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Marc_go_solo

Marc_go_solo

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Marc_go_solo
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  • I'd be up for more diaries like this from you and others! Thanks for sharing!

  • I used to panic early on when against a killer I thought was going to be an expert.

    Why did I think they were an expert at the time? Because they brought the "Survivor Pudding", and I believed that offering was only done by really good killers.

    To this day, I still don't know why I had that irrational worry.

  • I feel they still have their worth, but I do agree that after a while it becomes much more predictable.

    There certainly room for changing up the meat and 2 veg of this game. Some possible changes to look at mqy include:

    1. More randomized tiles. It would fit in with The Entity's lore of a lack of understanding of how worlds exist, and could vary tactics: one spawn could be made more for hiding; another creates a maze; another more traditional.

    2. More objectives and mini-games. This can be for both sides. Maybe map-related objectives, so whilst MacMillan would suit gens, as would Autohaven, other maps like The Game could have Saw-like objectives; The Eerie of Crows may have painting-related tasks. Heck, I'd even be for some of the whacky puzzles from RE and Silent Hill games!

    3. Traps around the map that both sides could lure each other into, or parts each side could gather around the map to make objects or traps, to add an element of things to be wary of in chase.

    4. Offerings that alter the game and actually give something. For example, an offering that makes items like the pumpkins from Halloween appear to give little boosts or nerfs. Other options could be offerings to create certain weathers that may affect movement, field of view and so-on; or make breakable walls invisible to survivors and so on.

    Basically, the game needs some changes to freshen the status quo. With mind games being the main thing that makes each trial different, and yet even they are becoming stale, more gameplay changes would be needed to allow different approaches and return some freshness.

  • r/TIHI

    But yes, under less stomach-turning words I would also love to see more Pyramid Heads.

  • Mental health is much more important than any game. Certainly at the very least take a break, but also speak to your GP if you have these reactions, especially if you experience them anywhere else.

    Also, on a side, lag like that may well be from your internet or the hardware you use. Worth checking thpse things out as well, especially if you decide to try another online multiplayer game.

    Whatever happens, best of luck and hope you feel better soon.

  • Merry Christmas to you too, fellow Blighty! Gawd Bless Christmas!

    searches-most-british-picture-ever-ever-was-not-disappointed-19290475.png


  • Four more obscure ones:

    The Thistle Man - Hank Thompson (Alice Isn't Dead)

    75951a0b6b3158fc1753e0524f3ba342.jpg

    The Arch Enemy - Fatberg, with minions ("Arch Enemy" music video by Everything Everything)

    everythingeverythingarchenemyv020.jpg

    The Large - Alex DeLarge (A Clockwork Orange)

    a-clockwork-orange-1971-review.jpg

    The Madness - The Hatter (American McGee's Alice)

    doi45d-b5f50602-98d1-4580-acbd-518786d6d7a8.jpg


  • The Shape's noise just sounds derpy and completely not like he should. He's probably my pick for the worst.

    Ones I do like are:

    The Wraith - Sounds both pained and enraged.

    The Clown - Sounds a little like the laugh made when thinking "Yes, very good. Have a lollypop, you little prick".

    The Plague - Sounds as if she's more offended than hurt.

    The Executioner - Just sounds like wood scraping on metal, which is actually unnerving, like he's not harmed by it.

  • d7ce232f-65fa-4f61-a706-98f3b962af57.png

    That moment when you take a screenshot for something else, only to realise Pyramid Head seems to be skipping.

  • Focusing specifically on the idea which is apparent in DBD that the meta is needed to win, I'm pretty certain that isn't the case. Obviously, I'm not saying you've said that, but your comment about the meta reminded me, and just wanted to add something to this:

    It is extremely possible, and has happened many times, whereby a player on either side has won against strong opponents whilst not using the meta. I've done it loads of times, and I am absolutely positive hundreds and thousands have done just the same.

    Granted, the meta is given that name because they are stronger perks, but if someone is skillful, experienced and creative enough, then most perks can be utilised into a winning possibility. But I think as people play more and become stuck in the rut, what seems to happen (as in any role in life) is that they become blind to anything other than the usual. That's why new blood breathes new life, or at least finding that feeling again.

  • The Xenomorph - Alien

    5320293-15263_aliens_xenomorph.jpg


    The War Photographer - Stefano Valentini (with Obscura) - The Evil Within 2

    The_Evil_within_2_Stefano-_-Obscura_legal.png


    The Stranger - Nicola Orsinov - The Magnus Archives

    evan-seru-nikolayyyuohn.jpg


    The Piper - The Pied Piper - Sleepy Hollow

    piper.jpg


    The Scarecrow - Dr. Johnathan Crane - Batman

    80e4f481f2e10f4c597600cb65db1184.jpg


    The Homunculus - Daniella - Haunted Grounds

    Screenshot_20211224-212426_Google.jpg


    And others I may add another time.

  • Take it trial by trial. Base it mainly on what you want to do, and if you find it's something you would feel good about then play it that way. If 2 people dc, but you wanted a involving chases and sacrifices, play it that way: You can still be "nice" in those instances - when you hook one, let them be unhooked then chase the rescuer, for example - but it doesn't mean you have to throw the game.

    Best example of nice vs nice was when a Wraith was the killer and 2 survivors dc'd, leaving me and another. The Wraith then took pity - he'd still injure or down, but then let the other heal. Even wanted some pallet stuns, which was very odd! Anyway, all 5 gens were done whilst and both Exit Gates opened. When the other survivor escaped I waited at mine for Wraith to come. When he arrived, I think he was a bit confused why I was waiting when the gate was open and I could escape. Instead, I beckoned the Wraith into the basement and showed the Wraith he could sacrifice me. He did, but on those rare occassions like that it shows that both sides have decent, empathic players.

  • Survivor Perk: Cleithrophobia

    Being entrapped unleashes a pent up rage in you.

    Description: When a killer is within 4/6/8 metres from you on the hook for 6 seconds the perk activates. If the killer then approaches you within a distance of 1 metre, pressing the action button makes you kick out at the killer, stunning them for 4 seconds if successful. The perk deactivates once either actioned or freed from the hook.

    "Face camp me, you son of a #########!"


    Killer Perk: Overload

    The Auric Cells around you instills an unusual static charge.

    When a survivor clicks or uses a torch within 6/12/18 metres of you, you will receive a prompt in the form of a skill check. If you are able to hit a Good check, the torch of the survivor will explode, causing the survivor to drop the torch and lose all charges. The survivor will become injured (or become broken for 60 seconds if already injured). Hitting the Great skill check will not only affect that survivor, but any other survivor within a 6/12/18 metre who also holds a torch. Can be used 1/1/2 times per trial.

    "Never under-estimate your opponent, no matter how well the odds are stacked in your favour".

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/2711311#Comment_2711311

    I am preaching this on the forums all the time. Bubba gets a bad reputation for having the premium camper kit, but because of his instadown power he is one of the last actually scary killers that you can't bodyblock, run circles around, clickety click and t-bag or all the other shenanigans. If he is near you either run, evade or you go down. I don't understand why so many people apparently play basement camping Bubba, while you can have so much fun upstairs with Tinkerer Bubba.

    It is also a good argument for having more killers which have a close-ranged attack. We get a lot of ranged killers or "anti-loop" killers, and yet the up close and personal killers seem to be the ones which can strike the most fear.

    Although, I've read that the Ringu chapter is bringing in a unique killer ability that's focusing on horror, so if that's done correctly then maybe there will be new avenues for killer ideas.

  • Switching the game on usually works😁.

    Anyway, serious answers:

    1) Turn it on. Better selection of survivors to take on.

    2) Evenings normally. Also weekends brings more of those types. So the sweet spot is a Friday or Saturday evening.

    3) Smacking people on the 1st hook a few times will raise some eyebrows, especially if they escape despite you face-camping (which is another thing you can do). Tunnel for no beneficial reason the survivor who clearly is the most skilled and clicks flashlights a lot.

    4) People will say various types, but I've found Adam, Feng and Meg good sources of tea.

    Now, go forth and do God's work, my child!

  • So, regarding each point you made for this discussion, if you had complete creative control how would you deal with each individual problem?

  • Pyramid Head, Hillbilly and Trapper are 3 I enjoy most.

  • It's been mentioned before, but locate a grouping of gens that are close together and make sure those are prioritised above all others. If there's one miles away from others, ignore that one.

    Other tactics includes snowballing, so if you down one and see others nearby, attack them so long as it's safe. Give survivors more to do and pressure that way.

    Also, when hooking, choose where to hook them. If you've got a great place for a 3 gen, use a hook near there, so you don't need to patrol as much and can lockdown a map. Now hatches and keys have been changed, this can really shift a losing game to a winning one.

    Finally from me, keep experimenting and practicing. Try different tactics, be unpredictable and mix things up.

  • Can't help with perks and add-ons, since they're always randomized anyway, but I have learnt how to use Obsidian Goblet pretty well to my advantage, so that's currently a favourite of mine. Any add-on that keeps Rites of Judgement for longer I also like.

    As for skin, Prestige 3 all the way.

  • To many to think of, but amongst them the following lesser-mentioned chapters would be especially interesting to me:

    • The Magnus Archives (podcast)

    • Terminator 2 (movie)

    • Fallout: New Vegas - Lonesome Road dlc (video game)

    • Cell (book by Stephen King)

    • X-Files (tv show)

    • Eternal Darkness: Sanity's Requiem (video game)


    Also, in terms of paragraphs:

    • Medusa - killer (mythology)

    • Lara Croft - survivor (video game)

    • Egon Spengler - survivor (film)

    • Cartoon Cat - killer (artwork by Trevor Henderson)

    • Dr Sam Beckett - survivor (tv show)

    • Jackie Estacado - killer (video game)

  • It's a lot more consistent with dedicated servers.

  • SoloQ is nothing like as bad as people say. There may be one or two trials where you might question the sanity of those around you, and sometimes moments when you're definitely feeling rightfully judged (my apologies to the Yui I attempted to revive at RPD, but instead slammed the pallet next to her, then slide over it an back again, before reviving her yet ultimately getting is both killed - bloody prompts!), but in actuality it's random, entertaining, creates some amazing stories and really does add much more to the game.

    Those who enjoy swf then I'm happy for them. It's just the brief experience I had broke any immersion and the game was too predictable. SoloQ is more fun for me.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2711344#Comment_2711344

    nah this just a setup for another lightborn type discussion

    Oh dear Christ, no..

  • Is Stellar_z actually BenZ0? Just because this is kinda ironic...

    Screenshot_20211223-095056_Samsung Internet.jpg


  • It's so sad that, after everything that has been happening, the first time I read this I thought it was a genuine complaint!😭.

    Anyway, after we've dealt with this, I'd like to discuss the bushes in the central area of Midwich? Too easy to hide in.

  • @Marc_123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2710648#Comment_2710648

    You are right - for the hooked it sucks. But it only takes a few minutes and you are in the next game. Try to not go down first.

    But as you describe it you are right - i think Bubba is actually terrifying because most survs know, that all their beloved rescue perks maybe will not save them this time.

    Maybe Bubba is the only real threatening Killer left in DbD.

    Ironically, he and insta-kill Myers are probably the 2 genuinely scary killers remaining, because of the fear of what they can do. This leads into a rather weird scenario: 2 killers who have powers that can feel very unfair in certain scenarios also are 2 of the few times where you genuinely feel the killer is threatening and the game feels like there is something to fear, which (for me at least) is what I want from this game when playing survivor.

  • Insidious Basement Bubba is one of the few terrifying things about DBD. Certainly, as someone who sees Bubba take a survivor down into the basement, unless I actually see him roaming the map I am never going for that save.

    In terms of countering, unless the rescuer has BT (and even then I've seen that fail with backwards-flailing Bubba) or simply pressuring gens to the point he feels he would rather not just have the 1k there is little else against a competent player, but the big issue is with the guy on the hook. That guy's game is over. It's extremely rare that I've been the victim of it, but it does suck.

  • Good stuff! Never give up on any game, because until that moment the final survivor escapes or is sacrificed, anything can happen. And this applies to both sides.

    Congrats on your adepts!

  • @VikingDragonXii said:

    The issue is cheaters/hackers are spoofing other innocent players steam profiles. So it takes time and sometimes they cant ban them because how tangled they spoofed the profiles.

    Another issue with bans would be the sheer number of people reporting others because they are pissed off, rather than any legitimate reason. This just increases a huge backlog of reports, which may be one reason why there are delays.

    I've read there have been bans done in the past from people on this forum alone, and considering this forum is really a tiny portion of the overall playerbase, then I assume it's absolutely safe to say people get banned.

  • He's as good as you can make him. It's about getting more knowledgeable, learning what works and what tactics to use, and ultimately how dedicated to him you want to be. Glad you're enjoying him though, especially since he is one of the extreme few killers which still has an element of fear about him.

  • I don't think there was even a real debate to start with, in terms that it was no issue until someone maybe brought it up as they may have had some whiner comment on them using it, and then all of a sudden it's led to videos which all more or less say the same thing: that it really isn't a strong perk and there's really no reason to complain about it.

    Somewhere, somehow, an illusion of some huge debate has gotten about (it's being written about on online webzines and such! Had one appear on my Google feed), and yet pretty much nearly every single person who has commented on this issue agrees there is no issue! If anything, a separate debate about how good or bad the perk is in itself has gotten muddled in, which confused things a little, since both sides of that second debate agree it's not a perk people should whine about as well!

    I feel this was maybe a little moan some player had against someone using it, and that person just wanted to vent that they couldn't believe some people were that way inclined, and suddenly everything spiralled.

  • Silent Hill 2 (the video game) is the only thing you should watch in order to understand what Pyramid Head actually is, and there are a few walkthroughs of the game. Survival Horror Network do commentary-free walkthroughs, so for immersion I'd try that.

    But Pyramid Head is alongside killers like Oni, Hillbilly and Demogorgon who are tough yet fair to face, and personally I enjoy playing all 4 of those guys. Glad you enjoy the Executioner too!

  • Player entitlement from both sides, which comes across in wanting changes because something isn't fun to them, yet also supports things others may find unfun because they find it fun.

    Another thing along those lines is a woeful lack of empathy, which can come across as abuse in chat, mocking or even simply choosing to insult someone because they dare see something a different way. I've seen it in posts where someone will suggest a change to something and ask what they think, only to be told they are clueless or insulted, rather than someone simply saying: "I don't think that will work because *insert reason*".

    The attitudes of some is far worse than anything else to me right now, since if something were to be complained about but in a more objective, less patronising way, stuff may actually be done and the community can contribute to growth, rather than creating playground divides.

  • d4b773f70642660bf75622724662f606.jpg

    Joining in with lesser-expected cuteness. Also:

    3441528.jpg

    Startled Crab!

  • T-1000 would be a good choice, because of its morphing power, not only in the ability to change into people, but also the ability to create weapons out of its body.

    Having the killer temporarily take the form of a survivor to get close (not as in do survivor actions, but to approach maybe as any survivor not within the terror radius at time of morphing, just to drop the radius and get closer without being immediately outted), and also with an ability to maybe use a close-up attack with maybe a bit more range and a unique effect, could make for a decent killer.

  • @dallasmedicbag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2705888#Comment_2705888

    its obvious if someone is a lightborn user, you can't hide it.

    Some don't though, and often people focus on the action versus the effect. My experience has been that some do and some don't, but what happens sometimes is despite the obvious people can overlook it. The beam doesn't shrink, true. But the survivor may be more focused on the fact the killer tried to look away than the effect of the light. It can, and has, distracted people in the past.

    You can't hide the beam, but you can hide them noticing by how you react. People don't see the obvious during the fog of war sometimes.

  • I'm going to be biased, but I'm a huge Silent Hill fan, so I'll often play him.

    As both a survivor and killer, I enjoy any match involving him. He's got a unique playstyle, is one of the few killers who feel unnerving to face (alongside Oni and Myers) and has a power which is strong yet counterable.

    I'd say he's one of the few killers who for me feels like they're in the sweet spot for how a killer ideally should be in terms of difficulty and fairness.

  • Nit that it would happen, but to have a killer representing each of the Fears (Entities of immense power) from The Magnus Archives would be amazing! In fact, The Magnus Archives could be it's own game that would work in 4v1 assymetrical gaming.

    Anyway, when I've mentioned it before I've not really explained it, so here are the Fears and what they represent. You'll probably be able to see how they could work as killers:

    1. The Buried: Represents fears of suffocation, drowning, buried alive and feeling trapped or tied down both physically and emotionally.

    2. The Corruption: Represents fears of disease, revulsion, infection, insects and dirt.

    3. The Dark: Represents fears of the darkness (obviously!), blindness, shadows and what hides within the darkness.

    4. The Desolation: Represents fears of immolation, agonizing pain, fire and senseless destruction.

    5. The End: Represents fears of death and the unstoppable journey towards it whilst being fully aware of it.

    6. The Extinction:: Represents fears of catastrophic change, destruction to the environment and humanity being obliterated or changed into something unrecognisable.

    7. The Eye: Represents fears of being watched constantly, having secrets exposed, being judged and the search for truth, no matter how maddening it would become.

    8. The Flesh: Represents fears of body horror, animals being killed for meat, the realisation we are just flesh and blood, and pressures of body-shaming and what that can do.

    9. The Hunt: Represents fears of being chased, monsters/ beasts, pure animal instinct and the knowing of primal urges anyone can act on mindlessly.

    10. The Lonely: Represents fears of isolation, abandonment, being forgotten, being lost amd being cut off from society.

    11. The Slaughter: Represents fears of extreme pain from unpredoctable acts of violence and the act and horrors of war.

    12. The Spiral: Represents fears of insanity, losing your mind, confusion, things not being as they seem and gas-lighting.

    13. The Stranger: Represents fears of the uncanny, senses of forboding, mannequins and things being familiar yet different somehow.

    14. The Vast: Represents fears of endlessness, space, things so big that they cannot be comprehended, infinity and the sense that humanity is meaningless and inconsequential.

    15. The Web: Represents fears of being controlled, addiction, manipulation and entrapment.

    All these cpuld make for some very interesting killer powers and ideas!

  • @pinkpowerranger said:

    If the blind occurs during the animation lock it doesn't stun or save, it just blinds. This means the blind has to be timed to occur immediately at the end of the animation, at which point the killer would obviously be starting to look away on there screen because of latency.

    I'm not a professional but I think adding validation to this would mean there would literally not be even a split second window in which you could time a flashlight save, Effectively making it impossible, and as such very different than the subject of dead hard validation

    Ah! Is that why, when I play as killer and a flashlight is used against me, sometimes I'll be blinded fully (including the sound effect), yet still somehow have the survivor in my grasp? I've always wondered why I haven't dropped a survivor when every audio and visual evidence siggests I should have?

  • Thinking about it, if I get Lightborn in my mix I often hide the fact I have it, so of someone tries to blind I'll look away, leaving them thinking I don't have it, but in return I am protected and get the aura ability, which can be overlooked as a good effect.

    If I were to just deathstare the flashlight, then survivors would leave it, but by leaving them to think I don't have it gets a lot more value out of it.

  • It's never not been valid, ever. No perk is not valid, and those who shame others because they choose to play a game, they paid for, their way really need to look at their own playstyle and learn to adapt, rather than constantly try to set up various clips for YouTube compilations.

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2704517#Comment_2704517

    well the only shame I had was getting exposed in this match in front of 2k people but hey it was someone that was really good. Oh and it was plague too. She gives me the most trouble along with spirit. He switched to demo after our match😭 would have love to play against that. And thanks btw. Mmr really said, “your on the same level as a YouTuber” lol

    Exactly! If the MMR said you were at that level, then that's a heck of an accomplishment!

  • I actually find this surprisingly wholesome: someone showing how they got destroyed without any shame or feeling inadequate. Sure, it was against a very good killer, but it's actually refreshing to see a post like this, as opposed to the usual "Look at me crush everyone" or "How was this fair?".

    Kudos for sharing and showing it is possible to lose graciously. And, maybe in another trial, if you met him again you may get the better of him! Every trial is different afterall.

  • I used to think regressing the gates would be a good idea, but the more I thought about it, the more I started to see that really it was an extra tiny step for survivor, which has resulted in their demise sometimes.

    Before, it was open the gates, make the rescue and escape. Now, it's 99% the gates, make the rescue, run back to the switch to finish the gate, then wait for the gate to open enough for people to escape. If you're chasing them down, now you have a little extra time where you can floor them as they hit the switch and have that extra bit of time to wait for the gate (useful if 2 survivors who are injured are trying to get out at the same time). Also, as has been said before, killers can now start the EGC.

    The only things it hampers by not regressing are 2 perks: No One Left Behind and Blood Warden. I've thought of amendments to both which might make them more useful, as currently both are strong yet nearly useless perks because of the new tactic which is commonplace:


    No One Left Behind: Once the final gen has been repaired, for every separate survivor you have either full-healed or rescued you gain the following buffs:

    1. You see the aura of every survivor you have fully-healed or rescued. Depending on the tier, you may also see an additional 0/1/2 survivors that you have not rescued or fully-healed.

    2. You gain a 50%/75%/100% BP bonus for all atruistic actions, based on which tier the perk is at.

    3. For each survivor you have fully-healed or rescued, you gain a 30%/40%/50% speed boost to unhooking and healing.


    Blood Warden: Once the final generator is repaired, each individual survivor you then hook prior to the gates being opened grants 10 seconds of Blood Warden blocking both exits once the gates are opened. If any survivor is hooked after the gates are opened, Blood Warden remains active (or reactivates if it ran out) for a further 20/30/40 seconds. However, once that happens, no further stacks can be added to Blood Warden.

  • Don't feel it needs a change, personally. If there was something I'd change, it would just be to remove the speed boost. The huge exposed status is strong enough as it is.

  • Absolutely, but think of the BP!! Beaucoup de BP!!

  • Would have been fun to have a meme add-on which keeps her visible when she does the phase thing, although keep the same speed. Could be quite creepy having her charge at you from a distance with arms outstretched!

  • Nah, it can still be fun and I enjoy the harder level of play some of them do, whilst others memed (had an swf today basically having a drinking session with my Hillbilly in the bar for a while and re-enacting bar brawls - I should have recorded it!), or aren't as aggressive.

    Sometimes, I get slaughtered and sometimes I will beat them. Either way, it improves my game and helps me learn, so absolutely I would keep playing.

  • @xxshyguyxx said:

    https://forum.deadbydaylight.com/en/discussion/comment/2702794#Comment_2702794

    Sure I'll just improve with wraith.

    Wait I can't COH is a thing now. There goes keeping anyone hurt.

    That's okay.... I'll just commit to chases then... oh... crap... they nerfed that too.

    Guess I'll just figure out another way to improve with my nerfed killer against these 4man buffed up swfs.

    Saying to just improve is vague. You do realize at some point your skill is capped as killer right? It doesn't matter how well you understand the mechanics of the game or predict survivor moves... your just in a losing situation case in point.

    Unless.... you play sweaty. Camp, tunnel someone out early. These gross sweat tactics are indeed sweaty. This term is a real term.

    The term "sweaty" is purely an excuse for people who don't want to face the fact they need improvement and come across any excuse to avoid responsibility, but instead throw it the other way.

    As an example you gave, you want to improve as Wraith but cannot because of 1 perk - that just sounds half-hearted. One perk does not mean you cannot improve.

    As for committing to chases, but saying you cannot because you got nerfed - again, chases are not always about committment but also where to drop them. Again, just excuses to avoid looking at where you can improve. You aren't going to win them all, so improve where you can.

    And the final point about slugging or camping being "sweaty" .. it's a tactic! To try to win! Saying someone slugs and is sweaty is like saying someone who has Dead Hard is sweaty, or who uses Strode's Key is sweaty. It doesn't hold water because they are doing what they feel they want to, in order to win. If that works for them, then why not? It's not sweaty; it's a tactic they may feel comfortable with. It's damn annoying, but then again how were they allowed to slug heavily in the first place? Less them being sweaty and more the survivors messing up.

    It's an overused word that carries nothing other than an excuse for the loser's ego, so they don't have to accept they need to improve. Also, about the killer cap - each trial is different, so the skill and knowledge of a killer may change depending on the plays of the opponents, so that's why it is not just skill but experience, reactions and creativity. It's possible to hit a limit in skill and still improve or get better results.

  • @JawsIsTheNextKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2703245#Comment_2703245

    I once wrote an acual letter (one of those paper things they used to have) complaining that all their hundreds of variations of toothpaste were all spearmint flavour and none where peppermint. They wrote back informing me that their research showed that people preferred spearmint so they removed all options.

    I use Crest now.

    Why do they limit the flavour, but instead make multiple different versions that not only basically strip down an all-in-one toothpaste into separate types of toothpaste, but basically have the same ingredients! I'd rather have a variety of flavours than one fpr gums, one for enamel, one for tartar and another for all three!

    I'd love a chocolate mint toothpaste!

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