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Mister_xD

Mister_xD

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  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848645#Comment_1848645

    My default Legion build is the yellow ruler with the brown sketchbook.

    I don't see any reason not to run add-ons especially since most of Legion's best add-ons are yellow and brown so you can really stock up on them and run them every game. Having extra duration is good for my playstyle since I like to use Frenzy a little bit early and respect pallets so the extra second or two usually comes into play.

    yeah, Add Ons are always great on any killer you play, especially ones that reduce downsides of said killers power.

    personally i just like running the default character, as im not forced to put BP into them that way and can instead spend them on others that i havent maxed out yet.

  • for number 4) i completely agree on Thanatophobia, but i dont think Add Ons are needed on Legion - extended Frenzy duration is nice, but you can also just learn the distance you can cover with your frenzy and when you can actually reach someone far away and when not - you can always cancel your power right after hitting the first guy, walk up to whoever you spotted far away and then reactivate your power there (only worth if you know there are multiple targets in that area ofc)


    but yeah, if i had to recommend Add Ons, extended duration and faster power recovery speed (not stun duration, the ones that fill up your frenzy faster) would be the ones i'd recommend - i just dont think they are necessary.

  • @Healthore77992 said:

    And whole community agrees that DS+UB is broken. Let's change that first.

    why not change both?

    seriously whats up with people acting like Undying was okay just because survivors also have overpowered stuff?

    that doesnt make it any less problematic.

  • the only buffs i'd give Legion would be to make the two brown add ons that reduce power recovery speed and increase the duration basekit and maybe reduce the stun to 3 seconds.

    they really arent that bad imo.

  • i'd much rather listen to an one hour compilation of Demogorgon screaming at me than static blasting another Elodie that is sitting next to me... xD

  • yeah Elodie is WAY too loud.

    played Doc the other day and static blasted an Elodie that was hiding right next to me.

    she almost deafened me! xD

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847474#Comment_1847474

    Yep. Even if they don't sound great, they exist, and they work.

    You have the tools. Use them. If you refuse, you don't have a right to complain.

    "they dont sound great"?

    my man, one is literally useless and the second one is so heavily restricted that it becomes useless like a minute into the trial, if it isnt already when not everyone runs it (which just ties back to the SWF vs solo gap btw).


    you can use that phrase when we have some ACTUAL counter perks to it / buff these two to actually work properly and be worth running.

    for example, if Off The Record was to hide your aura for the first minute or two of every trial, you would have a point there.

    currently however, you dont.

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847458#Comment_1847458

    There's literally 2 perks that exist to hide your aura. Use them. You have the tools. You don't get to whine for a nerf just because you refuse to use them.

    oh you mean the perk that is only usable 3 times (3 times that arent even limited to totems, so any additional aura reveal perk from the killer just burns it even faster) before turning into a dead perk slot for the rest of the game that also only works when everyone runs it, as otherwise the killer will still get the benefit from Undyings aura reveal, just on someone else?

    and the one that only works for a limited time after being unhooked, which means the killer is in the middle of their snowball game already and pobaply already got the benefits of the Undying aura reveal anyway?

    these two?

  • free BP.

    if you dont like it, dont participate in it.


    also, it might be fun for some. fun is subjective, so just because you think its boring doesnt mean everyone does.

  • Haddonfield.

    but Midwich has a much worse map design.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847429#Comment_1847429

    Not really.

    The killer can’t know in advance where the dull totems are, and they simply need to have luck on their side that they’re looking in the general direction of a revealed survivors aura during that 6 second window.

    that is about as much of a good argument as "but survivors can miss the DS skillcheck" - yes it is true, but any killer that currently has nothing better to do will most likely spot someone on a dull, should they dare to touch it (or even go somewhat near it).

    the only possible counter to that would be coordination between the survivors, to ensure that people only touch totems while the killer is chasing someone / that there are at least two people doing totems at the same time. that means any solo team has an instant disadvantage against this perk - which leads to it being as much of a solo team destroyer as it currently is.

    thanks to the aura reveal Undying just widens the gap between solo and SWF, which, in short, isnt healthy for the game.


    besides that, its not fair how people are being revealed with Undying without getting any notification about it - especially on dull totems. sometimes they dont even know hexes exist in their trial, yet they are already screwed.

  • just run Resillience, Botany Knowledge and Desperate Measures together with it.

    ez fast healing!

  • i usually rate them.

    unless i forgot, but thats rather rare.


    i also give props to people that were nice in end chat. ^^

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/216602/undying-should-only-reveal

    No.

    Undying doesn’t work if there are no dull totems.

    Undying how it currently works gives killers the option to defend dull totems (if they so choose)

    which is the main problem with it?

    whats the counter to the hexes being transformed onto a dull totem? cleansing dulls preemtively.

    so by defending dull totems Undying basically negates its own downside.

  • it has been WAY too long since our boi got an update.

    especially with how low he ranks among the other killers!

  • i like the graphic updates.

    however, there are a few things i too have a problem with:

    • the hitboxes (especially on Autohaven) NEED to be looked at again.
    • the grass needs to be thickened, playing Trapper on those maps is almost pointless, as everyone can quite easily spot a Trap through the grass anyway.
    • the ground textures should be darker - again, Trapper suffers from this.
    • the darkness should be tuned down a bit. seriously, its way too dark to properly keep track of people.


    but just from how everything looks i think its an upgrade to before.

    the only thing they could do to improbe it imo is to add some more depth to the terrain so its not just one (perfectly) flat field with obstacles on top of it.

  • Freddy imo.

    he just has no downsides you could exploit and use against him.

    its just... he has everything, so anything i do feels kind of pointless and / or sluggish.

  • i thunk he should be somewhere in the low to mid A tier tbh.

    though his map pressure is lacking and his anti loop is only decent.

  • *sad Demodoggo noises*

    but he was a good boi throughout the year D':

  • i only have Claudette on the Survivor side of things.

    for killers though:

    Trapper, Wraith, Hillbilly, Huntress, Shape, Doctor, Cannibal, Nightmare, Pig, Clown, Spirit, Legion, Plague, Ghostface, Demogorgon, Oni, Deathslinger, Executioner and Blight - also all of those are maxed out, besides Blight who is still missing the Twins perks.

    next up is probaply gonna be Nurse or Hag, but idk who i prefer yet.

  • Killer: Deathslinger

    Perks: Monitor & Abuse, A Nurses Calling, Pop Goes The Weasel, Discordance

    Add Ons: usually none (though i would recommend reload time and reeling speed add ons)


    The perks have a really ice synergy with each other and the killer aswell, which is why i really like this specific perk build on him. Monitor & Abuse is pretty obvious, it reduces my terror radius from 24m down to 16m outside of chases, while the maximum range of his redeemer is 18m. this allows for ambush attacks where the survivors dont see it comming - but beware, shots on that distance can be dodged by survivors so if they have map awareness and are not locked in place due to an animation, you will have trouble hitting them.

    Two of the other perks, namely Discordance and A Nurses Calling are used to reveal survivor locations to you and allow for said ambush attacks - A Nurses Calling is especially good for that, as its range of 28m allows you to see them before they have any warning of your presence (even withut M&A), and it reveals their exact locations to you, so you can line up a shot very easily. Discordance does reveal them aswell, though you wont get any clear position reveal and will have to guess which side of the gen they are on when you take your sneaky shot. However, Discordance isnt used for just that - it gives you knowledge on which gen should be prioritized in your gen defense (ties in well with Pop Goes The Weasel) and where to disrupt the most survivors at once. With some good game knowledge it also allows you to predict survivor movement and you can tell when someone is hiding around the area, waiting to finish the gen (i prefer Discordance over BBQ in terms of map info and usability).

    Pop Goes The Weasel is just there as the main generator slow down perk, it does have quite a nice synergy with Discordance aswell.


    (in general i really like the combo of PGTW and Discordance. its one i use on a lot of killers - and i always feel like im missing out when i run BBQ over Discorcance, map info wise... but the BP BBQ gives are just too good to ignore sometimes xD)

  • ive seen people getting mindgamed when they had literal wallhacks (Kindred) on the killer.

    solo is a pain.

  • im pretty much maining Deathslinger, Doctor and Legion right now.

    id say im the best with Deathslinger, but Doctor and Legion are also killers i enjoy and play quite often.

    the others... not so much.

  • yeah prestige is super weird. its no problem when you just hit lvl 50, but once you started collecting a lot of perks (which is super grindy) you suddenly lose like 50 hours of playtime you didnt need to lose.

    they should make it more consistent and instead of completely resetting the character, maybe only take away 50 bloodwebs worth of perks?

  • okay, i didnt know the original 7 characters had different adept achievements than the rest of the crew. thats interesting to know though, makes you think about their very first concept of adepts that apparently got scrapped again.

    besides that, i dont see how any of the marked things are in conflict with what i said?

    i mean, the third point is quite literally 1:1 what i said above.

  • the adept achievements never changed.

    they always needed you to either survive as a survivor or achieve a "merciless killer" score as killer.

    what changed were the requirements to get said score for killer, as with the previous system, the victory cube, it only counted hooks and kills, meaning a 4 man kill would grant you all the points you needed, while the emblem system takes much more into account - chases, kills, hooks, injuries, gen defense, etc, therefore making it harder to achieve it.

    since changing achievements is not an easy task for the devs (due to the restrictions of the plattforms they are on, such as Steam or Playstation), the only thing they could do to make them easier for killer was by completely reworking the emblem system to make the winning requirements easier - which they, sadly, already said they wouldnt really be interested in doing, given the MMR system is comming out soonTM.


    even though i would fully support changes that make adepts easier to get, i doubt a whole lot is going to happen any time soon :/

  • i dont mind the perk at all.

    the only time i would is when the person in question is also running Decisive Strike, has been freshly unhooked and basically forces themselves on me.

    but thats not a problem with UB, thats a problem with DS and the mindset of said person.

  • Pop + Discordance is much better.

    its consistent and cant be hardcountered by coordinated SWFs (which high MMR is gonna be full of).

    Ruin + Undying only really works against solo teams, so once you reach the point where you will hardly encounter a solo player anymore it becomes quite useless.

  • Iron Will and Pop Goes The Weasel.

    a close second would have been Kindred and Discordance, as i always feel like i am missing something when i dont run those, due to all the info i am missing out on.

  • he wouldnt even be OP if he had all 6 traps at the start.

    it just saves him some time setting up at the start - its not like he could just spam his traps around loops like a Hag or Freddy can, he is still very much limited to 6 and needs to backtrack in order to refill them.

    imo the entire aspect of his power that forces him to travel over the entire map just to get access to traps in the first place is horrible and should be taken away.

  • on just this character or on all characters?

    if we do it for all, P1 could unlock them on everyone, P2 makes them lvl 2 and P3 would max them out.

    it would also help reducing the grind quite significantly that way.

  • i got an entity displeased with a 4k yesterday.

    because everyone killed themselves on first hook.

    thats fair.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1838469#Comment_1838469

    Wouldn't that make basement trapper to strong? Genuine question. The only way I see getting out of it is by using dead hard.

    you can disarm the traps, so all it takes is one more guy upstairs that messes with the setup and you're out.

    people were able to deal with basement Trapper prior to Dead Hards existance after all.

  • @bluedusef said:

    https://forum.deadbydaylight.com/en/discussion/comment/1838452#Comment_1838452

    Because it makes it really easy and less risk by faking the shot constantly. ive had it numerous times where slingers will almost never shoot and only use the gun as a zoning weapon/spamming aim. basically the BAD slinger players do this.

    Your a slinger main, if u are good at quickscopping then your probably destroying most people, i try my best to dodge any attempts of a quickscope but then half the time they just fake the shot in order to close distance. its just very unfun to go against, i feel helpless.

    yeah i get the general idea bahind it (denying the pallet / window), but i dont get why people would ever use that...

    i mean, at that point they just make themselves a 110% M1 killer, they are literally extending the chase on their own just by not taking the shot.

    if the Slinger preaims a pallet, isnt that also kinda pointless from the getgo?

    i mean, yeah you got a pallet in your direct LoS. i know you are just gonna shoot me out of there if i attempt to go through it, so im not gonna try to in the first place... the pre-aim at that point is just a "hey look, i can shoot here", which he can achieve just as good without pre-aiming, as the survivor should already be aware of that fact.

    also, where is the fun in playing Daddy Slinger when you dont use the gun? thats like the main thing that makes him fun to play, landing cool shots - if i wanna fake my power im just gonna go Triangular Headpiece Humanoid... cause playing M1 Slinger is horrible. it takes super long to catch up and they are just gonna get the gens done and leave if you take too long in your chases (ya know, the ONE thing he is good at), so unless you are extremely insecure in your aiming skills, this is not a tactic anyone should ever use imho...

    ("you" in this segment was used as "you, the killer", not "you, the person im replying to" - just to clarify that :D)


    btw, im not trying to argue whether that exists or not or whether its a good tactic, im actually just trying to understand the mindset of these people... i dont really see a point in doing it, so im genually confused when you tell me there are people that mostly play like that xD

    also, i wish i was a god at quickscoping... in reality the most shots you land as Slinger are ones where you correctly predicted a survivors movement pattern and shot accordingly at a place its hard for them to dodge (a doorway, window, pallet, when they run alongside objects, turn corners, ... - another thing they kinda deny themselves by pre-aiming at said locations) taking shots out in the open usually doesnt work too well, unless the survivor runs in a very easily readable pattern (e.g. just holding W - they wont outrun the harpoon xD)

  • just chase the survivor?

    im not gonna drop all my map pressure just because they are coincedentally the only only one i found.


    do i feel bad for them? yes.

    do i still do it? absolutely. not doing it can easily cost me the match.

  • i still think it shouldnt work on Bear Traps.

    those things are designed to catch running prey, so why can you just avoid them by running over them a little harder than usual? (yes, you still avoid damage, but it makes no sense from a logical point of view)


    poor Trapper has enough problems, he really, really doesnt need that... :(

  • @[Deleted User] said:

    deathslinger - zoning by holding W and spamming aim

    im gonna be honest here, as a Slinger main, i never did that and i also never had anyone do that against me.

    i mean, what even is the point of that?

    just... shoot them. if there is a LoS, its better to just take the shot than aiming at something else for them to hopefully not go there...

  • dear god, please dont let the loss of progress bug be back!

    that would be awful!

    (also, i hope your friend had no legacy skins. cause he will never see those again, thanks BHVR :) )

    Dx

  • i mean, he does provide the comminuty with free drugs...

  • @ineedsleep said:

    https://forum.deadbydaylight.com/en/discussion/comment/1834039#Comment_1834039

    I was thinking that devs could add separate game modes , so if you want to play solo? There’s a mode for that. Want to play swf? There’s a mode for that. But then the thought of “Who would want to go up against a 4 player swf with 4 toolboxes?” Popped into my head. Queue times would be laughably long.

    yeah...

    i think the best shot they have is to buff solo survivor to the point where they have the same tools to work with as SWF teams and then balance killer around that.

    and even then, solo teams would still have somewhat of a disadvantage when compared to SWFs (just because its 4 random people versus 4 friends who know each other), so i doubt thats ever going to be balanced properly...

  • @ineedsleep said:

    https://forum.deadbydaylight.com/en/discussion/comment/1834020#Comment_1834020

    And this isn’t really complimented well by dbd’s awful matchmaking system, pairing new player with rank 1 swf with all 1000+ hours.

    thats defiitely one of the big problems.

    another one imo would be the gigantic gap between solo survivor teams and SWFs.

    balance wise, the whole existance of SWF is problematic, as you cant just balance around SWFs without absolutely breaking solo, but you also cant balance around solo without having SWFs being absolutely busted.

    yet they also cant just disable one of the two either.

  • really depends on the situation im in tbh.

    if the survivors play as optimal as they can and / or bring certain strong items, then the game gets very survivor sided very quickly.

    if they dont, then i think its mostly balanced, sometimes even in the killers favor.


    but in a world where everyone plays perfect and no one makes any mistakes, survivors would dominate.

  • @Felnex said:

    https://forum.deadbydaylight.com/en/discussion/comment/1832674#Comment_1832674

    I read literally none of that. advice: when people give you one sentence responses, they're not THAT interested in speaking with you, don't put that much effort in. no hard feelings. I feel genuinely sorry for wasting your time.

    yeah i noticed you werent reading my stuff, your last answers to me made that pretty clear.

    thats why i provided you with a TL;DR.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1832686#Comment_1832686

    I have it on a different key that's more convenient. But that's completely ancillary to the actual problem, which is that it is an annoying mechanic. It would be an easy fix, a la the mori fix. "When we have time" is out the window as a response to this now.

    yeah exactly: it is an easy fix. it should definitely not take them this long to fix it!

    yet look at the mori nerf (which, much like this mechanic change, everyone agreed needed to happen) - it took them 3.5 YEARS to increase the required hook number (a simple number change) by one.

    so based on that, i doubt anything in this regard is going to happen any time soon :/

  • in general, do NOT stick in a group with your friends.

    always seperate from each other.

    if you are close together, a single frenzy can bring 3, sometimes all 4 into the injured state.


    for chases, it really depends on the killers skill level. a really good killer can be a really frightening legion (their shorter model makes mindgaming a lot easier with em aswell), though you can mostly play against them the way you would also play against a Wraith, as they dont really have anything in their power to help them chase.

    now the big question: should you heal? with the new Legion i do think so, especially when they have Thanatophobia. being injured against a 4.6 m/s killer is not exactly what you want, though if the Legion keeps putting the freshly healed into the Deep Wound status faster than you can heal them, not healing can also be the better option.

    if you have a team that seperates and is decent in chases, i think healing is actually the right call.

  • yep, thats a known fact for years now.

    BHVR even acknowledged it, yet never really did anything about it...

    just shows that they dont view this as an actual problem that needed some attention, but as a "yeah we'll get to it when we have time" type of problem, which means we probaply wont see an improvement for the next couple of years...


    btw, if you're a PC player i can only advise you to change the struggle jey from space to mousewheel up or down. it makes it so much better, trust me (given you have a mouse where you can freely spin the weel without it stopping immediately).

  • @Felnex said:

    https://forum.deadbydaylight.com/en/discussion/comment/1832170#Comment_1832170

    Stop being stubborn and pointlessly disagreeing with me, it's making you a liar:

    "remove perk tiers and you just wasted like 4000 hours of my life trying to max the characters out that i did max out.

    i kinda dont want them to go - unless we get some exclusives for people who went through that trouble before it got removed, which is not gonna happen."

    "you do know there are other ways of reducing the grind without screweing over long time players, yes?"

    Come on man, pay attention to what you write.

    seems like you didnt get my point, so let me explain it a little bit more clearly:

    there are ways of adding NEW things into the game that come with rewards that will increase the amount of BP you earn in the future, that simultaneously do not take away already existing things people have spent thousands of hours achieving.

    by doing so all the grind we went through in the past is not made meaningless, there are new gameplay elements for everyone to enjoy AND we reduce the future grind of this game.

    a great example are the tomes: each tome comes with hundrets of thousands of bonus BP you get by completing challenges. it feels rewarding to get them, they add something new to the game, they reduce the grind we have AND they dont screw long time players over, instead they give them more reason to play the game and participate.

    if done right, such a new implementation can be a win - win for everyone - long time players get new and exciting goals while new players get boni that help them progress through the game and obtain what they need.

    removing perk tiers is not that. it removes something that has been in the game for a long time now without adding anything new in. this has two flaws for me:

    1) people who worked their ace off to get these perks on level 3 just get "robbed" off of their items. its the same scenario like when people asked the devs to "just delete moris" (or any other item) - players spend a lot of time and effort getting said item and you cant just go and take it away from them, that would simply be unfair towards those who did, unless they receive something in return to make up for all the time they sank into this.

    2) this specific change would cut the grind this game has by such a significant amount, that it would, for me, hardly be worth playing anymore. the main reason why i am still playing this game is, because i work towards the goal of having every killer in this game fully maxed out. now, what exactly would happen if you were to remove perk tiers? you would effectively cut the amount of perk you need to get to fully max out a character by 2/3, so the total (current) amount would go from 234 to 78. this would mean by the time a character hits level 50 (= is ready for prestige), they are almost maxed out already. with such a huge reduction i would be done maxing everyone out within probaply 2 or 3 months, meaning i would stop playing this game until a new character comes out and i have something to work towards again.

    and i know there are a lot who feel this way. by taking away too much of the grind without bringing anything new to the game, like this idea suggests, players would quickly reach a point where they have everything and the game becomes boring and stale. you need to always have something to work towards in order to have the motivation to do something, if you dont have that then it gens very boring very fast.


    TL;DR: you should focus on reducing the grind by adding NEW things into the game, not by taking already existing things away. that way you can not only add more interesting features to this game, you also wont "rob" us, who worked hard to get the amount of items we have, off our hard earned prizes.


    also, here are some suggestions i have for reducing the grind, as you dont seem to want to believe me that i do infact want to help newer players and reduce the grind aswell:

    • passive perk upgrading. why not allow perks to passively upgrade when you ran them for X amout of matches? that way new players can quickly get the perks they want to high levels, while long time players can get the perks they are missing by playing new perk builds they havent played a lot yet. also, why not make the BW only feature lvl 1 perks until you gathered all of them? it would help letting everyone get every perk at lvl 1 faster, so they can then start passively leveling them up.
    • a rework of the daily challenge system. i was thinking about a system that adds 3 challenges to both sides, starting easy and then growing in difficulty. beating a challenge could reward you with a certain amount of BP, aswell as a BP boost for the side you completed the challenge with for the rest of the day (something like 1.5x for the 1st, 1.75x for the 2nd and 2x for the 3rd - stacks with offerings and perks ofc).
    • an increase to the genral BP gain from trials. with the growing grind it only makes sense to increase the general BP gain you can get from the trials you play. we could start by increasing the BP cap from 32k to 64k and doubling the amount of BP you earn for each action. (or we can take both by 1.5x or 3x or ..., the numbers arent important right now) - oh and screw the general 1.000.000 BP cap we have right now.
    • rank rewards. each rank reset you get BP, the amount variies for each rank there is. the higher your ranking, the higher the reward at the end of the season. this would also need to come with a system that passively takes away your rank during a season should you not play, so that players cant just push to rank 1 and then not play anymore.
    • selling unwanted items / add ons / offerings. we all have tons of those we dont ever use on our characters, so why not sell them for X% of their original price so we can continue to level characters until we got what we want?
    • adding more events. events can bring a lot to this game, yet currently BHVR seems to want to get rid of them. imo we should instead add a lot more of them with new features like bonus challenges, community challenges, new objectives, BP boosts, etc. this would keep the game interesting and fresh, while also giving out great rewards to those who participate well.

    and im sure there are a lot more possibilities.

    but can you spot the striking difference between all of these ideas and yours?

    instead of taking already existing things away from the game, which "just take away perk tiers" clearly does, each and every single one of these ideas adds something new and unique to the game.

    in the long run, every single one of these suggestions i made are imho a lot healthier to this game than yours would be.

    and that is why im against yours.

  • thats nice and all, but i dont really see why this is any useful to me.

    the only time this would work is when i already killed 3 people and closed hatch, at which point i already won - plus smart survivors will realize im camping hatch and go and open a gate.

    even if i saw them, unless i have an active NOED, this, again, doesnt help as they can just go to a gate outside my LoS and force me to guess whether they are actually doing the gate or hiding around me waiting for me to leave my spot so they can open the hatch and leave that way (turning it into a 50/50 scenario)

    and if its not this scenario, then i'll just spend all my time standing on hatch like an idiot while the remaining survivors just do their gens and leave through a gate.

    i also cant attack the key survivor, as they would then lose their collision with me and just open the hatch anyway, so EGC or an active NOED (or other exposed ability) is mandatory to killing them (stalking once again doesnt work as killers lose their collision when stalking).


    so unless its a very specific scenario, this knowledge doesnt really help me.

  • i dont think it should have been / should ever be a F2P game.

    F2P games have a tendency of attracting hackers and bots, as there is no punishment for them being banned (they can just rejoin on an alt account).

    seeing how this is a very prominent theme in Team Fortress 2 (a F2P game im playing that has been suffering from tons of bot attacks lately, reaching from aimbots over DDos bots to bots just being as racist and insulting as possible) im honestly very happy DbD is a pay2play, as that makes it a lot less attractive to cheaters and there wont be any masses of bots flooding the community (unless someone has way too much money and free time on their hand, which i highly doubt).

    DbD has enough problems already, we really dont need to be vulnerable to such cheaters any more than we are now.

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