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Laluzi

Laluzi

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Laluzi
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  • @Northener1907 said:

    If you have 3 gens, do not blame only your teammates. That is team game and you all did this mistake together. So maybe be more careful about finish which gens first.

    Nah, you can totally blame your teammates. There's one of you and three of them; 'your teammates' as an aggregate are going to complete more gens than you do unless you ended up with the worst kind of randoms. Furthermore, you can't actually stop your teammates from completing gens, as frantically as you can gesture spam and headshake at them.

    I recognize that it's never intentional, and most of the time it comes from a lack of knowledge of what anyone else is doing, but good players will have a general understanding that center gens should be done early whenever possible, and they will also know which maps are at high risk for strong 3-gens.

    If I'm on Azarov's, the killer is clearly trying to protect one side of the map, and my teammates just plug all three gens on the other side while I dart around the killer trying to work on one of his protected gens or trying to lure him away, that's a teammate problem, not a me problem. A better team would have recognized the problem and tried to pressure one of his gens, and succeed through attrition - and I have had randoms that cottoned onto this. Unfortunately, it just takes one player who doesn't to walk the whole team into the killer's trap. Lots of players will just go "killer there, work on gen here" and then go all surprised pikachu when the endgame turns brutal.

  • It's definitely a solo queue problem. Inexperienced players will both sit down on whatever gen they spawned next to and gravitate towards corner gens because they feel safer while still feeling like they're helping the team.

    A loading screen tooltip about this would be nice. "Choose your generators carefully! A generator in the center of the map may be more dangerous, but will be a benefit later on if you can knock it out of the game early." or "Choose your generators carefully! Leaving several exposed or closely-clumped generators for last can lead to a difficult situation."

  • I have no problem with incentives towards spreading hooks around, but rewarding players for hooking 4 survivors before 3 gens would be kind of horrible when a bad/resource-heavy first chase means that three gens pop as a result of your first hook. Maybe killers could get a bonus reward for hooks being non-consecutive?

  • Jane or Zarina. Zarina just looks incredibly sleek in everything she has, and I dig Jane's polished businesswoman look.

    Though I have to give props to David (sometimes lack of clothing is the best clothing) and Ace (because good lord, that man isn't afraid of anything when it comes to style.)

  • Trapper. I don't play him often, but good lord is there something uniquely satisfying towards watching a survivor run right towards the wrong vault point and... snick.

  • @Wavy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2318927#Comment_2318927

    but they are not going to change the map or the loops so you have to play on RPD at some point

    And the longer it takes until that day comes, the happier I'll be.

    I had a 15-minute match on that map when it first dropped and the killer won because me nor the other 2 remaining survivors could find any of the last three gens. First four gens popped within 5 minutes; 10 minutes of pure being lost. Another game, I and another player died on early hook phases while watching a teammate fruitlessly run around hallways looking for a way to get onto the second floor to rescue us.

    The navigation on that map is atrocious. Even Lery's gives the survivors more direction towards their objectives and a general sense of where the center of the map is.

  • Yes, it's been confirmed that they will (and that they'll have some sort of secret personal effect as well.)

  • @Wavy said:

    Trickster is one of the strongest killers right now LOL. he only needs to hit you with 16 knives and you are done.

    As opposed to most killers that only need to hit you two times with a knife...

  • The only explanation I can think of is that a little while ago (a few days? a week? I don't remember the exact date?), pips were not counting for me and I was stuck at rank 12 0 pips, but after I ended the session and restarted DBD some time later, all of the pips that I gained and lost had been applied retroactively. This may have been what happened to you?

  • It does activate them, but most aren't good combos - like Lucky Break will automatically burn your 60 seconds at the start of the trial, well before the killer finds you. And some 'on injure' perks focus on healing, which isn't applicable. No Mither/Resilience works fine and is common in No Mither builds, though.

    Edit: Forgot about Dead Hard; that one's a classic.

  • @Wavy said:

    Keys are fine with its current state. Key escapes dont happen often. I dont understand why people hate keys so much and want it to get nerfed

    It uncounterably ends a game early and it can be brought in at will.

    Moris got nerfed because all the killer had to do was bring a rare offering and they could win the game by shifting the game win conditions into something that wasn't balanced and heavily favored them. Unless the killer was really bad at the game, or the survivors were slippery gods, it was an instant lose as soon as survivors saw that offering burned. Keys are similar. It's hard to get hatch not to spawn because the first gens go the fastest - killers aren't able to defend them unless the survivors play badly. Killers' ability to guard the remaining gens increases as time goes on, more pallets are broken, and there are fewer gens to guard, and keys let everyone remaining nope out at times where the killer could have guaranteed won the match.

    There is currently nothing a killer can do to prevent hatch escapes except kill everyone before 3 gens are completed, which is something that can happen in the first 100 seconds of the game if survivors play optimally.

    Keys are less of an issue at lower ranks because survivors play worse. At high ranks, they're considerably more aggressive, both about bringing keys and using them effectively as a team.

  • As killer, here's where you'll get points towards ranking up:

    Chaser: Points gained each time you hit a survivor. You'll get more points in games where survivors keep healing and you keep hitting them, and less points in games where they never heal or you're making liberal use of one-shot abilities and perks.

    Devout: You get a small number of points for hooking each individual survivor at least once, a small number of points for getting at least 9 individual hooks in the match, and then you get big wodges of points for each sacrificed or killed survivor.

    Gatekeeper: Points are gained in time intervals based on how many gens are left remaining. If you had two matches that lasted 10 minutes total, and the first match had 3 gens pop immediately and then you defended the last two for the rest of the game, and the second match had the first gen get completed 2 minutes in and a steady trickle of gens throughout the match, you would get more Gatekeeper points from the second match. You also get some points if the match ends without all 5 gens being done.

    Malicious: Points are gained for damaging and lost for healing/players escaping your grasp, which typically cancel themselves out. You also get points for each hook state (as opposed to hook action, meaning a player who dies on their first hook counts as 3 hook states.) Most of your Malicious points will come from hook states.


    Players in brown ranks can't depip - if you play, you're going to eventually make your way into yellows. Starting at rank 15, you can move down ranks if you play badly according to the emblem system. You can generally depip as killer if you don't hook anyone, or don't hook all 4 players and don't kill anyone. At the very least, you can stop yourself from pipping up.

    At rank 14, I think you need less than 6 emblem points in order to depip. At higher ranks, this number increases and your ranking up will generally slow down, although it still very much risks pushing you into ranks you're not prepared for yet because emblems are generally quite easy to get and the teams you'll face are wildly inconsistent at all levels of the game.

    I wouldn't worry about playing against yellow ranks and 'accidentally' leaving browns - they're still quite new and not very good at the game, provided they're genuine yellow ranks and not smurfs/people fresh out of a long hiatus. You don't start facing really good survivors until purple ranks. The issue is that the higher your rank becomes, the more likely the matchmaking system is to say screw it and give you teams that are several tiers above you, or the more dangerous a team that's several tiers above you becomes; a rank 11 killer is likelier to get a red rank SWF than a rank 18.

  • You've found the root cause of killer players that earnestly despise survivors, and the flip side to survivor players that think killers are the scum of the earth (because much like this, they keep running into hard tunnelers and campers.) Nothing spreads resentment in this game faster than players that go out of their way to be cocky asshats and who have fun trying to make the other team miserable, and the kinds of people that recognize their opponent is a baby/are babies and goes "haha, this is the perfect opportunity to bully" are really just pathetic.

    Sometimes I wish there was a thumbs down option for players that didn't break rules but behaved like shitheels. But there isn't, so the best you can do is try not to let it get to you, move on to the next match, and don't take out your frustrations on the next batch preemptively - otherwise you risk becoming a part of the problem. And if you had a team that was bullying you all game (not just outplaying you, but being really obnoxious about it), and they make it out, never go to the exit gates; just roam around breaking pallets, or alt-tab and watch cat videos or something. It's a bit of petty revenge you can exact on them, because you know they will waste two minutes in the desperate hopes that they can show you their clicky clicky butt dance.

    in Just why Comment by Laluzi
  • @Nebula said:

    I think they should change the perk to get a stack for every gen done while in the trial.

    Killers have BBQ stacks for simply doing their objective, why doesn’t WGLF?

    Never liked this idea. Gens have nothing to do with We're Gonna Live Forever's theme, or David King for that matter - it's all about altruism and going out of your way to save your teammates. Bloodpoints for gens should be a separate perk. There's no reason not to have more anti-grind perks, as long as they don't mutually stack.

  • I used to like it when I was already at the gate and the survivor was beckoning me without tbagging or clicking, but more than half the time, they turn around and leave or Dead Hard out before I reach them - most of them just want to escape a chase, or the satisfaction of making me swing at them, and aren't interested in giving me the BPs they're promising. And if you're waiting for me to show up at the gates so you can give me points, just go; even if your intentions are honest, it's not worth it to me.

    I like when survivors spin around in circles with me at the gates, or nod. Offered hits after that are typically genuine. Everything else, I'm pretty jaded about.

  • I wasn't responding to the original post. I was responding to a different player's post that you then picked up on.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2316251#Comment_2316251

    Bestie they do not do any generators I don't know how I can make this clearer

    https://forum.deadbydaylight.com/en/discussion/comment/2316254#Comment_2316254

    Then give me your teammates because current EU solo is filled with the exact survivors you're saying don't exist.

    So you're saying nobody on the EU solo servers except you do generators. Not just on the occasional horrible game, but ever.

    I'm sorry, but I do not believe this claim. Solo queue is bad, but it is not that bad.

  • This is the one you're taking issue with? Not 'be the one to complete 4 generators' or 'hide within 10m of the killer for 60s in one game' or 'sacrifice all four survivors in the basement (with nobody DCing)'?

    Just find someone doing a gen and go on it with them. Solo queue is not so hilariously, memetically bad that nobody ever does a gen.

  • Completionism. I don't like collecting perks and items on <P3 characters because if/when I prestige them in the future, I'll lose all of my investment. Once I get to P3, I'm allowed to hoard freely.

  • Macro users are players who downloaded a rapidfire autoclicker that they use with flashlights. It has no practical use except to be annoying; it creates an extremely glitchy sound and doesn't deplete the flashlight's battery in any noticeable way, so they can use it for a very long time.

  • I avoid players that are obviously trying to get my attention and want me to chase them, but I will admit that I'll try to get a flashlight user out of the way over another player. Part because I want them to burn their flashlight trying to blind me at pallets rather than preserving it for saves, part because the sooner I either waste the click stick or kill them, the less time I have to waste checking the area every time I pick someone up.

    OTOH, they're kind of nice because if you do stop and search your surroundings after downing someone, you will usually find the flashlight user and get a free hit on them, and gens move slower when a player is following the killer around every time they get into a chase.

    I consider flashlight saves and pallet blinds very annoying but fair, but if a survivor clicks the flashlight at me, I interpret that as either bait or BMing (or both) depending on the circumstance and react accordingly (ignore/murder with extreme prejudice.) Macro users are the worst; I always think my computer is having a seizure and is about to crash before I identify the fly in the room.

  • I thought you didn't lose pips if the killer ends the game by disconnecting.

  • Meh, just wait until the anniversary event in a few days. You're going to see some farming killers, especially before the novelty runs off.

  • It's not toxic, and anyone who claims it is is hilariously misusing the word. Killers don't like having the gens pop immediately because a short game is boring and forces them to play nasty if they want to be able to do anything that game, but one side trying to complete their objective is no more toxic than the other doing the same thing.

  • @ill_Boston_lli said:

    https://forum.deadbydaylight.com/en/discussion/comment/2314611#Comment_2314611

    I find this highly unbelievable. There is no way in the entities realm that you dominated a 4 man on comms with skill on the game without breaking pallets. And if you did the survivors had to be rank 20 because if you are dominating on this map WITHOUT breaking pallets there is something not right with the survivors.

    You never specified I had to be going against a 4-man SWF. I also said I didn't have a pallet breaking power, not that I wasn't breaking pallets. In any case, I can't remember if the games were SWFs. Wraith was a 2-man and 2 solos. I think Pig was a 3-man.

    That said, while I'm not the most skilled killer out there and probably couldn't beat a good 4stack on such a map, people can and have won under such conditions. I've seen it on streams, if nothing else, and if your 4-man SWF is very altruistic or addicted to flashy saves, it wouldn't even be that difficult to murder all of them. Don't be an absolutist; you'll automatically lose all of your arguments that way. A SWF with a Game offering doesn't mean an automatic loss, it just means the game is probably going to suck and survivors have a strong advantage going in.

  • I get why you wouldn't want clown as an LGBTQ+ rep, because he fits a ton of the oldest and most grotesque stereotypes (flamboyant performer, sexual predator, something unclean masquerading as something safe and child-friendly), but... at the same time, I can't imagine why you think they'd choose Clown for that. There is absolutely nothing about the Clown that speaks of a personal identity/self-discovery journey to anything other than being a serial murderer. They've confirmed they're going to release an LGBTQ+ character in the future, and while they might reveal existing characters to be LGBTQ+ in tome lore, I just cannot see Clown being a candidate. Like I guess Clown might have experimented with his own sexuality specifically because he seems to be the kind of hedonist that wants to try everything at least once, but the context is so ew and I hate that you've caused me to think about the Clown's escapades.

    He's on the pride month banner because someone drew him on the pride month banner. That's fan art.

    In any case, I'm personally predicting that if they start confirming characters as LGBTQ+, they'd start with survivors (or Susie or Joey.) That's mostly from a narrative perspective; part because "these people good" and "these people bad", part because the killers' stories usually revolve around their descent into madness. There's room for identity to play a part in that, but not quite as much as there is on the other side; the survivors' stories tend to be about a hardship or defining journey they underwent that shaped them as a person. Meanwhile Susie and Joey are blank slates that kind of got rolled up with the rest of the Legion, so that part of their story was already told, but something that defines either of them as a person (and possibly why they felt so alienated by Ormond/so fiercely loyal to their friends) would be greatly welcome.

  • @ill_Boston_lli said:

    https://forum.deadbydaylight.com/en/discussion/comment/2314601#Comment_2314601

    they may bring me to a map that may favor them but its not the same thing imo. There is still a possibility of winning. For example just had a scratch mirror on lerys the other day and 4 ed him.

    It is, though? I've dominated on The Game as a killer with no pallet breaking or hit-across power - Pig, Wraith, Clown. Nothing's an instant win in this game; it's just that some things are extremely annoying and pretty unfair to deal with. But having a Jigsaw offering isn't a guarantee that survivors will play well, and some people tend to get lost on the map besides.

  • A little part of my soul dies each time I load into Coldwind.

  • @van9684 said:

    https://forum.deadbydaylight.com/en/discussion/261447/if-you-throw-up-a-game-offering

    Is there anything survivors do that doesn’t warrant toxic killer play styles? I mean let’s be real. Doing a gen at start of match is “gen rushing” lol. Running away is now somehow toxic. A map offering is bming. See where I’m going with this? 🤦‍♂️

    I assume, as a survivor, you are perfectly happy and have no complaints when the killer takes you to Hawkins or Midwich, or a map that suits them at your expense (Huntress or Deathslinger on Dead Dawg, Wraith with All-Seeing Blood or Scratched Mirror Myers on Lery's, Nurse or Hag on The Game, etc.)

    People generally get annoyed when they see the other team stacking hard in their favor before the match even starts. Keys and quad toolboxes, (old) moris and Black Wards - it's not a phenomenon that's linked to one side.

    Anyway, I've been playing a lot of Nemesis lately, so when I get Jigsawed, I just laugh in tentacle. It's a good feeling compared to the usual.

  • Almost certainly to avoid dodging. People would select newer rank opponents the same way people dodge items, TTVs, or SWF-looking groups.

  • Eh. You have to spend 50 seconds on a generator for each (successful) use, and I find that its use is pretty dependent on killer playstyle. A killer that doesn't have Pop or Eruption may barely ever kick gens, a killer who relies on Ruin or Surge is going to do it even less, and many killers would rather scout the area for survivors, chase, hook, and then kick the gen, by which time Blast Mine has run out.

    I'd be fine with the stun applying after the kick, but I don't see a problem with being stunned and blinded at the same time. You weren't going to accomplish anything with one or the other; both at the same time lets survivors make cheeky return-to-gen plays, but not much else.

  • My experience against streamers:

    Killers: Usually it's any other killer, but once I went up against a pro Huntress (I want to say her name was rayyondrin or something like that) and got unbelievably uberfucked. Like, spent less than 45 seconds upright the entire game type of destroyed.

    Survivors: 85% relatively chill/ordinary players, 15% toxic as all hell.

    As killer, I enjoy going up against TTVs because I get a reaction cam to whatever I do in the match, and it means I can meme and watch the results on camera. But you do occasionally get the really nasty ones whose idea of content production is to kick as many hornets' nests as possible within a 10 minute window, and they're a chore to deal with. As survivor, I don't know I'm against a TTV until the game's over, so it doesn't really make a difference to me.

  • Making a Plague cosplay would be way too much effort for me - have you seen that headdress? Not to mention all the body paint... I'd totally do it if by some miracle I could purchase the costume, though.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/2314032#Comment_2314032

    Make them define it. How long is too long? How many seconds/minutes does it take before it becomes taking the game hostage? This is why the only definition that should matter is "can the game end" everything else is too arbitrary

    See, I don't think holding the game hostage is even the issue here. The survivor was clearly griefing the other survivor and forcibly killed them by pinning them in place. That's unsportsmanlike conduct and reportable on those grounds; the length of time they did it doesn't matter.

  • It's the cycle of DBD being a horror game.

    New players are frightened of and despair being caught by the killer. Experienced players are frightened of and despair being caught with new players.

  • Your definition of fun seems to be specifically 'if the killer can be looped very successfully by playing Ring Around the Rosie around the same structure 6x before throwing the pallet and moving onto the next one', and all the killers you take issue with are ones that force the survivor to move on much earlier by making vaults and pallet drops unsafe if the killer is facing you from a short distance away when you take it.

    Thing is, running in circles wasn't exactly fun for the killer when the survivor was any good at it, so I have to question if this definition of 'unfun' even matters. I have way more fun playing these types of killers because I'm allowed to be more chill about it and I have more options when faced with a very skilled survivor - meanwhile, smart survivors will use different kinds of maneuvers to evade me and burn my time. Like with PHead and Nemesis, good survivors will try to bait me into using my power by faking out a window vault or feinting in one direction and then juking the other when I commit, or they'll run extremely tight angles, or they'll even turn around and run past you to avoid the hitbox. Plague, survivors lead me to high wall structures and run me around corners for as long as possible. (For the record, I find Nurse the most fun killer to run from, and she'll kill you in 0.5 seconds if you try to standard loop her. Can't loop =/= boring.) If other killers with weaker chase powers have other benefits, and picking a killer who can end a chase early isn't an instant game win for the killer, I don't really see how this is a problem.

    The only killer in this list that I have issues with are the Twins, and that list of complaints goes well beyond chase interactivity with Victor.

  • @van9684 said:

    https://forum.deadbydaylight.com/en/discussion/261375/can-we-have-some-stats-for-dc-rate

    I think it’s a reflection on just how unhappy survivor players are. Instead of focusing on the penalty, the devs should figure out why one portion of their player base opts out of so many games. I know 8/10 games I play are miserable and i am not a newbie.

    I'm not even going to address the first part of this; you know my perspective on the matter and have yet to acknowledge it.

    But it's not just survivors that are DCing. I've been seeing far more killer DCs as well - people with Lethal Pursuer that are just noping out if the survivors spawn separated, people who DC as soon as they get a certain map, and people who DC if a gen or two gets done before they get a down. Plenty of my survivor matches have seen a good start and then a sudden match end. Plus there's the troll item thief build that's only made viable by the lack of a DC penalty.

    You make a massive mistake by assuming that every player is a good sport who will only disconnect when faced with a justifiable offense. Quite a few players are petty and will quit whenever they get upset with how something panned out, and the current lack of a penalty is encouraging this.

  • The survivor can be reported for malicious bodyblocking for sure. Not totally sure about the killer, but I doubt it, since they didn't stop the situation, but didn't participate either - they were probably thinking "cool, I get two kills out of this." It wasn't a nice thing to let the bodyblocker get away with it, but you can't report someone just for not being nice.

  • I like the idea for the testing purposes, but I can't ever see this happening because there's certain factors they would like to obfuscate the exact mechanics of (such as how matchmaking works, or how MMR gathers data and ranks you, or definitely the upcoming autoban feature.)

  • I mean, it's pretty sad when they all get angry that you don't leave the hook when they don't give you a chance to leave the hook, or when they utterly fail to hide that more than half the team is in the area and then expect you to go away anyway... but as killer, I'll take an altruistic SWF over a gens before frens squad any day of the week.

  • Eh, depends. They're really pricey, and I typically prefer to buy just one outfit for a character and stick with that, but sometimes your favorite is cash-only and you've gotta do what you've gotta do.

    I like buying the battlepasses and then using the 1000 auric cells I get back from them to buy outfits. I'll only spend cells on cell-only outfits, and prioritize licensed characters since that's all the options they get.

  • I ran Lightborn for a bit, because I was convinced the game was going to turn into flashbang hell, but didn't really get any value out of it - the most I got was for a match where survivors brought several flashlights and wanted to do the typical flashlight things. Flashbangs are way easier to avoid than I thought they would be and I've been able to sidestep them nineteen times out of twenty, and with Blast Mine, I'd be getting stunned anyway.

    That said, I've always had a soft spot for Lightborn, because if you can confuse a survivor into thinking you don't have it, you can get an endless stream of free hits off them, and it is very effective against teams that are addicted to flashlight plays. (And they get so angry when they see you have it - can't even count the number of times I've been called cringe and trash in endgame chat. You'd think they'd be happy I brought a perk I didn't explicitly need instead of something useful, right?)

  • There's only two categories of Judith's Tombstone users; people who want the achievement, and people who like to troll survivors. It's not even a powerful combo; a pub stomper build, maybe, but an efficient team will absolutely wreck Judith's Tombstone Myers, even with PWYF. People who want to mori with Myers will use Tombstone Piece, not Judith's.

    (I suppose there's a third category - masochists playing Burger King Myers. But they're not exactly mori-ing anyone.)

    I haven't gotten the achievement yet because I can't bring myself to give such a ######### game, likely multiple times due to DCs/hatch/lockers. I tried doing it with tuft and a mori, but that didn't work because apparently it has to be the tombstone kill only. Which was just an insanely specific and terrible decision to me. I'm thinking of waiting until I get a 4-man TTV while I have Myers up and then just asking them if they'll help me in exchange for letting them farm first/bringing BPS.

  • @STARS_truck said:

    https://forum.deadbydaylight.com/en/discussion/comment/2313536#Comment_2313536

    Killer's can take you to pretty much any hook in the vicinity as it stands now with multiple mistakes along the way. The struggle doesn't even affect them.

    And they are supposed to be able to. Wiggling is there so the killer can't take you across the map to the basement and trap you in there for the rest of the game. It's not supposed to prevent the killer from taking you to a nearby hook.

  • If you're talking about wiggling while being carried, you are not meant to be able to escape the killer's grasp after a chase unless some of the following things happen.


    -Your teammates are trying to help you escape - taking or baiting hits, bodyblocking, sabotaging the hook the killer is going for, et cetera.

    -The closest hooks in the vicinity have been destroyed or are occupied and the map layout makes it hard to reach the next best hooks.

    -The killer dropped you to pressure someone else and then picked you back up.

    -You got slugged for a while and you're running Flip Flop.

    -The killer got lost or is overly ambitious on where they're taking you.


    Wiggling was added to prevent killers from being able to take the survivor to the basement from anywhere on the map. You're not meant to escape on your own. A chase and a down is supposed to result in a hook unless the killer gets greedy or the survivors make a stand against it.

  • Your mistake was thinking that both sides weren't capable of hilariously petty complaints.

    You would be hard pressed to find something that someone hasn't earnestly complained about on these forums. Trickster is OP and uncounterable, most loops are infinites, and survivors are toxic for attempting to run away. Maybe absolute bottom-of-the-barrel neverused perks like Predator and No One Left Behind? But I've seen someone straightfacedly complain about Furtive Chase because it encourages survivors coming back to the hook, and Monstrous Shrine because it encourages basement camping.

  • This isn't just a console issue; I play PC, and I get this. I don't get it as a survivor, but as a killer? I know a survivor Dead Hards because my screen locks up for quarter of a second, not because I see the animation.

    I also stutter when gaining Bloodlust, which has robbed me of many hits.

  • While I agree that cross-platform chat should be a thing, your example isn't exactly a good reason for it to be added... people wanting to message other players to yell at them and complain about their in-game performance is not a good thing or a compelling reason to enable chat. In those cases, having a barrier between the players is a good thing.

  • Always wanted this feature. It's such a shame that we're constantly getting new lobbies and renditions of the main theme that are subsequently discarded and never seen again. If I had the choice, I'd want the menu music from the lunar new year and the lobby from the Trickster release.

  • Plague, to no one's surprise. Her visual design and cosmetics are gorgeous (while still appropriately horrible - but I love the contrast of those elegant robes on basically zombie skin) and her lore is appropriately tragic. Loved her tome, too; she got one of the better ones. I was afraid she'd get the Legion treatment.

    Wraith's another favorite - I love his power and I love his lore.

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