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Laluzi

Laluzi

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Laluzi
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  • Holy hell, RPD rework? I honestly never believed the endless griping about that map would have any effect. I'm really curious to see whether that'll involve changing the loops/eliminating bad or dead areas like library/adding more staircases, or if they're going to deal with the size of the map and split it into two separate maps. Either way, mega promising.

  • I need that Wraith funko. Like I will fistfight someone if I have to.

    Tentatively thrilled about the stated focus on clear timelines and promises they're only making when they're ready to deliver on them.

  • Why are so many people suddenly talking about Dead Hard nerfs like it's a likely possibility? Has BHVR said anything to that effect? I know a lot people have been talking about the perk recently, but this all feels like amplified wishful thinking. Dead Hard has existed in its heavily overpicked and overuseful state for years.

  • That kind of clicking is probably "stay on me" clicking; they don't want you to decide someone else is a better target with their speed boost, or to go defend a gen. Though some people are just addicted to clicking and do it with every possible second of free time they have near the killer.

  • It's always an up-down with this game. Feels fantastic when you have a close match where you got to make some cool plays, feels awful when you get basement camped or get utterly run circles around for the entire match.

    I had a Sadako game earlier today where I was against some really disorganized survivors. I got two people on death hook at 4 gens left (everyone was on separate gens, but they were very easily scared off and I was getting mad Pain Resonance value), and I decided to make it my goal for that game to kill everyone via Condemnation. If I downed someone on death hook, I would leave them there, and I was running the addon where healing other survivors spreads Condemnation so that just kept the ball rolling. Instead of committing to anyone, I teleported around constantly; if I was chasing someone, I would teleport to nearby TVs in their path even if it let them escape. I managed to get three kills - I found hatch before the last survivor, but I couldn't fully condemn them so I just let them go. But it was really fun, because after the first death, the survivors figured out what I was doing and started beelining for TVs even when I was in the middle of chasing them. Twice a survivor managed to insert a tape and un-condemn themselves in my face, and I had a nice angry waggle-off at one of them. Me and that guy had a good laugh about the whole game afterwards.

  • For that one, I gave up on trying to win the match and instead spent the whole time going for long shots. It's maybe easier to do it on healthy survivors because they're a little less wary about Victor. I'd only pounce if they felt like they were far enough, letting them get distance if they were too close to me, and I got it on my first or second match. I got maybe 7 long pounces and somewhere in there, at least two were above 10m. But it's not bugged, just tricky.

    You can try slugging people and then send Victor at the inevitable healers. That worked pretty well for me.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2952860#Comment_2952860

    That is part of the reason it is so bad. It activates when it shouldn't and does absolutely nothing to stop them from taking the game hostage in a 2v1. Dreadful.

    Gotta agree with that. If I'm hiding because the killer is scouring my area and I don't have an opportunity to sneak away, or because I step in a locker and somebody brings the killer to my tile and loops it for the next thirty seconds, it's not fair that my position will be outed by default. Meanwhile, I can spend the entire game doing nothing but swapping between two lockers and never get crows.

    I wouldn't mind if crows were related to time spent not performing any game interactions - not in chase, no unhooks/heals/totems/gens/chests/gates. In turn, that timer would take longer to spawn birds than it currently does, but also demand more to remove the birds once spawned (you have to get into a chase or do sustained interactions.) Then have that timer pause as long as you're within, say, 20m of the killer, so it excludes active hiding, players who are trying to get the killer's attention, and players who are setting up for a save. Probably also pause when the gates are powered or when the hatch spawns.

    It might need special interactions with perks that delay the game, like Grim Embrace/No Way Out/Blood Warden, and I can see potential issues with Devour Hope that could warrant the special treatment as well, but while the idea needs refinement, it could fix both crows outing you while you're hiding from a present killer and perma-hiding survivors that either stall out the game once they've lost or who never contribute at all in favor of Urban Evading around the corners of the map.

  • Yeah, this is a known bug. Seen this happen in game about a week ago; it was painful to watch. Currently a couple of killers have powers that can bug out and become varying levels of unusable - Pinhead gets a neverending black screen upon using his chains, Nemesis and Deathslinger move at a crawl, and I think Oni and Nurse can get locked out of using their powers too. No idea what triggers it.

  • I love how you tell me I can play however I want to play, but when the way I want to play is 12-hooking and occasionally friendly, that means I'm not a real killer and just a 'brainwashed subject of survivors.' Real only my opinion is valid energy here.

    But seriously, I don't find ending games at 5 gens fun and completely outmatching survivors ranges from boring to awkward. If I didn't want interaction, I'd play a singleplayer game.

  • @SentinelCaptain said:

    I've tried time and again but I can't get the hang of the chains, but I may not be using them at the right time. Should they be used more for ambushing a get or cutting off a chase?

    I don't have too much experience with Pinhead, but generally you should be aiming them by dropping the portal on the survivor's back (long shots are likelier to fail, the chain is hard to control), and they're best used in situations where holding W isn't really an option and you need to prevent the survivor from reaching something. If they're just running in a straight line, you're better off running after them; meanwhile, if they're moving opposite you around a short or medium pallet loop, or hugging shack, you might be able to hit them by chaining (which prevents dead hards and pallet drops.) But it does require a lot of intuition on where this will work and where this won't, because chains break very quickly and are completely pointless if the survivor can turn a corner and snap them all on a wall. Sometimes it just comes down to RNG for where the tethers spawn; they're not the most reliable of powers. But one good and all-purpose time to ready up a portal is if a survivor is about to drop or vault a safe pallet in front of you; they're easy to hit mid-animation and then they can't make distance while you either go around or break it.

    The absolute best use of his chains is to interrupt someone trying to solve the box at a distance (and this is much better for you than teleporting to that player; you want to down them and get the box yourself.)

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2952759#Comment_2952759

    Too powerful... in a coordinated SWF thats actually coordinating plays like this. You'll rarely if ever see it happen in solo que.

    Well, that's why self wiggle off can't be powerful. Because if it works on its own, and you can get free more than once in a blue moon without other players bodyblocking or sabotaging for you, that perk or even combination of perks is too strong. Boil Over was a goddamn nightmare for the week or two it was buffed because it required no backup from other players, just a map offering and game knowledge. Sure, getting backup helped, but I found plenty of solos managing it just fine on their own.

  • I do it if I think I can Unbreakable right under the hook and get a cheeky save, or if nobody else is up and I'm being slugged to death, because I crave kinship and comfort on my journey to oblivion. Else I'll crawl away to force the killer to patrol or give one of us up.

  • Hook saturation is fairly high. You generally won't notice the effects of petrified oak unless you play an indoor map (least noticeable on the Game, most noticeable on Midwich or RPD), where suddenly the distance between those hooks is filled with walls and other obstacles that make pathing much tighter and easier to disrupt. The algorithm that judges hook distance vertically is notoriously bad, too - you can end up with a big patch of first floor that's hookless because there's one or two hooks on the floor above it.

    @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2952305#Comment_2952305

    I know. It would be nice though with an entire loadout revolved around wiggling off the killer to actually do that at least a couple times every few games without having to find precise spots on the map and still hope that there isn't a hook close enough to give you a chance to wiggle off.

    That would be too powerful. Something like Tenacity/Power Struggle/Flip Flop/Unbreakable sits in a sweet spot where it can be extremely powerful and thrives on teamwork, but the killer has options to counter it once they know it's in play. If a teammate is running around with Breakout, they can be baited and downed or chased off. Pallets will eventually be exhausted. But for the likes of Boil Over - true self wiggle off builds can't be reliable because there really isn't anything the killer can do other than slug you to death.

  • Creepiest is Midwich by a long shot. It's got built in jumpscares and the atmosphere is just fantastically dark and freaky, with the juxtaposition of childrens' drawings and twitching mounds of flesh. Silent Hill knew what it was doing. (Honestly, I think RPD would be another contender if it weren't for the bright orange entity bits - those ruin the atmosphere for me.)

    Least eerie is Ormond. It's bright and snowy and the lodge is fairly cozy, what with the furnace and bar and relatively pristine bedrooms.

  • Nurse and Twins.

    Nurse because constantly looking at the floor drives me insane and I find her means of movement more stressful than fun. Twins because I hate having to walk across the map after a down and the cooldowns and delays involved with switching characters after a hit (or getting kicked) feels horribly clunky.

  • I got it on Ghostface today, but I've heard of other players having this issue as well. The problem seems to be with Myers in particular, but Exposed perks on any other killer should work, as do other killer powers that inflict Exposed. You don't have to do it all in one trial, so you don't necessarily need a power Exposer like Myers to get this one done.

  • If a killer has to bloodlust 2 or 3 you in order to get a hit, you've already functionally won that chase by buying 30-45s+ for your teammates (and that's not counting your other health state or Dead Hard.) You're not meant to evade the killer in chase forever; that's not how the game is designed and the 1v1 is meant to favor the killer. You are supposed to eventually die. Until maps are balanced, bloodlust is the best we're going to get - and the more the killer roster grows, the less capable BHVR is of doing that.

    If bloodlust is an issue for you, drop pallets.

  • @JonahsTablet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2951383#Comment_2951383

    He absolutely does not, when I'm playing Pinhead, the start of the match is always a mad dash to get to the box first, most survivors will (rightfully) go for the box immediately.

    At mid-high MMR, or against SWFs, sure. At low MMR, which beginners would be playing at, nobody knows what the cube is until it goes off. You definitely wouldn't be learning how to play Pinhead to his fullest extent there, and there'd be no need to learn about box spawns or how to use his chains effectively (or realistically, against survivors that don't just run in straight lines); you'd just boost yourself while expecting survivors to take way longer on gens than they actually do, and getting comfortable with an amount of free time that'd be a fluke on any other killer.

  • Pinhead's not a good killer for beginners unless you assume his chains are worthless and his chain hunt passive will play the game for him. Which can be true, but then beginners will get used to a level of passive slowdown that nobody else has (bar Pig, but she has to work for it), and that's a bad thing.

    His chains are very complex and difficult to master, both aiming the projectile and knowing when to use it. Simple stealth killers like Wraith or Ghostface are much better contenders for teaching the basics of killer - Trapper too, though his early game focus can be tough for newer players.

  • I've got 2600 hours in the game and I still haven't unlocked all of the characters in order to get all of the perks on anyone. Granted, this is because I didn't optimize spending my iri shards and bought some cosmetics as well as characters, but still, jesus. The grind is nuts here.

  • She's fun to play against in that you never have any idea where the killer is. She's also fun to play against because looping her is a piece of cake.

    She's got a few nice addons, but ultimately condemnation is way too hard to apply and easy to get rid of for it to be a real threat to survivors. You have to teleport around constantly to get any significant amount of it on people, and that requires showing up at gens and punching people once instead of committing to chases. Which would have worked as a strategy once upon a time, but split pressure is worthless in the era of CoH.

    Demanifestation feels underbaked on the whole - mostly I think it's weird that Sadako got two different ways to sneak up on survivors, but zero chase power. You may as well play Wraith.

  • @Barbarossa2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2949293#Comment_2949293

    Well im forced to play as Twins to complete some, why not have parity?

    https://forum.deadbydaylight.com/en/discussion/comment/2949307#Comment_2949307

    I did say thus far, in respect to what challenges have been revealed and so far 0/10 challenges have required you to play David. Just because he has been spammed before, and is now being rehashed should'nt mean that the challenges don't associate with the character.

    How are the challenges not associated with the character? They require his perks or are styled after and titled after things David King would do.

    This seems like such a bizarre point to harp on.

  • Most tome challenges don't force you to play their specific survivor, only their perks. This has always been the case; there might be one or two challenges like that in an entire tome. Killers are a little more 'use this killer' because powers aren't detachable, but even then, only 4/10 of the current challenges actually require you to play Twins and not just with their perks.

    I don't see this as an issue, and we're not done with David's challenges yet besides. David's always been a really common sight to see in lobbies. And let's not forget that he's currently the only character in DBD to have starred in two separate tomes (he was the main survivor in tome 2, though tomes back then featured lore for more characters at once than they do now.)

  • Sounds like a dream. Got Swamp four times in a row yesterday (and then once more after a single match on the Game.)

  • Basekit Iron Grasp and Agitation? Weak. I petition that we give Hag the chainsaw she deserves.

  • I can't stop laughing. I mean, this is awful and they'd better killswitch Midwich again, but I can't stop laughing. How did this get overlooked? Wouldn't there be a flag in that spot that'd signify a totem could spawn there?

    in bruh Comment by Laluzi
  • 1.) The fact that you can fall two stories onto solid concrete without breaking your legs.

    2.) The way that Feng sounds like she's a squeaky toy that just sucked on a helium balloon.

    3.) Myers' stun noise.

  • About a week ago I had a match against a bugged Nemesis that couldn't use his power and was stuck moving extremely slowly. We tried a couple of things, but nothing got him back to normal, and at that point it was pretty obvious the guy just wanted out. I had to open the gates because my teammates kept crowding around him trying to beckon him to a hook. I mean, I offered too, but after the fifth or sixth point the dude clearly wasn't interested, and it was painful watching him crawl across the map at approximately downed survivor speed. Even then, everyone else hung around until last second for some reason. Like, if you're going to commit to sacrificing yourselves, sure, but what on earth is the point in waiting? The Nemesis didn't want moral support, he wanted to move on to a different match.

    Then it gets worse when you have survivors that take advantage of the bugs to torment the killers, or worse, deliberately invoke them. I remember the Deathslinger reel bug from about a year back; that was a mess.

    That said, I doubt they'd add a concede option for things that aren't meant to be in the game in the first place. Same with being able to exit the game safely versus cheaters, who can sometimes prevent the natural end of the game from occuring. I think a more convincing argument for a concede would be when two survivors are hardcore hiding, or when the killer is completely outmatched and the survivors won't finish the gens in favor of trolling the killer for the next thirty minutes, but BHVR's really fixated on the idea that everything is fine as long as the game will eventually end.

  • Myers with the perma T3 addon is nasty with Plaything. I've faced a couple of these and gotten wrecked every time. Any other Myers build with Plaything is highly redundant, though.

    I quite like it on Plague. One of her issues is that people get really skittish when you activate Corrupt Purge. Plaything makes aggressive Corrupt plays pretty easy and/or causes survivors to waste a lot of time out of paranoia whenever you're not nearby, and it's common for me to yoink unaware survivors off fountains.

    Oni's pretty terrifying with it. It's like Tinkerer Oni on steroids - not only does it let him come roaring in with Blood Fury, but it helps him farm orbs by getting free hits on lost survivors.

    Most anyone can get good value out of it, though. The only killers that can't use Plaything well are the ones that have lullabies or are constantly stealthed anyway. Also Hag, because she already has a small TR and sneaking up on people isn't how she wants to start chases.

  • As much as I despise these types of challenges and wish they'd put a little more thought into creating challenges that don't encourage throwing or farming or relying on what other players do in the match... it could be worse. I'd take Blood Debt over Six Feet Under or Dark Senses any day, and I'm relieved that they at least seem to have dialed it back from that level of sheer stupid chance.

  • @JonahsTablet said:

    Now this may be me reading into this too much but, are they hinting at something demonic coming with the chapter?

    It's the 6th anniversary. If there's any time they're going to be throwing sixes around, it's this.

  • The new chase music just sort of is. Nothing to write home about, but way better than the screaming printer it used to be.

  • Sloppy's inherently better unless you're using a killer who rarely M1s - Huntress or Blight, perhaps. Otherwise, it's just way more likely to be applied in any given situation.

  • CoH doesn't feel as good to use on the survivor side, but it's still incredibly powerful and has both won and lost me games. Still see it everywhere, still bring it most of the time.

    Hemorrhage has gotten me quite a few times, mostly around boons that were stomped or I was chased away from. I don't run Sloppy and I'm a Plague main, so never tried it from the killer side.

  • @Agt_Scully said:

    Yes, try playing Blight, Trapper, Huntress, Deathslinger, Wraith, Hillbilly, Pig, Doctor, Hag, and Plague. You'll find that The Twins are A LOT more fun than those boring killers.

    Bwuh? I have more fun playing every single one of those killers than I do with Twins. Like I could get Trapper or Pig, even if I disagree, but Huntress? Blight? Billy? You picked some of the most mechanically fun and beloved killers in the game in this list and that just baffles me.

    I can't tell if this is some serious sarcasm going over my head or you genuinely think people prefer playing Twins to any of those other killers despite their phenomenally low pick rate (which is in and of itself despite Twins actually being pretty strong.)

  • @Tiufal said:

    This makes no sense as such things could also be caused by bugs, making games nearly unplayable just for being unlucky with a bug. Also devs arent really responsible for cheaters not being detected, cause nearly every company uses third party software thats not being handled by themselfs.

    While that's true, you don't have to nuke a match for discovering something wrong. The way I'd do it, having the server discover an irregularity would flag the match for BHVR to look at and record some data about the discovered anomaly (whether it's for the bug team or the team that handles reports and suspicious activity, it's useful to have this directly sent to them) and would allow players to disconnect from the match without any penalty. That way, people can play if they want to or if everything seems aboveground, but if someone's cheating, nobody is forced to play with them for the sake of their DC timeouts.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2946316#Comment_2946316

    So, if a survivor stays exhausted for 4 minutes, the game detects a hack and aborts? Not quite that easy, actually. There are several timers depending on action or inaction, and those could still be messed with.

    Yes and no. If a survivor recovers from exhaustion in two seconds, the game can detect a hack easy. Four minutes - as you say, it's possible they were running or working on gens with Fearmonger or whatever. But in the latter case, it's not about looking at how long the effect takes to expire, it's about looking at how quickly the timer decays when it's not paused.

    I would expect that there's a numeric timer that shows how long the effect is supposed to last, as well as charges and the rate of charges per second that survivors progress when actively working on them. Both of these things should be able to detect when the expected value isn't lining up with any possible outcome (say a survivor is healing at 0.01 charges per second, or doing gens at 20 charges per second, or any value that exceeds any possible combo of perks and addons.)

  • It'd be easy to build a net that captures blatant cheating (the kind where survivors hook and unhook themselves 15 times per second and fly around the map spamming animations, or the killer is a flying Ghostface with machine gun hatchets), but subtle cheating is much harder to catch because it falls within the parameters of what can already happen normally in DBD. You'd need to run an extensive list of if/elseifs every second to make sure that player speed matches perks and powers, buffs and cooldowns are lasting as long as they should and no more or less, and that nobody is affected by perks that aren't supposed to be in play, and that kind of overhead would slow down the game - not necessarily a great idea when it's already so strapped for performance.

    It'd be much simpler if you could run a check to make sure all the values and conditions look okay only when an effect activates, but cheaters can alter the base values as well as inappropriately apply buffs to themselves, and that necessitates the costly constant checks. That said, they really should enforce that timers and cooldowns have very specific possible values and can never fall outside default/addon configurations, because that one should be way easier to detect without having to constantly spam checks - if the killer is stunned for a minute after a Head On, or the survivor's Jigsaw box takes 10 minutes to search, someone is cheating and that should be visible to the system immediately.

  • Crazy skill shots with Victor, maybe? I've seen clips of him launching off second story balconies like a heat-seeking missile, or sending him in a motion like a chess knight by rebounding off a wall and going over a window after the bump.

    But yeah, their design is pretty inherently terrible. All of the delays and slow transitions just feel awful, and it really doesn't help that it's difficult to play them without slugging or camping, so the survivors hate the match just as much as you do.

  • I'm ambivalent about it, but ambivalence is miles better than the visceral 'argh' the old version evoked in me.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2944764#Comment_2944764

    There's nothing wrong with brown meme add-ons that award extra BP.

    If you don't want to use it then don't.

    Sure, nobody's forcing you to use them, but they exist in place of an addon that would actually help the killer instead of hinder them. Most killers, or at least more than do, don't have a meme addon, but with or without them, everyone's got the same number of addons. So if you have a meme addon, you have less functional addon variety than you're supposed to. (This goes especially true for Nurse, who has 2 meme addons and 2 more addons that are actively worse than just not running an addon.)

    Then you have Plague, who has something styled as a meme addon, but it gives you something interesting and useful in exchange for what you give up. This should be the model for these types of addons, in my opinion, but we've had more recent BP style meme addons from the likes of Sadako and Pinhead that really don't get my hopes up for addon design moving forward.

  • That'd make it essentially the same as the purple Honing Stone, which is one of Trapper's best addons. Yeah, this way you wouldn't get injured if a teammate frees you, but the idea is the same - if the Trapper reaches you before a teammate, you're dead, and you have no ability to act on your own.

    Not saying I like meme addons being useless instead of enabling different playstyles in exchange for a major payoff, because the current Padded Jaws is a joke, but that's too good for a brown.

  • Wait, they're not on sale? I assumed they were... you know, on account of being featured.

    Silly BHVR, this isn't how you do a marketing.

  • @VaJaybles said:

    https://forum.deadbydaylight.com/en/discussion/comment/2944324#Comment_2944324

    I thought the same thing. The death slinger in the beginning only clipped through walls and missed half his shots, the ones he landed were hilariously long chains. He eventually started teleporting to basement and back toward the end (the part I recorded) wonder if that's a flaw in it's mechanic or if the owner of the bot turned up it's skill setting (if that's a thing/possible)

    It's interesting you say he landed his far shots and missed his near ones, because I'm certain it's much easier to program a bot to land close-range hits than long-range hits - and this is why the bots focus on M1s for the most part, or powers that work with M1s. If you're 30m away from a survivor as Huntress versus 0m away; 0m is just swing and hit, whether it's an M1 or a hatchet. The bot executes an action and the expected result happens. At 30m away, even if the bot correctly predicts the trajectory of the survivor and throws at the correct height/power/angle to intercept them, there is time for the survivor to react and move in a different direction. The same shot from 15m has less of a margin to miss, but is still up in the air in a way that the killer teleporting to your position and going "omae wa mou shindeiru" is not.

    Hitting up close is binary, but being able to land skill shots requires much more complex judgement and pattern reading (unless the shot is instantaneous, which Deathslinger was the closest to - but now that he can't quickscope, this isn't the case.) A program that could do that with even above-average accuracy would be incredibly sophisticated, because it'd have to be able to mimic a lot of things resembling human judgement.

  • Ooh boy! This is the first contest I'll actually be here for. I lack the artistic skill to submit anything, but I've generally been wowed by the winners and I'm really excited to see what gets put forth this year! Definitely going to be watching this like a hawk; the creativity from the community always knocks it out of the park. Hard to believe we might have never gotten Mr. Puddles or Afropunk Elodie or Butterfly Plague...

  • @KerJuice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2944334#Comment_2944334

    https://forum.deadbydaylight.com/en/discussion/comment/2944338#Comment_2944338

    What was the reason before MMR? I think I saw someone post the answer here a long time ago but I forget…

    They shut it off in preparation for the MMR system, I believe - either they were gathering data with individual killers or they just didn't want to re-enable a feature that they were eventually going to remove anyway. It was like that for about a year before MMR was implemented.

  • Because different killers have different MMR ratings and it doesn't want you to pick a killer with low MMR and then switch to one you perform better with.

    Theoretically.

    Because with that said, the maximum allowed variance in your killer MMRs is so small that they may as well trash this feature and let you switch again. I straight up do not notice any difference between my lobbies when I'm playing Nurse (who I'm totally helpless at and usually give 4Es) and when I'm playing Plague (who I usually win with.) And being locked is obnoxious at times. I'd prefer to adjust to killers I'm more/less comfortable with if the lobby seems threatening/looks like newbies, I'd like to do things like switch to Pyramid Head if someone's name is 'mori me triangle daddy', and if I'm Hag or Wraith and I get a 4-flashlight lobby - I would play if I could just switch to someone else, but I can't, so that's a dodge for me.

  • The point of Thrill nowadays is to discourage boons, particularly booning hex totems. I have one killer with whom I run it with Pentimento and Plaything, but that's more out of a lack of other perks than any real desire to run Thrill. The main issue is that Thrill is a hex and won't keep performing its function for very long, and unlike its previous iteration, it doesn't give you any extra ability to stop it from being cleansed. Current Thrill isn't worthy of being a hex, imo.

    Old Thrill was much better, serving as a true hex defense perk, but I'm convinced they stealth nerfed it because Artist would have made it impossible for all but the most coordinated SWFs to cleanse hexes.

  • Is it weird that I'm disappointed that they just phase through walls, teleport, and machine-gun M1 you? A bot that tracked you perfectly but had to play using the usual killer limitations would have at least been sophisticated and interesting.

    It's distressing how rapidly these things are proliferating, though. A month ago they were barely confirmed rumors, and now they're starting to become pretty common.

  • The killswitch exists to block off content that has gamebreaking bugs, or bugs that can be abused to gain an unfair advantage over the other side. Swamp is a horribly designed pair of maps, but it's neither bugged nor unplayable.

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