Avatar

LordGlint

LordGlint

About

Username
LordGlint
Joined
Visits
10,121
Last Active

Comments

  • @Mew said:

    Imo, this would be awful to implement. The whole point of devour hope (or even hex perks in general) is having a high risk/high reward perk. The totem stays up for three tokens? You get a one shot/a mori. It gets found early on? It sucks, but i think thats fair.

    id like to see something along the lines of having all hex totems not lit at the start of the match, but then light up after x amount of seconds, so totems cant be insta cleansed.

    The perk can still be cleansed immediately, it just doesnt present itself as important.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/660757#Comment_660757

    Doesn't have to be TR. They can just make it a flat 30m or something for every killer. I don't know what the correct size needs to be.

    I could see maybe extending the time on hook if killer is within around 16 meters when not in chase. Cant make the area TOO large, otherwise your punishing the killer for existing on the same half of the map, expesially on smaller maps like The Game. Same reason I wouldnt have it boost gen speed, but rather slow hook progression. If someone is bent on camping the first guy they find to death, Thisll buy his teammates sufficient time to do gens and leave. If a killer is having to camp someone at the END of a match however...That guys gonna die no matter HOW slow hook progression gets.

  • @MegMain98 said:

    @LordGlint I don’t see why vaulting animations matter. Why are you by the window when she is standing still in the first place? She’s a ghostly figure. Her not having a vaulting animation isn’t game breaking and it fits her lore. I don’t see an issue with it.

    I just want more counterplay to her. Going down to her feels cheap, really cheap. Like your actions don’t matter. You’re at the mercy of how good she is, not yourself.

    What animation would she even have to her power though? Her hair sticks straight up when starting her power and usually the player flinches a little and moves into direction of where they started the phase walk. You have signs to tell when she is phase walking.

    Directional phasing was terrible on her PTB. Whooshing while in the terror radius would make her terrible. She’s very touchy on what would gut her entirely.

    Of course I don’t want her to be visible while phasing, but survivors need some kinda clue to know where she is during phasing. All they have are faint footsteps while Spirit has all she needs to track you. Survivors have nothing.

    I think alot of the problem is that ppl understand she takes practice, but think the character was weak on the PTB after using her for less than a week. Nurse's stats showed that she was the WORST killer when she was first shown, but here we are...

    As far as your question about "whats the problem with not seeing the window animation", being completely blind to your opponites actions make it impossible to appropriately REACT. Thats one reason killers often have audible sounds and visual queues showing when their power is being used. You HEAR a Huntress start to charge a hatchet, as well as SEE her arm go up with said hatchet. This lets you know "its time to dodge". This is important information to have. Spirit gives none of that. Heck, even Nurse has queues showing that shes using her power.

  • @indieeden7 said:

    Most hex perks should work like this, I don't think that Huntress Lullaby should light up until at least 3 tokens have been gained, Haunted Grounds should also only light when another hex perk has been revealed to someone.

    Huntress Lullaby has an effect even before it gets any tokens. IMO, the extra regression is the main part of the perk, with the skillcheck ding sound being a nice added benifit.

    @NMCKE said:

    I feel like Hex Perks shouldn't light up until their effects are active because it's like knowing a survivor has Dead Hard before they even used it. :(

    Devour Hope would remain hidden till 2 tokens.

    Third Seal would remain hidden till a survivor is attacked.

    Lullaby would remain hidden till a survivor is hooked, or when a survivor misses a skill check.


    I could get onboard with this

  • I think its best to assume new killers are gonna be facing new survivors... Although matchmaking sucks, we can at least hope a rank 20 killer isnt gonna be getting Marth's depip squad as their first match.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/660956#Comment_660956

    Well that was the whole reason the "safe rescue" clause was added, to stop farming.

    And having all 3 survivors rush to unhook you is a way better option to no one coming to save you and you just die on your first hook.

    Kindred helps with safe rescues, WGLF shifts the importance from helping your teammate get away to getting a token. The safe hook rescue part...is kinda funny. Watch this clip really quick at around 2:20 to see a "safe rescue". I was the Huntress...

    https://www.youtube.com/watch?v=9El4qi0LfZ8&t=140s


  • @PickCollins said:

    https://forum.deadbydaylight.com/en/discussion/comment/660666#Comment_660666

    Hell to the no.

    Or if that's gonna be what happens, every Survivior should have built in adrenaline.

    I think the reason why theyre saying that is so NOED isnt a surprise, and cleansing the totems is never deemed a waste of time. ATM anyone who cleanses dull totems feel like they wasted time when they see the killer wasnt using NOED, and that they shouldve spent that time on gens instead.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/660935#Comment_660935

    While you could argue that prioritizing saves over gens can be a "bad habit" generally speaking it's not. It's only a bad idea when you REALLY need to do the gen, or the killer is camping, or stuff like that. In most cases, you want to go make the save, as making the save is infinitely better than not making the save.

    However, perks like Urban Evasion and Self Care will have actual negative impacts on your performance. Self Care is slow AF and just wastes time usually. It's way better to just let others heal you. Yea, medkits can be scarce for new players, but it opens a perk slot and is faster than the Self Care perk. UE just makes you think you should crouch walk ALL the time, which is a waste of time. You never learn how to properly stealth a killer and just end up slowly moving around the map at times when you should be running.

    It's one thing to already understand the game and use these perks, it's another when you use them while learning the game because they teach you to be inefficient, which then trickles down as you learn more of the game to a point where you basically have to relearn how to do stuff sometimes. This is bad because habits are hard to break. You will spend more time relearning the game than you would have just biting the bullet and taking a more difficult path.

    Im pretty sure the bad habit theyre refering to isnt JUST unhooking teammates, but rather making sure you unhook them FIRST. The importance at that point isnt the safety of the unhook, but that you beat your teammates to it.

  • @TrueKn1ghtmar3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/660940#Comment_660940

    Lol I barely play survivor with any of those perks please could you correct me with the one that does

    prove thyself boosts gen repairs, leader boosts pretty much everything else

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/660913#Comment_660913

    Yeah, I think it's important when talking about improving things for new players to be able to remember what it was like and put yourself in the new player mindset. There are a lot of patterns that new players - killers and survivors alike - seem to observe instinctively, that are not even close to being ideal strategies.

    i cringe so much at remember my old habits. My old strategy was to stall the game so much that literally every pallet would be broken... and I use to instantly kick every pallet, no matter how unsafe they were.

  • @TrueKn1ghtmar3 said:

    I think if any the newest girl survivor will be the best for new players, why?

    Her first perk (the one where you heal in the locker) will help new players learn totem spawns, as well as help them learn how and when to use a locker to hide and when not to.

    Fixated- this perk is 100% geared towards new players, it gives them an awareness of the trails they are leaving for the killer to see (also the speed boost to walking is amazing)

    Her last perk is quite literally the most god tier of the three when it comes to teaching new survivors. It covers three gen strat, it covers realizing when to save or to stay put. And it covers teaming up on gens (which honestly is better with leader)

    just abit of a correction here. Leader does not help you when you teamup on gens. Leader doesnt affect gen speeds.

  • I think Rizzo said it best. If your not too concerned with prestiging abunch of characters, getting decent loadouts on the characters you want shouldnt take TOO long. Id just reccomend, like i always do, you lvl up Bubba for BBQ first.

  • The upcoming timeout penalty to DCing should help with this. Ppl who DC because they want to ditch a match where they were found too early will have to wait before being able to join another. Ppl who have IRL emergencies...probably wont be at the computer anymore to care that they cant get into another match right away.

  • @Fibijean said:

    Camper and tunneler killers are the new players in DBD. New killers are way too terrified of allowing someone to get unhooked because it feels like failing an objective. Makes sense, really - they're told that the killer's job is to hook survivors to sacrifice them to the entity, so when a survivor gets unhooked it makes them feel like they've been outplayed. It's counter-intuitive not to camp as a new killer. New killers need to be taught that camping is a bad idea and why, and that it's okay to let people get unhooked. In the meantime, teach your friends to counter campers by, again, doing the counter-intuitive thing and rushing gens instead of going for the save.

    And tunnelling sucks but it's just smart play, really. As a killer, there's no reason not to go for the most vulnerable prey. The best counter to tunnelling is safe unhooking, which is why when I have friends playing for the first time I play alongside them, so I can show them the ropes and so they don't get matched with randoms who unhook them at stupid times and get them killed, because then they never have time to learn anything and they lose through no fault of their own, which I agree is not fun at all.

    I remember being a new killer and spending what felt like AGES to finally down someone. I hook them up, and they get unhooked 15 seconds later... and all of a sudden, it felt like ALL that work was for nothing.

    I really wasnt any good at applying any pressure or anything, since Id just follow the exact pathing the survivor would take (including vaulting every window) and Id get SUPER tunnel vision, because I figured id rather down this guy I finally injured than start a new chase with someone else who MUST be equally as good as the guy im chasing.

  • @Efra_Legend said:

    On paper yes, WGLF cuts the BP grind in half and DH is the best exhaustion perk hands down. Unfortunately its probably not easy for a new player, with no idea of how the game works, to recognise that by just reading what David's perks do. He doesnt seem beginner friendly. DH also has a learning curve to it, there's a lot of players in purple and even red ranks that still fail to use it correctly. They just avoid the hit and go down 2 seconds later, instead of creating distance to get to a pallet or window.

    If I were to recommend a survivor for a new player to learn the game, I'd probably go with Feng Min. Technician will ease the skill check penalties until they get used to them, Lithe is a good and easy to use exhaustion perk, and alert is a pretty underrated detection perk that'll help them keep track of the killer. Then I'd definitely suggest to level David 2nd once they learn the game.

    Im gonna agree with this, Feng min supplys you with a nicely rounded build for a newbie. While WGLF is nice for cutting down the grind, same reason why I always suggest to lvl Bubba first for BBQ... It doesnt do much for easing anyone into actually learning the game.

  • @prayer_survivor said:

    when killer is x meters near you the gens Get done 50% faster or when the killer hooks you, you appear at a hook x meters from the original one. End of camping, fun for all, more survs, less wait times...

    Neither of these things would work. basing it solely off a killer's range gets kinda screwy on multilayered maps. If I hook you in the middle of the map, top floor of "The Game", I would still be camping, even if I was downstairs.

    A killer should also be allowed to pick a hook. Not only would your teleport to a different hook idea screw a killer's ability to pick WHICH hook they want you on, but would also screw with a teammate's ability to save you if theyre prepared. If Im a killer, id much rather place a survivor in a spot where all the pallets have been used, or thats close to a gen I'm trying to protect. This forces survivors to come to areas favorable to me, which is just smart play. Them teleporting to a random hook, surrounded by pallets completely takes away any thought to hooking someone.

  • @TrueKn1ghtmar3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/660635#Comment_660635

    I think this might be you speaking facetiously but if not id like to point out it isn't always the killer

    Was speaking jokingly, as a killer main

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/660764#Comment_660764

    I kinda like facing them, Spirit gameplay is fun to watch imo, I don’t really feel like my actions are completely meaningless against them though.

    There's a handful of things with Spirit that I think if you implimented similar things to other characters, it would be obviously broken. Spirit having no vaulting animation is just dumb . Imagine if other killers were just MISSING animations. Myers can break a pallet without you knowing, and you have to just guess when you should run from a pallet loop. Is he breaking it now, or waiting to follow me?

    Spirit not having any animation when using her power is...dumb. Once again, imagine if Huntress could charge a hatchet and throw it, and the only thing you'd see or hear is a hatchet just erupting out of her character model going Mach 15. "Should I be trying to dodge something, or is she just walking toward me to M1?

    While I believe having high skill cap killers is good, hense I enjoy Huntress... The opponites having the oppropriate information to counter it is important. A Huntress hitting a shot isn't JUST dependant on her aim, but also on the 2 players reading each other. "Does this survivor dodge left, or run straight?"

    Anyways...that's afew of my thoughts on the subject.

  • @GrootDude said:

    Saying Spirit and Nurse don’t have much counter play but that is ok is complaining? Also imo neither role is stressful.

    I gotta agree, I can't stand these 2 killers. There's a difference between something being strong and something feeling cheap. If I'm playing against someone, I want to feel like my actions actually matter, no matter how difficult to master the character THEYRE playing as is. I typically stick to the mid or low tier killers, with Freddy and Huntress being as high tier as I'll go. Even watching streamers or YouTubers play Spirit or Nurse feels...boring.

  • @Mochan said:

    CAMPER AND TUNNELER KILLERS ARE KILLING NEW PLAYERS IN DBD

    Isn't that... literally?

    Rivyn

    Aug 31, 2019

    You really can't stop tunneling/camping, though. Killers are people too, who want to win. That definition differs from player to player. Some think making a guy dc, or face camping them equals winning. No amount of perks/bp loss is going to change that.

    Well, technically you can stop it but there would need to be massive reworks to how the game works to do it. For instance, if the hooked person is in terror radius the hook timer slows to a crawl, things like that.

    Could cause imbalances though and make life terrible for killers. But they'e been shown to be willing to make massive changes like Endgame Collapse, so it's not something impossible if they really wanted to fix it.

    They don't, that's why they're just giving us bandaid fixes in the form of dumbass perks like DS and BT and the upcoming Babysitter.

    They couldn't make it TR based, due to different TR sizes. Insidious Bubba wouldn't have a problem, while distressing Doc would constantly be considered camping due to existing on the same map.

  • @HeadMisfit said:

    https://forum.deadbydaylight.com/en/discussion/comment/660635#Comment_660635

    I also feel bad for everyone who thinks dedicated servers are some kind of magic bullet. Generally speaking, dedicated servers are inferior to peer-to-peer for latency issues. They are used in competitive games to mitigate more types of cheating and exploits, at the expense of increased desynchronization between clients.

    I think the big thing ppl are hoping for is more fairness so to speak. Atm, if the killer has a bad connection... It means they'll be hitting survivors who are running in place pretty much. With the dedicated servers, if the killer has bad connection, the killer is the one who's gonna be rubberbanding backwards and having a rough time in a chase.

  • @Fibijean said:

    @LordGlint Everything is the killer's fault. Screw you for not just standing there and letting me escape.

    Last time we had a PTB for dedicated servers, I still had ppl complain to me in endgame chat about my connection making them lag.

  • @Fibijean said:

    @LordGlint Survivor main here. If someone has 300 ping in the lobby and still chooses to play the game, that's totally on him and he has nothing to complain about. If you have good ping in the lobby and then your wifi starts acting up mid-game, that's more of a cause for complaint, although everyone has net problems once in a while and most reasonable survivors will recognise that it's not always the killer's fault. A simple "sorry about the lag, guys" in EGC can go a long way in that situation :) And, as you say, hopefully soon none of us will have to worry about this issue at all... or at least we can stop blaming each other for it.

    No matter what they do, any lag will ALWAYS be the killer's fault, lol

  • @Mochan said:

    Nah, with all the awesome sauce killers we have here all proudly posting they are Rank 1 in a week without trying it's obvious that killer is not that bad.

    I'm just over here nonchalantly walking through every team using average add-ons on my Freddy, don't mind me.

  • I don't really have a problem with match times, since I just read forums or watch videos on my 2nd screen til the lobby fills. I HAVE noticed ppl joining me with ######### ping. 3 survivors with 80 and the last guy with 300+. I typically just think to myself...THIS is gonna be the guy complaining about "McDonald's wifi" or lagswitching. Hopefully the dedicated servers help. As someone who plays 95% killer, lag issues don't affect me much, but I can sympathize.

  • @brokedownpalace said:

    Great point. Maybe the husks should have a bleed out timer as soon the player DCs. And have the aura revealed to the killer so they can quickly hook them or let them "bleed out."

    I think this would work. If someone DCes, their husk drops to dying state.

  • Imagine how much longer every he perk that's not ruin would last. Someone just got 1 shot with devour, but you don't know if it was THAT, or a different perk or maybe just an ability.


    On another point though, informing the killer on who the obsession is is kinda required for obsession perks to function. I don't wanna lose STBFL stacks because I hit the wrong P3 Claudette without realizing it.

  • @NuclearBurrito said:

    If you can see a nerf the nerf can see you.

    If you can't see a nerf then you may be only seconds away from unviability.

    Wasn't sure if this was a MoM thing where EVERYONE saw that Nerf coming.

  • @yandere777 said:

    For those who are unaware, freddy's traps do not count against losing bloodlust. If you place traps as hag or trapper their bl won't disappear either.

    I feel like Freddy's power is more akin to Clowns bottles or Doc's shocks. Hag and Trapper have to completely stop moving for their traps.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/659020#Comment_659020

    If the devs continue to rework maps in the current pattern, then we are looking at only 2 maps per year being reworked.

    The reworked preschool is now one of my favs. I actually used up my preschool map offerings.

  • @xnes_galax said:

    I think two or tree times with nurse.

    Since she is "impossible" to use on console, if i win with her i must be hacking. I also remember one time getting reported for "hitting through walls". This walls was an haddonfield's fence.

    Maybe you should stop using teleport hacks. Your just chillin at a pallet loop, and all of a sudden...a cheating killer teleports to you from 20 meters away. Its super obvious because even your killer doesnt like when you do it and screams out from frusteration.

  • Ive been accused of tunneling a guy to death...who was the last survivor alive...and was found opening the exit gate.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/659215#Comment_659215

    I think the new Freddy is just more viable at high ranks, while simultaneously becoming a lot weaker at low ranks. For the record I'm a green rank player mostly (Green is the highest rank you can probably reliably get to using stealth builds and gameplay, and I do nothing but stealth - once you hit purple you have to start looping since the killers at this rank tend to be too savvy to fall for stealth and juking tricks).

    That's a win for me, and exactly the rework he needed. He used to be useless at high ranks and an instalose at low ranks.

    Its funny watching someone try to stealth me while they're glowing blue due to being asleep, lol. Often times ill down someone, look over and see their teammate being sneaky. They have no idea why im placing snares in the area all around them...

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/659112#Comment_659112

    I don't understand this godlike dream snare thing.

    I have never even been hit by a Dream Snare, I've only purposefully waded into them just because I felt like wasting them when Freddy is busy elsewhere. They are so visible it's impossible to get trapped by them unless you have no choice and Freddy somehow cornered you into it.

    Most of the Freddies I'm going up against probably suck at snare placement, but I've fought trappers at my level who were far better at it.

    The brightness of the dreamworld plus the bright red stain on the ground make it impossible to get hit by it.

    I never saw them as something anyones going to ACCIDENTALLY trigger. The person KNOWS its there, but depending on where its placed...If its done at loops, they either take the loop wide and lose ground or walk through the snare...and lose ground. For many areas, it can be made literally impossible to walk through without going through the traps. Just think of some of the narrow areas in maps like The Game for example, or the garage in the autohaven gas station.

    For that particular pallet loop, if I fill the path out of the room with snares before breaking the pallet... The survivor will be forced to walk through it all in an attempt to get out, and be slowed too much to avoid a hit.

  • Thats really sad. While Im glad theyre not ruining actual matches by using speed hacks or something, hacking achievements... The whole point of "trophys" is to take pride in an accomplishment. why would a person steal something thats just symbolic for an accomplishment?

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/84120/is-freddy-looking-at-a-nerf

    Survivor Main here.

    Freddy used to be a terror for Random survivors. My win ratio against Freddy is something like 5%.

    Ever since new Freddy, my win ratio has shot up to around 70%. New Freddy is a pushover to be honest. Without his omniscient dreamworld ability, juking and stealthing him is so easy he can't keep up. He's just an M1 killer now with no special detection capabilities.

    I'm sure it's different at Rank 1 but from where I'm sitting? I couldn't be happier.

    I doubt he'll be nerfed any time soon.

    Thats good to hear from a survivor main. Like I said earlier, im sitting at like a 90% kill rate at rank 2 so I was feeling like something mustve been up. I'll just believe that its my crazy playstyle pulling through i guess, lol.

  • @Incurable_BOFA said:

    It would be so much simpler to just make it automatic and have a button/key you can hold down for a certain amount of time to give up, at least then you wouldn't accidentally ######### on hook because you didn't tap it for a fraction of a second!

    i second this idea

  • @RoKrueger said:

    The status could be called "Covered in jelly" and the description would still be the same. New players will just read the descriptions (or get instadowned) and accept the weird names like we all did.

    Am I the only one that will not treat new players differently and will just try to kill all survivors like I normaly do?

    Do confusing status effects really NEED to be some kind of initiation into the game? These are likely to be players you arnt even going to face, unless you intend to depip to rank 20.

  • @grayon444 said:

    Are you worried about breaking your keyboard?I can't count how many times i have seen people on dbd vids mash the the life out of their 'space' keys everytime.You don't have to.Just don't apply so much force into it and it won't break.Besides, you are fighting for your life against the entity, this is this is supposed to be tense moment.

    Mashing pretty much any button on a controller can quickly wear out a controller, as well as cramp up your hand. Being on PC, I changed the struggle to the mouse wheel a long time ago. A random lag spike can quickly result in you being instantly sacrificed though.

  • @JawsIsTheNextKiller said:

    Second Wind introduces a timer so it heals you, but not immediately. The devs could conceivably copy and paste the mechanics into the Instaheal code.

    Although that would break the sound and stop dead hard from working.

    Theyd bug out some random super weak perk, which would then completely by coincidence turn super popular.

  • @[Deleted User] said:

    the only thing i can imagine getting nerfed is the rarity of the dream pallets. and probably a deletion to the white/brown (a.k.a. common) fake pallets add-on.

    anything else would be stupid

    Why? The dream pallets are weaker than snares.

  • My big thing is I wish they'd let me see the aura of my dream projection clone, so I would know which direction I'll be facing when I teleport. It's very jarring.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/658986#Comment_658986

    I do play on PC and I have the same nickname as on the forum. I hope we meet in the game. I play in EU region, because I'm from Poland. As for the nerfs to Freddy - we do not even know what is his killrate after the rework, because the devs haven't released any stats yet. I think he is in a very good spot and other killers should be reworked to match his level. I played many times against him and I also played as him - all I can say good teams will still stomp him.

    I mostly came on here to see if other ppls experience and kill rates matched mine. I'm curious what his stats are.

  • @Aven_Fallen said:

    The Pallets are fun, but against good Survivors, the Snares are better. Good Survivors will not fall for the Pallets.

    When new Freddy launched, I was also not sure if it is so good to have a brown Add-On for the Pallets, because they seemed quite strong. After some while, I got used to them and they dont make that many problems anymore. It is maximum 1 Hit because of a Fake Pallet, after that, you will know that he is using Fake Pallets (if you did not notice it before, because there are more Pallets than there should be).

    I figured the hint of fake pallets would be that he's not spamming out snares, lol

  • @JawsIsTheNextKiller said:

    @Jonathanskilz - Why do you think dream snares need a nerf? they feel just right to me.

    Those things were such a surprise to me. I assumed they'd suck when I first saw them.

  • @Jonathanskilz said:

    The only thing with freddy that needs a nerf is dream snares and it might actuelly hapen.

    How would you Nerf them?

  • @Aven_Fallen said:

    Freddy is in a good spot. If all Killer reworks end up at this level of Strength, it would be pretty decent.

    Regarding High Results: If you mean BP, I see a lot of Freddys getting 32k BP. Seems like he is really good at farming.

    I'm getting alot of 32k, 4 iri emblem games. My kill rate is at like 90%, and only because I don't bother slugging for a 4k, unless I can start chasing the last guy right away.

  • @mistar_z said:

    Removing Bloodlust after using a snare is the only thing I believe they've talked about fixing before.

    I believe they'll leave his ability alone for the most part to give higher ranks more killers to play with.

    Was thinking the same about the bloodlust. Doc and Clown lose it when using their powers, but Freddy doesn't.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/658986#Comment_658986

    I faced many Freddy players at higher ranks and if you're not asleep he is just regular M1 killer with no power. You can loop him into oblivion while others are doing gens. People just refuse to use clocks to wake up and play like brainless cattle. Also there are many boosted players at higher ranks. I myself really enjoy playing against new Freddy. I think good Hag is much stronger than Freddy will ever be.

    You play on PC? If so, I'll keep an eye out for ya, would be fun to face someone I DONT steamroll over without even slowing down.

1 … 157 158 159 160 161 … 185