than DotA.
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@GeneralV said:
I disagree with a lot of your points here, but I do agree with the main argument.
If Hexes are gone forever once they are destroyed, so should Boons.
It is only fair.
Undying and Pentimento exist, it's not like hexes are really ever gone after one cleanse. They're often paired with some way to recur them at least once in my games, either undying or pentimento. If boons are to have that limit then undying and pentimento would also need to be brought into check if you believe they should behave the same.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3126940#Comment_3126940
How do you know they're going to be tunneled just because they're new? If matchmaking is working as intended, they should be going against some killers they're level, maybe some killers your level, and maybe some killers in-between, which was an anti-smurf measure baked into the MMR system. Neither solos nor SWF are given a safe zone just because.
But you're comparing apples to oranges anyway. You went from the buffs and debuffs conversation to suddenly talking about playstyle. Tunneling is a playstyle just like being altruistic is a playstyle, but being efficient (in the case of SWF) is not, and that's the one thing you've left out.
Isn't that the strat touted the world-over? To find and tunnel a clear weak link out of the game to force a 1v3. That at least seems like a common idea to me.
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Yeah fixes to flaws in the game design shouldn't be patched up with scotch tape in the form of a perk and told 'well just run 4 perks to fix all our game design issues'. Instead of the point of this patch, you know, being able to do something more interesting?
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@TarunCosmo said:
I run shadow step with my CoH. I get a lot of value out of it, paired with bite the bullet. I will loop a killer and when hit run off into my protective bubble and start healing, I would say I lose the killer 90% of the time, thanks to being able to hide scratch marks.
So perhaps a Self-Care, Low Profile, Bite the bullet, would work pretty well as the last survivor. When you need to hide your grunts, start self-caring. Not really necessary to do a full heal, just enough like you're holding your breathe. Bite the bullet is pretty mighty, as you can use it while healing others too.
What?
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@AcelynnBen said:
kill switch the whole game and end the misery
Now this I can get behind.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/3120494#Comment_3120494
This might be me but artist and trickster don't feel alike at all
Not even slightly
With the exeption of them both being ranged they are completely different in almost every way
A adress to the complaints of a previous killer would be the complete opposite of a copy paste right?
I don't know, that's kind of up to the individual. I feel because they share the same design philosophy that it doesn't matter that Artist isn't exactly the same. Making an improved version of something that exists, to me, is still unoriginal content.
That's just my feeling though. You're entitled to think they are entirely different.
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@Sonzaishinai said:
I mean kinda obvious right?
It's a lot easier to make something original out of 3 killers then it is out of the 25+ we have now.
Honestly it's amazing how they are still able to make each killers feel fresh
Do they feel fresh though? Artist felt like a direct address to the complaints of Trickster and was the direct next original killer after Trickster. Where Trickster was fine at 1v1, his power took the piss, and he had no map pressure, all things that Artist addresses directly through her perks and her power. Artist is just stronger Trickster, I think the Trickster only beats her at camping with main event.
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I got one, it looked like a lag switch at first lol. The survivor kept running a short distance and when I hit would disappear and go back to his original position then I got D/Ced from host with no penalty. Definitely not my setup either.
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@PapiFelixPSN said:
The killrate argument is to prove that most Nurses are bad, nothing more.
The proof that Nurse is balanced is tournaments.
Despite DBD being an awful game to look at competitively, tournaments typically have strict rulesets no? It's very controlled compared to 'pubs'. Survivors and killers in tournaments are bound by rules to make the game more interesting, it's hardly ever the max efficiency the game can be played at, especially for survivors, right? That alone makes it an awful idea to look to at comp for balance ideas, it's not the same game as pubs.
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@Lyonic said:
There has been a total wave of disconnecting and I feel the best way to tackle it is to change the way the system works.
-1 pip, and starts at a 5 minute ban,
then 10 minutes,
15 minutes,
30 minutes,
1 hour,
3 hours,
6 hours,
12 hours,
24 hours,
48 hours,
and finally a repeating 72 hours.
I mean, most people can quit a game and go afk for a while no worries but 5 mins is kind of a joke. People are wasting addon's and offerings, and are unable to complete quests etc because of d/c culture.
The best way to solve this I feel is to get rid of the 5 min, 10 min and 15 mins as thats really no time at all. and you would have to disconnect 3 games in a row to get a 15 min ban,...
I would like to see it start at 30 mins,
then jump to 24 hours if they quit again within a 24 hour period.
This is dangerous. I have such good muscle memory if I get even slightly tilted I can autopilot those d/c clicks in less than a 1.5 seconds.
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@pseudechis said:
You’re very liberal with the term unfun. So far most of the changes have been pretty fun. I’d say that DBD is the most exciting it’s been for a long time and that’s a good thing.
What you qualify as unfun doesn’t equate to bad for the game. Don’t fall into the trap of confusing your opinion with fact.
The devs seem to be listening to their community because killers got some much needed qol changes that have been a long time coming and it has lifted the viability, replay-ability and hence fun of a lot of the roster.
I’m sure there will be further changes and as always stuff will lurch from one side to the other in a effort to balance out.
You don’t really provide any basis for your criticism outside of “I don’t like it change it back.” We can only hope the devs are ignoring that kind of feedback.
If I'm not versing Blight/Huntress/Nurse/Spirit exactly, it's a tunneling wraith or an oni taking advantage of the bug. It's honestly, as boring and stale it's ever been, if not more so. Survivor at this point just feels like it exists to give killers their power fantasy boner. With the buffs, they're just rewarded harder for playing that strong killer or perk combo, or camping that 3 gen and making the game take 30 minutes win or lose, or tunnelling that survivor at 5 gens and removing people from the game by doing as little as possible. Tell me what's fun or different about any of the above?
Also guys, PR +DMS is back because I believe PR was causing unintended synergy with merciless storm and making it last way longer after regression because it didn't interrupt. So the meta is back because the devs are too lazy to fix their game as usual.
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Then what is your point, you never stated a clear point? People rage more in games where some things feel out of control? People rage equally in games like chess/sports? Would people rage as much in other games? What is the point of pointing out someone throwing a chess board? What is the point of comparing people raging in a game or raging in a sport? What is the point of literally any of your comparisons if not what I've addressed?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3093927#Comment_3093927
https://forum.deadbydaylight.com/en/discussion/comment/3093972#Comment_3093972
I wasn't to comparing DBD mechanics/rules to the mechanics/rules of a sport/board game. I even stated this in my comment. I really don't know what else I can say because I can't defend a point I wasn't making.
Ok to make it simple so you see the point properly because apparently I have to spell it out. DBD has undue frustration from balance issues. Any game that is symmetrical A.K.A chess or sports can't have the same reasons for frustration. Your point is still irrelevant because you're comparing the balance of an asymmetrical game to a traditional symmetrical game like sports, or chess where the rules and conditions for both sides are equal.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3093714#Comment_3093714
I was originally going to just write "board game" I should have. The point of my statement was not to compare DBD to chess in anyway - I could have thrown in any game/sport. The analogy still stands because I'm asking if people thrown tantrums when they are losing any type of game/sport or is it just in DBD. And yes, I have seen someone throw a chess board across the room in anger.
In Chess and sport you're pretty much always able to respond to what the other team/player is doing. There are some things survivors just can't do anything about even if they were warned and knew about it beforehand. Camping Bubba is an example. This game isn't balanced in a way that there's a response to everything that can happen.
I'm sure killers felt the same way in the old meta. If survivors brought certain things and played a certain way, even if the killer could've known, there wasn't anything they felt they could do. It felt out of their control whether they 'won' or 'lost' in certain circumstances.
That's what probably leads to the most frustration in DBD, it's lack of balance leaving people no options to respond to some things. It's why people hated old spirit and always hated nurse or at least 'omega blink' nurse or old survivor meta. They don't feel there's any meaningful way they can play to respond. Either that or they just find what they come across uninteresting, that's up to the devs to break up the meta and make sure something isn't so head-over-shoulders better than anything else you can be doing that it gets repetitive, boring and frustrating.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3092728#Comment_3092728
"so people just embrace the Go Next mentality if the odds are not in your favor."
This is what I don't understand. Do these same people throw the chessboard across the room if the "odds are not in their favor"?
Not every chess game goes to checkmate it's fine to concede in chess if you feel beat or know it's either impossible or a long slog to comeback.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2935255#Comment_2935255
No one believes the entity cares? Everybody knows the entity is not real…
it’s not lazy nor is it half-assed either. That’s just a lazy and half-assed argument against representation.
the employees of this company, those that are creating the characters and story’s, DO care. That’s what matters here. And the company is not preventing representation or support of the LGBTQ+ community. You really have no basis for anything you are blubbering there.
Cope.
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- This game never should've left Steam to other platforms/console.
